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Starfinder dead suns pdf download

Starfinder dead suns pdf download

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Web20/11/ · Starfinder Adventure Path: Splintered Worlds (Dead Suns 3 of 6) (Starfinder Adventure Path: Dead Suns) FORMAT FILE [ebook, pdf, epub, mobi pocket, audiobook, WebDEAD SUNS. Our first Starfinder Adventure Path, Dead Suns, kicks off. with “Incident at Absalom Station,” an adventure for four. 1st-level characters by yours truly. Designed to Web23/11/ · Starfinder dead suns 4 pdf download Download Book Starfinder Adventure Path Incident At Absalom Station Dead Suns 1 Of 6 in PDF format. You can Read Online Web5/09/ · You just downloading and save it on the device that you blogger.com previously to first select which format according to the device you have, so that the Starfinder Web27/05/ · Dead Suns is the first Starfinder Adventure Path campaign, debuted at Gencon in August , and ran through June “ In the Dead Suns Adventure ... read more




wh at they discovered about the true n at ure of the Drift Rock. presence, of course. As a result, all of Absalom St at ion is. one of the PCs, ensuring th at the d at a gets out there one way. next exciting installment of the Dead Suns Adventure P at h,. here th at the Pact Worlds as a formal entity were cre at ed,. Absalom St at ion finds its significance only growing as the. vac at ed by Golarion, suggests th at Golarion n at ives were. St at ion were surprised to find it transformed from a backw at er. Now, no m at ter how far explorers may roam, Absalom St at ion. Absalom St at ion struggled to retain its independence. defensive b at teries. Since then, having dedic at ed itself to. organiz at ions and eventually the se at of government for the. in ways th at favor one faction over others—means th at , while.


most syndics are democr at ically elected, some corpor at e or. immigr at ion to the st at ion. Council, meaning th at the st at ion is constantly flooded with. it also cre at es tension, as these foreign n at ionals oper at e. corpor at ions to employ priv at e security in their holdings,. Absalom St at ion live and work in rel at ive safety— at least in. st at ion is—and wh at a precarious situ at ion th at puts them. the way of danger. Though the st at ion itself has rel at ively. As Absalom St at ion lacks the n at ural resources of even the. cre at ive in order to survive. Fortun at ely, wh at technology. store it in b at tery form and transport it beyond the st at ion.


st at ion. heading out. corpor at e and governmental headquarters, th at keeps enough. the st at ion has the most d at a on newly discovered planets. schools, and Absalom St at ion manages to remain at the. Absalom St at ion is a melting pot. Though many see the st at ion. religions, or at tempting to revive archaic organiz at ions from. scraps of inform at ion. Such traditionalists are often at odds. wh at they are, most of those on Absalom St at ion view the. other races once n at ive to Golarion, and tre at all others as. encroaching immigrants or foreign n at ionals. This n at urally. lowliest Botscrap street r at a chance at social advancement. dispar at e peoples and hold its political appar at us together. st at ion, and most congreg at ions are decidedly diverse. Seen from above, Absalom St at ion is shaped roughly like an. Altogether, Absalom St at ion is only 5. multicolored at mosphere tailored to n at ives of the gas giant. Puddles: C at ering to w at er-bre at hing cre at ures, this.


accommod at e air-bre at hing guests. Despite the inconvenience,. refer to air bre at hers find th at Puddles restaurants provide. St at ion are simply the result of like at tracting like, this one. gre at est solarian training facility outside of the Idari or Kas at h. robotic stone autom at ons th at are vaguely humanoid but with. gener at e powerful lances of the same green energy th at the. as streamers of bloody me at. Where the Fardock leads to, wh at. portal at all remains up for deb at e, with competing theories. with air and b at hed in the light of the sun, is at the same. even more elabor at e magical advertisements. While st at ion. opening onto secret loc at ions across the st at ion or on other. Arcanamirium: Like Absalom St at ion itself, the Arcanamirium. university on the st at ion, the Arcanamirium tre at s magic like. comb at and b at tlefield tactics to individual planetary legal. performers of all sorts on Absalom St at ion. It draws its unique.


from a traditional the at er to a massive stadium. In its the at er. warriors in carefully regul at ed gladi at orial exhibitions and. Absalom St at ion, yet it also contains campuses for corpor at ions. concentr at ed popul at ion grants Strong Absalom an official. Bluerise Tower: The Absalom St at ion government is decidedly. laissez-faire toward the businesses oper at ing on the st at ion, yet. to support them. Yet, the Golden Vault on Absalom St at ion is. customers negoti at e with represent at ives for loans, product. reason to be on the st at ion at all, cre at ing whole ecosystems. as big as Absalom St at ion. While recyclers and biov at s take. for breakages th at spill precious w at er and other resources.


ferocious w at er tigers, and sewage-drinking colemars th at. corridors, while kas at han youth and ryphorian b at tleflowers. be at en p at h are often plagued by vexgits and other gremlins,. orbits the st at ion. many of the benefits of living on Absalom St at ion without. docking fees. The government of Absalom St at ion is content. able to keep them in orbit around the st at ion. Legend has it th at. a fully oper at ional warship th at has added its might to the. th at now dwell on the st at ion share the conviction th at. to indic at e their support for the Strong Absalom movement. st at ic shock truncheon for melee at tacks and as a pulsecaster. those seeking evidence th at the Swarm visited Golarion at. It is thought th at Thruneblades were originally cre at ed in the. records of their cre at ion or wh at they were originally called. Ungar at o,. epithets imply th at Ungar at o was once a sword of some kind,.


Ungar at o has a distinct appearance th at is unlike any other. Ungar at o scores a critical hit, it autom at ically spends 1 point. points of viciousness fade at the r at e of 1 per hour. Ungar at o. Legend claims th at Ungar at o was once. sentient and held gre at powers th at only functioned in the. ability drain, exhaustion, f at igue, neg at ive levels, and nonlethal. neg at ive energy can heal undead. An unliving cre at ure with. fast healing benefits from th at ability. Some cre at ures on the following pages fe at ure a templ at e. graft th at allows GMs to cre at e similar cre at ures of almost. Deaf Ex Ak at as cannot at tempt Perception checks to listen. Hibern at ion Ex Ak at as can enter a st at e of hibern at ion for. Susceptible to Salt W at er Ex A splash of salt w at er deals.


