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Starfinder RPG: Adventure Path - Fly Free or Die Part 6 - The Gilded Cage

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Starfinder RPG: Adventure Path - Fly Free or Die Part 6 - The Gilded Cage

Starfinder RPG: Adventure Path - Fly Free or Die Part 6 - The Gilded Cage

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 TraderĀ OliphauntĀ 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.

The Gilded Cage
(6 of 6)

Ā 

The crew of theĀ OliphauntĀ have gone from rags to riches... and then lost everything to their rivals. Now, at last, it's time for payback! Their longtime enemy, Lord Sinjin, drow master of an interplanetary crime family, dwells in a secure fortress surrounded by an army of henchmen. Getting in is impossible. Instead, the crew must lure him out with bait he can't refuse, bringing him to a remote space station and a deadly ambush. But Sinjin didn't survive this long by being easy to fool... what happens when the hunted becomes the hunter?

$8.03

Original: $22.95

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Starfinder RPG: Adventure Path - Fly Free or Die Part 6 - The Gilded Cage—

$22.95

$8.03

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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 TraderĀ OliphauntĀ 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.

The Gilded Cage
(6 of 6)

Ā 

The crew of theĀ OliphauntĀ have gone from rags to riches... and then lost everything to their rivals. Now, at last, it's time for payback! Their longtime enemy, Lord Sinjin, drow master of an interplanetary crime family, dwells in a secure fortress surrounded by an army of henchmen. Getting in is impossible. Instead, the crew must lure him out with bait he can't refuse, bringing him to a remote space station and a deadly ambush. But Sinjin didn't survive this long by being easy to fool... what happens when the hunted becomes the hunter?