Starfinder Adventure Path #34: We’re No Heroes (Fly Free or Die 1 of 6)

2.80/5 (based on 11 ratings)
Starfinder Adventure Path #34: We’re No Heroes (Fly Free or Die 1 of 6)
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In this thrilling kick-off to the new Fly Free or Die Starfinder Adventure Path, a crew of scoundrels, rogues, and misfits finds it hard to survive in a galaxy where everyone has a price. Targeted by a crime boss and his army of enforcers, preyed upon by faceless mega-corporations, and hounded by rivals, the crew of the Free Trader Oliphaunt line up the big score that will at last make them rich beyond their wildest dreams. But when their many enemies join forces and the crew loses it all, they find out there's two things in the galaxy that can't be bought: freedom... and revenge.

It's just another day punching the clock when the player characters, a blue-collar transport crew, are blamed for a bad cargo and stiffed of their bonuses. They take a dangerous job smuggling weapons to a world conquered by militant hobgoblins, but one fiasco later, they're in debt to a crime boss and about to be fired. Their only chance is to steal the Oliphaunt, an experimental cargo hauler with a magical secret, and then survive long enough to collect the payoff!

“We're No Heroes" is a Starfinder Roleplaying Game adventure for four 1st-level characters. It makes an excellent introduction to the game for new players. The adventure begins the Fly Free or Die Adventure Path, a six-part, monthly campaign in which a merchant crew with an experimental starship tries to get rich, escape interplanetary assassins, and outwit their rivals. This volume also includes rules for finding, buying, and selling interstellar cargo (and using the profits to enhance your starship), a collection of deadly threats, and a player's guide that provides advice and new character creation options ideal for this Adventure Path.

Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!

ISBN: 978-1-64078-282-2

We're No Heroes is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheets are available as a free download (5.3 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Starfinder Adventures Subscription.

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2.80/5 (based on 11 ratings)

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Poor story coordination.

2/5

This is a review for books 1 though 4 of this AP. It's very disappointing. There is very little connection between the authors when you go from book to book. It seems each book has a different theme with a different set of campaign expectations.

For example book 1 & 2 there are ways to gain BP for your ship. Book 3 and 4 don't even mention them at all.

Book 3 mentions did the party take the high road or the low road. but only gives examples within book 3. But much more serious high/and low road examples can be pulled from book 1 and 2.

Book 1 has a few very deadly encounters. Books 2 through 4 do not.

I GM APs for a connected story, not a series on modules. Paizo used to be great at this. But in this AP it seems the authors had no contact with each other and the overall AP developer simply didn't do their job very well.


Okish

3/5

The book and the story are solid enough to get you into Starfinder, and has enough wiggle for creative ideas and characters all within the theme's paramiter of space-truck drivers working for corp with no morals. Firefly vibes essentially. The writers working with the mechanics did a good job. Thats that carries this star rating.

However.
The PDF images for the MAPS are horrible, low qauility and fuzzy at best whenever I use -any- PDF image extraction program (adobe, office libra ect). AND they don't fit any dimensional adjustments in roll20. Maybe in foundry?- but I don't have that to compare. SO it's incredibly fustrating to pay for the (very few) maps you get out of this adventure path, and they aren't as useful as they should be. Plus there are so many other potential scenes and places that -should- have maps, that don't have maps it feels like, so then you're just sitting there talking with a random image pop up or an old map scene with your players wondering if they should tune out or not because you need to dingle-dangle some keys infront of them with an RP scene with an NPC.

I'm not to unfamiluar with graphics and getting images to work in roll20 or just working on various DPI qauilities. No amount of adjustment and grid aligment works. So expect to either play with your virtual table top system of choice's grid-system OFF or make your own maps (which defeats the purpose of -buying- these APs in my opionion).


Definitely needs a session 0

2/5

This entire adventure path is "Bad things happen to you every job, and someone will betray you every time you turn around.

The players need to decide before they start how far their reactions to this can diverge before the game stops being fun.

