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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 118: Undead of Unusual Size

What’s better than an epic fight with a gargantuan magical beast? How about a fight with four gargantuan magical beasts!

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Dead Suns 117: The Taking of Blackwind 123

This week the RFC Crew reach a new level and get a crash course on grav-train maintenance. As a bonus, we go over the history of the classic heist movie The Taking of Pelham 123.

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Dead Suns 116: Whip It Good

What’s more annoying than one player who hates to take damage and tries to avoid direct combat at all costs? How about two players! Mirror Image and holographic clones all day long!

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Dead Suns 115: I Bite My Thumb At You!

This week the RFC Crew start the long process of taking over the supercolossal ultranought and stumble upon their first serious encounter – public transportation!

Also this week, GM Stephen announces the winner for the Roll For Combat Contest and that sweet Amazon Gift Card!

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Dead Suns 114: Mo Them Down

This week the RFC Crew encounter their toughest encounter to date – hacking into a tier 10 computer!

Also this week, GM Stephen brings back the Roll For Combat Contest! Just listen to this week’s episode for details and how to enter!

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Dead Suns 113: Akiro By Committee

What happens when a player loses their internet connection and everyone else wants to keep playing? PC by committee!

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Dead Suns 112: Nice Planet You Got There…

Now that the RFC Crew is back together, it’s time to get back to dreaming big and double-crossing bigger!

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Dead Suns 111: Who’s That Knocking On My Door?

The RFC Crew continue their adventures through The Empire of Bones when they discover a horrible secret….

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Dead Suns 110: Tuttle Mnemonic

Is there anything Tuttle can’t do? Half-god, computer genius, owner of CHDRR – Tuttle has it all! And it’s a good thing too as this week he’ll put his skills to the utmost test … infiltrating the Corpse Fleet’s command ship!

Also this week, GM Stephen explains when is the best time for a GM to eat their combat encounters.

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Dead Suns 109: I’m The Captain Now

The Sunrise Maiden is a lost cause, so it’s time to hotwire an Eoxian spacecraft and … do something really dangerous and stupid!

Also this week, GM Stephen gives details on how to gently nudge your PCs in the direction you want them to go during an adventure.

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