Nothing to see here, just another Dead Suns play-through...


Dead Suns


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I've really enjoyed reading the play-throughs of other groups, so I thought I might add mine to the mix. I think I bring something different to the table - I'm a greener GM than most on these forums (Pathfinder was my first RPG experience, and that was just two years ago; my only GM experience is a run-through of Jacob's Tower), and I cater more to the play experience than to hard and fast rules. I have four players at my table, three with moderate Pathfinder experience and one with more extensive RPG creds going back to 3.0.

As for this thread, I'll try to keep things succinct, focusing on decisions the characters made and their effects on the story. And of course, your questions/comments are welcome. I'm mostly writing this up because I enjoy hearing myself talk (or watching myself type?), but helping others is a fun bonus.

Player Characters

Fisher: male human starfarer mechanic 1:
Fisher speaks common with a strange accent and carries a bag full of starcharts everywhere he goes. He seems strangely intent on the Starfinder Society's records of inhabited planets.

FISHER
Male human starfarer mechanic 1
CG medium humanoid (human)
Init. +2; Senses Perception +4

DEFENSE
SP 6; HP 10; RP 4
EAC 13; KAC 14
Fort. +2; Ref. +4; Will +2

OFFENSE
Speed 30 ft.
Melee tactical baton +2 (1d4+1 B; analog, operative) or battle staff +1 (1d4+1; crit. Knockdown; analog, block)
Ranged azimuth laser pistol +2 (1d4 F; crit. Burn 1d4)

STATISTICS
Str. 12 (+1); Dex. 14 (+2); Con. 11 (+0); Int. 16 (+3); Wis. 10 (+0); Cha. 10 (+0)
Skills Athletics +5, Computers +8, Engineering +8, Medicine +7, Perception +4, Physical Science +8 (reduce DCs of checks to recall knowledge about strange new worlds or features of space by 5), Piloting +6, Profession (astronavigator) +7
Feats Iron Will, Mobility
Languages common, akitonian, vesk, ysoki
Other Abilities artificial intelligence, bypass
Combat Gear frag grenade I; Other Gear azimuth laser pistol, battle staff, second skin, tactical baton

FISHER'S DRONE
Drone 1
N tiny construct
Senses Perception +3

DEFENSE
HP 10
EAC 14; KAC 14
Fort. +0; Ref. +5; Will -1

OFFENSE
Speed 30 ft.; fly 30 ft. (average)

STATISTICS
Str. 6 (-2); Dex. 16 (+3); Con. -; Int. 6 (-2); Wis. 8 (-1); Cha. 6 (-2)
Skills Acrobatics +7, Perception +3
Feats Iron Will
Languages common
Drone Mods camera, flight system, weapon mount

Fred: female damaya lashunta outlaw envoy 1:
"Fred", a native Castrolvellian, is on the run from something she refuses to talk about, although she constantly emphasizes her innocence. Hoping to make some coin and earn a bit of political capital, she's signed up with the Starfinders in order to build a new career.

FRED
Female damaya lashunta outlaw envoy 1
CG medium humanoid (lashunta)
Init. +2; Senses Perception +5

DEFENSE
SP 6; HP 10; RP 4
EAC 13; KAC 14
Fort. -1; Ref. +4; Will +2

OFFENSE
Speed 30 ft.
Melee survival knife +2 (1d4 S; analog, operative)
Ranged azimuth laser pistol +2 (1d4 F; crit. Burn 1d4) or tactical semi-auto pistol +2 (1d6 P; analog) or frag grenade I +0 (explode [15 ft., 1d6 P, DC 12])
Offensive Abilities clever feint
Lasunta Spell-Like Abilities (CL 1st)
(1/day): detect thoughts (DC 14)
(at will): daze (DC 13), psychokinetic hand

STATISTICS
Str. 10 (+0); Dex. 14 (+2); Con. 8 (-1); Int. 14 (+2); Wis. 10 (+0); Cha. 16 (+3)
Skills Bluff +9, Computers +6, Culture +6 (reduce DC by 5 when recalling knowledge about the criminal underworld), Diplomacy +7, Disguise +7, Intimidate +9, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +6
Feats Multi-Weapon Fighting
Languages common, castrovellian, akitonian, sarcesian, vesk
Other Abilities expertise
Combat Gear frag grenade I; Other Gear azimuth laser pistol, second skin, survival knife, tactical auto-pistol

Splinter-1: male android xenoseeker solarian 1:
Splinter-1 is tremendously nondescript, even for an android. Although he considers himself male, he deliberately keeps his appearance androgynous to further capitalize on his ability for disguise. Hailing from the Diaspora, Splinter-1 is quiet about his motivations for joining the Starfinder Society.

