Starfinder Gameday 6: Quest: Into the Unknown (Inactive)

Game Master Redelia


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Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

The damage is not big, but I'm more concerned about Miya's encumbered status

-Posted with Wayfinder


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

I wouldnt mind the rest and recovery, but I'll go along with the majority and say no rest

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Elektra can use Inspiring Boost on one ally so since Keskodai was hurt the worst she'll give him a pep talk to he can recover 5 stamina points unless the group decides to rest.


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You journey towards the location of the crash.

Please place yourselves in the yellow box on the map to show how you are arranging yourselves as you walk. The arrow shows the direction you are moving.


Venture Lieutenant, Play by Post (online)

Poke, poke, guys, I really don't want to make this decision for you. If just one or two of you don't move your tokens, I can adjust, but I know too much about what is coming.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Sorry, back! I should be a bit more regular now that I'm home. c: Thanks for your patience, everyone! I am also more worried about the encumberment than the lost SP. @_@ It doesn't change my ACs b/c they're already pretty abysmal, but the hit to movement speed at the -5 penalty to STR and DEX checks might get wonky... Fortunately, Miya's a mostly pacifistic healer, so she can support from the rear?

"I'm glad the storm is over," Miya says, relieved. She felt heavy still, but the nuisance of shards at least was gone. "Is that the crash sight?"


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This seems like it's been a weird weekend when the boards have been really quiet, so I'll wait a little longer for everyone to finish arranging themselves.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Elektra stays near the rear but also wants to keep spread out a little bit.


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A giant insect pops up from the ground among you. Nearby is a chunk of wreckage containing a giant gun. Red circle is big bug, blue circle is location of gun.

initiative rolls:

Yippee: 1d20 + 4 ⇒ (15) + 4 = 19
Sarangari: 1d20 + 2 ⇒ (9) + 2 = 11
Miya: 1d20 ⇒ 10
Obozaya: 1d20 + 7 ⇒ (1) + 7 = 8
Keskodai: 1d20 + 1 ⇒ (1) + 1 = 2
Elektra: 1d20 + 2 ⇒ (3) + 2 = 5
skreebara: 1d20 ⇒ 6

bold may post:
Yippee
Sarangari
Miya
Obozaya
skreebara
Elektra
Keskodai


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

"I'll to keep this bug distracted, while someone checks if that gun works!"

Obozaya pulls out her doshko and swings away.

Tactical Doshko Attack (KAC); Damage (P): 1d20 + 4 ⇒ (13) + 4 = 171d12 + 3 ⇒ (11) + 3 = 14

Redelia, sorry for going AWOL this weekend. Lack of sleep throughout the week took its toll.


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Obozaya's swing leaves chunks missing from the bug, but the bug keeps going.

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Sarangari swipes at the bug with his tail. I'm with you Obozaya!

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 4 ⇒ (3) + 4 = 7


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The bug finds itself missing more chunks under Sarangari's attack.

Just to speed things up, if either Yippee or Miya goes over to the big gun, it will do 1d12 damage if it hits.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Seeing as she can't really help with combat (not effectively anyways), Miya heads for the gun.
Ranged: 1d20 - 1 ⇒ (12) - 1 = 11 Going with -1 instead of +1 because of encumbrance I think?
Damage: 1d12 ⇒ 4


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As far as I can tell, encumbrance won't impact your attacks. I will look that up more carefully for the future, but we'll go with that for now.

Miya's shot passes over the bug's head.

Yippee fires at the bug.
attack: 1d20 + 3 ⇒ (3) + 3 = 6

The giant bug then opens its mouth, sending a burst of sonic energy in a line.
damage: 4d4 ⇒ (1, 4, 2, 1) = 8
Obozaya save: 1d20 + 3 ⇒ (13) + 3 = 16
Sarangari save: 1d20 + 2 ⇒ (6) + 2 = 8
Yippee save: 1d20 + 5 ⇒ (10) + 5 = 15

Obozaya and Yippee each take 4 damage, Sarangari takes 8 damage.

The entire party is up.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yippee heads for the big gun to see how it can be used.
EDITED: See below.


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

"BWAAAAAARRGHH! I can scream too!" And another swing of the doshko.

Tactical Doshko Attack (KAC); Damage (P): 1d20 + 4 ⇒ (19) + 4 = 231d12 + 3 ⇒ (8) + 3 = 11

"Keskodai, can you step to your left? Sarangari, slowly move to its' back! Let's try and surround this critter!"

STATUS 4 SP

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Odd - I wrote my post before Miya or GM, but it came in much later... So it doesn't make too much sense as is - especially since GM already posted an action! I can't quite recall where Yippee was, though.

