Starfinder Adventure Path: Dead Suns Archives - Roll For Combat: Your Friendly Neighborhood Actual Play Podcast

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?

063: Ghouls Are People Too

After killing several evil ghouls and saving a skeleton-citizen from certain death, the RFC crew soon learn that on the world of Eox it’s the living who are the monsters!

Also for this week’s GM/PC Tip, Stephen explains why serving on jury duty you can learn a thing or two about “theater of the mind” and how to apply those lessons to your home game.

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062: Merry Critmas

Now that the crew knows the “truth” about Rusty, he doubles down on being “100% completely human” (other than setting up a date with a cute undead skeleton). And after weeks of undead shenanigans, the crew decide to finally get down to work and start following up on some Corpse Fleet leads.

Also for this week’s GM/PC Tip, Stephen explains how one can use the David Eddings fantasy series The Belgariad to structure your role-playing sessions!

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061: Eoxbound and Down

One year ago, Rusty “died” from a horrible illness, but soon afterwards mysteriously came back to life stronger than ever. Ever since then listeners (and players) have wondered what happened to Rusty and how is he alive? Today is the day where all secrets are revealed… and by none other than Paizo’s Starfinder Managing Developer and author of Splintered Worlds, Amanda Hamon Kunz!

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060: Undead on Arrival

The starship is built, the weapons are bought, and the PCs are leveled … it’s time to head over to the Eox and mix it up with a world of undead! Also joining us this week is Paizo’s Starfinder Managing Developer and author of Splintered Worlds, Amanda Hamon Kunz!

Also for this week’s GM/PC Tip, Stephen explores how to mess with PCs for fun and profit!

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059: Pick Six

After their asteroid adventure, the crew decide to head back to Absalom Station, sell several thousand credits worth of stolen/recovered gear, and level up their characters. Next stop, the undead world Eox and special guest Amanda Hamon Kunz!

Also this week, Stephen was hired to create a new monster for Paizo and The Diaspora Strain (Signal of Screams 1 of 3) adventure path. Stephen explains in detail the process for creating his fearsome acid-spitting arthropod… the Crate Fiend!

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058: O Co-Captain! My Co-Captain!

With the secret cultist base fully explored and no leads it’s time to go back to Absalom Station and regroup. Of course, things don’t go quite as planned and drama ensues – who will Captain the Sunrise Maiden?

Also for this week’s GM/PC Tip, Stephen explores how to handle drinking and gaming!

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057: Better Homes and Starships

With the cultist base empty, the RFC crew decide it’s time to move on… and do some shopping! After months of adventuring it’s finally time to upgrade the Sunrise Maiden. Of course, the gang has different ideas as to what should be upgraded. Hirogi and Mo want railguns and missile launchers, Tuttle has his eyes on a new science bay, while Rusty just wants/needs luxurious crew quarters. Decisions, decisions!

Also for this week’s GM/PC Tip, Stephen explores how to run a dungeon which has already been looted before the PCs arrive.

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056: Rage Against The Machine

Confusion abounds this week where the PCs attack their allies as often as the bad guys. Plus, more face melting traps! But the end is in sight as the PCs have run out of cultist base to explore… and yet still no leads.

Also for this week’s GM/PC Tip, Stephen explores the concept of rolling for all skill checks vs. “just giving it to the PCs”.

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055: Stop Hitting Yourself

If you can’t find any cultists to beat on, hit yourself instead! At least, that’s what happens when you throw mind-controlling dog-lizards into the mix. Plus, treasure! Well, broken treasure… but treasure!

Also for this week’s GM/PC Tip, Stephen is a bit under the weather so just does a quick tip on how to prep your monsters before a gaming session.

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054: Let’s Dance

This week the team scours the asteroid for that secret cultist base and the team is saved from certain death by technical problems. We also announce the winner to last week’s one-year anniversary contest!

Also for this week’s GM/PC Tip, Stephen discusses how you to make a memorable and awesome PC.

And don’t forget to become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

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