SPLINTER-1
Male android xenoseeker solarian 1
CG medium humanoid (android)
Init. +1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
SP 7; HP 11; RP 3
EAC 13; KAC 15
Fort. +2; Ref. +1; Will +2; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

OFFENSE
Speed 25 ft.
Melee solar weapon +3 (1d6+2 S)
Ranged azimuth laser pistol +2 (1d4 F; crit. Burn 1d4)
Offensive Abilities black hole, solar manifestation (solar weapon), supernova

STATISTICS
Str. 15 (+2); Dex. 12 (+1); Con. 10 (+0); Int. 12 (+1); Wis. 10 (+0); Cha. 14 (+2)
Skills Bluff +6, Diplomacy +6, Disguise +6 (+8 when imitating a voice), Intimidate +6, Life Science +6 (reduce DC by 5 when identifying a rare creature); -2 armor check penalty
Feats Heavy Armor Proficiency
Languages common, sarcesian
Other Abilities stellar mode
Gear azimuth laser pistol, lashunta ringwear I, vocal modulator

Zenka: Host shirren starfarer mystic 1:
Raised in the perpetual sunlight of Verces, Zenka was forever changed when they first saw the stars on their first spaceflight. Now Zenka strives to spend as much time in space as possible, and seeks membership with the Starfinder Society in order to get paid to do so.

ZENKA
Host shirren starfarer mystic 1
NG medium humanoid (shirren)
Init. +2; Senses blindsense (vibration) 30 ft.; Perception +8

DEFENSE
SP 7; HP 12; RP 5
EAC 13; KAC 14
Fort. +1; Ref. +2; Will +6

OFFENSE
Speed 30 ft.
Melee tactical baton +2 (1d4 B; analog, operative)
Ranged azimuth laser rifle +2 (1d8 F; crit. Burn 1d6)
Mystic Spells Known (CL 1st)
1st (3/day) - charm person (DC 15), command (DC 15), shooting stars (as magic missile)
0th (at will) - detect magic, fatigue (DC 14), psychokinetic hand, telekinetic projectile

STATISTICS
Str. 10 (+0); Dex. 14 (+2); Con. 13 (+1); Int. 10 (+0); Wis. 18 (+4); Cha. 8 (-1)
Skills Culture +4, Mysticism +8, Perception +8, Physical Science +4 (reduce DCs of checks to recall knowledge about strange new worlds or features of space by 5), Piloting +6, Survival +8
Feats Longarm Proficiency
Languages common, shirren, vercite; limited telepathy 30 ft.
Other Abilities healing touch, walk the void
Gear azimuth laser rifle, second skin, tactical baton


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Incident at Absalom Station | Absalom Gang War

This is the first time any of these players have played Starfinder. Although things started off slow, once they got into the investigatory phase of the session some good creativity came out. It's worth noting, however, that a character strong in skills (or one that thinks they are strong in skills) can dominate the middle portion of the session, leaving quieter or more hesitant players sitting on the sidelines waiting to become useful. Overall, however, everyone had fun and is generally satisfied with their characters. It took us about six and a half hours (not including breaks) to complete this session.

I began the session on the Okimoro, about 20 minutes before it was due to dock in bay 94. I described the ship as a ferry, gathering passengers from various ships in the armada and taking them to Absalom Station. The ferry is free, but chock full of ads and promotional tourist materials. I had a little bit of fun describing ads for different places in the station before asking each player to describe their character. I was hoping for some good PC/NPC interactions on the crowded shuttle, but apparently three of my four players have opted for the silent and moody character type, while my star shaman spend their time staring out the window at, well, the stars.

