[SFS-PBP Gameday-GM Skeemo] 1-99 The Scoured Stars Invasion (Inactive)

Game Master Christopher Wasko

Map Slides

Skill Rewards:

  • Once during the adventure, each of you can requisition a weapon with an item level up to your level +1 and a non-permanent-effect consumable with an item level equal to your level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during the final encounter. The weapon comes with a fully charged battery or full magazine.
  • You can roll twice on any one Computers check during a starship combat encounter, take the better result, and add a +4 bonus to the result. Alternatively, one of you can use this code on a ground mission, allowing that PC to count as being trained in Computers for one check (with the double roll and +4 bonus applied).
  • During a starship combat encounter, select any one successful starship weapon attack to count as a critical hit if it hits, even if the die result isn’t a natural 20.
  • Once during the adventure, when you use an Aid Token, they get two benefits instead of one, although cannot choose the same effect twice.
  • Once during a single starship encounter, you can force the crew of an enemy ship to take a –2 penalty to all Engineering and Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat round.
  • You can reroll one check to recall knowledge about any creature you encounter within the Scoured Stars. Alternatively, once during the adventure, you can instead activate this reward to gain a +2 bonus to each of your initiative checks for that encounter. You can choose to do this after rolling initiative but before the combat begins. If you use this reward against a creature you've identified with a skill check to recall knowledge, each PC gains a +4 bonus to their initiative check instead of the +2 bonus for activating this reward.

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    Acquisitives

    Female? I guess? Android Outlaw Mechanic 6 | SP 48/48, HP 40/40 | EAC 22, KAC 25 | Fort +7, Ref +11, Will +5* | Init +6 | Perc +9 | Sense Motive -1 | RP 7/7

    "Well, I hope they'll keep it busy... Let's make 'em work for it if they're gonna shoot us though!"

    Divert Power to Engines!: 1d20 + 10 ⇒ (10) + 10 = 20

    Dataphiles

    Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

    Kiv settles in and once again attempts a scan, this time on the capital ship.

    Computers (scan): 1d20 + 11 ⇒ (7) + 11 = 18

    Kiv then runs a Level 3 diagnostic on the dicebot in order to figure out why is is set to single digit results.

    Exo-Guardians

    SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

    Rocket whoops at the news of getting a new ship

    "..more missiles..fresh shields..niiiiiice.."

    Second Seekers (Jadnura)

    Male Lashunta Solarian 8 Korasha Lashunta Xenoseeker| SP 5/72 HP 60/60 | RP 7/9 EAC 24; KAC 26; DR 8/P| Fort +8; Ref +3; Will +5 | Init: +1 |spd 30| Perc: +3, SM: -1 | Photon Mode 4/4 |IW-K

    M'Shak, get us behind that ship. Encourage: 1d20 + 11 ⇒ (3) + 11 = 14

    Dataphiles

    Android Ace Pilot Operative 8 EAC25 - KAC25 | SP56/56 HP52/52 RP10/10 | Init +9 | Perc +15 SM +13| F +3, R +12, W +7

    With the boost given by Lucky's ability M'Shak starts to make the move to get behind the Capital Ship.

    Pilot DC16 (evade): 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    Apparently two enemy ships see your approach around the capital ship. They peel off to engage you.

    M'shak Initiative: 1d20 + 15 ⇒ (11) + 15 = 26
    Orange Initiative: 1d20 + 12 ⇒ (19) + 12 = 31
    Purple Initiative: 1d20 + 12 ⇒ (3) + 12 = 15

    Round 2 (bold may post)
    Engineer
    Pilot (move token)
    Science Officer

    Gunners

    Acquisitives

    Female? I guess? Android Outlaw Mechanic 6 | SP 48/48, HP 40/40 | EAC 22, KAC 25 | Fort +7, Ref +11, Will +5* | Init +6 | Perc +9 | Sense Motive -1 | RP 7/7

    Divert to Engines: 1d20 + 10 ⇒ (4) + 10 = 14 Damn, not quite enough

    Her hasty rerouting of the Drake's emergency fuel begins to cause some rather dangerous overheats, so Lucky foregoes further shenanigans for now.

    Dataphiles

    Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

    Kiv begins to wonder if she too has fallen prey to the Artificial Reality that captured the other Starfinders, as there looks to be little other explanation for the difficulties she is having with the computers.

