Starfinder Adventure Path Set Dead Suns (Parts 1 - 6)
This contains all 6 Adventure Path Books for the Dead Suns storyline. 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 (1 of 6): The Dead Suns Adventure Path kicks off with “Incident at Absalom Station,” the inaugural adventure for the Starfinder Roleplaying Game. A deserted mining ship emerges from hyperspace at Absalom Station, towing a mysterious asteroid behind it. After battling warring factions on the station, the heroes are recruited to explore the ship and asteroid and discover the fate of the ship's missing crew, only to learn that the asteroid is a fragment of a larger, ancient structure—an alien weapon that could threaten the safety and security of all of the Pact Worlds, should it fall into the wrong hands. Temple of the Twelve (2 of 6): 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! Splintered Worlds (3 of 6): 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. The Ruined Clouds (4 of 6): 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 (5 of 6): The heroes journey deeper into the Vast to the Gate of Twelve Suns, an alien megastructure incorporating no fewer than a dozen stars. They must explore the vast construction to learn how to open a portal to the demiplane that contains the alien superweapon they have been seeking, but the heroes must contend with the Cult of the Devourer for control of the alien technology. Only by finally defeating the cult can the heroes keep the superweapon out of the wrong hands—though the cult is far from the only threat facing the heroes. Empire of Bones (6 of 6): 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. Massively outgunned, the heroes' only hope lies in infiltrating the fleet's flagship and seizing control of the vessel's bridge. Only then can the heroes set the ship to self-destruct and pilot it on a collision course with the superweapon. If successful, the heroes can destroy the Stellar Degenerator, but they'll need to escape the destruction to live to tell the tale!