Sovereign Dragon

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 327 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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Near Space did a great job of seeding potential playable races, There must be at least a dozen species that are name dropped in that book as sapient species but most of them sadly don't get anything more than a name and a general description. Hopefully we'll see them come about in future books, whether that be AA4, the back of APs, or in future splatbooks.


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Ixal wrote:

Thanks. That gives New Thespera kind of a Rome feel. All roads lead to it, but travelling to somewhere else takes a long time.

Still doesn't explain why the Azlanti settled in the vast instead of near space but whatever. Maybe near space didn't exist back than.

About the idea of giving them better drift ratings. Maybe all starship lines should get a special bonus. Azlanti ships have better drift, Veskarium ships a bit more HP, etc.

The Azlanti fled to New Thespera during or just before Earthfall, so it was thousands of years pre-Gap. Things like Drift travel didn't even exist. I do think the Azlanti should probably get some kind of travel bonus, at least to systems they control.


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Yeah they basically have their own version of Absolom Station Drift capabilities but more tightly controlled. The Azlanti Imperial Fleet also has ships stationed in every sector they control, so every system has it's own mini-fleet that can hold the line while waiting for reinforcements.
I also seem to remember, though I might be wrong about this, that there's a way to link ships for Drift travel. This means you only need one or two ships with a good Drift rating to bring a fleet in for a fast attack.


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I'd imagine big corporations actually benefit from the Free Captains in a way, since only bigger corporations can afford the exorbitant protection fees (I think this is from Pact Worlds). That means that smaller and mid-sized companies whose growth could threaten the megacorps down the line are also subject to the threat of piracy which eats into their profits and slows their growth. Plus I imagine Broken Rock could easily function as a neutral ground for under the table dealings that corps don't want others knowing about. All you'd have to do is pay a Free Captain a large sum of credits to take you and bring along enough company mercs to ensure your safety.


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I think the answer to the scale issue is that increasing the scale needs to change the party focus. In the beginning while they're checking out that first area, you might want a fair number of those 12 mile hexes to have interesting details. As the party moves on from that main settlement and they're exploring larger areas, the party is gonna focus less on the small things and become interested in larger points of interest. Leave the small stuff for the empire to deal with and have the PCs focus on the most important details.

The rules from Kingmaker and Ultimate Campaign don't mesh as well I agree, I'd recommend having the PCs focus on the capital, maybe adding one or two major cities as the empire expands. Most of the smaller settlements can be assumed to have negligible effect or just offer smaller static bonuses. Again I recommend Star Empires by Legendary Games (feel like I'm repeating myself here but it really is the best resource I've found for Starfinder empire stuff)

If you're expanding to the interplanetary scale then I definitely think that putting together some random tables will help a lot in the long run.


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Ixal wrote:
Master Han Del of the Web wrote:


That's a fun way to argue! Let me try!
That wouldn't stop the Free Captains!

Do you have a point? Guess not. Not surprising really...

The Hellknights don't negotiate with pirates anyway and are fanatically devoted to order. They would certainly blow up the base, no matter if it kills civilians or not.

There is no logical reason why Broken Rock has not been destroyed, invaded or at least blockaded besides "Paizo wants pirates, so here they are".

pg. 156 of the Pact Worlds book states "to many Pact Worlds governments, the mere existence of [Hellknight Citadels] is a dangerous provocation." I'd read this that the Pact Worlds don't just sit idly by while the Hellknights use their massive death ships in Pact space.

