Alledisil's Starfinder Quest - Into the Unknown

Game Master Alledisil

Defeat the pirate vessel Lawblight!
Day Tripper Stat Block
Current Map


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OOC Discussion

Note: Character knowledge recalls will be PM'd to you instead of shared directly on the gameplay tab, so you'll have to communicate it to the other players in your own words, and during combat you'll have to wait your turn to shout out anything important you've figured out.

Telepathic communications and the like will be public.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Have added link to my Vesk Exo's avatar for mapping etc: Kulth Cleft-Tail

Working on his build and sheet at the moment (between pesky work stuff).


Feel free to begin role-playing on the gameplay tab while we wait.

Venture Captain Arvin of the Starfinder Society has sent you an urgent infosphere message pleading with you to come to the Lorespire Complex for an urgent mission. The pay promises to be substantial, but he wishes to discuss the details of your mission in person. When you arrive at the reception area indicated in his message, he has not yet arrived.


For those of you who care about this sort of thing (like me!) I'm treating this scenario as a "flashback" of sorts, just as the rest of the SFS is preparing for the Scoured Stars expedition. This quest is how you all were introduced originally to the Starfinder Society and originally offered to join. #1-01: The Commencement takes place a few months after this quest.

@Aazanar, I know you've already completed your Commencement, so this takes place in the past for you. Don't worry about your gear though.


I forgot to make the image folder public, sorry about that! Arvin's picture should open for you now.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Unrelated to the game(play) per say - but given the gender composition of the group I'm mulling changing Kulth to Kultha and making my vesk a female.

Thoughts?

Figured if I'm making the change might as well do it early?


That should be fine. SF is pretty fluid with gender anyway and it hasn't come into play yet so I won't make you buy a potion to change gender. First hit is free :)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Haha - all good then :)

Cheers


You guys absolutely demolished him. He acts like a giant a**hole, but he's really a pushover. Or if that didn't work he would have asked for a whopping... 10 credits. :-D

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Updated (more feminine lol) Vesk avatar for mapping etc:

Kultha

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

FYI, I'm away on a camping trip this weekend, 3/3 & 3/4 US/Pacific time.

I know we just started, but hopefully this isn't too disruptive. I'll expand on his bot-me section better. Hopefully by Friday you'll have *some* idea of the character anyway :)


Hi, thanks for letting me know! Yeah as long as your bot-me section is clear I think we'll keep things moving just fine.

Hope you have a good trip, I can't wait until the weather here improves and I can go camping. Just got a new tent this year and want to try it out.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Enjoy the trip Sefel :)

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none
Alledisil wrote:

Hi, thanks for letting me know! Yeah as long as your bot-me section is clear I think we'll keep things moving just fine.

Hope you have a good trip, I can't wait until the weather here improves and I can go camping. Just got a new tent this year and want to try it out.

Well, it's camping in snow in the mountains, so this is deliberate not good weather :P

I'll try to get the bot section completed tonight, should be ready in the morning but hoping it doesn't have to be used *too* much :)

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

If I'm lucky maybe we can get through round two tonight before I leave for this thing :)


@Laeshin Sorry I ninja-moved you while you were making your next round. I'm done now :) New GM still learning how to do all these like 5 people's moves at once!

Wayfinders

It's all good, I've put up a new post consistent with my actual position. I'm running a campaign myself using a system I haven't run in years, so I can totally empathize with the difficulties of both learning and adjudicating a system at the same time.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

I'd like to buy two serums of healing before we head out into space. Can't really think of anything else though.


No problem. Always be prepared!

Wayfinders

Sorry for the hold up, I usually check in the mornings while the house is still quiet. I'm posting for boarding and then round 1 of combat momentarily.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

FYI, I will be away on a camping trip starting Friday late afternoon, through Sunday afternoon (US/Pacific time). I will very likely have limited or no coverage to post. I'll be able to catch up late Sunday. Feel free to bot me from late Friday to early Sunday.

Wayfinders

Correction, according to FAQ; the DC for Back-Off is actually 13, not 14; but I still succeeded.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Something just occurred to me about this adventure...

Undead don't need to breathe, so they don't need air on their ships to survive.

But how do they talk? AFAIK they are not telepathic so they would still need an atmosphere to carry the sound of their voices.

Thoughts?


That's an interesting question. On a similar note, I'm unaware if Pathfinder ever delved into how skeletons or other undead without vocal chords could vocalize.

We know that even on Eox, which has thin-to-no atmosphere over most of the planet, that undead of all types can "live" and thrive. So obviously they don't need air to communicate. Perhaps all undead have some sort of passive project voice magical ability?

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

I mean...

How do ghosts talk? They are incorporeal, so they can't interact with physical air. Is there some sort of incorporeal "air" they communicate through? Then how can corporeal things hear them?

I'm willing to say that undead communicate on more of a spiritual level, meaning they don't really talk through physical means.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Yeah had always figured the same - bereft of vocal cords they still manage to talk/communicate (and in damn eerie voices to boot)

Command Undead spell in Pathfinder allows undead to follow instruction regardless of language, so a spiritual level comms system makes sense...