By book 6, one player was murdering every person who betrayed us, non combatant or not (to be fair, they had been conspiring to kill us, so they weren't exactly innocent.) and another player was trying to only kill people who were actively shooting us, and the game eventually fell apart.

Also, make sure your players *know* when doing a smart thing lets them avoid a fight. Even if that means having "cut away" scenes showing shadowy figures waiting for them where they were not going. Without that, by the end of the 5th book, (or possibly even with that) it just felt like we just automatically failed whenever the adventure wanted something dramatic to happen.


Sort of a Playable Movie, I Guess

3/5

We're No Heroes is a frustrating start to the Fly Free or Die AP. It sets a great tone and has a very cool core concept, but it quickly reveals itself to be very narrow in scope and very determined to deliver a "playable movie" sort of story. I went through it as a player and had a good time leaning into the concept, but I'd be lying if I said I wasn't frustrated and emotionally disconnected from the events to a degree that I haven't experienced with other APs.

If I had to characterize We're No Heroes, its as a playable series of improbably persistent no win scenarios, crossed with the typical Starfinder writing and encounter design. Each of the scenarios involve the PCs being given a job, some improbable event causing the job to go bad, the PCs having to do some easy skill checks or combat to salvage the remains, getting some sort of moral choice, and then there being essentially no meaningful consequence for any choice made. The events are written such that there's no way to avoid things "going bad", and no way to turn them around.

It leads to an odd feeling in play. The amount of "things going wrong" is oppressive, but they're never all that hard to resolve. Narratively, the PCs are always down on their luck, but mechanically, you're getting credits and leveling up just fine. You're never in a position where you're really, truly, put on the back foot, and none of the bad twists are a result of your own mistakes - just the author's narrative chugging along. It's a format that delivers the right "feel" but only on a surface level.

Some specific annoyances:

Berry Selling:
Nothing about this scenario makes much sense, from the berries being completely unwanted in the market, to a criminal intermediary sending enforcers to attack the PCs for berries she doesn't even want. It smells like a sandbox of possibilities to establish merchant connections and leverage your social skills, but everything is just a dead end. It actively resists PC problem solving in order to leave them with the moral dilemma at the end.

The Stealing of the Ship:
Level 1 or 2 characters slickly stealing a high value super special experimental ship from right under the noses of a big corporation's highest security is an enormous stretch that requires exceedingly weak foes, humble security measures and incongruously low DCs. However, it's especially baffling in the context of this adventure, which has so far presented nothing but partial failures for even the most innocuous of tasks. It shatters any illusion that there's consistency and fantastical-realism to the world. These tasks are doable for low level PCs because the authors wanted to PCs to get the Oliphaunt, and they thought this would be a fun set piece to give it to them.

-----------

All these complaints said, the adventure definitely establishes that scrappy "feel", that the PCs are nobodies in an unfair universe and rolling with the punches. For a group willing to go along for the ride without thinking too hard, its quite the romp with some fun moral dilemmas to argue about and ponder in character. It has some great art and a wide variety of encounters and challenges.

All in all, a unique adventure, but with some irritations that are likely to break it for some groups.


A disappointment

1/5

I played it through with 4 characters.

The writing is disjointed and unclear. In the end, I had to write 5 pages of notes to tighten up the writing and make decisions about who does what and when. I really don't think anyone play tested this all the way through. The timing of the events makes everything happen at once, taking choices away from the players.

The economic parts of the game are silly and defy logic.

Railroad-y to the point of silliness as well, the storyline even comes right out and says, "no matter what choice the characters make, this is the outcome".

The NPC's are not compelling and there wasn't anyone to care about for the most part.

And the "Fly Free or DIE!" has like no flying. None. At all. I had 4 characters with a mix of starship combat skills that didn't get used. But they did die quite a bit in some of the unbalanced combat situations.

Over all, not a fun story.


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Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Huh its not second three part ap in row ._.