There's also pg. 81 which states "the majority of [Hellknight] concerns keep them in the more civilised corners of the Pact Worlds" and a couple of pages later where they explain how one of the members of the Pirate Council is trained as a Hellknight, so you can easily infer that she knows how to keep them off the scent.
The book also states that Hellknights operate almost exclusively in small groups and it requires a supreme order of some kind to even be able to bring a Citadel to bear.
That isn't to say Broken Rock being completely hidden necessarily makes sense, it's a very large settlement to have never been discovered, but in my mind the lofical answer is that everyone is too busy and the Free Captains don't cause enough trouble to justify doing much about it. The Pact Worlds agreement only applies against extrasolar threats so they won't put up a united front against the Free Captains, most of the megacorps are happy to just pay protection fees (stated in Pact Worlds) and most independent organisations are too busy dealing with bigger problems and/or each other to merit a full-scale assault. It's even stated that the Iomadaen church and their fleets have a very tense relationship with the Hellknights and their ships have fought each other at times. I don't think the church of mercy would be okay with the slaughter of thousands of innocent lives.


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Brother Willi wrote:
Shortened for brevity.

Thanks for the ideas! I've been quite lucky in that neither of my groups have actually tried to pre-scan the planet. The way I would play it is as you've said, give them the basic details about topography and any notable features or strange signals, but not enough information that they wouldn't have to go down to the planet and physically check out the tiles.

The way I've personally gamified the colony system for my groups is by taking aspects of the Star Empires book by Legendary Games and streamlining them. I'm planning to develop these into a cohesive set of rules as time goes on but I've not used them too rigorously yet and would be hesitant to put out something that's barely been tested. As for random events, I've definitely got a basic table together and I'll probably add that once I've fleshed it out a bit more..

The 'Dark Secret' concept is one of the things I was trying to touch on with the idea of planetary threats, something that acts as a barrier to the colony and the party and that they'll have to overcome that is tied to the planet itself. I definitely want to expand on that in more detail though.

I'll definitely look into the TNG stuff as well, thanks again!


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Ixal wrote:
thecursor wrote:

The Free Captains exist because once you take them all down, another dozen rise up in their place. This is because we know poverty exists in Starfinder and as long as there is inequity, there will always be people desperate enough to correct that inequity with whatever opportunity they can grasp.

Just like in the real world: Poverty is the parent of revolution and crime.

Poor people usually don't have access to starships (unless you really play with starships being essentially free).

I doubt people desperate enough to become pirates have any moral qualms with stealing a ship.


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Okay as a bit of background for this, I'm currently running two Starfinder campaigns based around the idea of starting up a colony on a planet in the Vast, and in the process I've made a lot of notes and spent a lot of time reading through Pathfinder APs, the forums, and 3rd party stuff and I wanted to put everything I've discovered and learned into one big document. After spending a good few hours doing just that I decided that maybe I should share it for people who wanted to run similar campaigns but weren't sure how to go about it.

So with all that out of the way, here's my first draft: CLICK HERE.

It's still a very rough, no frills version and it's far from unfinished because it doesn't really have any content past what I would consider 'book 1' of a campaign, but it's a culmination of my observations and things I've learned. That being said I'd absolutely love to hear people's thoughts and feedback on the contents of this monstrosity I've created, and if you decide to actually use some of my advice I'd love to hear how it goes for you!


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I can't speak for how I would do it myself, I'm not confident enough with the rules. However I believe on the Alien Archive 4 page in the discussion thread it was confirmed that the new class grafts will be in there.


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Troodos wrote:
I've read through the whole thing, but I still dont know what the robot thing on the cover is?

From the Starfinder Wednesday I believe Joe Pasini said it was a Jinsul, though I agree the appearances don't really match up.


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Every time I see those cute Raxalites my heart breaks a little more. These PDFs can't ship fast enough!


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The All-Seeing Orb wrote:
Luke Spencer wrote:
Since the PDFs have so far eluded me, would anybody who does have access be able to give me some info about the Raxalite, Dromada, or Hanakan? I would also like to know about the Cephalume, are they an aqautic species?
** spoiler omitted **

Yep, as I suspected I am now even more excited for PDF access, thank you oh great and mighty orb!


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Since the PDFs have so far eluded me, would anybody who does have access be able to give me some info about the Raxalite, Dromada, or Hanakan? I would also like to know about the Cephalume, are they an aqautic species?


