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Star Wars - The Covenant of Shadows (Inactive)

Game Master Camris

Six people find themselves deep in the outer rim with nothing but blank memories, looted clothing, a stolen ship and more questions than all put together.


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Game Closed

Assuming he's the only one out here...

Following Jerrn's lead, Six eases his worn bike into one of the bay slots.

Wasn't Bones one of those bodies in the room we woke up in? He'll be waiting quite a while.

Switching on of his blasters to stun, Six looks questioningly at the others over the head of the distracted mechanic. Shrugging, he draws and sends blue waves of incapacitating energy into the Trandoshan's body.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Attack (Coup de grace): 1d20 + 8 ⇒ (20) + 8 = 28 Crit!
Damage (Aim, Dead Eye, Stun): 3d8 + 2 ⇒ (7, 8, 2) + 2 = 19
Crit Damage: 3d8 + 2 ⇒ (6, 4, 5) + 2 = 17
Coup de grace Damage: 3d8 + 2 ⇒ (5, 4, 4) + 2 = 15
51 points of stun damage


Almost, the Trandoshan senses what was coming; but is hit as he started to turn. His body gives a spasm and hits the deck. He'll be a long time sleeping that one off.

Quickly searching through the ship, you find you are the only ones aboard. You also find that this ship is a noisom pit of unwashed clothing and poor to non-maintained equipment. It's a piece of junk.
But you can get it underway with just the five of you. The nav system is easily accessed and reveals that you are currently way out in the outer rim; the world doesn't even have a name, only a coordinate set. It looks like the biker gang's planet of origin was Nar Shadaa, a trip of several weeks duration.


m Mirakula Jedi 6th

Amin sets patiently once they're aboard and will do what he can to help if asked, but he has no skill concerning operating starships.


Game Closed

"Secure the Wookiee and Trandoshan, or dump them outside. I'll prep the ship to leave."

We ready to leave this dirtball behind?
Pilot: 1d20 + 11 ⇒ (12) + 11 = 23


"I'll give ya a hand."

Pilot: 1d20 + 14 ⇒ (18) + 14 = 32


Desh looks over at his old crew-mate, And he wonders how hard I hit my head?

"I'll take care of the Trandoshan... the Wookie might be an issue considering he blew up with my bike..." Regardless, Desh hefts the big, scaled mechanic up onto his shoulder, looking for a room that will work as a holding cell until they have a chance to question him. Once done, Desh will begin looking for useful bits of gear or weaponry, both on the Trandoshan and in the ship's main hangar.

Taking 10 to look around for a 17.


Game Closed

LOL oh, okay - missed that. I was wondering why you smelled like burned hair...


As the ships engines spool up, Desh hastily dumps the prisoners into a hastily evacuated bunk room, the hatch locked down.

The ship is old and tricky to handle.
Pilot and copilot make three pilot rolls apiece, DC20.


Pilot: 1d20 + 14 ⇒ (15) + 14 = 29
Pilot: 1d20 + 14 ⇒ (1) + 14 = 15
Pilot: 1d20 + 14 ⇒ (19) + 14 = 33


Game Closed

Pilot: 1d20 + 11 ⇒ (3) + 11 = 14
Pilot: 1d20 + 11 ⇒ (19) + 11 = 30
Pilot: 1d20 + 11 ⇒ (19) + 11 = 30


Hella-nice rolls, guys! Hopefully its enough to get this space-cow up and running. :)

As he hears the engines react to Six and the Farmboy's handling, Desh's voice rumbles over the commLink, "You two see any indications that this fat old lady has any onboard guns? Might be nice to get to know her if she's gonna be our dance-partner for the foreseeable future."


The ship (who's name is unprintable) lifts easily out of the valley and out from under the camouflage emitters, despite the poor handling quality.

You discover that there are four quad laser batteries aboard, but only two that are in anything like working order (the others seem to have been stripped for parts).

But despite numerous system breakdowns, the hulk lifts smoothly into space.
There is no sensor warning as you see ahead of you a gigantic capital ship moving into orbit.

Percption DC20:

That ship has been through a fight. It's been pockmarked by torpedo hits and multiple turbolaser scoring. It's bad enough that it shouldn't be moving at all.

