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The team tests the theory that the best cure for space rabies is fighting more space dogs. Rusty and Hirogi haggle over gun rental rates, Tuttle fakes his way through Grenades 101, and Mo tries to come up with an appropriately heroic name for his weapon. Also this week, GM Stephen discusses “taking it easy” …
Continue reading "Dead Suns 013: Hair of the Dog"
The post Dead Suns 013: Hair of the Dog appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The team boards the Arceon and gets a rude welcome from the new inhabitants, a pack of what can loosely be described as space dogs. Rusty’s ability to stay out of the thick of the fight finally runs out, and the team has their first encounter with Starfinder’s new disease system. That’s right… space rabies! …
Continue reading "Dead Suns 012: Who Let the Dogs Out?"
The post Dead Suns 012: Who Let the Dogs Out? appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The boys board the Hippocampus and leave the safety of Absalom Station for open space. At first, the biggest danger confronting the team is Rusty’s heavy-handed leadership style might cause a mutiny. But then, actual danger appears in the form of a one-man enemy fighter. Lock phasers on target, charge techno-babble emitters – it’s time to …
Continue reading "Dead Suns 011: Spaceship!"
The post Dead Suns 011: Spaceship! appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
On the heels of accepting the job investigating the Acreon, both Astral Extractions and the Hardscrabble Collective reach out to the team to make their cases. Mo proves to be surprisingly receptive to a tasty donut and a compelling PowerPoint presentation, while a hot cup of coffee brings out Rusty’s fondness for the working man. …
Continue reading "Dead Suns 010: Quid Pro Cronut"
The post Dead Suns 010: Quid Pro Cronut appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
ATTENTION NEW LISTENERS: We here at Roll For Combat recognize that jumping into an existing podcast can be a daunting task, especially one like this that involves an unfolding story. To help newer listeners out, we’ve prepared a brief synopsis at the start of this Episode that will catch you up to the story so …
Continue reading "Dead Suns 009: Dead Man’s Party"
The post Dead Suns 009: Dead Man’s Party appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The Downside Kings’ cannon fodder has been disposed of, setting the stage for the first real boss battle of the campaign. With Mo and Hirogi already dinged up from the previous fights, the tag-team of Hatchbuster and Ferani presents a formidable challenge for the team. Vesk against vesk! Grenade-throwing coward against grenade-throwing coward! Rusty actually …
Continue reading "Dead Suns 008: Payin’ The Cost To Beat The Boss"
The post Dead Suns 008: Payin’ The Cost To Beat The Boss appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The battle against the Downside Kings heats up as both the bouncers guarding the door and the card-players in the back join the fray. Hirogi continues to be the least stealthy Operative in the universe, grenades become the team’s new best friends, and we shed a tear for a table that left this world too …
Continue reading "Dead Suns 007: Downsized Kings"
The post Dead Suns 007: Downsized Kings appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The Downside Kings strike back against our fearless adventurers through the power of overpriced bar drinks; Tuttle tries to stage an evacuation of the Fusion Queen, but succeeds only in starting a new dance craze; and bringing clubs to a gunfight proves to be a surprisingly effective strategy as combat breaks out. Last week GM …
Continue reading "Dead Suns 006: In Da Club"
The post Dead Suns 006: In Da Club appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
The trip to Mama Fat’s proves to be worthwhile. The sci-fi snacks are decent enough, but the membership card found at Kreel’s apartment lets the team order off the special menu – a meeting with Jabaxa, the leader of the Level 21 Crew. Jabaxa points the team toward the Fusion Queen nightclub, where the leader …
Continue reading "Dead Suns 005: And A Side Order of Rat"
The post Dead Suns 005: And A Side Order of Rat appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
A trip to Kreel’s apartment and further investigation reveal an intricate web involving Absalom’s street gangs as muscle for a miners’ labor dispute. Armed with new information, the crew sets off to find the lesser of two evils, the Level 21 Crew on … you guessed it … Level 21! Mo makes a new friend, …
Continue reading "Dead Suns 004: CSI: Absalom Station"
The post Dead Suns 004: CSI: Absalom Station appeared first on Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts.
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