But yeah is this Evil or Chaotic AP? Or just "space pirate" AP? :D


9 people marked this as a favorite.

Sounds like a Firefly, Rogue Trader, Traveler AP!


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

We’re getting a player’s guide?! Awesome!

Starfinder Developer

16 people marked this as a favorite.

CorvusMask: It is not a space pirate AP. It is a space trucker AP. As far as alignment goes, I expect most characters will be some version of Neutral, but important moral and ethical choices are an important part of this AP, so what you do and how you treat others WILL matter.

Toxicsyn: Yes! All three of those were influences (but there are a lot of other influences too).

Porridge: Yes! Chris Sims, former Starfinder Developer, wrote it; it's in the back of the first volume and includes new themes, gear, and player backgrounds to tie your character into the adventure.

Dark Archive

3 people marked this as a favorite.
CorvusMask wrote:

Huh its not second three part ap in row ._.

But yeah is this Evil or Chaotic AP? Or just "space pirate" AP? :D

This sounds more like 'The adventures of Han Solo & Chewy' or Firefly than pirates or evil characters for sure.


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey, maybe my group will want me to run this one after we finish Runelords. It doesn't have to be Space Pirates, it just has to off the space fantasy adventure game beaten path. That it comes out after the Starship Ops Manual I have high hopes for it.

Starfinder Developer

3 people marked this as a favorite.
evilrobotgames wrote:
That it comes out after the Starship Ops Manual I have high hopes for it.

You will definitely see some specific rules from SOM in this AP, though not necessarily in the first volume. Things like boarding, starship chases, etc.

Liberty's Edge

19 people marked this as a favorite.

I did a job. Got nothing but trouble since I did it too, not to mention more than a few unkind words as regards to my character. So let me make this abundantly clear:

I do the job. And then I get paid.


6 people marked this as a favorite.

We're No (Big Damn) Heroes!


3 people marked this as a favorite.

This is one of my favorite motifs for sci fi adventures, I'm super excited for this AP.


1 person marked this as a favorite.

What levels does it go to?

Radiant Oath

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That ship is really amazing. That really is truly amazing. That is so amazingly amazing I think I'd like to steal it.

Starfinder Developer

3 people marked this as a favorite.
Aunders wrote:
What levels does it go to?

This will be a 6-volume adventure path starting at 1st level, and the players should be 13th by the end. Devastation Ark will be out by then, so you can move right into that AP for endgame play!


4 people marked this as a favorite.
Jason Tondro wrote:

CorvusMask: It is not a space pirate AP. It is a space trucker AP. As far as alignment goes, I expect most characters will be some version of Neutral, but important moral and ethical choices are an important part of this AP, so what you do and how you treat others WILL matter.

Toxicsyn: Yes! All three of those were influences (but there are a lot of other influences too).

Porridge: Yes! Chris Sims, former Starfinder Developer, wrote it; it's in the back of the first volume and includes new themes, gear, and player backgrounds to tie your character into the adventure.

"This here's Suitcase, good buddy, just trying ta' get this cargo ta port, Conqueror willin'. Didn't need no adventure path but darned if I ain't gonna participate."


1 person marked this as a favorite.
Jason Tondro wrote:
Aunders wrote:
What levels does it go to?
This will be a 6-volume adventure path starting at 1st level, and the players should be 13th by the end. Devastation Ark will be out by then, so you can move right into that AP for endgame play!

Glad to hear that it goes to 13! I'm still hoping one day we'll get a 1-20 Starfinder AP but the fact that we've got one that takes us into higher level gameplay is nice.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, hopefully we'll see a new 3-parter for high levels after this one. But this one sounds pretty cool already!


1 person marked this as a favorite.

I'm very excited to see a classic Traveler-style sandbox (?) AP for Starfinder. Cool!


1 person marked this as a favorite.

Sounds like it has a really nior Sin City vibe to it, I might have to repaint my terrain grey scale with red highlights while I'm waiting.


11 people marked this as a favorite.