Terrifying pred at ors th at dwell in the vast void of space,. Confusion Aura Su Any cre at ure th at comes within 30 feet. m at ter, ripping open the flesh of nearby cre at ures. This is. just as the Drift contains m at erial sn at ched from countless. c at egories: pred at ors such as itself and prey everything. autom at ically initi at es a grapple comb at maneuver. Much less intelligent than. th at it loses line of sight to the vracinea. If the only p at h to. believe the flowers vibr at e at a sub at omic level,. Susceptible to Salt W at er Ex Salt w at er acts as a strong. the ravages of void de at h. Those who perish from void de at h. Ocean planet with flo at ing arcologies and underw at er cities. in the deluge. With their gre at popul at ion centers in ruins and. the w at er than bene at h it. They have a deep love for the ocean. to bre at he underw at er and require bre at hing appar at uses. notable Flo at born n at ions include the repressive feder at ed cityst at es.


residents to enjoy and study, and these sc at tered at olls often. militant n at ure of the Deepborn, who endlessly b at tle each. control of a str at egic undersea volcano for five gener at ions;. all civiliz at ions and the de at h of all life-forms. Explore the. wall breakers to the sociop at hic hidden ones, and at tempt to. The Dead Suns Adventure P at h continues! means copyrighted m at erial including deriv at ive works and transl at ions. including into other computer languages , pot at ion, modific at ion, correction,. addition, extension, upgrade, improvement, compil at ion, abridgment or other. covered by this License, including transl at ions and deriv at ive works under. storylines, plots, them at ic elements, dialogue, incidents, language, artwork,. symbols, designs, depictions, likenesses, form at s, poses, concepts, themes.


and graphic, photographic and other visual or audio represent at ions; names. personas, likenesses and special abilities; places, loc at ions, environments,. cre at ures, equipment, magical or supern at ural abilities or effects, logos,. are used by a Contributor to identify itself or its products or the associ at ed. transl at e and otherwise cre at e Deriv at ive M at erial of Open Game Content. contains a notice indic at ing th at the Open Game Content may only be. Grant and Consider at ion: In consider at ion for agreeing to use this License,.


Represent at ion of Authority to Contribute: If You are contributing original. m at erial as Open Game Content, You represent th at Your Contributions are. including as an indic at ion as to comp at ibility, except as expressly licensed. Product Identity. You agree not to indic at e comp at ibility or co-adaptability. constitute a challenge to the ownership of th at Product Identity. The owner. indic at e which portions of the work th at you are distributing are Open Game. Upd at ing the License: Wizards or its design at ed Agents may publish. upd at ed versions of this License. You may use any authorized version of this. due to st at ute, judicial order, or governmental regul at ion then You may not. Termin at ion: This License will termin at e autom at ically if You fail to. becoming aware of the breach. All sublicenses shall survive the termin at ion. Reform at ion: If any provision of this License is held to be unenforceable,.


Jon at han Tweet, Monte Cook, Skip Williams, based on m at erial by E. Starfinder Adventure P at h 1: Incident at Absalom St at ion © , Paizo. B at tle or befriend more than 80 bizarre life-forms in this page, hardcover cre at ure collection for. the Starfinder Roleplaying Game! Every new world and space st at ion comes with its own dangers,. from strange new cultures to robotic killing machines to alien pred at ors ready to devour unwary. multiverse, plus alien equipment and more. Best of all, a robust system for cre at ing your own.


cre at ures ensures th at your parties will never be without weird new aliens to interact with. rules for many of these new organisms even let you be the alien, making the Alien Archive not just a. collection of cre at ures to kill but a fascin at ing menu of cre at ures to be! Want to play a hyperevolved. flo at ing brain? A mighty dragonkin? A silicon-based crystalline slug? Explore the limits of your. Starfinder and the Starfinder logo are trademarks of Paizo Inc. n at ure of the asteroid it tows. But wh at the players find there will. set in motion events th at could thre at en the entirety of the Pact.


This volume of Starfinder Adventure P at h launches the Dead. RELICS OF GOLARION Although the det. If you drop an item while your falc. ALIEN ARCHIVES The galaxy is an eno. BONE TROOPER CR 3 XP Female ele. VRACINEA CR 4 XP 1, N Large plan. CODEX OF WORLDS HEICORON IV Ocean p. THE INVASION BEGINS! ALIEN ARCHIVE. A SHIP WITHOUT A CREW When a brutal. Extended embed settings. You have already flagged this document. Thank you, for helping us keep this platform clean. The editors will have a look at it as soon as possible. EN English Deutsch Français Español Português Italiano Român Nederlands Latina Dansk Svenska Norsk Magyar Bahasa Indonesia Türkçe Suomi Latvian Lithuanian český русский български العربية Unknown.


Self publishing. Login to YUMPU News Login to YUMPU Publishing. TRY ADFREE Self publishing Discover products News Publishing. Share Embed Flag. The first campaign book The first campaign book. SHOW LESS. ePAPER READ DOWNLOAD ePAPER. TAGS absalom drift starfinder acreon worlds pact golarion astral asteroid kings suns. Create successful ePaper yourself Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software. START NOW. INCIDENT AT ABSALOM STATION ROBERT G. In service for over years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and explor at ory survey vessels. Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar ME thrusters, and a Signal Basic Drift drive.


Standard armament is a Gorkal broad-arc gyrolaser mounted forward, supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light particle beam projector provides degree offensive capability at intermedi at e range. Sanjaval Spaceflight Systems produces a variety of interchangeable service modules, from technomantic labor at ories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships. Printed in China. McCreary, Owen K. Stephens, and James L. McCreary and Owen K. McCreary Campaign Outline 4 Incident at Absalom St at ion 6 by Robert G. McCreary Absalom St at ion 38 by James L. Sutter Relics of Golarion 50 by Owen K. Stephens Alien Archives 54 by Jason Keeley and Robert G. McCreary Codex of Worlds: Heicoron IV 62 by Robert G. McCreary Starship: Sunrise Maiden by Robert G.


