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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?

Dead Suns 049: A Pirate’s Life For Me

Last we left our heroes, they were heading to the Diaspora asteroid belt looking for the secret Cult of the Devourer base, but were interrupted by an approaching ship – pirates! Will the RFC crew fight these pirates… or end up joining their crew?

Also this week, Stephen explains why you always need to “telegraph” upcoming hard encounters to your players ahead of time.

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!

Dead Suns 048: Belter Skelter

ATTENTION NEW LISTENERS: We here at Roll For Combat recognize that jumping into an existing podcast can be a daunting task, especially one like this that involves an unfolding story. To help newer listeners out, we’ve prepared a brief synopsis at the start of this episode that will catch you up on the story so far. Give it a listen, and you’ll be ready to join us, all caught up ready to jump right into the podcast. Enjoy the show!

With their work done on Castrovel, the crew heads back to Absalom Station to report back to Chiskisk and get their next assignment. We also get a sneak peak of the level 5 crew… including Rusty who somehow managed to multiclass into three classes since last week.

Also this week, Stephen explains the benefits of providing an easy fight to the PCs every once in a while.

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!

Dead Suns 047: Revenge of the Nerds

All of the Devourer Cultists are dead, the undead elf Panelliar seems to have been pacified, and Dr. Solstarni has been rescued… the heroes work is done! Now all our heroes need to do is figure out what Cultists were doing at this ancient temple in the first place?

Also this week, Stephen explains why a GM should always try to incorporate an NPC into a player party.

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!

Dead Suns 046: Caster Blaster

After months of chasing Devourer Cultists through the horrific jungles of Ukulam, the crew finally meet their nemesis… the mad lashunta mystic, Tahomen! Things don’t look good for our heroes, especially if the undead elf solarian Panelliar decides to joins in on the fight as well… uh-oh!

Also this week, Stephen has part two of his GM/PC tip! This week he explains how PCs should prepare before each gaming session.

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!

Dead Suns 045: One Is The Loneliest Number

The bad guys have a button too! What happens after they push the button? Probably not a good thing… and how many times can Hirogi roll a natural one this week? Listen and find out!

Also this week, Stephen has a two-part GM/PC tip! This week he explains how he prepares to GM a session, while next week he’ll go into how a PC should prepare for each session.

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!

Dead Suns 044: Dr. Solstarni, I Presume

After countless months of trouncing through a horrible jungle, fighting terrible beasts, and facing death a dozen times, have the team finally found Dr. Solstarni? And if so… now what? And how many bad guys will Hirogi heal this week? Listen and find out!

Also this week, Stephen discusses a super simple way to make your PCs shine and feel awesome!

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!

Dead Suns 043: Stealth and Fitness

Last week the gang found the Temple of the Twelve, attempted to enter … and barely escaped with their lives. Now they need to figure out another way into the Temple without spooking the undead sentry.

Also this week, Stephen discusses how to handle your PCs when they go “off the rails”.

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!

Dead Suns 042: What We’ve Got Here Is Failure To Communicate

After trekking through the jungle for weeks, the gang finally reach their destination – the Temple of the Twelve. Of course, an ancient, hidden temple wouldn’t be guarded by horribly deadly creatures and traps, would it?

Also this week, Stephen discusses how PCs and GMs can deal with “impossible” encounters.

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!

Dead Suns 041: Talk to the Hand

The gang finishes exploring the temple of the Stargazer and pushes through to their final destination, the Temple of the Twelve. Of course the rumors of “haunted guardians” and “deadly traps” won’t deter our heroes … or will it?

Also this week, Stephen discusses how to best keep your PCs involved in the story from week to week.

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!

Dead Suns 040: Good Cop, Bad Cop, Hirogi Cop

After three sessions and 29 rounds of fighting, it’s time to regroup and figure out why this group was so intent on killing them. Luckily, the RFC gang managed to capture that troublesome sniper. Hopefully, she’ll talk and give the boys lots of mission-critical information. That is if they can make her talk…

Also this week, Stephen discusses how strict you should be as a GM with your PCs and when they discuss their character actions. Do you give them a bit of leeway? Or are you the kind of GM who subscribes to the theory of “if you say it, then you do it.”?

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