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As the 'Threnody finally lists and returns to death, Laeshin leans back in his seat with a long sigh. The Venture Captain's transmission brought him out of his brief reverie.
"Aye Captain, I'll maneuver us to dock with the 'Threnody's cargo bay immediately." Laeshin reports over his shoulder to Aazanar as he mans the helm once again.
Piloting: 1d20 + 7 ⇒ (14) + 7 = 21

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As they dock with a gentle shunt, Kultha checks over her companions suits, ensuring there are no loose connections or patching required;
"Ve look good to go komrades. Who has the honour..? Kaptain?"

Alledisil |

I'm assuming you guys will open the airlock hatch and peek inside, just to keep things moving. Weapons drawn?
The airlock hisses open, vacuum rushing to claim the air in the chamber. Before you is a large cargo bay which appears to be mostly empty, silent as the grave. Whatever systems the ship had during your battle are now beyond repair. The ship randomly shudders as waves of necromantic energy burst from the power core, but they aren't very powerful once they reach the cargo hold. Near the airlock, you see a computer terminal which still appears functional, as its red screen glows faintly. The rest of the cargo bay is pitch black.
This whole ship is in total darkness, as undead do not require light to see. You'll have to use flashlights or comm units to move around. Aazanar, your armor's Infrared Sensors give you darkvision, so you can see clearly.

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Aazanar activates the sensors on his armor. "All right, going in."
Aazanar steps into the cargo bay, and looks around, spear drawn.
"Everything looks quiet here. There's a computer terminal here. Sefel, check it out. The rest of you watch the exits."
Unless someone can aid Sefel, that is.
GM: How many exits are there?

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Yes, laser pistol drawn.
Sefel carefully approaches the terminal, wary that there might be traps along the way.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
He sets his pistol down at the edge of the keyboard and checks the terminal to see what systems can still be accessed despite the ship's heavy damage.
computers: 1d20 + 11 ⇒ (5) + 11 = 16

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Kultha hefts her flame pistol and in the other hand flicks on the FlashLite she holds. (Kultha has flame pistol drawn and a flashlight in operation)
Taking a mental note to mount the illumination on weapon itself in the future, she follows the lashunta pair onto the stricken vessel...
"Da. Keeping vatch."
Perception:1d20 + 5 ⇒ (3) + 5 = 8
The vesk tries to keep an overwatch as requested, but the structure and unique power and structural systems of the Eoxian vessel prove distracting.

Alledisil |

The cargo hold is roughly dome-shaped, and towards the forward end of the ship the hold exits into three identical hallways. You don't notice any beings, undead or otherwise, in the hold with you.
The walls of the ship are not the steel and polymer used in most Pact Worlds ships; rather they appear to be bone reinforced with metal welds. You can see open space through gaps in the hull, most of which were actually there by design, not due to damage you inflicted during your battle. It's almost like you're in the ribcage of some enormous beast.
Sefel, it's apparent that this access terminal can control some systems on the ship, but you can't access the main bridge from here. It's difficult to discern exactly what the terminal does, since it only displays in Eoxian. But you realize the ship runs on magic as much as it does technology. There are a few systems on the ship still operational, and you think you can control them from here.
Because of this unique design, you can roll Computers, Engineering, or Mysticism to attempt to hack the terminal.

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Hokhuckx slides over to the terminal, looking over the screen. Interesting, interesting. What can I do with this? Somewhat haphazardly, Hokhuckx begins to input his own commands.
Mysticism: 1d20 + 8 ⇒ (7) + 8 = 15

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Sorry, could have sworn I'd posted more recently...
Laeshin is the last to arrive in the cargo bay, having gone back to his quarters to retrieve the captured laser pistol he had left there. He enters the cargo bay with his environmental field active, holding the pistol in one hand, and carrying a lit lantern in the other. He advances cautiously towards the hallways, peering down each in turn, with his light held high.

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Sensing that the terminal isn't just for a normal computer, Sefel tries a couple of different approaches to access it.
engineering: 1d20 + 11 ⇒ (19) + 11 = 30
mysticism: 1d20 + 4 ⇒ (17) + 4 = 21

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As you rearrange symbols and magic seals on the terminal, you can tell that the necromantic energy on the ship has weakened. The power core is pulsing less frequently and in lower force than before.
"Hm. I'm not sure if that's a good thing or a bad thing... we may as well move on. Which way is forward from here? I think it's this way. Let's move out."