Caught in the Crossfire
All the PCs succeeded in spotting Duravor Kreel across the docking bay, but only Fisher and Fred were eagle-eyed enough to notice the approaching gangs and take part in the surprise round. Fred quickly fell into a pattern of moving into cover, attempting a clever feint, and then firing off a full attack with both pistols on the following round. Fisher tried his best to flank gang members out of cover while filming the incident with his hover drone. Splinter-1, once he realized what was happening, became graviton attuned and closed into melee to use his solar weapon, where he critted on his first ever attack role and dropped a Downside King in one swipe. Zenka, on the other hand, drew their rifle but surveyed the situation from cover, initially unwilling to join the fray without more information.

When the dust had cleared, four gang members lay dead (including all the Downside Kings), three people had been set on fire, including Splinter-1 (crit. city up in here), and Zenka had called both station security and the SFS. The call to security, as well as a copy of the drone footage captured by Fisher, quickly convinced the responding officers that the PCs were acting purely in self-defense. Unitied by the death of the only person any of them knew in the whole station, the new party set off for the Lorespire Complex.

This was a looong combat encounter. It lasted for six rounds, and with six gang members, NPC vs. NPC combat dragged. If I were to run this again, I would consider fudging it a bit just to try and speed it up.

The Starfinder Society
Before speaking to Chiskisk, the PCs were set in a waiting room with a smattering of magazines and a TV running the news on mute. The PCs were interested in the "breaking news" of the gang shootout in Bay 94 - Splinter-1 and Fred were relieved to see that their faces had not been captured in the news footage, while Zenka and Fisher were more interested in the Drift Rock - both characters have the starfarer theme and perked up and the mention of a "weird space thing".

The conversation with Chiskisk went fairly by the book, with a couple PCs already convinced that there was something suspicious about Kreel's death before Chiskisk voiced their concern. In addition to the standard reward, Splinter-1 asked for official access to the morgue so they could inspect the bodies of the deceased gang members for clues. Chiskisk was able to secure this access for them.

Absalom Station Investigations
The first stop was the morgue, where the PCs investigated the bodies of the gang members and Kreel. They didn't gain any significant information, but they did manage to procure the clothing from one member of each gang, as well as Kreel's datapad. While searching through the datapad, Zenka was able to trace some of his communications on the web, and realized that he was antagonistic with Astral Extractions, which they had just seen in the news.

This lead the PCs to stop in a computer cafe and do some extensive research, where they uncovered Astral's connection with the Downside Kings, and their conflict with the Hardscrabble Collective, but come up short of Kreel's connection with the Collective or confirmation that there was a hit contracted on Kreel. Still, the PCs felt they were close to a smoking gun, and decided to try and locate the Level 21 crew, assuming that they would be somewhere on Level 21.

Once on Level 21, Fred stepped away from the group and started walking into various barbershops and coffee shops, looking for locals to press for information. A few Intimidation checks later and she returns to the group with directions to Mama Fats'. The PCs left a note with Mama Fats, implying that they had something to offer the Level 21 Crew and were looking for information on the Downside Kings.

Since the day was nearing it's end, the group got some rooms at the Moons of Sleep, hoping to continue their investigations in the morning.


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Absalom Station Investigations (con't)
The PCs wake up to an anonymous message inviting them to a meeting at Mama Fats' for that evening, giving them the entire day to prepare. They decide to spend their morning trying to infiltrate Astral Extractions, each in their own way. Splinter-1 dressed up as a reporter and tried to bluff his way into an interview, Fred started flirting with a security guard, Zenka staked out the entrance, and Fisher scanning the exterior of the building with his camera drone. None of them performed well enough to glean any information or poorly enough to raise suspicions. Realizing they wouldn't get any farther, they reconvened over lunch to discuss their approach to meeting with the Level 21 Crew later that evening.

Based on autotopsy notes suggesting that some of the Downside Kings had traces of narcotics in their systems, Splinter-1 splits briefly from the group in order to find someone who'll sell him some hyperleaf, which he eventually finds. He also picks up a bottle of cheap liquor, "just in case".

Mama Fats'
Since Fisher was the only member of the party to attack a member of the Level 21 Crew during their initial confrontation, he elected to stay out of this meeting. The remaining party members met with Jabaxa, and had a very productive conversation. Jabaxa wasn't sure who the PCs were, but they were armed and they wanted to ice the Downside Kings, so he didn't care - he was more than happy to inform them of the location of the Fusion Queen and informed them that Ferani Nadaz was the new head of the organization. He also gave them one piece of advice - "Watch out for Hatchbuster".

