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Starfinder: Dead Suns
Chapter 1: INCIDENT AT ABSALOM STATION
by Robert G. McCreary
Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved.
For more info visit www.paizo.com/starfinder
You all have received a message from a dwarf by the name of Duravor Kreel, a member of the Starfinder Society. In this message he says he has a offer for you that if your task is successful could bring you notoriety with the Society itself. He wants you to meet him on Absalom Station. After you've arrived he'll show you around the Station, get settled in & help with your membership into the Society. Why he picked you? The dwarf has heard some things about each one of you off the net & knew you'd be perfect for the job. After your arrived, he'll explain the job in more depth. He excited to see everyone.
Now, where or not, your a native of Absalom Station, you've decided that you needed some time away where it's a vacation or a job you're returning on the shuttle, Okimoro. A non-descriptive shuttle like any other that frequents the docking bays of the Station. In particular, Docking Bay 94 ("what a piece of junk".........) on this day.
The brightly lit docks of Absalom Station 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 star pilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating 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 station.
Docking Bay 94
Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and luggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.
Taking in your surroundings the bay looks like any other docking bay, a large, worn yellow painted "94" lays on the floor directly in front of everyone (everyone is in the grey "trapezoid"), that steps off the shuttle. A information kiosk in on your left. There are set of giant double doors North of the party & there are 2 passages that to the side of those doors.
Anyone outside the shuttle, give me a Perception Check.
About this project
It seems like no matter how many dice you buy, you still never have enough d6s... meanwhile, your collection of unnecessary d20s keeps getting bigger.
Dice of Rolling are not rocket science. They’re just regular dice that come in the amounts you actually need, and they use color for more than just decoration. One simple purchase, and you’re good to go for most of the situations you’ll encounter in the 5th edition of the world's greatest roleplaying game. And since each dice type is a different color, you'll always grab the right ones. It’s kind of a no-brainer, but nobody else is doing it so we're bringing it to Kickstarter.
This is the dice set we’ve always wanted for our table, and with your help we can bring it to tables everywhere!
We’re keeping the rewards real simple. You can pledge to receive 1, 2, 4, or 20 sets, and each set will include the same 29 color-coded dice + microfiber dice bag.
The Deck of Many is a series of 5e reference cards for Monsters, NPCs, Conditions and Weapons.
The Deck of Many is a tool used to assist Game Masters in their role-playing campaigns, freeing them from traditional reference books and allowing them to only bring the references they need. Each card features original artwork and easy to reference information. Should we be successful, all funds raised from this campaign will go towards producing the 4 decks and other campaign rewards.
Starting price: $16 for your choice of 1 deck including shipping to U.S & CAN
About this project
A marathon is 26 miles, and 385 yards of hell! Now it's time to test your mettle. Lloyd Metcalf and Ric Martens bring you Marathon of Heroes!
Fighter, Magic user, Cleric, Thief. These are the four compass points and cornerstones of tabletop role playing games. Each with strengths and weaknesses that make them mortal, but also makes them HEROES!
Here you may test your heroes, let them shine, and hone your party into a well-oiled machine. Here you will need to call back to the halcyon days when no one character could win, it took a team... a team of HEROES.
The great dragon Vatrastrom sleeps on a bed of treasure at the heart of a volcano surrounded by wicked minions.
Miles away, Lord Fez gathers a group of adventurers to request their aid in ending the red menace.
Before these brave heroes confront the dragon, they must first prepare by facing challenges that hone their skills as individuals and as a team.
Many have attempted confronting Vatrastrom, but none have lived to claim the great prize of the wyrm’s hoard. Will your champions be the ones to complete the Marathon of Heroes?
Marathon of Heroes is a 36-38 page adventure module for the Fifth Edition of the world's favorite roleplaying game for 4-6 Level 5 characters based in the Lands of Lunacy setting from Fail Squad Games. It can be played in any setting with minimal adjustment. Marathon of Heroes is intended to be played over multiple sessions (Typically 4) but may run longer if used with "interlude" side quests.
This is Fail Squad Games TENTH Kickstarter of its' kind. That's right TEN successful Kickstarters to print adventure modules.
We have found reliable printers, reliable shipping methods, we have PROVEN that we can handle budgets for projects of this type. The writing is done, 98% of the illustration is complete. We need your help to take this adventure to print.
Fail Squad Games hasn't seen a stretch goal for some time. We're bringing them back! For this project stretch goals come in the form of Interludes. Interludes are what we call our short (2 page) side quest adventures ready to be hole punched and dropped into your games at any time.
One more tool for the GM to add to their arsenal. We are using this project as an opportunity to introduce these short side-quests to the world, and you can make it happen!
Share the project link on Facebook, Twitter, in groups, Reddit... everywhere!!! and get more free stuff!
Interlude stretch goals are delivered with NO EXTRA COST to you! That's right, it's just more adventure for your buck on us! Full color cardstock printed adventures. (2 pages - 1 card both sides)
$2,000 - Verdant Bonds by Ric Martens $3,500 - Crypt on Keeper Hill by Lloyd Metcalf $4,500 - Ever Present Inn $6,000 - to be announced $10,000 - We commission a popular RPG author to write an interlude.
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