Take my love, take my land,
Take me where I cannot stand.
I don't care, I'm still free,
You can't take the sky from me.

Take me out to the black,
Tell them I ain't comin back.
Burn the land and boil the sea,
You can't take the sky from me.

There's no place, I can be,
Since I've found Serenity.

And you can't take the sky from me.

Starfinder Developer

9 people marked this as a favorite.
Beavois wrote:
I'm very excited to see a classic Traveler-style sandbox (?) AP for Starfinder. Cool!

It’s as sandbox as I can make it, while still being an AP. I encourage GMs to modify the hell out of this thing, to give the players as much choice as possible. But in an AP with limited page count, I just can’t account for every possibility.


4 people marked this as a favorite.

Looks great. Still hoping for Starfinder a Kingmaker-like, where the maps are planets, and it’s all about terraforming and building colonies.


1 person marked this as a favorite.

Can you just make an AP that starts PC's at higher than 1st level?


2 people marked this as a favorite.
Zero the Nothing wrote:
Can you just make an AP that starts PC's at higher than 1st level?

They've done this twice so far with Starfinder: Signal of Screams and the upcoming Devastation Ark.


2 people marked this as a favorite.

The 'desperadoes make off with a super starship' is giving me a 'Blake's Seven' vibe.


3 people marked this as a favorite.

Shiny. Let's be bad guys.


I don't have much hope for the world building/law enforcement part of this AP. Hopefully I will be surprised.

Dark Archive

1 person marked this as a favorite.
Mark Norfolk wrote:
The 'desperadoes make off with a super starship' is giving me a 'Blake's Seven' vibe.

Aaaand now I'm hearing Dudley Simpson's wonderful theme...

Grand Lodge

1 person marked this as a favorite.

Dat cover art...


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The cover is great, except, why do almost all Starfinder APs have to be grey?


3 people marked this as a favorite.

Yes, hello help I have fallen for the cover character who will very likely be out to murder me.


Sasha Laranoa Harving wrote:
Dat cover art...

Fuuuu


Ixal wrote:
I don't have much hope for the world building/law enforcement part of this AP. Hopefully I will be surprised.

I guess we will have to see. Still, 64 pages is not a lot of page space for an adventure AND new rules.


2 people marked this as a favorite.
Richard Redmane wrote:
Ixal wrote:
I don't have much hope for the world building/law enforcement part of this AP. Hopefully I will be surprised.
I guess we will have to see. Still, 64 pages is not a lot of page space for an adventure AND new rules.

I don't even want new rules (or technically the new rules should be about upgrading starships through trading and stuff instead of it being automatic).

Instead the AP should have a believable law enforcement and security for a sci-fi setting. Meaning there are cameras, the PCs names, biometrics etc. are on file as they are employees, ships have transponders etc.
Being flagged as criminals should hound them in the long run and they should have to adjust accordingly (see Shadowrun), instead of the criminal element only being there for one chapter and then everyone acts like nothing happened.

So the ship gets flagged and they get tagged as criminals. Meaning that whenever a scanner picks them up the police gets alerted. How far this information spreads in the pact system and how zealous the police responds depends on the setting, but imo at least on all the main worlds they should be forced to hide their identities and to prevent their ship from being seen.


1 person marked this as a favorite.

Time to burn your SINs (System Identification Number) and wear some Holoskins. Also, your ship is gonna need a new license plate.


I also fear that the announced trading for starship improvement rules will be in addition to normal upgrades and tied to the special/experimental status of the Oliphaunt instead of it being a real replacement for the tooth fairy starships improvements you normally get.


2 people marked this as a favorite.
Xeall wrote:
Looks great. Still hoping for Starfinder a Kingmaker-like, where the maps are planets, and it’s all about terraforming and building colonies.

And HERE it is!!!


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Am I remembering incorrectly that maps and assets from new PDFs were going to be made more compatible with VTT for those of us who are stuck playing in isolation? I've been terribly excited for Fly Free or Die, and I eagerly downloaded my digital copy the moment it became available - only to find it's going to be an utter nightmare to run for any of my digital groups.