Fusion Queen
The party decided to approach the Fusion Queen with subtlety and trickery. Being especially poor at both of those things, Zenka elected to sit in a bar across the street and observe the entrance. Fred hides her weapons on her person as best she can and bluffs her way past the front door guards, pretending to be a dishwasher concerned she would loose her job. Splinter-1 follows a few minutes after, dressed as a Downside King, with Fisher in "custody", telling the bouncers that "Hatchbuster wants to see this guy". They also get into the club unscathed.

Once inside, Splinter-1 and Fisher head for the storage room, while Fred waits directly outside the door. Splinter thought he was clever until one of the goons pounds on the office door and says, "Hatch! That chiphead you asked for is here!" Hatch walks through the door, and the story falls apart. As a last ditch effort, Splinter-1 says, "I dunno what's up, but Nadaz told me to come see you!" Hatch takes one look into the office (which the PCs can't see into), grins, and orders the gang members to "take care of these posers" before going back into the office and closing the door.

Perhaps I was a bit leanient on the PCs, but I didn't want to combine the Storeroom and Back Office encounters (which makes it APL+3) when a party member wasn't even in the building.

Fred slips in as soon as she hears the conflict, making it 3-on-3, and the PCs make quick work of the gang members, setting two on them on fire (crits were still runnin' hot). Splinter also suffer a laser pistol crit, and just as the fight ends, the fire alarm goes off, setting off a panic in the club. As patrons and staff run out, Zenka pushes their way in, joining their comrades just in time to face Hatch and Nadaz. Fred leads the charge and gets floored by a critical hammer blow, leaving her prone with 1 HP to her name. Fisher and Splinter-1 try to flank Hatchbuster while Zenka burns all her spell slots on magic missile. Fred, still prone, trades fire with Nadaz. After Hatch falls, Fred hits Nadaz with daze, and they capture her with enough time to loot the place before security shows up. Zenka, image-conscious as always, calls Chiskisk and askes them to warn approaching security that SFS agents are on site at the "fire" and they have Nadaz in custody.

Wrapping Up the Investigation
Happy endings, all around. Nobody died, but some got close. Everyone got to use their class abilities successfully in combat, and they're all excited to see where their adventures will lead them, now that they're officially Starfinders.


Very nice! Looking forward to reading more as your players get farther!


My group had roughly the same experience. The party is a Ysoki Engineer, Human Envoy, Android Soldier, and an Elven Technomancer. They got a little hung up investigating the corporation. They tried to just walk in/pick pocket their way in so I had to stone-wall them with a biometric/retina scanner and extra cameras throughout.

During the Fusion Queen encounter, the envoy pulled a weapon out to the bouncers, even after I had him do a roll that gave him the info that they would attack anyone with weapons. After the initial encounter they went guns a-blazing straight into the storeroom. They succeeded on an intimidate check to hold the three guys hostage while they tried to get info but everyone failed a perception check that a shock grenade was rolled into the middle of the room from the office. During the fight, the Elven Technomancer almost dropped to 0 HP as he kept going into melee to use the spell that exchanged charges between lasers with the opportunity to cause damage for putting too many charges into the attackers weapon. They ended up accidentally killing Nadaz which sent the Vesk into a rage. The frustrating thing was the Vesk got down to 1 HP and everyone missed all their attacks for 2 rounds of combat before someone finally killed him.

Overall they are excited for the next 2/3 of the adventure and I'm curious how they are going to react with what's thrown at them.


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Incident at Absalom Station | Ghost Ship

It's been three weeks since our last session, so I asked the crew to recount the events of Absalom Gang War, which they did in almost perfect reverse order, starting with the arrest of Nadaz and eventually working all the way back to the death of Kreel. I'm glad I asked, because the first part of this act is heavy on the roleplay and relies a lot on the storyline of the first part; it was helpful to have it fresh in their minds. It took us five and a half hours (not including breaks) to complete this session, including the time it took to level up the characters after the starship battle.