A wave of nameless fear roils off of the ship and you immediately turn to run. Just as you accellerate, you feel the jolt of a tractor beam.
And as you feel the last of hope disappear, there is a blinding flash from the planet.
Force users:

You feel a shockwave through the Force! As if a billon people had suddenly been murdered. Those of you with a Will defense of 20 or less take 16 points damage and stunned, those of 21 or more take half that damage and are not stunned.


Perception 1d20 + 7 ⇒ (14) + 7 = 21.

Desh's rumbling voice cracks over the com link once more as they lift ponderously off, "Uh... guys... I'm no mechanic, but I know battle damage when I see it. This old girl has taken a lot of damage. Scoring, torpedo craters. I don't even know how you two are keeping her in the air. What do you think--"

His voice is cut off as the ship shudders from the whip-lash of the tractor beam. There is a second of silence, then, "Okay, what was that? Do I need to be on the guns?"


Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Jerrn suddenly gasps and braces himself against the console for support. "What in the pit of the Sarlacc was that?!?" He spins the seat and begins hitting the sensor buttons to see if he can figure out what just happened!

Use Computer: 1d20 + 4 ⇒ (6) + 4 = 10

His fingers mash keys, but they don't seem to do any good. "Guns? Definitely not a bad idea, yup."


Game Closed

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

“I don't even know if this piece of shutta has guns... and judging by the rest of her, I doubt we’ll do much good against that capital ship. They’ll blow us out of the sky, if we give them cause. I’ll check our load out, anyway - in the meantime, search the ship for small arms, explosives - anything we can use if we get boarded. Maybe see if those swoops are up and running; I’ll beat them to death with the console cover, if I have to.”

Guns?


Darth Camris wrote:


You discover that there are four quad laser batteries aboard, but only
two that are in anything like working order (the others seem to have been stripped for parts).

Despite the crushing mental pain, Six is able to find the automatic defense panel. With it you can set the quad laser turrets to auto defend if no one is manning the turret.

Six can make a Knowledge (Technology) DC12 roll to call up an internal schematic to locate a quad turret to man.

Meanwhile, Desh is having no luck in a quick search. Too disorganized, sloppy maintenence, even the normal signs that would point him to a turret are covered with graffiti.
Desh can make a Knowledge (Technology) DC15 roll to find his way to a quad laser turret.

Jerrn is trying to pull the ship away by main thrusters, but it is proving hopeless.

And then... The tractor beam cuts out, and the thrusters put the ship into a viscious flat spin.
Jerrn make a Pilot check DC20 to control the spin.

Perception DC20:

On the viewscreens, the decrepit battleship slowly turns, accellerates away; then wavers and vanishes.
Sensors don't register a hyperspace jump.


Knowledge: Technology 1d20 + 2 ⇒ (5) + 2 = 7.
Perception 1d20 + 7 ⇒ (1) + 7 = 8.

Wow... just wow.

You all hear a constant stream of curses over the CommLink, I don't know who the hell designed ... not even a drunk, blind Wookie could design this ... OH, FRAK! seriously? Why's the damned bathroom marked as the armory?! ... I don't even know what this ..."


Pilot: 1d20 + 14 ⇒ (8) + 14 = 22
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

"Bantha poodoo! I'm suddenly glad Ah didn't have nothing to eat today!"


With a herculean effort, Jerrn pulls the dropship out of it's flat spin before you lose orbit.
Looking around through viewscreens and passive sensors, you see no trace of the decrepit battleship. It's like it was never there.
Below on the planet surface, there is a mushroom cloud and a blaze of wildfires five kilometers across where you had emerged from the installation.

Use the Force DC20:

It's odd. What you felt through the Force just now, felt like the death of an entire living planet, not the impressive (but local) explosion.

Sensors indicate a scattering of small settlements over the planet surface, radio traffic only. No evidence of orbital installations, and only a handfull of elderly comsats in geostationary orbit.


Oh, by the way, welcome to Character Level Six!