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David knott 242 wrote:

Did either of the first two Alien Archives provide that data? I am dubious that any Alien Archive will do that.

AA2 has the info for all playable races from the first two Archive books, it's in appendix 10 in the back.


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Ixal wrote:

I wonder how the starting equipment will work.

I doubt there will be any special rules for this in the AP, but it makes no sense that members of a military force are limited by both credits and level for the armor and weapon they are given.

I might've imagined this, but I believe it was said somewhere (on one of the Paizo Con panels I think) that the PCs or at least some of the people brought on to fight the Swarm are mercenaries. It would make sense that the PCs were hired as independent contractors in terms of explaining gear limits. I also remember hearing

AP Spoiler:
Your CO is a Vesk who moved to the planet because he wanted to keep fighting the swarm after the Veskarium and Pact Worlds repelled them.

which lends credibility to the idea that the PCs aren't necessarily 'proper' military. The planet where this AP takes place also isn't a member of the Pact Worlds so they likely don't have the same levels of military and technological access to equip their grunts with high-level tech. I believe the planet was described as 'space Australia' so I wouldn't expect it to be a tech powerhouse with an elite military.


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Hi all,
In the next month or so I'm going to be starting a sandbox campaign based around exploring and colonizing a planet in the Vast (Kingmaker style) and was wondering if any of you lovely folks had any experience, advice, or ideas to help make this thing awesome?

The current plan is to give the players a few different planet options during session zero and let them choose the one they like the sound of most, then I'll build the rest from there. I'm going to try and adapt Pathfinder's exploration rules for the sandbox stuff since that seems relatively straightforward. Beyond that I'm open to any and all suggestions from people who undoubtedly understand this game far better than I do.


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Hey guys, any news on whether the orders have started shipping yet?


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That's a pretty sweet cover!


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Hi there,

As the title states it seems my SFS adventures haven't spawned yet despite being available for purchase. Is this an error?


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UllarWarlord wrote:

Are salamanders playable? Regardless, what geniekin (or other playable race) is in this book, if any?

What's your favorite aspect of the Brass Bazaar?

Spoiler:
Salamanders aren't playable unfortunately, however we do get both Suli and Sylph instead.

I haven't finished reading the Brass Bazaar section just yet, but there is an Anacite-run shop which sells robotic toys that is quite entertaining.


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HTD wrote:
Has anyone received your subscriber PDFs yet?

I am fortunate enough to have my copy! I'll do what I can to answer questions but I haven't had much more than a skim through so far.


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HTD wrote:
Luke Spencer wrote:
HTD wrote:
Have any subscribers received their PDF copy yet?
I have mine!
What are the new monsters' type, subtype, size and CR? Are there any new playable races?

Spoiler:

Plague Ooze, CR 7 Large ooze
Shadow Giant, CR 13 large humanoid
Kayal (playable), CR 7 medium outsider
Mementor, CR 13 medium fey
Shodrav, CR 11 large outsider
Heretic Velstrac, CR 8 medium outsider
Vespers Hound, CR 10 medium outsider


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HTD wrote:
Have any subscribers received their PDF copy yet?

I have mine!


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Hopefully we'll see the geniekin as playable races in these books, makes sense with the general elemental theme. If the gazetteer is about a planet with ties to the plane of water maybe book one will have Undines?


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Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?


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Not sure about anyone else but I still can't see the pictures that are supposed to be attached.


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HTD wrote:
Any info about the new monsters?

Spoiler:

Crate Fiend, CR 3 medium vermin
Gloomwing, CR 4 large outsider
Reklan, CR 7 small magical beast
Mining Robot, CR 9 large construct
Tenebrous Worm, CR 8 medium outsider
Cantor Velstrac, CR 9 small outsider
Void Ooze, CR 7 medium ooze


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Troodos wrote:
Which dinosaurs get the illustration(s)? Are they accurate?