Mediation
The PCs take the few days between the conclusion of their investigation and whatever comes next to relax, heal up their injuries, and stock up on consumables. The arrival of Nor's invitation sparks the crew's inquisitive minds - upon learning of Eox and its reputation within the Pact Worlds, they immediately turn to their datapads and pull up as much recent news on Nor as possible. After discovering that he's been the Eoxian ambassador on Absalom Station since nearly the Gap, they uncover hundreds of news articles that fall into largely two categories - Nor successfully mediating high-profile disputes, and Nor refuting any Eoxian connections to the exiled Corpse Fleet.

Not content with publicly available information, Zenka (host shirren mystic) gets into contact with Chiskisk, who has a neutral opinion of the ambassador (he's a force for peace on the station and beyond, but Chiskisk knows Starfinders who have died to Corpse Fleet attacks, and he has difficulty mentally distancing Nor from those incidents). Splinter-1 (male android solarian) stops by Mama Fats' and leaves a note for Jabaxa, hoping to get any unique information the gang leader may have on Nor or underworld Eoxian activity. Unfortunately, Jabaxa has little information for him, as Eoxians don't often show their faces in the Spike, Nor included. As a last ditch effort to drudge up info, the crew splits in two and spends the evening bar hopping, hoping to overhear something interesting, with Zenka and Fisher (male human mechanic) lurking near the docks while Fred (female lashunta envoy) and Splinter-1 rub elbows with the posh and wealthy in the Parkside district. They hear and see many interesting things, but nothing new about Nor or Eoxian activities.

Late that night, before they've turned in, Splinter-1 receives a call from Jabaxa (who's quite helpful to the PCs after they decimated the Downside Kings). He passes along info that one of his men spotted Nor and a few Eoxians in the docks recently, and includes an address. Splinter-1 goes off on his own to investigate the docking bay, only to discover it's sealed up tight with a large blast door emblazoned with the seal of Absalom Station Security. Even at this late hour, the sounds of mechanical work are evident from within (this is, of course, the retrofitting of the Hippocampus, as the PCs will discover in the morning).

The actual meeting with Nor is unremarkable, aside from the fact that Fred manages to haggle her way to slightly higher compensation. With some of their questions answered ("why us?" was a prominent one), they set out to make final preparations before their expedition.

As you can see, there was a lot of bonus roleplay here, and it was extremely fun to take part in. What could have been a couple sentences on my part became an adventure in itself, propelled entirely by the PC's curiosity. It was at least an hour (real time) between the arrival of Nor's invitation and the actual meeting with Nor. At this point, the crew is stuck between not trusting the ambassador and wanting to earn his favor, which is exactly where I want them.

Factional Influence
Receiving contact from Astral Extractions made the PCs somewhat nervous, as they felt they had just established their own neutrality in the disagreement. They agreed to meet only if the meeting occurred on neutral ground (the crew selected a business hotel not far from Lorespire Campus), they were permitted to record the meeting, and they got free lunch. They were largely unimpressed with Ms. Joss's slick marketing presentation, but begrudgingly acknowledged (to themselves at least) that Astral Extractions could have a legitimate claim on the Acreon and the Drift rock.

Conversely, the PCs were almost relieved to receive a request to meet from Captain Serissi (more comfortable meeting with both parties), although they again requested a neutral meeting place (this time on the docks) and permission to record the conversation. They are more sympathetic to his point of view, and after hearing his claim they begin to grasp how this is such a difficult issue to arbitrate without the knowledge of what happened to the crew or the exact nature of the Drift rock.

Again, my players are engaging pretty well with the roleplaying portions of the adventure. This section, I feel, encouraged them to see exploration of the Acreon as more than a simple quest.

Interceptor Attack!
Upon boarding the Hippocampus, Fred took the role of captain, Zenka slid into the pilot seat, Splinter-1 manned the guns and Fisher accepted responsibility as the ship's engineer. When the Stiletto first engaged the Hippocampus, Fred opened comms and taunted the opposing pilot, while Fisher took some rounds to boost the engines or the weapons and some rounds to scan the opposing ship as science officer. They discovered very quickly that their opponent needed to fire from the forward arc at close range, and wisely opted to circle around the Stiletto, using the long-range coilgun to bombard from afar. After a long fight, the Hippocampus was victorious, continuing on the the Acreon without a scratch.