Yippee backs up a bit and fires again.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 ⇒ 1


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That's weird, Yippee. I've occasionally had things like that happen when I preview but not post. Thanks for being flexible and trying to keep the game moving smoothly.

Obozaya's swipe slams into the bug. It's barely standing.

Yippee's shot just barely bounces off the creature's armor.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Gun: 1d20 ⇒ 9
Damage: 1d12 ⇒ 2

Grimacing, Miya calls out, "You wanna trade?" If someone else wants to take a gander at the thing, she'll step away from it.


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come on, Sarangari, finish the thing! You can do it!


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Waiting for posts from Keskodai, Sarangari, and Elektra.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

battle staff to hit: 1d20 ⇒ 17
B dmg if hits: 1d4 ⇒ 2

Exo-Guardians

Male Vesk Soldier 6 | SP 60/60 HP 48/48 RP 2/8 | EAC 24 KAC 27 DR 5/-| F +8 R +7 W +6 | Init +5 | Speed 30 feet | ammo SMG 36/40 RC 4/6

Sarangari roars and slams his gauntlet into the thing.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

If it still stands I will make a guarded step towards its back but it sounds like it might not make it that long.


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The bug goes down at Sarangari's attack.

You move on to the wreckage of the Unbounded Wayfarer, and see that the vessel is far beyond repair. You find no survivors, but seven corpses in the wreckage.

perception or piloting, DC 15:

You recognize characteristic impact marks of heavy metallic slugs, such as those used in coilguns or railguns on starships. The damage on
the ship’s hull indicates that it tried to dodge the strafing fire
but darted the wrong way. (this gives you a clue in the next space battle)

The Unbounded Wayfarer’s computers are beyond repair, but they do still have a little power. The computer interface ports contain an indentation
the same shape as the Starfinder insignias.

Wayfinders

Female NG human priest mystic 1 | SP 4/6 HP 10/10 | RP 4/4 | EAC 11; KAC 12 | Fort +0; Ref +0; Will +5 | Init: +0 | Perc: +9, SM: +7 | Speed 30ft | Detect Thoughts 1/1 | Spells: 1st 3/3 | Active conditions: Encumbered.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Grimacing at the damage, Miya shakes her head. "We'll have to watch out spaceship coilguns or railguns," she notes, examining the damage. "It looks like they were trying to dodge strafing fire but went the wrong way."


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

Untrained Piloting: 1d20 + 3 ⇒ (2) + 3 = 5
"Could this have been done by the same weapon that broke that bone ship's aft? I'm good at shooting the weapons, not at recognizing the scars left behind by them."

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Elektra will use Inspiring Boost on Sarangari to heal him 5 stamina.

Piloting: 1d20 + 8 ⇒ (19) + 8 = 27

"Good call Miya...we should get these bodies back to the society too like the vc asked."


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

perc: 1d20 + 8 ⇒ (10) + 8 = 18

"Yes.. .they zigged when they should have zagged. Good eye, Miya."

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Yippee examines the indentation to see if he can make any sense of the thing.

Computers: 1d20 + 7 ⇒ (15) + 7 = 22


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Yippee finds that the starfinder insignias they recovered fit perfectly into the indentation. The computer flares to life just enough to display a datafile of worlds previously explored by crew of the Unbounded Wayfarer.

They include:
• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock 'children' in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.

The final location’s coordinates are too damaged to display, but the computer has enough power to open a slot containing a salvaged item from the lost location, an ioun stone. You send a wireless transmission of the files to the Odyssey for storage.

You collect the bodies and carefully bring them back to your ship so you can return them. You then climb into your ship and take off, ready to return to Absalom station.

=======================================
END OF PART IV
=======================================
(I will get part five started in a few minutes.)


Init +7; Senses low-light vision; Perception +0 | SP 8 HP 13 RP 4 | Fort +3 Ref +3 Will +2(+2 vs fear)
Attacks:
Melee Tacti Doshko +4(1d12+3P;analog,unw) or unarmed +4(1d3+3B); Ranged L. React Cannon +4 (1d10P;pen) or Frag Grenade I +4 (expl[15ft, 1d6P, DC13]) or Shock Grenade I +4 (expl[15ft, 1d6P, DC13]
Skills:
Athl +6, Intimidate +4, Surv +4 (reduce DC of Culture and Profession[mercenary] by 5 when recalling knowledge about military procedures and personnel)

"So, uhh... Can anyone identify that aeon stone? Maybe it can be of use to one of the group"

Just to say something while we wait for Redelia =P

-Posted with Wayfinder


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================================================
PART V: LAWBLIGHT
================================================
Your ship takes off, heading for Absalom Station.

A warning klaxon blares, and the ship lurches. The asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface. Although it’s not clear what has caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs.

