Star Wars Saga Dawn of Defiance

Game Master JASON RODARTE


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Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

I started repairs while the rest of the team went to fetch the new recruits, but I'm not sure how much can be done without a shipyard or in the timeframe. GM call.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Playing Tri-Dejarik with Prox

"Oh, I wouldn't say I'm inclined to follow in the beast-rider mode. I'm not really animal-friendly. The beast riders historically lived outside the walls of the city, in the savage wilds, and to me, that lacks the appeal of... say... all of the comforts of civilization," says the noble with a chuckle.

"As far as morale... well, the Empire tries to sell its influence positively as a material benefit: they bring order, they insure a secure society. That's a lie, of course; they disrupt the existing order and then apply a top-down hierarchy that imposes a stratification of power that puts locals at the bottom of their so-called 'new order'. Like all such regimes, they infiltrate local groups by making promises to turncoats about having a position of authority, preying upon divisions and inequities, and making false promises that they have no intention of keeping, in order to garner support until they can clamp down their vise entirely. In places with limited physical resistance they may just impose a show of force. So not only does the Empire impose problems on the material conditions of survival for its subjects—through resource extraction, graft, and wealth inequality—it also generates massive negative sentiment through its arbitrary, discriminatory, and oppressive policies. Any sort of organized rebellion relies on that sentiment as a primary driver of fomenting resistance, by convincing people that the status quo is so unjust that it must be resisted, or that their existing circumstances are so bad that there is no alternative because they have nothing to lose. That's where morale comes in: Fomenting a rebellion relies on turning low morale—the sense of hopelessness and suppression—into motivation, as a way to energize people into organized acts of resistance. The trick is in the organized part, getting people to agree on their efforts and their wedge and getting them all moving in the same direction."

"I can see why the Empire would use mind-altering drugs and technologies on the troops. Can't have them asking any questions about their orders to fire on civilians or blow up cities from orbit. Just one technician in the wrong place can sabotage a lot of effort. Essentially the Empire is trying to get the best of both war droids and clones: Fast-growing, replaceable human troops with some level of improvisational and adaptive ability, but total adherence to following orders and assured loyalty."

Ardan hesitates a moment, then settles on bunkering his forces on the left side of the board, letting the foreordained game play out to its conclusing while trying to concentrate on controlling at least a small piece of it.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Kol DyThrand wrote:
I started repairs while the rest of the team went to fetch the new recruits, but I'm not sure how much can be done without a shipyard or in the timeframe. GM call.

Not much can be done in the short amount of time that you were n the planet.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

So are you stopping to repair?


OCC: That greatly depends on how much internal repair we can accomplish versus how much external repair we require. Further there is the mission and how much time we can delay. Perhaps on the next stop, Kol, Artee and Prox can focus on external repairs while the others go do whatever is needed to be done.

"Ah you currently believe you are animal unfriendly but what if within you there was that spark, that could be developed into a beast rider. Would you pursue it? Does the fascination of beast riding, hold a strong enough appeal that you might consider leaving what you know for what you do not know. That in and of itself can be a thrilling journey. The question really boils down to, is do you feel that you might have that connection to those mystical elements that would allow you to be a true beast-rider? As all the rest is meaningless baubles. If you can tap into the true you, the exhiliration and completeness far out weighs the luxuries you might be forgoing."

As she talks she continues to move her pieces, boxing him in tighter and tighter and picking of one piece after another. It was a losing battle for sure, but he was not falling quickly, perhaps because she was still trying to teach him to use his pieces more effectively. She was not in a competitive mode where destroying the opponent was the most important focus. Nay, she was in a teaching mode, to try to help her opponent learn as much as possible with each and ever move made. She was also trying to distract him enough, for him to divulge secrets about himself without fully realizing he had done so. Thus, was the teaching of her race, where gathering information held a high priority. This priority of gathering information being only second to how the Bothans went about it and she had training within their network principles as well.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Ardan shakes his head. "It is neither within my circle of talents nor of particular interest to me," he replies. He furrows his brow in some concentration as his remaining forces are encircled and picked off in the Tri-Dejarik game, though he knows that he's about to lose.