This book refers to several other Starfinder products, yet these additional supplements are not required to make use of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at paizo. Paizo Inc. com This product is compliant with the Open Game License OGL and is suitable for use with Starfinder or the P at hfinder Roleplaying Game. Elements th at have previously been design at ed as Open Game Content, or are exclusively derived from previous Open Game Content, or th at are in the public domain are not included in this declar at ion. Open Game Content: Except for m at erial design at ed as Product Identity see above , the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.


No portion of this work other than the m at erial design at ed as Open Game Content may be reproduced in any form without written permission. FORTUNE IN THE STARS Take your st at ion, check your helmet seals, warm up the thrusters, and strap in, because the Starfinder Adventure P at h is ready to launch! One of the primary goals we have for the Starfinder Adventure P at h is to fe at ure m at erial th at can be used by both players and Game Masters. In every volume of the Starfinder Adventure P at h, we plan to offer additional rules content th at players can use, whether th at means new equipment or weapons, new fe at s or spells, or new character options. In addition, many of the new alien cre at ures presented in Adventure P at h volumes will include racial traits, so th at players can build characters of these races with GM permission, of course. If this is your first look at the Starfinder RPG, welcome! Th at said, the game is designed for new players just as much as for experienced ones, so whether this is your first foray into Starfinder, or even into RPGs in general, this game is for you.


No previous knowledge of P at hfinder is required—just a willingness to have fun! A PATH TO THE STARS The Starfinder Adventure P at h is designed to present entire campaigns to play using the Starfinder RPG rules. Each Adventure P at h will run for a year, with a new volume released every other month. Each volume of the Adventure P at h includes a new chapter in the campaign, supplementary articles th at provide additional details on the Starfinder campaign setting, and new rules content for the Starfinder RPG th at players and GMs alike can make use of. Designed to introduce Starfinder to GMs as well as players, the adventure begins on Absalom St at ion, but the campaign will take the heroes throughout the Pact Worlds and far beyond. Take a look at the inside covers of this volume if you want an early peek at the Sunrise Maiden. This is followed by a selection of magical relics whose origins lie in the distant past on lost Golarion, by Starfinder Design Lead Owen K.


These items make excellent additions to the options available in the Starfinder Core Rulebook, though of course GMs can use them to equip enemies, too! Our messageboards can be a valuable and inform at ive resource for players and GMs alike, with discussions on a wide variety of topics, including both the Starfinder Roleplaying Game and the Dead Suns Adventure P at h. com, where you can learn about new and upcoming releases for Starfinder and the Starfinder Adventure P at h. I hear a ship has just arrived at Absalom St at ion, towing a strange asteroid and missing its crew. Robert G. McCreary Senior Developer, Starfinder Design Lead rob. mccreary paizo. In the Dead Suns Adventure P at h, the PCs are members of the Starfinder Society, and their task is twofold: to learn all they can about this ancient technology and the alien civiliz at ions behind it, and to prevent the weapon from falling into the wrong hands.


In the first half of the Adventure P at h, the PCs acquire their own starship, which will be their home and base of oper at ions throughout the campaign, and which they can upgrade and personalize as they advance in level. The PCs travel to various loc at ions throughout the Pact Worlds the primary setting of the Starfinder Roleplaying Game to g at her wh at inform at ion they can on the Stellar Degener at or. As the campaign unfolds, the PCs also discover th at two other groups—the Cult of the Devourer and the Corpse Fleet—have learned of the alien superweapon and seek to add it to their own arsenals.


In the second half of the campaign, the PCs head out into the wider galaxy in search of the Stellar Degener at or, visiting distant worlds and uncovering more ancient alien technology and history, all the while racing against both the Devourer cult and the Corpse Fleet. Through the course of the Adventure P at h, the PCs embark on personal journeys th at will take them from neophytes in the Starfinder Society to saviors of the Pact Worlds—provided they succeed, of course! For more details on the events precipit at ing the Dead Suns Adventure P at h, see the Adventure Background on page 5. INCIDENT AT ABSALOM STATION Starfinder Adventure P at h 1, Levels 1—2 A deserted ship named the Acreon arrives at Absalom St at ion from hyperspace, towing behind it a mysterious asteroid dubbed the Drift Rock.


The PCs come to Absalom St at ion to join the Starfinder Society but soon find themselves caught up in a gang war instig at ed by two factions—the Hardscrabble Collective, the scrappy mining clan th at owns the Acreon; and Astral Extractions, the large corpor at ion th at hired the ship. With both factions vying to claim the ship and the asteroid, Campaign Outline SPOILER ALERT! If you intend to play in this campaign, be warned! These pages spoil the plot for the upcoming adventures as thoroughly as possible. The PCs take a shuttle to the quarantined Acreon, but one of the warring factions sends a ship to at tack them, giving them their first taste of starship comb at. The PCs eventually learn th at the asteroid is incredibly ancient and th at it is a fragment of some larger alien structure or artifact, perhaps a weapon, though its exact n at ure remains an enigma.


They also discover the Sunrise Maiden, a ship lost in hyperspace 75 years ago, which they can claim for themselves. But as soon as the PCs leave the Drift Rock in their new starship, they come under at tack from a mysterious ship! TEMPLE OF THE TWELVE Starfinder Adventure P at h 2, Levels 3—4 Now in possession of a ship, the Sunrise Maiden, the PCs must b at tle their way off the Drift Rock, eventually finding out th at the exiled Corpse Fleet of Eox was behind the at tack. Eventually, the characters uncover an obscure pre-Gap reference to an ancient, forgotten, elven temple-city on Castrovel called the Temple of the Twelve, which had supposedly found evidence of an advanced extr at errestrial civiliz at ion long ago. Upon reaching the abandoned and overgrown elven temple-city, the characters must contend with Castrovelian Devourer cultists who have taken over much of the crumbling ruins.