Now you decide what you want to do from here.
There are a number of ways you can go:


    *Run down the ID cards the lab and security guys had.
    *Crack the encrypted datapad.
    *Find out what the code cylender was for.
    *Find out what you were doing before you woke up in the pods (what was your last memory?)
    *What is your connection to each other (you feel certain there is one).
    *Find/repair/create a new lightsaber (for you Force users).
    *Take the ship to the Ganger base (you have the nav records).
    *Find out who that Jedi was who dropped the broken lightsaber you have.
    *Find out what those millions of pods were fore and where they were made (did they have people in them too?)
    *Find out who the Sith was who killed the Jedi.
    *Find out the make/model/name of the decrepit battleship, and what it was doing here.

I'll get you a list of what you find when you do a more thorough search of the ship when I get home.


Game Closed

Knowledge (Tech): 1d20 + 2 ⇒ (13) + 2 = 15

I'd like to find / rebuild my carbine, if possible. As for the rest, I'd like to know what that facility was, and find out about that capital ship.


The elderly dropship (Looks like the gangers informally named it “The Cock-Pit”) carrys:


    *Three partly disassembled swoop-bikes (looks like they were in the middle of being fixed) [plus the ones you may or may not have driven aboard before lifting off]
    *One new swoop bike in pieces in a shipping crate
    *One complete mechanics workshop
    *Three tool kits
    *One power generator
    *15 energy cells
    *Two field kits
    *Fifteen crates of 144 ration packs
    *Four bandoliers
    *Six hip holsters
    *Three binder cuffs (attached to bunks)
    *Twenty credit chips each containing an average of 75 credits each.
    *A rack of a dozen power rechargers
    *Two medical kits
    *One crate of 144 medpacs
    *Eight pulse wave pistols
    *Three pulse wave rifles
    *Five ion carbines
    *30 power packs
    *9 vibroblades
    *One vibrobayonet
    *One double vibroblade
    *One Zhaboka [kotor]
    *One Arg’garok [kotor]
    *Six sets of Fiber armor [kotor]
    *One set of weave armor [kotor]

And one Captain’s safe; Mechanics DC20 to crack
The ship's nav/computer system is pretty basic, it has the general maps and information any ship would have. The only things unique are the positons of the Gangers base and this planet you're in orbit around now.


Binders attached to bunks? Kinky.

Jerrn will attempt to break the safe. Mechanics: 1d20 + 9 ⇒ (6) + 9 = 15


Rebuilding Six's ideal carbine will take a Mechanic's roll DC20, and because you cannibalize earlier generation equipment, you are only going to get pulse-wave damage out of it.
Rebuilding it to spec you will need some high-tech equipment only readily available in the core worlds, or mug a bounty hunter.

Jerrn and Amin:

You have a feeling in the Force...
Looking over the remains of the Jedi's lightsaber, you feel certain you can use it as a template to build your own. The only thing missing is the crystal.


After the long search of the ship, and the following cataloguing and organizing of all their 'new' equipment, the tall Feeorin finds his way back to the galley area where they tend to hang out during down-time. Between bites of the tasteless but filing rations, he speaks up, "I gotta say… of all the stuff we don't know, I'm most interested in why i woke up in a pod in an underground disguised medical or science storage facility on some ass-end-of-nowhere planet. Once we sort out gearing up - I guess that means sabers for you two - I say we look into what this planet is, what that station is, and what was in the rest of those pods. Amin, maybe you can look into that poor jedi who died just after ID'ing one of us? Then, if looking into the facility turns up nothing, we can try taking this big lumbering b!tch of a ship back to where the gangers came from… maybe they can shed some light. If we decide to go that route, we need to get all the information out of our two captives as we can."

He's about to jam another bite of rations in his wide mouth when a thought occurs, "Might be good to scan news, security, military, and policing channels and databases for any recent news on any of us. If we can get any hints as to what we were doing before we woke up, it might give us some insight as to what the hell is going on."

Should we split up these tasks? And anyone else have any other ideas?


Once you finally open the Captain's vault. You find a credit chip for 15,000 credits, a heavy blaster pistol with a fancy target scope, and a rack of gaming chips.

The rack's face value totals 50,000 credts, and are stamped with an elegant logo of the "Royale Casino". A note on hotel stationary with the rack reads; "My dear Captain Bones. Here is a little token of my appreciation. If you will take these eight devices to the coordinates specified herein, place them around the installation and activate the timers, I will give you and your men another two racks just like this one on successful completion of your task. Discretion if you please." The note is in an elegant hand, and is unsigned.