The illustrations aren't of traditional dinosaurs so much. The dinosaur statblocks are for generic prehistoric creatures from any planet, so the illustrations are of alien dinosaurs instead of Earth/Golarion dinosaurs. It's similar to the herd animal and predator stat groups.


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David knott 242 wrote:
Luke Spencer wrote:
Brew Bird wrote:
Do any of the aliens in this book have player-race stats?
They do not I'm afraid.

But the previous volume was loaded with them. ;)

I have a feeling that was their philosophy, plus it came out at the same time as the new AA so I don't think players are starved for playable races at the moment!


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Brew Bird wrote:
Do any of the aliens in this book have player-race stats?

They do not I'm afraid.


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The Drunken Dragon wrote:
Are the Uplifted Bears quadrapeds or bipeds? Like, have they been anthropomorphized or are they literally intelligent bears?

It's implied that they can walk on all fours but their default state is bipedal, their front paws are modified to function like human hands.


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If you up the number of creatures in encounters it will make a big difference on the challenge level. Action economy is a powerful tool for GMs and it forces players to think more about how they handle combats. Sure they could nuke one enemy down in a round, but then the other enemy at full health gets essentially a free round of attacking, buffing, or to call even more reinforcements. If the players spread their damage they might end the fight quicker but they're more likely to use up extra resources. I know it doesn't seem like it makes much of a difference but it's much more effective than number boosting.

The other way to make things more difficult is to lean towards a more Tucker's Kobolds approach. Don't use the tactics in the book, make your creatures smart and mean. Have them set up traps and hit them with guerrilla attacks that chip away at your party's health and resources. Make things chaotic and don't allow the party too much breathing room.


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David knott 242 wrote:

Are any of the new aliens from the Veskarium?

Just one:

Spoiler:
The Pahtra are a race of cat people from Vesk-6, they look a bit like Khajiit


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Looks like I'm one of the lucky ones who got my pdf early! I'm still reading through but I'll try to answer any questions in a relatively spoiler-free way.


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I have to say, I've not entirely finished reading yet but so far it's a strong favourite! Absolutely love the feel of this one as well as all the juicy lore in the support articles.


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David knott 242 wrote:
Luke Spencer wrote:
David knott 242 wrote:
Luke Spencer wrote:
Man I hope today is my day to get this, got a couple of long travel days and would love to have a PDF to sink my teeth into. I'm curious if you could tell me how the conquered species section is organised and laid out? How much info do we get on each species?

There is a single page that lists all of the conquered species, with a short paragraph for each. Elsewhere, there are a couple of pages enumerating the planets of the empire, with very brief mentions of their inhabitants. Seven of these races get single page spreads later -- one as a monster and six as PC races.

Sweet, thanks! Follow up question, is there any canon reason Iztheptars aren't statted as a player race or is it just due to some kind of out-of-game reasoning?

Sorry, I will have to leave that one for someone else to answer. All I am really sure about is that they got a monster entry and not a PC race entry. Somebody else will have to figure out why.

No problem at all! I actually received the pdf within the last couple of hours so I'm currently digging through it myself.


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David knott 242 wrote:
Luke Spencer wrote:
Man I hope today is my day to get this, got a couple of long travel days and would love to have a PDF to sink my teeth into. I'm curious if you could tell me how the conquered species section is organised and laid out? How much info do we get on each species?

There is a single page that lists all of the conquered species, with a short paragraph for each. Elsewhere, there are a couple of pages enumerating the planets of the empire, with very brief mentions of their inhabitants. Seven of these races get single page spreads later -- one as a monster and six as PC races.

Sweet, thanks! Follow up question, is there any canon reason Iztheptars aren't statted as a player race or is it just due to some kind of out-of-game reasoning?


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Man I hope today is my day to get this, got a couple of long travel days and would love to have a PDF to sink my teeth into. I'm curious if you could tell me how the conquered species section is organised and laid out? How much info do we get on each species?