After exploring the ruins, the PCs learn th at the elves had discovered an almost unimaginably immense megastructure called the G at e of Twelve Suns , which rel at es in some way to the Drift Rock and, potentially, to an ancient alien superweapon. Upon loc at ing the base, however, they discover th at the cult has abandoned it. THE RUINED CLOUDS Starfinder Adventure P at h 4, Levels 7—8 Chasing the Cult of the Devourer, the PCs depart the Pact Worlds for the expanses of the Vast, journeying to the uncharted star system of Nejeor, where they discover the ruins of an ancient alien civiliz at ion on the gas giant Nejeor VI. This ruined city, Istamak, once belonged to the kishalee, the alien species th at defe at ed the sivvs and captured the Stellar Degener at or. Kishalee civiliz at ion fell into decline millions of years ago, and since th at time, the kishalee have devolved into a savage, degener at e species called the kish th at now inhabits the ruins of Istamak.


As the PCs explore Istamak, they can piece together clues in the ruins to learn th at the Stellar Degener at or is real and was hidden away in its own demiplane, which can only be accessed through a kishalee megastructure called the G at e of Twelve Suns. Unfortun at ely, the PCs also discover th at the Cult of the Devourer was in Istamak before them and is already on its way to the G at e of Twelve Suns! Built by the ancient kishalee civiliz at ion, the G at e of Twelve Suns consists of 12 stars arranged in a circle, each orbited by a single controller moon. The PCs must contend with Devourer cult ships guarding the g at e before exploring some of the controller moons to learn how to activ at e the G at e of Twelve Suns —and how to prevent the Cult of the Devourer from doing the same. Once the PCs defe at the cult and its leader, they can open the Thirteenth G at e. As the demiplane containing the Stellar Degener at or is revealed, the Corpse Fleet suddenly appears in orbit around the G at e of Twelve Suns.


EMPIRE OF BONES Starfinder Adventure P at h 6, Levels 11—12 Outnumbered and massively outgunned by the Corpse Fleet in orbit around the G at e of Twelve Suns , the PCs must find a str at egy to prevent the Corpse Fleet from getting its hands on the Stellar Degener at or. There is no way the PCs can take on a fleet of such gre at size with their single ship, and even if they managed to slip away undetected, it would leave the Stellar Degener at or in the hands of the Corpse Fleet. The PCs have only one viable str at egy—a daring gambit to infiltr at e the Corpse Fleet flagship, the Empire of Bones, seize control of it, and use it to destroy both the Stellar Degener at or and the Corpse Fleet itself. Only then can the PCs set the ship to self-destruct and pilot the vessel into the demiplane on a collision course with the Stellar Degener at or.


INCIDENT AT ABSALOM STATION FOREWORD CAMPAIGN OUTLINE PART 1: ABSALOM GANG WAR PART 2: GHOST SHIP PART 3: PHANTOMS OF THE DRIFT ABSALOM STATION RELICS OF GOLARION ALIEN ARCHIVES CODEX OF WORLDS 5 INCIDENT AT ABSALOM STATION PART 1: ABSALOM GANG WAR 7 When a deserted ship towing a peculiar asteroid arrives at Absalom St at ion, the heroes find themselves caught up in a dispute between two factions and their street-gang allies. PART 2: GHOST SHIP 18 Hired to investig at e the derelict ship and its cargo, the heroes fight for their lives in a starship-to-starship b at tle against a hired mercenary before facing the current occupants of the quarantined ship.


PART 3: PHANTOMS OF THE DRIFT 28 The heroes explore the mysterious asteroid called the Drift Rock. The heroes also get a starship of their own when they find one abandoned on the asteroid! The PCs should reach 2nd level while exploring the Acreon, and they should be 2nd level before venturing onto the Drift Rock. The PCs should be 3rd level by the end of the adventure. The conflict ranged across multiple distant star systems for centuries, killing millions and consuming an incredible amount of resources on both sides. Both species were teetering on the edge of economic and societal collapse, but neither side could manage to get the upper hand. To decisively end this cycle of destruction in their favor, the sivvs developed a superweapon of almost unimaginable power called the Stellar Degener at or. The kishalee learned of the doomsday device, however, and defe at ed the sivvs before they could use the superweapon against them.


The kishalee hid the Stellar Degener at or inside a hastily constructed demiplane and built a vast megastructure called the G at e of Twelve Suns th at was required to access the demiplane and control the superweapon inside. Eventually, the kishalee civiliz at ion fell, as all civiliz at ions eventually do, and the Stellar Degener at or, the G at e of Twelve Suns , and the secrets of their oper at ion were forgotten. After millions of years, the Stellar Degener at or has finally resurfaced. Since then, this fragment of the Stellar Degener at or—which looks like nothing more than an unremarkable asteroid—has flo at ed undisturbed through the Drift. Until now. A few weeks ago, the prospecting ship Acreon, owned by a scrappy clan of asteroid miners called the Hardscrabble Collective, discovered an asteroid flo at ing in the Drift while traveling to Absalom St at ion from Near Space. Always looking for their next claim, the miners captured the asteroid and towed it behind their ship—but when the Acreon arrived at Absalom St at ion, its crew had disappeared, leaving the ship deserted.


St at ion security immedi at ely quarantined the ship and the mysterious asteroid at a safe distance from the st at ion, pending further inquiry. Two groups have st at ed a vested interest in the Acreon and the asteroid. One is the Hardscrabble Collective, which owns the ship and claims mineral rights to the asteroid. The other is Astral Extractions, a large mining company th at hired the Hardscrabble Collective and the Acreon to explore potential sites for future exploit at ion. Two other factions are interested in the Acreon and the Drift Rock, though less publicly.


The first is the exiled Corpse Fleet of Eox, which wants to recover secret cargo it placed on the ship. The player characters should have some sort of connection with the Starfinder Society, either as new members or as prospective applicants at the very least, the PCs should have a good reason to ally themselves with the Society , and have come to Absalom St at ion to find work. Kreel has promised to show them around the st at ion, help them get settled, and facilit at e their membership into the Starfinder Society. The adventure assumes th at the PCs are all passengers on the shuttle Okimoro, which has just arrived at Absalom St at ion, landing in Docking Bay Adjust the first encounter as necessary to account for any PCs th at are not passengers on the shuttle. The players should take a few moments to make introductions and describe their characters to each other before moving on to the first encounter, Caught in the Crossfire, on the next page.


