Episódios
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A Double Episode! We speed toward the conclusion as our heroes find themselves stranded on a planet due for a close run in with its sun. With no other option they must brave a brainwashed cult of miners to risk repairing their ship. And once repaired, there is one more task, to get the truth back to the Casino, and expose the murder most foul.
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The truth draws near, after several attempts on their life, the crew finds a solid lead, the Rogue Planet Korg, sight of an Empirical investigation and subsequent coverup, the Nova Claw races toward that unknown land.
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After TZ-8 barely prevented his comrades from getting vented to space, the Buzzards regroup and examine their clues and plan their next line of investigation.
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Another lead points them to the Red Tide Casino, a guttering high payout palace on the main strip of the Plasteel Pride, who knows what figures and dangers await beyond its crimson veil.
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A dangerous race lies ahead for the crew of the Nova Claw, a band of smugglers need Lancer to prove herself worthy of meeting the boss, who knows what dangers lurk in the asteroid belt around Mandalore.
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Now armed with a purpose and direction the team lead by a hunch by Rook find a their way to a Noodle Bar run by some unsavory types, who might have the next clue.
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Imperial Oppression reigns across the galaxy as a small team of scrappers and rogues struggle to make ends meet. But a call from the dead might rouse our players to action on a glittering space bound casino.
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Once more we talk about the system, the story and our overall feelings about the d20 system. We share character details, and how we felt about what Wizards of the Coast published in the 2000’s
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One last adventure, they come face to face with the evil that has prompted their journey, will they sell themselves short, or rise to the occasion, and become heroes against tyranny?
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A descent into darkness awaits, the twisting forces of the ghosts of Sith and Jedi alike lurk in the deep shadows of the depths of Malachor.
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One more planet is left on their list as our heroes recover from there last escape. But this might be the most deadly planet left, the Tomb world of Malachor sits heavy on the mind of all three .
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Out of the Freezer and into the Blast Furnace, our party finds itself in dangerous waters as another Sith Laboratory awaits beneath the deadly storms of Hoth.
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Having barely escaped the horrors of Darth Listz, the party recovers and reevaluates their path, as their new destination awaits on the frozen planet of Hoth.
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Underground in the jungle moon of Duxn, our trio face a long abandoned Sith Base. Having fended off the local wildlife once, who knows what horrors await them below the ever growing canopy.
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With a ship acquired the team escapes the tomb world and comes to grips with the direction fate has pointed them in. With three directions to go they must agree on which direction to steer The Sirens Song.
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Caught in the struggle of the Clone Wars, our three heroes abandon ship and crash land on an abandoned moon. Trust must be won and a deadly quest will be uncovered.
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Join Caleb again as he provides a brief rundown of the Wizards of the Coast d20 system, the mechanics, skills and combat styles you will be seeing over the next season!
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Join us as all the players go back over the season, we will talk mechanics, and how we felt about the system for the first part. Then we will transition over to the story, talk about the highlights, and where we will go from here!
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The Season Finale, tensions are high as the group feels like the end is almost upon them. Tasked with chopping the head off the snake, the heroes start a desperate plan to free the planet, and settle long running scores.
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A dangerous turn causes the team to flee the systems, looking to make a last minute alliance, the princess has been given authority to join her planet to the Republic, only they might save her besieged home, but are the villains once more one step ahead?
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