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Had a look at the sanctioning document for AtAT and noticed it gives the names of two of the races in this book which just makes me more excited!

Race names:
The races are called the Brakim and the Stellifera!


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Marco Massoudi wrote:

Can somebody answer these questions:

-How much population has "Madelon's Landing"?
-What kinds of Atzlanti starships are in the article?

Thank you!

Population of Madelon's Landing:

Spoiler:
The colony has little over 100 people (108 to be exact)

Azlanti Ships:

Spoiler:

Klokworx Drone - Tiny racer
Sovereign Harrier - Tiny fighter
Vanguard Comet - Small shuttle
Sovereign Monitor - Medium Transport
Vanguard Sanctum - Large heavy freighter
Sovereign Sumpter - Large heavy freighter
Klokworx Nexus - Gargantuan Carrier
Sovereign Vindicator - Colossal Dreadnought

The starship section also has a few ship options that are mostly exclusive to Azlanti ships and the inside cover has the Vanguard Voidsweeper which is a medium explorer.


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LinkDead wrote:

A little bit of a complaint I guess?

It references Alien Archives 2 for a very minor part of the set up of the game, which isn't being released until the middle of October...

It'd also be pretty nice to have a picture of Cedona, who all of the players are assumed to of met, somewhere in the first module...

If you're going to be running this before the second book launches I recommend looking at the product page for book 2 as the android on the front cover is her!


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Would love to hear some thoughts about the first part of the story/details about the articles at the back and monsters when someone gets a pdf of this!


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Hi there! I'm a Starfinder Society subscriber and I've been trying to access #1-20 and #1-21 however an order does not seem to have been generated and I do not have pdf access, can someone give me more info on this?


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zergtitan wrote:
Subscriptions were supposed to start being sent out on Wednesday.... it is currently Friday and I haven't heard of anyone receiving a shipping email for this yet. I am now greatly concerned about this and am beginning to freak out.

No need to worry, it seems a few people (unfortunately not including myself) have received their shipping notices and got their pdfs, now it's just a waiting game!


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FormerFiend wrote:
Any word on whether the Alien Archive will include a new playable race or not?

Unlikely we'll find out for sure (unless a dev wants to be kind enough to give us some hints!) until someone gets hold of a copy but every AP volume except for the first has had at least one playable race so I'd say there's a good chance.


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Marco Massoudi wrote:

Could somebody spoiler how you can continue the campaign & what happens if you fail?

Thx!

Spoiler:
The book gives a few smaller examples of ways you can continue the campaign (investigating the Kishalee civilization or tracking more superweapons for example) and gives further details on two specific ways of continuing things. One involves facing an incredibly powerful atrocite who tries to turn the 12 suns system into a superweapon, the other involves tracking and facing a creature from Abaddon that was coincidentally freed by the destruction of the 12 suns demiplane and is now destroying the ecosystems of planets across the Vast. If you fail, either the corpse fleet or Cult of the Devourer get the weapon (depending on GM choice) and end up using it to cause untold destruction, it's also heavily suggested that further attempts to face the Corpse Fleet would involve facing off against the reanimated forms of fallen party members.

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Got my copy and I have to say I love this book! The feel of the whole adventure is great, and the support articles were a really cool read. Looking forward to seeing what great stuff you guys do in the next AP!


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Jason Keeley wrote:
To be frank, the woioko (from AP #2) should have been in #1, to go with the description of their planet in the first volume's Codex of Worlds. Similarly, we have a new planet in this volume's Codex of Worlds with a new playable race to go along with it!

This is mostly speculation on my part, but was the Woioko left out of the first book because you didn't want to include any new playable races right on release and/or were waiting for the Alien Archive to drop? That would make sense to me but I don't know the full story so thought I'd ask.


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Hi there, can you please cancel my campaign setting subscription?

Thanks in advance!

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