Yippee, piloting check, please. Your ship gives a +2 to this check. Elektra as captain can attempt a Piloting check or a Diplomacy or Intimidate check to add a bonus to Yippee's check, and she also gets a +2 from the ship. The science officer can make a computers check, again at +2.

Sorry for the longer delay than expected. My children enslaved me to GM for them this afternoon.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Diplomacy: 1d20 + 9 + 1d6 ⇒ (14) + 9 + (6) = 29

"Look out for that one!" Elektra calls out!


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This is an important check, so I don't want to bot Yippee. I'll wait until it's been 48 hours, this time.


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

computers: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14

Keskodai tries to assist Yippee in his piloting of the ship... only hope I didn't make it harder for him, sigh

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Piloting: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22

Yippee struggles with the flight, but gets some assistance.


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Yippee safely guides the ship off the planet and through the asteroid field. As you emerge, as large rusty ship slips from behind an asteroid, already firing at you. The front of the ship resembles a stylized skull with crossed bones beneath, a clear sign of space pirates.

It's late, and so I'm not going to get this fight set up tonight. Tomorrow I will set up the starship combat. You will have four benefits for having succeeded at the previous quests that make this fight a little easier.


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KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

omg we're being attacked by Captain Harlock!

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

Captain Harlock! *swoon*


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That's an anime I've never seen. Is it actually any good?


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KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

It's actually pretty good, I've always enjoyed watching it... and harlock is swoonworthy


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your ship:

ODYSSEY TIER 4
Starfinder Society Drake
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70; forward 20, port 15, starboard 15, aft 20
Attack (Forward) coilgun (4d4), heavy laser cannon (4d8)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile
launcher (4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk 1 trinode computer, mk 4 armor, mk 4
defenses; Expansion Bays cargo hold,
escape pods;
Modifiers +1 to any three checks per round;
Complement 4–7

advantages from previous quests:

Lawblight Assault: you quickly evade and can reposition the Odyssey up
to 4 hexes in any direction, with any facing you choose.
Lawblight Barrage: the first time one of the Lawblight’s heavy torpedoes would hit the Odyssey, it misses instead.
Lawblight Data: you get the Lawblight’s basic information, defenses, and
weapons, as listed in the first three bullet points of the Scan
action, and start the battle with this information.
Lawblight Evasion: the Lawblight must roll twice for each gunnery check it makes with its coilguns and take the worse result.

The grey hexes on the maps are asteroids, and can damage your ship. They also can provide cover.

positioning roll: 3d6 + 5 ⇒ (1, 3, 4) + 5 = 13

info on enemy:

LAWBLIGHT TIER 2
Medium transport
Speed 6; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
Attack (Forward) coilgun (4d4), heavy torpedo launcher (5d8)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) coilgun (4d4)
Power Core Arcus Heavy (130 PCU);
Drift Engine Signal Basic; Systems basic computer, budget
long-range sensors, crew quarters (common), mk 1 armor,
mk 1 defenses; Expansion Bays cargo holds (5)
Modifiers +1 Piloting; Complement 6
CREW: Captain, engineer, pilot, 2 gunners, science officer

Yippee, before we start, you may move the ship as described in Lawblight Assault in the advantages spoiler. You may all read all the spoilers, they are only to improve readability.

Acquisitives

| SP 12/12 | HP 16/16 | RP 5/5 | EAC 13 KAC 14 | Fort +0 Ref +5 Will +3 | Init +6 Perception +4; Darkvision 60ft | Speed 30 | Female Human Icon Envoy 2

I say we give our three +1 modifiers to our gunners and pilot every round. What do you all think?


KESKODAI | sp 4/7 | hp 12/12 | RP 5/5 | EAC 12 KAC 13 | fort +1 refl +1, will +6 | bab 3, melee 0, ranged 1 init +1 | RP 3/5 Shirren priest mystic/1
skills:
computers 2, diplo 5, life sci 5, medicine 5, mystic 9, perc 8, pilot 2,

I think that's a great idea, Elektra

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Is placement legal?

Pilot: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30


Venture Lieutenant, Play by Post (online)

Legal, yes, a good idea, no. On your next turn you'll get scraped by the asteroid if you're that close to it.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Are there rules somewhere on the asteroids? I was using it for cover, but wasn't planning on flying into it!


Venture Lieutenant, Play by Post (online)

I am unaware of any rules other than what is in the adventure. The problem with your current position is that if you move forward, a spur from the asteroid even sticks out into your path to scrape your ship, because it's hexes.

Wayfinders

Small CN Ysoki Ace Pilot Operative 1 Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Ok, I still don't understand - it looks clear on the map, and I thought the hexes where so big that there is no danger of collision, but I'll just stay away from asteroids.

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