Every single asset in the PDF is cut into 5-6 image pieces, making it almost impossible to easily export into roll20 or any other VTT of choice. Previously, I could simply pull a map image out of a PDF, without the numbers, and import it into my VTT to give my players the great, colorful, detailed maps as-is. For some reason, the layout of this PDF has made that nearly impossible. Even the smaller maps are made up of two or more images, while the larger ones are in 6+ pieces of varying sizes, making it nearly impossible to properly size and lay out in roll20.

Everything about this adventure looks fun as hell, and I can't wait to run it for my players, but now I'm not sure how. Why was this changed? Is there a separate maps file coming?


LeJerque wrote:

Am I remembering incorrectly that maps and assets from new PDFs were going to be made more compatible with VTT for those of us who are stuck playing in isolation? I've been terribly excited for Fly Free or Die, and I eagerly downloaded my digital copy the moment it became available - only to find it's going to be an utter nightmare to run for any of my digital groups.

Every single asset in the PDF is cut into 5-6 image pieces, making it almost impossible to easily export into roll20 or any other VTT of choice. Previously, I could simply pull a map image out of a PDF, without the numbers, and import it into my VTT to give my players the great, colorful, detailed maps as-is. For some reason, the layout of this PDF has made that nearly impossible. Even the smaller maps are made up of two or more images, while the larger ones are in 6+ pieces of varying sizes, making it nearly impossible to properly size and lay out in roll20.

Everything about this adventure looks fun as hell, and I can't wait to run it for my players, but now I'm not sure how. Why was this changed? Is there a separate maps file coming?

Sounds like you have the adventure. Can you answer, in Spoilers:

1. How believable law enforcement is?
2. What is so experimental/special about the ship?
3. How do the rules about buying and selling cargo work?


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Ixal wrote:

Sounds like you have the adventure. Can you answer, in Spoilers:

1. How believable law enforcement is?
2. What is so experimental/special about the ship?
3. How do the rules about buying and selling cargo work?

I do have the adventure! My subscription PDF showed up last night - and I dove right in; still very excited to run this, assuming my technical issues can be addressed. As to your questions, these are obviously some BIG OL' SPOILERS, so only click through if you don't mind hearing core plot hooks!

You've Been Warned:
1. This is actually an interesting look at what it means to operate on different worlds with different levels of authority and consequences, at least in my opinion. At this stage in the campaign, the PCs aren't exactly notorious interplanetary adventurers; they're working stiffs trying to scrape by, and aren't likely to draw the attention of, say, the Stewards. There are a few opportunities for the PCs to do 'illegal' things, and the consequences actually vary depending on where they are, and how badly they break the law.

In a crowded Castrovel city, this means being detained by cops and having to spend a lot of time and effort in bureaucratic fines and procedures (and they're on a short deadline for the job, so this is real bad). In the Akiton Hivemarket, this means the Khulan showing up and potentially murdering them. Other locations are ruled less by laws and more by might, and you can guess where that leads.

2. There's only the first level of hints towards the ship's capabilities in book one - there won't even be a map of the Oliphaunt until book two - but the main attraction is null-space cargo holds. Imagine being able to haul a massive freighter's worth of goods in a shuttle! The applications for legit business, smuggling, and more are obvious. I'm sure there's more to come, but book one is more about setting up the PCs' crummy situation and dangling the ship as their ticket out.

3. There's a whole 5-page section on this which I clearly won't duplicate here, but the summary is that you can now have players earn BP for their ship by running cargo instead of doling them out as level awards (though of course you can still give them out that way, too). There's still a system to gate how many BP you can spend on the ship based on party level, so the PCs can't just "let's just earn a Tier 9 ship before heading for the main plot." Plus you also spend the BP back on new cargo shipments and other cost-of-living expenses. Rules are included for how to find jobs, how to make ideal profits, and how to add complications so it's not just a bookkeeping "go here, drop off this" addition. What if the goods are counterfeit? What if the buyer is a jerk? But it really means all of the rules about flight time, maintaining courses, and making the most of your downtime start mattering more.