To set the scene and get the adventure started, read or paraphrase the following. The brightly lit docks of Absalom St at ion are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering starpilots, scurrying ysoki mechanics, and expectant colonists mingle with enigm at ic kas at ha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, cre at ing a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space st at ion.


Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and baggage. The two gangs have been adversaries for years, but their animosity toward each other has flared in recent days, as each gang has been hired by one of the factions currently competing over the f at e of the Acreon and the Drift Rock: Astral Extractions and the Hardscrabble Collective. When all the PCs have set foot in the docking bay, allow them to at tempt Perception checks. Any PC who succeeds at a DC 5 Perception check sees Kreel waiting for them in the middle of the docking bay. Any PC who succeeds at a DC 15 Perception check also notices the two groups of people on the fringes of the docking bay furtively taking up defensive positions among stacks of cargo cr at es and machinery.


Kreel is tall and lanky for a dwarf, with a bristly, iron-gray beard and deep-set eyes bene at h bushy eyebrows. With his p at ched and stained coveralls, the dwarf looks like just another dockworker, but a badge bearing the symbol of the Starfinder Society stands out on his chest. When he sees the PCs, he raises a hand in greeting and gives them 8 a friendly smile. Before the PCs can return the greeting, however, the air is suddenly filled with laser blasts as the Kings and the 21 Crew open fire on each other.


Bystanders scream and flee in terror, diving for cover or milling about frantically. Kreel freezes, paralyzed with fear. There are six gang members in total: three Downside Kings and three Level 21 Crew use the Absalom St at ion gang member st at block below for members of both gangs. The Downside Kings enter the docking bay from the northeast see the Directions in Space sidebar and take up the positions marked G on the right side of the map. The Level 21 Crew enter from the northwest and take up the positions marked G on the left side of the map. Duravor Kreel stands in the middle of the docking bay at the position marked K on the map. The PCs start in the area marked with caution lines in the bottom center of the map. The first round of comb at is a surprise round.


Only the gangs and PCs who succeeded at the more difficult Perception check to notice the approaching gang members can act during this round. Have each of the PCs roll 1d6; on a roll of 1, th at character is targeted this round by one of the gang members. At the same time, the PCs see a laser beam hit Kreel. The dwarf falls to the floor without a sound and does not move. Following the surprise round, comb at continues as normal. The gangs have no idea who the PCs are, and the scene is utter chaos. Each round, randomly determine whether the individual gang members shoot at the PCs or the other gang. There is plenty of cover available in the docking bay for comb at ants on all three sides to make use of, from cr at es and shipping containers to baggage carts, machinery, and even an inform at ion booth near the middle of the docking bay.


The precise type of cover partial, normal, improved, or total these objects provide is left for you to determine, and the PCs or the gang members might be able to increase their amount of cover by ducking down or dropping prone behind smaller objects. In any case, both the PCs and gang members would be well advised to take advantage of the opportunities for cover within the docking bay. Discourage the PCs from engaging both gangs at the same time; th at would make this a CR 4 encounter—a challenge of epic difficulty for 1st-level PCs! Neither gang is interested in talking; their blood is up and they just want to hurt their rivals. Once all three members of one gang have been killed, the survivors from the other gang immedi at ely stop fighting and flee the docking bay, disappearing into the depths of the st at ion.


With no magnetic poles, which way is east on a space st at ion? To address this problem, standard cardinal directions are still used on space st at ions, asteroids, and other free-flo at ing bodies without a magnetic north. While this is perhaps not the most accur at e way of describing directions in space, it does allow for easier descriptions of loc at ions and rel at ive positions in terms th at everyone is familiar with. These definitions are used only for loc at ions in space without a common reference point; on larger moons and planets, the cardinal directions retain their standard definitions. So forward is toward the front or bow of the ship, aft is toward the rear or stern of the ship, port is toward the left side of the ship, and starboard is toward the right side of the ship. completely through his neck from the laser beam. No m at ter wh at they try, nothing the PCs do can save him. Emergency medical services follow a few minutes l at er to assist the injured.


Security personnel question witnesses including the PCs and take their st at ements. If necessary, the emergency medics can administer first aid to the PCs or tre at deadly wounds using the Medicine skill. They can also confirm th at Kreel is dead and make arrangements for the body. Story Award: If the PCs somehow manage to avoid comb at by escaping or sneaking out of the docking bay without engaging either of the gangs, award them XP, as if they had defe at ed one of the gangs. If they want to get settled on the st at ion first, see Absalom St at ion Investig at ions on page 11 for some brief guidelines. Upon their arrival, the PCs are greeted by a receptionist who inquires as to their business with the Starfinder Society.


After several minutes, a functionary arrives to lead them to a cluttered but clean office deep in the complex. Chiskisk welcomes the PCs, offers them refreshments filtered w at er and processed-protein wafers , and bids them sit down before introducing themself. If the PCs have not yet mentioned th at Duravor Kreel was killed, Chiskisk is puzzled about their unescorted arrival at the Lorespire Complex, and asks them where the dwarf is. I assure you th at such at tacks are not a daily occurrence, though I realize th at is likely small comfort to you. He was a valued member of the Society, and a friend. May the Lady of Graves be kind in her judgment of his soul.


Gang wars are not uncommon on the st at ion, but they usually confine themselves to the more lawless sectors like the Puddles. It is rare for street gangs to b at tle openly in public areas like the docks. I cannot help but wonder whether all is as it seems. There must be a reason why those two gangs were at Docking Bay 94 at th at time—the time of your arrival, coincidentally. But was it coincidence? Were you and Duravor just innocent bystanders caught in the crossfire, or might you and he have been specifically targeted? And if so, why? Find out exactly wh at happened and why. It may simply be a m at ter of being in the wrong place at the wrong time—I have no doubt st at ion security will rule it so—but if Duravor was murdered, I would like to find justice for my friend. Chiskisk does give their personal comm code to the PCs, so they can call and report if necessary, but for the most part, the PCs will be on their own.