    SCAN?: 1d20 + 11 ⇒ (6) + 11 = 17

    Dataphiles

    Android Ace Pilot Operative 8 EAC25 - KAC25 | SP56/56 HP52/52 RP10/10 | Init +9 | Perc +15 SM +13| F +3, R +12, W +7

    M'Shak continues to move to get behind the capital ship while making movement to evade any shoot against them.

    Pilot (evade): 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24

    Second Seekers (Jadnura)

    Male Lashunta Solarian 8 Korasha Lashunta Xenoseeker| SP 5/72 HP 60/60 | RP 7/9 EAC 24; KAC 26; DR 8/P| Fort +8; Ref +3; Will +5 | Init: +1 |spd 30| Perc: +3, SM: -1 | Photon Mode 4/4 |IW-K

    Osuro see if you can take out one of those ships.
    Encourage Osuro: 1d20 + 11 ⇒ (12) + 11 = 23 Success


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    GM Screen:
    Engineering 1: 1d20 + 7 ⇒ (2) + 7 = 9
    Science 1: 1d20 + 7 ⇒ (9) + 7 = 16
    Captain 1: 1d20 + 4 ⇒ (19) + 4 = 23
    Pilot 1: 1d20 + 12 ⇒ (17) + 12 = 29

    Engineering 2: 1d20 + 7 ⇒ (1) + 7 = 8
    Science 2: 1d20 + 7 ⇒ (18) + 7 = 25
    Captain 2: 1d20 + 4 ⇒ (7) + 4 = 11
    Pilot 2: 1d20 + 12 ⇒ (10) + 12 = 22

    Laser Cannon 1 (full, 1 incr.): 1d20 + 6 - 4 - 2 ⇒ (10) + 6 - 4 - 2 = 10
    Damage: 4d8 ⇒ (6, 5, 2, 2) = 15
    Vandal Rocket 1 (full): 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
    Damage: 4d6 ⇒ (4, 5, 4, 3) = 16 plus drones
    Turret 1: 1d20 + 6 ⇒ (2) + 6 = 8
    Damage: 4d4 ⇒ (3, 3, 3, 4) = 13

    Laser Cannon 2 (full): 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
    Damage: 4d8 ⇒ (3, 6, 7, 7) = 23
    Vandal Rocket 2 (full): 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
    Damage: 4d6 ⇒ (6, 4, 4, 2) = 16 plus drones
    Turret 2: 1d20 + 6 ⇒ (18) + 6 = 24
    Damage: 4d4 ⇒ (4, 4, 3, 3) = 14


    One of the ships fires wildly off into space, but the other pummels your forward arc with a critical laser blast and coilgun fire, devastating your engines.

    Round 2 (bold may post)
    Gunners
    PC Initiative: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20
    Orange Initiative: 1d20 + 12 ⇒ (11) + 12 = 23
    Purple Initiative: 1d20 + 12 ⇒ (18) + 12 = 30
    Round 3; F/S/P/A Shields 0/15/15/20, HP 68; engines malfunctioning
    Engineer
    Pilot (move token after gunners)
    Science Officer

    Gunners

    Dataphiles

    Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

    What just hit us? Seeing the status readout begining to light up all at once, the lashunta can only offer a quiet, [smaller]"Uh oh!"[/smaller

    Computers {Balance}: 1d20 + 11 ⇒ (20) + 11 = 31

    Not certain what the optimal redistribution would be. (20/10/10/10) or (13/12/12/13)? Open to suggestions.

    Wayfinders

    F Human | S 35/35 | H 34/34 | R 6/6 | EAC 16 (17) | KAC 17 (18) | F+2 R+8 W+4 | Init+6 | Perc+10 (Lowlight/Darkvision) | SM +10 Icon (Actor) Operative (Spy) 5 | 40'

    With our goal of getting around the blockade to the capital ship's rear arc, it might be best to keep the side towards the blockade maxed, honestly.

    Neither ship is in our forward arc, so only the turret applies. I'll shoot the coilgun at Orange, leaving the rockets for rocket, if he chooses.

    Claiming a computer +1 and the Captain's +2

    Gunnery: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15 Wow, needed it all to hit that 14 AC . . ..
    Coilgun damage: 4d4 ⇒ (2, 1, 4, 3) = 10 That drops the shields, right?

