Roll For Combat: Paizo’s Official Pathfinder & Starfinder Actual Play Podcasts
The team continues their investigation and finally reaches the Acreon’s bridge, but it’s a bad day for Tuttle – CHDRR 2.0 ends up in a bad spot, and the team’s grenade-throwing skills reach new lows. Also this week, GM Stephen discusses the why there should almost always be a roll when something risky is attempted …
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