If the PCs have not yet found a place to stay, Chiskisk recommends a small hotel called the Moons of Sleep. Loc at ed just a short walk from the parks and towers of the Eye, the hotel is centrally loc at ed, and has both efficiencies and suites available. Chiskisk has lived on Absalom St at ion for many years and can act as a friendly NPC to help the PCs get their bearings on the st at ion, answer any questions they might have without giving away any plot points, of course! Chiskisk will not join any comb at missions, however, and should not overshadow the PCs—let them make the decisions and try to solve problems on their own as much as possible. Once the PCs have a place to stay, they can learn more about current events on the st at ion. The other main topic of discussion is the disagreement between Astral Extractions and the Hardscrabble Collective, both of whom claim ownership of the Drift Rock and the right to examine the Acreon and determine the f at e of its crew.


Each of these topics is detailed in its own section below, which outlines the inform at ion the PCs can learn with a successful Culture check or other skill check, when applicable to recall knowledge or a successful Diplomacy check to g at her inform at ion. The results of these checks are cumul at ive; on a successful check, the PCs should learn all of the inform at ion for lower results as well. In short, this section of the adventure can and should be modified to meet the needs of your game and your players with as much detail as you deem necessary. Duravor Kreel The PCs can learn the following about Duravor Kreel. Beyond the inform at ion below, there is little else to learn; he had no family on the st at ion, few close friends, and no known enemies.


Most of his work focused on mineral prospecting, but he also took an interest in mentoring new and prospective members of the Society. In addition, one of his cousins was a member of the group, but she died in a mining accident—the result of safety viol at ions perpetr at ed by her contract employer, Astral Extractions. Astral Extractions In addition to the Culture skill, the PCs can also use Profession corpor at e professional or miner to recall knowledge about Astral Extractions. Development: If the PCs want to investig at e Astral Extractions directly, they can easily find its corpor at e offices in Bluerise Tower in the Ring, one of the most expensive pieces of real est at e in Absalom St at ion. Unfortun at ely, their efforts are stymied by the indifferent bureaucracy of the huge interplanetary corpor at ion. At most, persistence and a successful DC 25 Diplomacy check earns them an appointment with a coolly professional lashunta corpor at e agent introducing herself as Ms.


She listens at tentively to everything the PCs have to say and confirms th at Astral Extractions has had business dealings with the Hardscrabble Collective in the past, but declares th at the company is currently awaiting arbitr at ion over the disposition of the Acreon and its cargo and has no further st at ements to make at this time. After thanking the PCs for their interest in Astral Extractions, Ms. Joss ends the meeting. Story Award: Award the PCs XP if they learn th at Astral Extractions hired the Downside Kings as muscle to intimid at e the Hardscrabble Collective. If the PCs also discover th at the Kings were specifically instructed to murder Duravor Kreel, award them an additional XP. These awards are the same whether the PCs are investig at ing the company or the gang see page 13 and can only be earned once each. The Hardscrabble Collective In addition to the Culture skill, the PCs can also use Profession miner to recall knowledge about the Hardscrabble Collective.


It has no offices or base of oper at ions, but the clan members usually view the Armada—the ever-changing fleet of ships th at orbit Absalom St at ion—as a central g at hering place. Collective crews hire their ships out to a wide variety of business concerns, including Astral Extractions, which recently employed the Collective ship Acreon to scout for new mining prospects in the Vast. The group has no offices on the st at ion, and the employment firm th at handles contracts for them only st at es th at the Collective is not currently accepting any jobs. The PCs can earn this reward only once. The Downside Kings Finding inform at ion about the Downside Kings is a bit more difficult, as they have less of a public presence due to their extralegal activities. Only the lowest result DC 10 can be learned with a Culture check to recall knowledge; the PCs must use Diplomacy to g at her inform at ion or Intimid at e to garner the additional knowledge from higher results.


They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-forhire, and trafficking in sentient species. Story Award: Award the PCs XP if they discover th at Astral Extractions hired the Downside Kings. If the PCs also learn th at the Kings were specifically instructed to murder Duravor Kreel, award them an additional XP. These awards are the same whether the PCs are investig at ing the gang or the company see page 12 and can be earned only once each.


Their known criminal endeavors include theft, fencing stolen goods, gambling, prostitution, racketeering, and smuggling. The gang has also been known to hire itself out to defend marginalized and thre at ened groups or factions. A grizzled ysoki called Jabaxa currently leads the Level 21 Crew. Story Award: If the PCs find out th at the Hardscrabble Collective has hired the Level 21 Crew, whether from their investig at ion of the gang or the Collective see above , award them XP. The surrounding neighborhood is low-end, but not quite a slum, and PCs who succeed at a DC 15 Culture check recognize graffiti on the walls as gang tags marking this as territory of the Level 21 Crew. If the PCs come here in search of the Level 21 Crew, they can leave word with Mama F at s N female halfling herself. The gang invites the PCs for a meeting at the bodega the following day. INCIDENT AT ABSALOM STATION FOREWORD CAMPAIGN OUTLINE PART 1: ABSALOM GANG WAR PART 2: GHOST SHIP PART 3: PHANTOMS OF THE DRIFT ABSALOM STATION RELICS OF GOLARION ALIEN ARCHIVES CODEX OF WORLDS 13 How this encounter plays out depends on your players.


The adventure assumes th at the PCs are most likely to symp at hize with the Hardscrabble Collective and by extension, the Level 21 Crew and oppose the Downside Kings, but th at is not necessary for the adventure to continue. The PCs might instead choose to curry favor with Astral Extractions, or they might decide to remove the thre at of both gangs. Jabaxa is a ysoki who has led the Level 21 Crew for several years and is a shrewd judge of character. If the PCs are friendly or at least not overtly hostile , Jabaxa invites them to have a se at and pours out a shot of b at htub moonshine for each of them as a gesture of hospitality before asking them their business. JABAXA If a PC can make him at least friendly, Jabaxa will share wh at he knows.


He claims th at it was the Kings who started the shootout in Docking Bay 94, as well; his crew was there only to oppose them. No m at ter how friendly or helpful the PCs make Jabaxa, however, he is unwilling to commit any of his gang members to help the PCs at tack the Downside Kings. His job is to protect the Hardscrabble Collective, not to provoke Astral Extractions or the Kings into expanding the conflict. If an enemy at tacks him directly, or if his gang members are killed, Jabaxa returns fire with his pulsecaster.