The Captain's cabin has a decent computer terminal, with common news and information databases. And it's got a bottle of something... green hidden under it.
Anyone wanting to do research, name what you're looking for and make a Use Computer roll. Naturally it starts out as Unfriendly.


Also, since you are not being chased right now, you can take the time to heal up as you wish. You have enough junk food and ration packs to last months; and one of the four ton water tanks holds nothing but beer.


Desh rolls his red eyes in annoyance at the others, "Okay… well… while you guys are sitting here scratchin' your asses, I'm gonna go see what's on the 'net."

As he stands and leaves, you can hear him muttering something about 'being saddled with a herd of worthless, plodding aged bantha-lovers.'

---

In the captain's room, the single chair squeaks alarmingly under his weight, and his yellow face is splashed with the dancing colors of the display as he tries to think of where to start. His fingers move slowly but methodically across the keyboard as he begins his search.

Use computer - i guess to improve its attitude? My ultimate goal is to begin looking for recent holo-mentions of any of the teams' names. 1d20 + 3 ⇒ (18) + 3 = 21.


Sitting down with a mug of the stored beer (mmm, tastes like a Corellian ale of some kind, not bad), Desh starts to work.
First things first, he plays around with accessing the Captain's account. A minutes worth of work and he's in.

After wading throu a few gigabytes of porn, he starts doing a search on the public news database.

AMIN SAVVO
There is some sparse mention of Jedi Amin Savvo throughout the Jedi Civil war, including being in on the final assault on the Star Forge base of Darth Malak.
The most recent mention is of being transferred by the Jedi Council to a little known world known as Ilum about fourteen months ago. Afterwards there is no mention of him at all.


JERRN DARKLIGHTER

Records have him as a Padawan to Master Luun Masu-ka throughout the Mandalorian and Jedi Civil wars, and they were even in on the final assult on Darth Malak’s Star Forge base.
What is startling is his part in the show “Hunting in the Dark” with host Dahn Goldenbur.

A famous exotic wildlife hunting holovid show, their fifth season was spent trailing Jedi Master Luun Masu-Ka and her padawan as they hunted dangerous Sith dark-side infused beasts used as biological weapons during the wars. There are more than a hundred hours of holovids as the petite and cultured Twilek female Jedi Master, accompanied by the country hick padawan chase down, trap and kill some of the deadliest beasts in the known galaxy, and all narrated by the handsome host, Dahn Goldenbur.

The last hunt was for a rumored Terentatek on Kashyyyk, and the Jedi as well as the whole production team disappeared when they descended down into the Shadowlands at the titanic forests base some fifteen months ago. The search was extensive, but called off when several searchers were killed and eaten by wildlife. The funeral service for Dahn Goldenbur was broadcast throughout the galaxy, and the Jedi Council honored the sacrifice of the two Jedi by engraving their names and images on the wall of memory on Coruscant.


SIX

It takes quite a bit of work to find any mention of Six, his name being so generic, but you pick out a bare outline of his career as a soldier.


  • Boot Camp: D'kaar Training Facility, Ryloth
  • Scout Sniper Assignment: Am'Dello Base, Corellia (at the beginning of the Mandelorean war).
  • Scout Sniper Assignment: RFS Implacable (during the Mandelorian War)
  • Special Operations & Tactics Training: Base C137, Coruscant (at the beginning of the Jedi Civil war).
  • SpecOps Soldier Assignment: RFS Relentless (including the final assault on Darth Malak’s Star Forge base).
  • SpecOps Soldier Assignment: Jedi Council Liaison Forces, Coruscant | [Reassignment Requested by Jedi Master Errin val'Ek]
  • He is listed as Killed in Action on Manaan, thirteen months ago.

You suspect there is a great deal more to his record, very probably classified if he had anything to do with special operations.


DESH

There are numerous references to a “Desh”, beginning during the Mandalorian wars on the Mandalorian side, then as a mercenary, then as a Republic soldier during the Jedi Civil war (including the final assult on Darth Malak’s Star Forge base).
After that, as a mercenary again.
The last mention was working for the Empress Teta mining platform on Bespin working counter piracy. This was about fourteen months ago.