    Acquisitives

    Female? I guess? Android Outlaw Mechanic 6 | SP 48/48, HP 40/40 | EAC 22, KAC 25 | Fort +7, Ref +11, Will +5* | Init +6 | Perc +9 | Sense Motive -1 | RP 7/7

    Patch the Engines!: 1d20 + 10 ⇒ (10) + 10 = 20

    Lucky does her best to give M'shak what she needs. Positioning is everything in a fight like this.

    Dataphiles

    Android Ace Pilot Operative 8 EAC25 - KAC25 | SP56/56 HP52/52 RP10/10 | Init +9 | Perc +15 SM +13| F +3, R +12, W +7

    M'Shak tries a dangerous maneuver, as she passes through the orange Jinsul ship!

    Pilot (Flyby) DC28: 1d20 + 15 + 1 - 2 ⇒ (15) + 15 + 1 - 2 = 29

    Shoot this b*st*rd!

    Exo-Guardians

    SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

    I assume that gunners can also do something now? If I'm reading

    Fire at Will :
    (Gunnery Phase, Push) You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.

    Flyby:

    The ship moves as normal, but it can move through 1 hex
    occupied by an enemy starship without provoking a free attack
    (as described in Moving through Other Starships). During the
    following gunnery phase, you can select one arc of your starship’s
    weapons to fire at the enemy vessel as if the vessel were in close
    range (treat the range as 1 hex), against any quadrant of the
    enemy starship. To perform this stunt, you must succeed at a
    Piloting check (DC = 20 + 2 × the tier of the enemy starship).
    If you fail this check, your starship still moves as described
    above, but you follow the normal rules for attacking

    I can fire any two guns regardless of arc ..since Osuro already fired the coil guns I'll fire the missiles and heavy laser.We did a flyby through orange?...so I don't think our token was updated on the map..I don't think we can hit the aft of the capital from where we are going to end up...so firing on the front of orange with the heavy lasers during the flyby and then shooting the missiles at it's rear. If we somehow do end up in the capitals rear firing everything we've got there

    To hit TL missiles: 1d20 + 8 + 1 - 4 ⇒ (16) + 8 + 1 - 4 = 21
    Damage: 4d8 ⇒ (8, 7, 8, 7) = 30
    To hit AC heavy laser: 1d20 + 8 + 1 - 4 ⇒ (15) + 8 + 1 - 4 = 20
    Damage: 4d8 + 1 ⇒ (7, 7, 2, 4) + 1 = 21 Not sure if we still get the +1 from solar starship boon since we switched ships.


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    Rocket wasn't able to attack the previous round due to positioning, but you may be for the second. You'll also get the laser bonus from the boon. I don't think M'Shak moved your token, since it's presently too far away for a flyby through orange, so I moved it accordingly.

    GM Screen:
    Engineering 1: 1d20 + 7 ⇒ (18) + 7 = 25
    Science 1: 1d20 + 7 ⇒ (1) + 7 = 8
    Captain 1: 1d20 + 4 ⇒ (19) + 4 = 23
    Pilot 1: 1d20 + 12 ⇒ (19) + 12 = 31
    Engineering 2: 1d20 + 7 ⇒ (10) + 7 = 17
    Science 2: 1d20 + 7 ⇒ (9) + 7 = 16
    Captain 2: 1d20 + 4 ⇒ (8) + 4 = 12
    Pilot 2: 1d20 + 12 ⇒ (13) + 12 = 25

    Laser Cannon 1 (full): 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
    Damage: 4d8 ⇒ (5, 8, 1, 1) = 15
    Vandal Rocket 1 (full): 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
    Damage: 4d6 ⇒ (4, 5, 4, 5) = 18 plus drones
    Turret 1: 1d20 + 6 ⇒ (4) + 6 = 10
    Damage: 4d4 ⇒ (3, 4, 2, 4) = 13

    Turret 2: 1d20 + 6 ⇒ (7) + 6 = 13
    Damage: 4d4 ⇒ (4, 1, 3, 2) = 10

    Despite the damaged engines, M'Shak pulls off a dangerous maneuver, affording Rocket a chance to dump missile and laser fire through the damaged shields left by Osuro's attack. 4d100 ⇒ (64, 40, 49, 58) = 211 Rocket's barrage utterly wrecks the forward arc weapons, forcing the ship to limp away and fire using only its turret. The second ship also fires, but all of its attacks miss.