Skeletons talk without vocal cords the same way they see without eyes and move without muscles: Whatever spell/phenomenon creates them also creates magical analogs of any organs they need but physically lack (or given the setting, technological analogs).

I'm sure there are articles on the "science of undeath" in a D&D-like cosmology from the golden age... but I doubt anyone had ever considered how they worked in space.

If the entire ship is indeed exposed to vaccum, and we assume that Undead can't speak without an atmosphere; since that is a fairly powerful ability that should have been spelled out if Undead possessed it in a spacefaring game. Than it would also be reasonable to assume they can still use their comm units to communicate by employing their armor's life support as necessary to speak, since they don't need to breathe.

It is also reasonable that some chambers (such as the bridge) might feature a thin, non-breathable atmosphere vented from engine exhaust or created a small generator just to facilitate verbal communication. The extra creep factor of thin wisps of white fog floating about is just a plus. Not a Life Support system so much as a Quality of Unlife feature.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Actually having a gas that is toxic to other races as an atmosphere would be a smart thing for them to do on their ships.

If an undead creature speaks by magically creating sound with a "magical" set of vocal chords, then air would still be necessary to transmit that sound. If they communicate through means that function like telepathy then they ought to possess that ability. Anacites have the "Shortwave" ability which functions like telepathy.

Mind you, sign language would be a simple system that might work well. Video transmissions would allow them to "see" other undead and thus sign to each other.


Or they could just text each other on comm devices.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

BTW guys, if your character doesn't have darkvision, infrared sensors are an armor upgrade that gives you darkvision and they cost only 200 credits. A real steal. Most of the armor upgrades available at level 1 are pretty pointless, but this one is great.


The holiday is keeping me pretty busy this weekend, but I'll try to get on and post here shortly. Get ready!


Sorry Sefel, these dudes move real fast and they both got lucky against you. Hope you can make it out of there.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Yeah... that escalated quickly.


Did I do my math wrong? I thought you had 1 HP left.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none
Alledisil wrote:
Did I do my math wrong? I thought you had 1 HP left.

Yeah, Sefel: you took 13 total damage from the two skeletons. Did you have unhealed damage from before?

I think we have been travelling for several days so you should have healed up to full.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

I had 1 point of stamina damage unhealed, so I had 4SP + 9HP left, 13 brings me to zero.

If i missed that we travelled that long, then yes, I should be at 1, and take back those resolve points to stabilize :)


Sorry for the delay, it was a crazy weekend!

Wayfinders

Likewise!
My first daughter was born early yesterday morning, and we've only just brought her home. I will miss sleep, sleep was nice.
I'll have a post up shortly I think.


Congratulations!! My youngest just turned 2 and I think Sleep and I are finally becoming friends again.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Congratulations!

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Congrats both! I... do not miss the early lack of sleep. My youngest (and definitely last) is getting near 6. But the early years are still fun in their own right. :D

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Congrats!

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Wow! Congratulations!

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Heads up folks - am heading down to Glasgow for a gig this afternoon, so will likely be offline until early afternoon tomorrow (GMT).

Please bot Kultha if necessary.

In non combat encounters Kultha will attempt checks she is proficient with (as required) and will also support others with Aid Another skill checks where possible.

During combat will attempt to maximise her flame pistol's line quality. Against dangerous foes she'll engage her Combat Tracking for a +1 BAB. In melee she can use either claws or her club.

Hopefully won't miss too much :)

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

FYI All - am heading off for the weekend (pit crewing for a bike racing mate of mine). Will be gone from this evening until Sunday evening w/ minimal chance to post.

Please bot me as required. Normal service'll resume late Sun/early Mon.

Cheers

BD

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Have fun, Kultha!

BTW, GM, I realize now I was doing something incorrectly last space battle. The Demand action can only be used once on any given crew member per battle. I was using it over and over. Encourage can be used over and over, but not Demand.

Everyone: We are close to the end and I am hoping to get this one finished soon to get this character into another game, so let's keep this one moving. Space fights can drag if you let them.

Computer Bonus: We also have three +1s to give out. One should always go to the Pilot's initiative check, and the other two can go to the weaker gunners.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Was indeed fun :)


Sorry to leave you guys hanging the last couple days... work has been crazy busy!

I'll get the last space combat set up tonight (~12 hours)

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

No worries chief - was crazy busy myself

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Guys:

The Day Tripper has four weapons that can point forward, a heavy laser and a missile launcher that do 4d8, and two coilguns that do 4d4.

Which means that we really ought to try and keep firing as many weapons as possible.

Sefel: The chance to do an extra 10 or 18 or so damage is better than making the hit do a specific type of crit if it crits. Crits just give a -2 penalty to checks which isn't that devastating. Since we already have the scan of the Lawblight we don't really need science actions.

Kultha: Diverting power to guns probably only gets us +1 or +2 damage. Much better to actually take a shot if you can. Do engineering if we need repairs or power to shields, but fire a weapon otherwise.

Believe it or not, Hokhuckx and Sefel are our best gunners with +2. They should use the main guns (the heavy laser and the missile launcher) and use the +1s from the computer that are left after Laeshin makes his initiative roll. Aazanar will fire one of the coilguns and Kultha can fire the other one.

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