Desh:

A thought strikes you, and you pull out one of the gaming chips you found in the Captain's safe.
The design seems so familiar... and then you have it. The Royale Casino. It's a gaming house on the mining platform on Bespin! You remember the place now, though your memory is still shaky. The place was real fancy, but the mob ran the place; milked the miners pretty good even with the games mostly straight.
Is it possible this is a coincidence?


Jerrn is going to spend some time searching the ship for materials which could serve as a crystal for a lightsaber.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Both Jerrn Darklighter and Amin Savvo are able to scavenge parts throughout the ship to outfit a lightsaber [of whatever type you would like]; power cell, emitter, grip, reciprocal capacitor, control switches, focussing lens... everything but a crystal. There simply is nothing suitable aboard.

Then you get an idea. You have no idea how you know it, but you know that you can rig one of the presses in the machine shop to emulate a geological compressor. With it you can create a Synthetic lightsaber crystal. (You feel a little uneasy at the concept though, it's a traditionaly Sith thing to do. But you feel so naked without a saber...)

Now. Who's good with mechanics?

DC15 Mechanics check and 24 hours to rig it up right.

Once that is set up, you gather the raw materials (readily available on any world with a high carbon content), mix them up fine, put them in the compressor and heat it up. After that, you guide the crystal formation using the Force for 24 hours. The crystal will be blood red.

Use the Force check DC20 and 24 hours. (if you want a different color, its a little more difficult as you use a different recipe. DC22).


I'll give it a go!

Mechanics: 1d20 + 10 ⇒ (6) + 10 = 16
Use the Force, Luke: 1d20 + 14 ⇒ (12) + 14 = 26

Hooray! Jerrn uses the press to create a green crystal. He also names it 'Susan'.


Now all Jerrn has to do is assemble the lightsaber over the next 24 hours. Use the Force check DC20 to succeed.


Hey guys, due to some time constraints I'll be dropping out. I ended up spreading myself thin pbp wise and I can't bring myself to give this game the attention it deserves. I wish you the best, and I apologize for any inconvenience I caused any of you


Here goes!

Use the Force, Luke: 1d20 + 14 ⇒ (20) + 14 = 34

Wow. Just, wow.


Jerrn spends the day carefully making the assembly of the lightsaber. Finally, he reaches out in the Force, and all the pices levitate, slide, turn, snap, fit and rotate into place, and he does it all perfectly; and so is created the emerald-green Lightsaber known as "Susan".

Jerrn may at this point spend a Force point to "Attune" himself to the new lightsaber, gaining a +1 bonus on attacks with it [and no one else gets the bonus if they use it].
While strictly speaking you have to be 7th Level to do so, Rolling a 20 should be rewarded, and I think you're close enough.

Sorry to see you go redclover!


Now that Jerrn is out of the shop, Six begins to work up one of the Pulse-wave carbines to his exacting specification.

Six, what did you want to do with the gun?


Game Closed
Darth Camris wrote:

Now that Jerrn is out of the shop, Six begins to work up one of the Pulse-wave carbines to his exacting specification.

Six, what did you want to do with the gun?

I'd like to whatever I need to do to build a working rifle. I'll look up the stats on the pulse-wave doohickey, but I think they are pistols, which is no good for my build. I'll check into it some more.


I believe the pulse-wave stuff is exactly like blaster tech, only doing d6 instead of d8.

When you had the time to do a detailed search of the ship, you discovered, among other things, Three pulse wave rifles and five ion carbines.
It will take a Mechanics roll DC20 and a three days to bring your weapon up to spec.


Game Closed

Pulse-wave rifle offers 2d8 damage (vs. 3d8 with blaster carbine,) and no stun setting. If that is the only rifle you will allow, then I guess I have to move forward on it.

Mechanics: 1d20 + 8 ⇒ (18) + 8 = 26


Game Closed

For the next few days, Six disappears into the workshop, table strewn with several disassembled weapons. Barely eating or sleeping, the Zabrak is intensely focused on his work, silently tinkering away as the ship hurtles through hyperspace.


Desh sits back from the screen, rubbing one of his tentacles with a thick hand, deep in thought.

