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. The heroes are massively outgunned, and their only hope to defeat the Corpse Fleet is by infiltrating the fleet's flagship and taking control of the vessel's bridge. Only then can the heroes pilot the ship on a collision course with the superweapon in a desperate bid to end both threats at once. If successful, the heroes can destroy the Stellar Degenerator, but they'll need to escape the carnage to live to tell the tale!
This volume of Starfinder Adventure Path concludes the Dead Suns Adventure Path and includes:
- "Empire of Bones," a Starfinder adventure for 11th-level characters, by Owen K.C. Stephens. - Advice on how you can continue your campaign past the final encounter and details on the devastation inflicted on the galaxy should the heroes fail, by John Compton. - Technological specifications for starships of extraordinary size and power, by Owen K.C. Stephens. - A collection of starships from the dreaded undead navy known as the Corpse Fleet, by Jason Keeley. - An archive of new creatures, including a plethora of undead monstrosities and a crystalline humanoid that can redirect blasts of energy, by Owen K.C. Stephens and Larry Wilhelm. - Statistics and deck plans for a massive undead flagship, by Owen K.C. Stephens, plus an introduction to a planet constantly wracked by energy storms, by Larry Wilhelm.
Owen Kirker Clifford Stephens is an on-staff developer for Paizo, the Freeport and Pathfinder developer for Green Ronin Publishing, and the owner and publisher of Rogue Genius Games (with stores on DriveThruRPG, Open Gaming Store, Paizo.com, and Tabletop Library).
Born in 1970 in Norman, Oklahoma Owen was introduced to gaming by his uncle in 1979 and was instantly hooked. His first professional efforts were all accepted by publishers that went bankrupt before his work could be published. Perseverance eventually paid off, and now he has written for projects such as Star Wars Roleplaying Game Saga Edition, Black Company RPG, Wheel of Time RPG, Thieves’ World RPG, Dungeons & Dragons (four editions and counting!), The Guide to Absalom and other Pathfinder RPG books.
Considering my very piratical players have been wanting to board a ship forever, I think it is apt the climax of the campaign will make them a huuuuge Corpse Fleet ship. How huge? Big enough that they had to come with new rules for it. And yes, if they are very lucky and reach the end of the adventure, they might get to use it. In all seriousness, the adventure seems very tough, lots and lots of encounters with a wide variety of undead (some of them really cool, like the pale stranger), but if they manage to survive, they will be covered in glory (and XP). There is some information on how to continue the campaign, just OK, and more ships for the Corpse Fleet, which, added to those appearing on "Splintered Worlds" make for an veritable, well, fleet.
Spoilers: If there is one thing I did not like about this book, and if you will, of the whole campaign, is that it is never explained what is the connection between Ambassador Nor and the Corpse Fleet. I get that maybe the role of Nor is ambiguous, and it might be better left for the GM to decide. Still, a couple of options for those of us who are lazy would have been good. Also, what about the aforementioned agent, Eskolar? In this book he is mentioned, although not by name. I would have liked to see her on board the Empire of Bones (or in Eox), even if she plays just a minor role.
This entire review has been hidden because of spoilers.