"You seem quite insistent upon this point. Is there some reason that you believe I am more suited to this bit of historical legend?"


"Well I find that those that consider things interesting or potentially exhilarting have within them the spark necessary to purse those nebulous callings. However, many of them never realize these dreams because they choose to hold themselves back, rather than pursue these intuitional feelings. Further from what I understand, the Force is all about feelings and desires, if one feels and desires strong enough, either it be for good or evil they can tap into the Force and make manifest these dreams and desires. So I guess, I am just trying to ascertain and or encourage you to follow you internal callings. Rather than discount them as metaphysical esoteric concepts outside your pervue. To have pursued a dream and fallen short, is far better than not having pursued the dream at all."


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The damage is to the hull from the poor asteroid minding its business and getting struck. but I need a firm answer.


OCC: I think you got a firm answer. Some repairs were done to the hull (outside the ship) while landed and any other subsequent repairs needed to the outside of the ship will need to wait until we are out of Hyperspace, unless you as the GM state that a Droid and/or a Humanoid can safely exist on the exterior of the ship while in Hyperspace as that is your call to make not ours. Further if allowed if transferring someone to the exterior of the ship does not compromise the interior of the ship as again that is a GMs call to make. For the guidelines in both these cases, as far as I know, does not cover any of this.


M Catharese Jedi 5 (HP 59/59 Threshold 15);Fort 16, Reflex 20, Will 17; Init +9; Force 5/7; Percept +9

Dreams continues to practice getting zapped by the training remote.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 5; Init +4; Fort 17; Ref 18; Will 17; Force points 5/7 ; HP 58/58

Waylon says, "I was forced to use it some since Order 66. But I have tried to keep it as a last resort. Especially since it seems like it gives away my position to the Empire."


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Prox Simmoss wrote:
OCC: I think you got a firm answer. Some repairs were done to the hull (outside the ship) while landed and any other subsequent repairs needed to the outside of the ship will need to wait until we are out of Hyperspace, unless you as the GM state that a Droid and/or a Humanoid can safely exist on the exterior of the ship while in Hyperspace as that is your call to make not ours. Further if allowed if transferring someone to the exterior of the ship does not compromise the interior of the ship as again that is a GMs call to make. For the guidelines in both these cases, as far as I know, does not cover any of this.

No, telling me that it depends on x and y and z is not a firm answer.

I do not think that the Banshee has anything that can allow a droid to exit a ship in hyperspace.


OCC: Well I would think then that you have your answer. For any repairs that can be conducted within the ship are being done while in hyperspace. Then once we drop out of hyperspace, presumably at our destination those that can, will work on fixing the rest of the exterior damage within whatever time frame they get alloted.

So it seems to me a fairly obvious and straight forward ** firm answer ** to your question as I see no other answers, short of dropping out of Hyperspace to fix some minor exterior damage, which I some how feel is far less important than the current mission.

I hope that finalizes the confirmation that you need as to what I see we are and are not doing. Of course, if anyone has a different view on things please speak up as I am not the leader of this expedition. Just the voice of reason, I hope.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Sorry man, none of the books I have show any rules for fixing ship hit points. Absent that, I think we need a shipyard and money.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

You do have Daddy Deeppockets...


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OCC: I posted the information I found on fixing ships in the discussion thread and that seems to cover it all.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Thank you, I saw that.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

"We can't very well do hull repairs while in hyperspace, so we're just going to have to wait until we arrive at our destination and then see about buying the parts to fix the ship."


"I can help you with that, as that is how I made Artee and my workship that passed away."

She breifly pauses and then sounds reminiscent, "My workship she was an old cutlass starfighter, that I converted into a traveling workshop which is why I called it a workship. She was a bit tempermental at times but for the most part she was solid. However, I too encountered those asteroids but she did not fair as well, and while we were able to successfully crash land on that planet, Artee and I were the only two of the three of us that successfully walked away. One might say, she gave her life to save mine and Artee's. She was noble like that. Sadly I had to sell her remains for scrap. I still miss her though, and probably always will."