    Round 3 (bold may post)
    Gunners (purple in starboard arc, orange in port arc)
    PC Initiative: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
    Orange Initiative: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 0 fore shields; 51 damage; Forward arc wrecked, engines glitching.
    Purple Initiative: 1d20 + 12 ⇒ (2) + 12 = 14
    Round 4; F/S/P/A Shields 13/12/12/13, HP 68; engines malfunctioning. Enemies have moved. Orange F&B: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
    Engineer
    Pilot (move token after gunners)
    Science Officer

    Gunners

    Dataphiles

    Android Ace Pilot Operative 8 EAC25 - KAC25 | SP56/56 HP52/52 RP10/10 | Init +9 | Perc +15 SM +13| F +3, R +12, W +7

    M'Shak now put the Drake just behind the enemy's capital ship.

    Comrades, now its time to put havoc on the capital ship!

    While doing the maneuver, she tries to avoid any of the remaining defending vessel.

    Piloting (evade) DC16: 1d20 + 15 + 1 - 4 ⇒ (11) + 15 + 1 - 4 = 23

    Acquisitives

    Female? I guess? Android Outlaw Mechanic 6 | SP 48/48, HP 40/40 | EAC 22, KAC 25 | Fort +7, Ref +11, Will +5* | Init +6 | Perc +9 | Sense Motive -1 | RP 7/7

    Lucky concurs with M'shak's assessment, and puts power to the guns!

    Divert: 1d20 + 10 ⇒ (16) + 10 = 26

    Second Seekers (Jadnura)

    Male Lashunta Solarian 8 Korasha Lashunta Xenoseeker| SP 5/72 HP 60/60 | RP 7/9 EAC 24; KAC 26; DR 8/P| Fort +8; Ref +3; Will +5 | Init: +1 |spd 30| Perc: +3, SM: -1 | Photon Mode 4/4 |IW-K

    Osuro give it everything you got
    Encourage: 1d20 + 11 ⇒ (15) + 11 = 26

    Wayfinders

    F Human | S 35/35 | H 34/34 | R 6/6 | EAC 16 (17) | KAC 17 (18) | F+2 R+8 W+4 | Init+6 | Perc+10 (Lowlight/Darkvision) | SM +10 Icon (Actor) Operative (Spy) 5 | 40'

    Hunh. Certainly our forward arc at the capital ship, but our position lets the capital ship decide if each shot is rear or side. One hex straight down would have been pure rear arc, as a learning point for our pilot. The worst part is that we are a valid target for both sets of weapons.

    Given that Rocket fired both the Heavy Laser and Missiles last time, I'll assume I'm firing the coilgun. You know what? Let's fire TWO of them this time. What's the worse that could happen?

    Coilgun: 1d20 + 6 + 1 + 2 - 4 ⇒ (15) + 6 + 1 + 2 - 4 = 20 Looks like it should be a good hit.
    Coilgun: 4d4 ⇒ (4, 4, 3, 4) = 15 A really good hit.

    Coilgun: 1d20 + 6 + 1 + 2 - 4 ⇒ (5) + 6 + 1 + 2 - 4 = 10 Yeah, never mind.
    Coilgun: 4d4 ⇒ (2, 2, 2, 1) = 7

    Dataphiles

    Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

    "I think I got a scan on the capital ship!"

    Computers: 1d20 + 11 ⇒ (16) + 11 = 27

    Target System (Push, Computers, DC 5 + 1.5 x Target’s Tier + Countermeasures, req. Sensors). Next attack made against the target is critical hit on a 19 or 20. If the attack deals critical damage to the target, it affects the targeted system.

    Exo-Guardians

    SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

    "We've got the enemies rear in our sights! And it's HUGE!"

    Rocket let's rip all of the weapons under his controls as fast as he can

    To hit TL: 1d20 + 8 + 1 - 4 ⇒ (12) + 8 + 1 - 4 = 17
    Missile damage if hit: 4d8 ⇒ (7, 7, 4, 5) = 23
    To hit AC: 1d20 + 8 + 1 - 4 ⇒ (7) + 8 + 1 - 4 = 12
    Heavy laser damage if hit: 4d8 + 1 ⇒ (2, 5, 7, 8) + 1 = 23


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    The coilgun and missiles rip into the captial ship's rear engine as you swoop behind it. One or two more solid blows should finish it off.

    We're currently in the Round 4 gunnery phase, so you get another shot on the capital ship. Given how much damage you dealt last turn, I'll hold off on Round 5 until you rolls attacks and damage; you might finish it off this phase. We won't be able to hit the melee encounter with two days left, but we can sneak in this success. Go gunners!