This was the first starship combat for anyone at the table, and while the PCs performed fairly well (I provided some handouts for them), I don't think I handled this encounter well at all. Unfamiliarity combined with a large number of stacking modifiers (taunt penalty, gryolaser arc penalty, range penalties, and critical system damage was a lot to handle, and frequently the Stiletto had too many penalties to have any chance to hit against the Hippocampus's AC at all. In retrospect, I really should have practiced starship combat before running this session.

Since this was a good break in the action, I opted to take the party to level 2:

Player Characters' New Abilities:
  • Fisher took a second level of mechanic, opting for the Overcharge mechanic trick.
  • Fred took a second level of Envoy, selecting the Dispiriting Taunt envoy improvisation.
  • Splinter-1 continued as a Solarian, learning the Dark Matter graviton revelation.
  • Zenka took their second level of mystic, choosing daze and mind thrust as new spells known.

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    The Acreon: Engineering
    The PCs docked the Hippocampus to the aft airlock of the Acreon and boarded through Engineering. After scrounging around a bit (and finding a handy-dandy tactical arc emitter), they entered the power core room and stumbled on a pair of akatas, which were as surprised as the crew was. Fred discovered that the akatas were not susceptible to language-dependent effects, and Fisher found his laser pistol useless against their natural fire resistance.

    It was at this point that my party discovered their overdependence on fire-based weaponry. The envoy, solarian, and mechanic were all carrying azimuth laser pistols, and the mystic's primary weapon was an azimuth laser rifle. Luckily, they all adapted well: The envoy switched to her tactical semi-auto pistol, the mechanic to his battle staff, and the mystic to their new tactical arc emitter (highly convenient loot, that). The solarian only went photon-attuned once and typically relied on his Dark Matter revelation to boost his defenses in melee combat.

    The following fight established a pattern that would persist throughout the rest of the Acreon: Splinter-1 and Fisher would establish a choke in the narrow hallway and engage the akatas in melee while Zenka and Fred would support from range with special abilities and shots through soft cover.

    After the fight, a couple characters use Life Science to identify the beasts and establish their susceptibility to salt water.

    The Acreon: Main Corridor & Bridge
    More akatas! They give as good as they get until Splinter becomes infected with Void Death. That alone had a strong impact on the rest of the session, as he often missed attacks by 1 or suffered damage due to his reduced AC.

    Once the bridge is secured, Fisher takes control of the ship's computer, restoring the lights and life support. He breezes through the security, first hacking into the secured files and then into the secure module containing the ship's logs. The PCs view all of the ship's logs from the beginning of the journey until the most recent log, recording all video and audio with the camera on Fisher's hover drone.

    The Acreon: Port Cargo Hold
    Upon discovering Nor's cargo, the PCs split up, hoping to induce Nor's camera drone to fly elsewhere while they try to open it. Luckily, it takes the bait, and Fisher tries to open the shipping container without leaving any evidence of tampering. Unfortunately, he is unsuccessful, and they decide to hand over the package unmolested instead of smashing it open, wary of angering the ambassador.

    So yeah, the party missed out on an interesting roleplay moment and/or fight (although I doubt they would have driven it that far). Oh well. It's clearly their goal to earn Nor's trust, so it doesn't perturb me that they left this encounter basically untouched.

    The Acreon: Galley
    Fred and Splinter-1 took lead Nor's camera drone here to distract it while Fisher attempted to open the crate. While in the galley, they find enough components to fashion four salt-water grenades to fight any more akatas with.

    The Acreon: Crew Quarters
    Upon discovering the goblins, the PCs gently talk them down, claiming to be here to rescue them. Once the goblins capitulate, they are quickly frog-marched to the Hippocampus and locked in a supply closet, minus their bag of grenades and junklasers. The PCs want absolutely nothing to do with goblins, not one bit.

    The Acreon: Crew Storage
    Fisher gets hit in the face with the jury-rigged laser blast trap and nearly dies. Fun times all around, really. The medical supplies in this room were seriously appreciated.

    The Acreon: Starboard Cargo Hold
    More akatas! Hit them with salt water! The PCs felt some serious satisfaction from clearing out the infestation, but they're itching to explore the Drift rock. Upon returning to the Hippocampus, they rest for a night, and after breakfast, they're (mostly) healed up. After feeding the goblins and locking them back in the closet, they maneuver the ship up to the cave entrance previously identified in the Drift rock and head on in!

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