She again breifly pauses. Then as if pulling herself together, she breathes in deeply, sits up straighter and continues, "As such I can not just help fix this ship, I could augment her. For instance, we could install docking clamps and either get an old starfighter and fix her up or if your pockets are deep enough buy a brand new one straight off the assembly line. Then you could put your pilot to a real test, and I could pilot this pretty lady for you, when he is not."

She ends her dialogue with a questioning look at Ardan, but with a slight sparkle in her eyes that might suggest she was excited about the prospect she had just presented to him.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Ardan says, "This ship, the Banshee, is a Baudo-class star yacht, so customization is expected; every Baudo is custom-designed anyway. Frankly we should probably have better shields and guns if we ever plan to take her into combat. I'm not sure if she could support a starfighter launch."

The Baudo-class is Colossal, but an external docking clamp requires a minimum size of Colossal (Frigate), which is used for larger space transports, so it can't support an attached starfighter.

Ardan can probably afford to purchase a starfighter in a couple of levels if we just want to have an extra ship around, though.


OCC: Unless I completely misread the guidelines (or the ones I read were incomplete) the docking clamps simply need to be on a ship one size bigger than the ship being docked. Which means the Baudo-Class Freighter is big enough to transport, any starfighter as the starfighter is one size smaller.

As for waiting several levels, we could instead, buy a lesser starfighter and work to bring it up to grade and maybe beyond, while also augmenting the Banshee. This way we do not per se wait to get the starfighter we just start with a lesser version that is still useful and work to upgrade them both.

Presonally it is your call, but keep in mind my character (and this player) would be greatly happy to be doing conversion and upgrading work for you.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

So it has been like 21 days since Donavaan was taken, correcct?


M Catharese Jedi 5 (HP 59/59 Threshold 15);Fort 16, Reflex 20, Will 17; Init +9; Force 5/7; Percept +9

I think so


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer
Prox Simmoss wrote:

OCC: Unless I completely misread the guidelines (or the ones I read were incomplete) the docking clamps simply need to be on a ship one size bigger than the ship being docked. Which means the Baudo-Class Freighter is big enough to transport, any starfighter as the starfighter is one size smaller.

As for waiting several levels, we could instead, buy a lesser starfighter and work to bring it up to grade and maybe beyond, while also augmenting the Banshee. This way we do not per se wait to get the starfighter we just start with a lesser version that is still useful and work to upgrade them both.

Presonally it is your call, but keep in mind my character (and this player) would be greatly happy to be doing conversion and upgrading work for you.

See here. Note specifically the Size Restriction entry.

I'm fine with playing the money pockets for the team, that's why I took the talents, I just don't have quuuuuiiiiiite enough cash for anything. In one more level I could probably get you something used.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 5; Init +4; Fort 17; Ref 18; Will 17; Force points 5/7 ; HP 58/58

How much are we off. Maybe the rest of us could chip in some?


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 ; HP 83/83; Perception +9

Phineas has 22.5 credits...


OCC: Scouring through the Collossal ships I did encounter one that had a starfighter within its bay. So I would think if that kind of modification can be made, that an exterior mount could be implemented as well, perhaps instead of just a single docking clamp, it requires a pair of docking clamps. Still I fully understand these kind of modifications would need to be fully approved by the GM. However, I will finish collecting the relevant data on what is presented to see what might be allowable.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I will move us on tomorrow so do what you want to do now to prepare.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Dreamchaser Plainstalker wrote:
I think so

That is what I thought.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Grin

Pay no attention to this image :)


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 ; HP 83/83; Perception +9

Phineas will make sure all weapons are charged and in well functioning order as the trip comes to an end. This is it, the beginning of the end. May my last days be filled with the downfall of my enemy and the rise of their foes.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

After 11 days spent in hyperspace the Banshee emerges from hyperspace at its planetary destination.


OCC: Can you possibly recap anything we actually accomplished within those 11 days. I mean my character is new to the ship and those present, how much did she learn about the ship and those aboard. How much repairs could be done internally versus the remaining external repairs that are needed?


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

There was not much to repair inside the ship since the asteroid hit the hull. The Jedi trained while I the clone was working on acclimating to the ship, I think Prox and the noble played games. I don;t recall Prox stating that she wanted to get to be familiar with the ship. If I am wrong on this, please let me know.