    Dataphiles

    Android Ace Pilot Operative 8 EAC25 - KAC25 | SP56/56 HP52/52 RP10/10 | Init +9 | Perc +15 SM +13| F +3, R +12, W +7

    Well done Starfinders!
    Continue the good work.

    Says M'Shak who drives her starship closest to the aft of the Junjin Capital Ship.

    Second Seekers (Jadnura)

    Male Lashunta Solarian 8 Korasha Lashunta Xenoseeker| SP 5/72 HP 60/60 | RP 7/9 EAC 24; KAC 26; DR 8/P| Fort +8; Ref +3; Will +5 | Init: +1 |spd 30| Perc: +3, SM: -1 | Photon Mode 4/4 |IW-K

    Good work so far. Osuro, lets finish it up and get out of here.
    Encourage: 1d20 + 11 ⇒ (10) + 11 = 21

    Exo-Guardians

    SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

    Rocket whoops as he continues to fire as much weapons as he can hit control buttons for

    To hit TL: 1d20 + 8 + 1 - 4 ⇒ (4) + 8 + 1 - 4 = 9
    Damage if hit: 4d8 ⇒ (3, 7, 4, 3) = 17
    To hit AC: 1d20 + 8 + 1 - 4 ⇒ (11) + 8 + 1 - 4 = 16
    4d8 + 1 ⇒ (4, 5, 3, 3) + 1 = 16

    Acquisitives

    Female? I guess? Android Outlaw Mechanic 6 | SP 48/48, HP 40/40 | EAC 22, KAC 25 | Fort +7, Ref +11, Will +5* | Init +6 | Perc +9 | Sense Motive -1 | RP 7/7

    "Power to the guns!"
    Power to the guns!: 1d20 + 10 ⇒ (6) + 10 = 16

    Wayfinders

    F Human | S 35/35 | H 34/34 | R 6/6 | EAC 16 (17) | KAC 17 (18) | F+2 R+8 W+4 | Init+6 | Perc+10 (Lowlight/Darkvision) | SM +10 Icon (Actor) Operative (Spy) 5 | 40'

    Coilguns, ho!

    Coilgun1: 1d20 + 6 + 2 - 4 ⇒ (19) + 6 + 2 - 4 = 23
    Damage: 4d4 ⇒ (1, 4, 1, 4) = 10 energy to weapons bumps both 1s to 2s, for 12 damage.

    Coilgun2: 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7 Oh, well.
    Damage: 4d4 ⇒ (4, 2, 1, 4) = 11


    Under the supervision of First Seeker Luwazi Elsebo, the Starfinder fleet’s best starship crews have overcome the first wave of incoming jinsul starships! The Capital Ship Down condition is now in effect.

    The seemingly endless tide of jinsul ships ends—for a moment. All PCs in the All Hands on Deck! mission can perform an extra standard action for 1 round.


    Alongside the recently returned First Seeker Jadnura, the crews of Starfinder carriers have repelled most of the jinsul boarding parties! The Champion Defeated condition is now in effect.

    The carriers can devote more of their resources to supporting the ongoing starship battle. Each starship crew member may reroll any checks attempted during starship combat for the round; they must use the second result.


    Thanks to selfless sacrifices and tactical victories, the Starfinder fleet manages to evacuate most of the transport ships back to the carriers, bringing nearly all the surviving Starfinders to safety. One by one in a rapid succession, the enormous ships dive into the Drift. The carriers converge at their rendezvous point, still at full battle readiness. But no jinsul craft follow; the pursuit is over.

    Nominated First Seeker Luwazi Elsebo addresses the fleet through the ships’ comm units. “Starfinders, today we did something no one would have thought possible a year ago. We were able to rescue many of our comrades and two members of the Society’s former leadership, and what we now know about the Scoured Stars system may at least bring some closure to the loved ones of those who were beyond our help. Despite our victory today, we must remain vigilant, because a new threat has revealed itself. We know little of these jinsuls, but we all witnessed that their armada is massive, and they may have hundreds of thousands of soldiers eager for battle. It is clear they are an enemy we cannot ignore. Today, we must head back home to recuperate, but tomorrow, we must prepare.”

    The Society endures, but a new threat to the galaxy is rising.

    That is the end. Thank you GM’s for all of your hard work and effort to make this successful! And a special thanks to everyone for sticking it out during the multiple website outages. Over 105 players and GM’s alike were a part of this and all your hard work made it possible.

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