His voice rumbles once more over the comm link to both Six and Jerrn, "Soo… a couple of interesting little facts on the 'net about us. Farmboy, you apparently died in a highly publicized Terentatek hunt on Kashyk. Got your name on the wall of memory on Coruscant and everything. Unfortunately, your death and that of your master… Master Luun Masu-Ka?… were overshadowed by that of the show's host, Dahn Goldenbur. Six, didn't you have a crush on that guy?" He gives a chuckle at his own joke and there's a pause and a few beeps as he brings Six's collected information up. "Six, what I can find on you is far less entertaining, if still impressive. Boot Camp at D'Kaar, a handful of sniper assignments, some spec-ops and soldiering, most seemingly tied to Jedi forces, then you'll be happy to know you were K.I.A. on Manaan thirteen months ago." Again there is a series of beeps, presumably bringing up his own information, "My recent history is similarly unexciting. Mandalorian wars, a stint as a merc., then service with the Republic forces during the Jedi Civil War, then some more merc. work and off the military grid for a while. But I got some hits on my name working counter-piracy on a mining facility on Bespin for Empress Teta."

Again he lapses into silence as he looks over the information, "Here's the weirdness. You two died and my name disappears from the 'net all around thirteen or fourteen months ago. Hard to think that's a coincidence, though I don't have a clue what it means… at least not yet. Also, according to these records, we were all involved in the final assault on Malak's Star Forge base. Again.. hard to ignore that coincidence."

"Then there's this. The more i think on our service together, Six, the more I realize I can't remember what those assignments were. I remember details, but not the greater picture. You think we served together during the Civil War and on the assault? The timeline seems to fit. Then there's these chips Farmboy found in this safe up here. I recognize them. The casino they're from is on the same mining facility where I worked counter piracy. The Royale Casino. A mob-run joint that made a killing off the locals. So someone from my last gig hired these idiot goons to come bust up the facility where we wake up together? Too much stuff lining up to be coincidence. I say this is where we start our search once we're geared and rested up. What do you two think?"

Let me know if I got any of my facts incorrect, Camris. I still don't know what to make of that jedi ID'ing one of us while he fought that Sith… could be a link to either Jerrn or Six based on their pasts.


Game Closed
Desh wrote:
"...you'll be happy to know you were K.I.A. on Manaan thirteen months ago."

"Oh, yeah - overjoyed. It wouldn't be the first time I was declared KIA. Still, no way that it's coincidence."

Six muses over the casino chips, pondering the promised reward. "I'd say we should go collect the rest of the pay for the merc's job, but it can't be that easy. Even if they had been meant to survive - which seems unlikely - I'm sure they were never meant to live long enough to get paid."

Mumbling to himself, Six begins a system diagnostic on the ship, looking for anomalies in the normal working order.

Mechanics: 1d20 + 8 ⇒ (15) + 8 = 23


"Huh. It's funny, Ah don't remember dyin' but dyin' on holo seems like a particularly bad way to go. Well, this casino seems like as good a lead as any, Ah suppose. Let's see what we can see."



Amongst all the clues you're mulling over, I should mention the things you picked up in the wierd chamber you woke up in.


  • blue security card “Security Agent Tolin Keff”
  • blue security card “Security Agent Gabara Elin”
  • white security card “Lab Technician Hale Torver”
  • Datapad [seriously encrypted],
  • Code Cylinder [doesn’t go with anything you've found yet],
  • red security card “Project Manager Ire Kaladius”


Game Closed

Wanna look those names up, Desh?


"Sure thing, Six." With the clicking and beeping of the former captain's computer in the background (Use Computer to see if the names on those security cards turn up on the 'net - 1d20 + 5 ⇒ (4) + 5 = 9), Desh throws out a couple of other thoughts that had occurred to him. "Also, if we're gonna hit this facility, we may want to beef up our team here. I'd rather not risk another fire-fight without a medic, first of all. Plus, we have no real computer-wiz on-board. I don't mind doin' my best here, but if it comes to slicin' into anything more complicated than a water condenser, we're probably out of luck. Plus, if we find a place to stop off for added personnel, we can look into any other kit purchases we need. Maybe we can beef up a couple of those swoops in the hangar, as well."

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