Male Gnoll Brawler (Constructed Pugilist, Wild Child) 1

Chalkou was checking out the ship. Especially weapons and defensive systems.


OCC: Prox was doing several things.

1) Playing Tri-Dejarik with Ardan and Dejarik with another PC but mostly getting to better know them. Basically who and what they are really all about.

2) Examine the ship as much as possible, getting to know its layout and current abilities, making any repairs or maintenance as needed as well as how to perhaps enhance what is present.

3) Keep an eye or a bug (she has two of them) on the Jedi to learn more what they are all about.

Note: She is about gathering information especially mechanical information but humanoid information is important too.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

"All hands, dropping out of hyper in three, two one..." Called out Kol to the rest of the crew.
The streaks of light resolved themselves down again to the stars of normal space as the whine of the hyperdrive snapped and lowered in pitch as it unspooled.
"And thar she blows! Morasil V; Almas, dead ahead. Kind of a beige cueball looking planet under a double sun.
"OK, I dropped us far enough out to be somewhat discreet. Any activity on sensors? Any peculiar communication signals or engine flares?"
He asked the rest of the crew.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 5; Init +4; Fort 17; Ref 18; Will 17; Force points 5/7 ; HP 58/58

Waylon focused on his training for the eleven days.

Waylon focuses on the force to see if he can sense the kidnappers on the planet.

UTF: 1d20 + 14 ⇒ (16) + 14 = 30


M Catharese Jedi 5 (HP 59/59 Threshold 15);Fort 16, Reflex 20, Will 17; Init +9; Force 5/7; Percept +9

Dreams also focused on his training for the eleven days.

Worried about the affect of the last time he fully opened himself up, he nervously tries again.

UTF: 1d20 + 9 ⇒ (4) + 9 = 13


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 ; HP 83/83; Perception +9

Phineas puts his newfound skills to use checking the sensors on the Banshee as per Kol's instructions.

Use Computers Sensors - 1d20 + 8 ⇒ (5) + 8 = 13
Use Computers Communication Signals - 1d20 + 8 ⇒ (14) + 8 = 22
Use Computers Engine Flares - 1d20 + 8 ⇒ (8) + 8 = 16


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

All of the schematics of the ship are on the campaign webpage. I do not believe that the ship was been modified by any of the crew, past or current,


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Waylon Stanmore wrote:

Waylon focused on his training for the eleven days.

Waylon focuses on the force to see if he can sense the kidnappers on the planet.

[dice=UTF]d20+14

Is this when you arrive at the planet?


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Piston is able to hear some chatter between at least 2 different sources but his scan did not detect anything...


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Prox Simmoss wrote:

OCC: Prox was doing several things.

1) Playing Tri-Dejarik with Ardan and Dejarik with another PC but mostly getting to better know them. Basically who and what they are really all about.

2) Examine the ship as much as possible, getting to know its layout and current abilities, making any repairs or maintenance as needed as well as how to perhaps enhance what is present.

3) Keep an eye or a bug (she has two of them) on the Jedi to learn more what they are all about.

Note: She is about gathering information especially mechanical information but humanoid information is important too.

The full members of the Jedi Order kind of keep to themselves.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 ; HP 83/83; Perception +9

"There's some chatter Sir, but I can't quite lock it down.

Nothing else amiss on the sensors".


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Dreamchaser Plainstalker wrote:

Dreams also focused on his training for the eleven days.

Worried about the affect of the last time he fully opened himself up, he nervously tries again.

[dice=UTF]d20+9

I am not sure what youbare trying to do here?


M Catharese Jedi 5 (HP 59/59 Threshold 15);Fort 16, Reflex 20, Will 17; Init +9; Force 5/7; Percept +9

Was trying to see if I could track the two I felt before. But with that roll, I doubt it.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

You were not able to locate anyone, your fear of the Force keeps you from doing so.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

"Let's see about getting docking permission and a slip where we can do repairs," says Ardan. "Keep it low key while we start our investigation."


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol goes back to Master Rex.
"Hey yer Highness; no ship traffic in sight, but some radio signals.
You want us to land anyplace in particular?"
He asked.

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