Hope that helps!


LeJerque wrote:
Ixal wrote:

Sounds like you have the adventure. Can you answer, in Spoilers:

1. How believable law enforcement is?
2. What is so experimental/special about the ship?
3. How do the rules about buying and selling cargo work?

I do have the adventure! My subscription PDF showed up last night - and I dove right in; still very excited to run this, assuming my technical issues can be addressed. As to your questions, these are obviously some BIG OL' SPOILERS, so only click through if you don't mind hearing core plot hooks!

** spoiler omitted **...

Sounds better than expected. Except number 2. This isn't something I would see as big innovation but more of a no brainer.


LeJerque wrote:

I do have the adventure! My subscription PDF showed up last night - and I dove right in; still very excited to run this, assuming my technical issues can be addressed. As to your questions, these are obviously some BIG OL' SPOILERS, so only click through if you don't mind hearing core plot hooks!

Regarding your answer about the special ship. Does the adventure give the players their own ship to start, or are we bringing in our own?


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Sparrowhawk_92 wrote:
Regarding your answer about the special ship. Does the adventure give the players their own ship to start, or are we bringing in our own?

Continued spoilage!

To spoil you further:
The PCs start with a ship. It's not theirs. And they don't keep it too long.


Wow, this sounds really good. If anyone starts a game on Roll20, let me know.


3 people marked this as a favorite.
LeJerque wrote:

Am I remembering incorrectly that maps and assets from new PDFs were going to be made more compatible with VTT for those of us who are stuck playing in isolation? I've been terribly excited for Fly Free or Die, and I eagerly downloaded my digital copy the moment it became available - only to find it's going to be an utter nightmare to run for any of my digital groups.

Every single asset in the PDF is cut into 5-6 image pieces, making it almost impossible to easily export into roll20 or any other VTT of choice. Previously, I could simply pull a map image out of a PDF, without the numbers, and import it into my VTT to give my players the great, colorful, detailed maps as-is. For some reason, the layout of this PDF has made that nearly impossible. Even the smaller maps are made up of two or more images, while the larger ones are in 6+ pieces of varying sizes, making it nearly impossible to properly size and lay out in roll20.

Everything about this adventure looks fun as hell, and I can't wait to run it for my players, but now I'm not sure how. Why was this changed? Is there a separate maps file coming?

I'm noticing the same thing, it even covers most if not all of the text so I can't copy segments for handouts or GM notes. Quite frustrating honestly and hoping there's a fixed version available soon.


LeJerque wrote:
Continued spoilage!

If you're continuing being generous, can you share what the new themes they added or anything else interesting from the player's guide?


I am mildly interested.

So long as the ap doesn't go down the Firefly path.


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Sparrowhawk_92 wrote:
If you're continuing being generous, can you share what the new themes they added or anything else interesting from the player's guide?

Generosity achieved!

This generously spoils a lot of stuff, fair warning:
So, the player's guide is about 10 pages long. It includes a number of content hints regarding the nature of the adventure and how players should expect to interact with the world; a list of suggested themes and why they'd make good fits for the adventure; two brand-new themes - "Prole," which seems pretty on-the-nose, and "Vaster," someone from an isolated world or settlement without a lot of access to shopping or infospheres; a list of plot-hook backgrounds that the players should take which will give them ties to key NPCs; some new company-made gear, and a lot of fun flavor text about working for the fastest-growing megacorp across two major star systems!

Hope that helps. :) Any word on the whole 'incredibly difficult-to-use PDF' thing?


Thank Triune, the file is only 78mb


4 people marked this as a favorite.

What on earth is going on with the PDF maps in this volume? I'm supposed to knit them all together in a graphics program before putting them on Roll20? WTH!

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