Morale Jabaxa surrenders or at tempts to flee if reduced to fewer than 6 Hit Points. Morale The gang members at tempt to flee if reduced to 3 Hit Points or fewer, or if Jabaxa is killed. FUSION QUEEN Fusion Queen is a nightclub loc at ed in the lower levels of Absalom St at ion, deep in Downside Kings territory. The Kings also own and oper at e the club, using it as a hideout and base of oper at ions. The neighborhood is somewh at depressed, but still considered trendy in certain circles, and the club is usually filled with p at rons most of whom have no connection with the gang at all hours, day or night. How this encounter plays out depends on your players. The adventure assumes th at the PCs are most likely to side with the Hardscrabble Collective and Level 21 Crew and at tack the Downside Kings, but th at is not necessary for the adventure to continue.


For their part, however, the Downside Kings are not much interested in diplomacy. Astral Extractions has paid them well, and the gang makes no apologies for their actions. Nevertheless, you should feel free to modify the following encounters to m at ch the goals of your players as needed. Use the map on page 16 for this loc at ion. Front Door CR 1 Lurid neon lights brighten the otherwise dingy space st at ion corridor here, advertising the main entrance to Fusion Queen. Due to the current conflict with the Level 21 Crew, the gang members are particularly alert for trouble. The guards at tack anyone who thre at ens them with hostility, or if they find any weapons in a search. If the PCs fail at one of these checks, the gang members at tack. Morale The gang members at tempt to flee if reduced to 3 Hit Points or fewer. Bar and Dance Floor The dimly lit interior of the nightclub is filled with the press of swe at y bodies, a haze of narcotic smoke, and the pounding be at and ulul at ing vocals of bakarang music blaring from the main stage in the northeast corner of the room.


A sinuous bar winds around the northwest corner, offering a variety of drinks and drugs for purchase. Booths line the south wall of the club, facing the main stage in the northeast corner and the crowded dance floor bene at h it. Gyr at ing dancers stand at op four smaller stages sc at tered around the club: one behind the bar, one in the center of the room, and two flanking the main stage. The bar and wait staff also deny any knowledge of the gang, but a PC who succeeds at a DC 16 Sense Motive check can tell they are lying. In any case, no one in the club will assist the PCs or answer their questions, and if the PCs are too persistent or INCIDENT AT ABSALOM STATION FOREWORD CAMPAIGN OUTLINE PART 1: ABSALOM GANG WAR PART 2: GHOST SHIP PART 3: PHANTOMS OF THE DRIFT ABSALOM STATION RELICS OF GOLARION ALIEN ARCHIVES CODEX OF WORLDS 15 B4a B4 B2 B3 B2a B1 B.


Storeroom CR 2 This large storeroom is filled with supplies for the bar outside, including bottles of hard alcohol, kegs of beer, and boxes of food and recre at ional stimulants. A single door stands in the north wall. Cre at ures: Three Downside Kings are sitting at a table in this room playing cards. They immedi at ely at tack if they see any weapons. The entertainment equipment in the storeroom can be sold or fenced for an additional credits. Back Office CR 3 The Downside Kings orchestr at e most of their gang business from this office, which contains a desk, several chairs, and vidscreens tuned to multiple entertainment feeds. A door to the northeast leads to a secure storage area see Treasure on page Unless the PCs have been exceptionally stealthy, the pair have likely heard the sounds of comb at in the storeroom outside and are prepared to deal with intruders.


Ferani stays behind her desk for cover, while Vrokilayo moves to intercept any intruders. If the PCs want to talk with Ferani instead of fighting, see Development on page Morale If reduced to 5 Hit Points or below, Ferani runs. She surrenders only if there is no escape. fear Defensive Abilities armor savant OFFENSE Speed 30 ft. Morale Vrokilayo fights to the de at h to defend Ferani. The target must be moved in a straight line, and if it hits an obstacle, it takes 1d6 nonlethal damage. Treasure: The Downside Kings keep their stolen loot and illegal profits in the secure storage room to the northeast area B4a.


The door to the room is locked Engineering DC 20 to disable, though Ferani has a key card. Inside are a holoskin, an autotarget rifle with five magazines of longarm rounds 10 cartridges each , two incendiary grenades I, two mk 1 serums of healing, a quick-release she at h armor upgrade, UPBs, and half a dozen credsticks holding credits each. Her initial at titude is hostile, so the PCs must succeed at a DC 26 Diplomacy check just to make her unfriendly. Any failure causes Ferani and Vrokilayo to at tack immedi at ely. If the PCs manage to intimid at e Ferani or make her indifferent, they can convince her to talk, but she remains surly and aggressive. The PCs can learn the same inform at ion if they capture and interrog at e Ferani, though the Intimid at e DC is reduced to 20 as she no longer has Vrokilayo to back her up. The shirren commends the PCs for their successful investig at ion and thanks them for risking their lives to find justice for Duravor. If the PCs captured Ferani Nadaz or any other gang members, Chiskisk can arrange for them to be handed over to st at ion security.


Chiskisk is also pleased to officially welcome the PCs into the ranks of the Starfinder Society for those who wish to join , and st at es th at they are looking forward to the discoveries the PCs will make and the knowledge th at they will share with the Society in the future. As a result, Chiskisk asks the PCs to keep their eyes and ears or antennae open for any further news about the contentious ship and its mysterious cargo th at might be of interest to the Society. Story Award: If the PCs find proof th at Astral Extractions ordered the killing of Duravor Kreel and bring the Downside Kings to justice, award them XP. If they want to explore more of the st at ion, you can use the Absalom St at ion gazetteer beginning on page 38 to liven their stay, but the PCs will soon discover th at the mystery of the Acreon and the Drift Rock is not yet done with them.


MEDIATION A few days after the PCs confront Ferani Nadaz and the Downside Kings, a messenger arrives at their lodgings with an invit at ion printed on paper th at is as black as the void of space requesting their company for a meeting with His Excellency Gevalarsk Nor, the ambassador of Eox. Any PC who succeeds at a DC 5 Culture check can recall th at Eox is a planet inhabited almost entirely by undead cre at ures. Eox is a full sign at ory to the Pact, and its undead inhabitants are equal citizens of the Pact Worlds. The Eoxian embassy has been decor at ed in a style reminiscent of traditional Eoxian architecture—black marble and bone-pale limestone, vaulted ceilings, sepulchral furnishings, and disconcertingly organic architectural details.


Inside, a pair of undead skeletal at tendants lead the PCs to a spare but well-appointed office th at feels something like the inside of an ancient mausoleum. A necrovite is a spellcaster who has used its powerful magic to achieve immortality in the form of eternal unde at h, storing its consciousness and soul in a technomagical relic called an electroencephalon. Nor greets the PCs and offers them se at s. Both parties are currently awaiting legal arbitr at ion, but the wheels of justice often turn quite slowly. As a result, I have offered my services as a medi at or in hopes of finding a solution th at is equitable to both factions. The ambassador does offer each of the PCs a sum of credits for their efforts, however. If asked why he offered to medi at e between Astral Extractions and the Hardscrabble Collective, Nor st at es th at he has no ties to either faction and genuinely wants to help.


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Dead Suns is the first Starfinder Adventure Path campaign, debuted at Gencon in August , and ran through June Help Help Quick reference Creating articles Editing articles Using categories Using templates Policies Style manual Administrators Forums Tutorial. Navigation Main Page Forum Discord chat Recent changes Random page. Tools Special pages Upload files Help. Support Donate. Wiki tools Special pages Page values. Page Discussion Meta View View source History. Releases Starfinder Adventure Path. Related publications Starfinder Adventure Path Miniatures. Dead Suns Against the Aeon Throne Signal of Screams Dawn of Flame Attack of the Swarm! The Threefold Conspiracy The Devastation Ark Fly Free or Die Horizons of the Vast Drift Crashers Drift Hackers Scoured Stars. Categories : Real-world articles Adventure paths. In the Dead Suns Adventure Path, the players take on the roles of members of the Starfinder Society , a loose association of scholars and adventurers who travel the galaxy uncovering the secrets of the past.


When a fragment of an ancient alien superweapon surfaces in the depths of hyperspace, its discovery sets off a race to find the extraterrestrial doomsday device. Hopping from planet to planet in both the civilized Pact Worlds and beyond, the heroes must contend with both the undead Corpse Fleet and the nihilistic Cult of the Devourer , each of which seeks to acquire the alien artifact for its own purposes. Can the heroes find and destroy the superweapon before their enemies seize control of it, or will the Pact Worlds' sun go dark and cold, a harbinger of dead suns across the galaxy? Incident at Absalom Station. Written by Rob McCreary. When a brutal gang war breaks out on a docking bay in Absalom Station , the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed.


Delving into the station's seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows. But what the players find there will set in motion events that could threaten the entirety of the Pact Worlds and change the face of the galaxy forever Temple of the Twelve.


Written by John Compton. Now members of the Starfinder Society and captains of 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. On Castrovel, their findings point them toward an ancient elven temple-city called the Temple of the Twelve , lost deep in Castrovel's teeming jungles. But 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 superweapon, if they can find it first! Written by Amanda Hamon Kunz. Tracking the Cult of the Devourer, the heroes travel to the Diaspora , but they must survive the asteroid field to find the cult's hidden command post. What they learn there takes the heroes to Eox, where they must challenge the planet's undead inhabitants to learn that the Devourer cult is headed for a distant star system in search of clues to the location of an alien superweapon.


Written by Jason Keeley. Still on the heels of the Devourer cult, the heroes head to a distant, uncharted star system, where they find the ruins of an ancient alien city floating in the atmosphere of a gas giant. Exploring the ruins, they encounter the degenerate descendants of a highly advanced species that once controlled the alien superweapon the heroes are searching for. Through the legends and superstitions of these savage aliens, the heroes can piece together clues to the superweapon's hidden location and the key to unlocking its power—an impossibly huge megastructure that the Cult of the Devourer is intent on seizing! The Thirteenth Gate. Written by Stephen Radney-MacFarland. The heroes journey deeper into the Vast to find the Gate of Twelve Suns , an alien megastructure consisting of a dozen stars arranged in a perfect circle.


However, members of the Cult of the Devourer precede them, and the heroes must contend with the cultists for control of the alien technology found on the single planet orbiting each sun. Only by defeating these foul marauders can the heroes keep the superweapon hidden here out of the wrong hands—though the destructive zealots are far from the only threats found in the system. Empire of Bones. Written by Owen K. 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! Written by Rob McCreary , John Compton , Amanda Hamon , Jason Keeley , Stephen Radney-MacFarland , and Owen K. Starfinder's original campaign returns in a new six-adventure hardcover compilation! Hopping from planet to planet in the Pact Worlds and beyond, the heroes must contend with both the undead Corpse Fleet and the nihilistic Cult of the Devourer, each of which seeks to acquire the alien artifact for its own purposes.


Dead Suns Pawn Collection. Key aliens and NPCs from Starfinder's Dead Suns Adventure Path come alive on your tabletop with the Dead Suns Pawn Collection, featuring more than creature pawns for use with the Starfinder Roleplaying Game or any tabletop science-fantasy RPG! Printed on sturdy cardstock, each pawn presents a beautiful full-color image of an alien, NPC, or starship from the Dead Suns campaign, including frenzied cultists, treacherous undead, horrors from space, and dozens of unique creatures.



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The void zombie at tacks anyone entering the cavern. com, where you can learn about new and upcoming releases for Starfinder and the Starfinder Adventure P at h. They can still explore the asteroid beforehand if they want, but be aware th at the encounters on the Drift Rock may be more difficult at this time, as the adventure assumes th at the PCs visit the Acreon first. Although the Corpse Fleet is outlawed in the Pact Worlds, the st at us of avowed members of the faction is less clear, and in any event, Eskolar claims diplom at ic standing. Arcanamirium: Like Absalom St at ion itself, the Arcanamirium.



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