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Standing at HoHokhuckx's shoulder, Kultha continues to appraise the ship's uniqueness of the ship's interior and the systems that run it.
"Most unique..."
The vesk looks to Aazanar;
"Vait Kaptain. Kargo bay would make good kill zone. Perhaps entice undead krew to us?"

Alledisil |

The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist. The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage. As you peer down the hallways, you believe they extend almost the length of the ship, but you cannot really see anything from here. You feel an unworldly chill emanating from these halls, colder even than the vacuum of space.
Laeshin, your flashlight can only reach 30ft.
Sefel, the terminal accepts your inputs, but doesn't appear to be responding in any meaningful way. Whatever it could do, appears to have already been done.
I uploaded the map of the corridors and what you can see so far. Your tokens are just copied over, feel free to move yourselves to wherever you want. However, if you want to stay in the cargo hold, just move yourself off the map for now.

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Sefel gives up on the computer terminal, picking his laser pistol back up and following Aazanar into the corridor.

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"Vait Kaptain. Kargo bay would make good kill zone. Perhaps entice undead krew to us?"
Since we clearly aren't doing that...
Aazanar turns to Kultha. "Not a bad idea, but I don't know how to 'entice' an undead, and the less time we spend in here the better. Let's move quickly and get this over with."
Aazanar advances to the crossroads and looks around.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
GM: I have darkvision out to 60' from my infrared sensors upgrade. Can I see anything else?

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Kultha moves forward flanking Aazanar with a nod;
"Do they not feed on the living? Ve are bait no?"
She utters a chucking hiss, hefting her flame pistol and flashlight as she advances...
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Laeshin follows close behind Aazanar.
"I suspect the energy ruptures we saw arcing across the hull extend into the interior as well, we should be careful what we touch... everything about this place gives me shivers."
Actually I've got a Lantern out right now. It produces a 20-foot radius of light (as opposed to the 20-foot cone produced by Kultha's Flashlight) (CRB 220).
I have a Flashlight too, but I figured that since others have cone-lights out, a radius-light would allow us to see ambushers comming up behind us. I also thought I could more easily set it down to provide myself some light to fight by without occupying a hand.

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"I see some computer terminals up ahead, plus some containers in the walls. No hostiles yet."
Aazanar looks down the corridors to Port and Starboard.
"I don't like these other corridors. It would be too easy to get surrounded. Hold here a sec and watch to Port and Forward. I'm going to check out that side corridor."
Aazanar darts down to Starboard (down on the map) and looks down that corridor.
If I see nothing of interest I will do the same with the port (top) corridor. If I see nothing in either then we can advance down the central one.

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"I'll check the terminals..."
He again proceeds to his natural station, sets his laser pistol at the edge of the keyboard and proceeds to see what systems he can access from these two points. He checks them both to see if there is any difference.
Computers on terminal #1: 1d20 + 11 ⇒ (5) + 11 = 16
Computers on terminal #2: 1d20 + 11 ⇒ (15) + 11 = 26

Alledisil |

As you all look down the corridors, you sense movement and moments later skeletal forms (like these!) appear out of the darkness, and they're rushing towards you! Aazanar, they were already halfway down the corridor when you rounded the corner. The ones in the center corridor were just out of sight when you looked before.
@Sefel: You realize the terminals are controlling the necromantic energy fields emanating from the walls. Unfortunately, the one on the north side has already been deactivated. The southern generator is still operational. You only had enough time to check that one before the crew rushed you. If you want to deactivate the southern generator, you'll have to spend a round to do so.
========
Round 1
========
Sefel: 1d20 + 2 ⇒ (4) + 2 = 6
Kultha: 1d20 + 1 ⇒ (9) + 1 = 10
Aazanar: 1d20 ⇒ 8
Hokhucx: 1d20 + 6 ⇒ (6) + 6 = 12
Laeshin: 1d20 + 2 ⇒ (4) + 2 = 6
Skelly Red: 1d20 + 7 ⇒ (17) + 7 = 24
Skelly Blue: 1d20 + 7 ⇒ (15) + 7 = 22
Skelly Green: 1d20 + 7 ⇒ (17) + 7 = 24
Skelly Purple: 1d20 + 7 ⇒ (2) + 7 = 9
Skelly Gold: 1d20 + 7 ⇒ (14) + 7 = 21
Skelly Black: 1d20 + 7 ⇒ (19) + 7 = 26
Skelly Black
Skelly Red
Skelly Green
Skelly Blue
Skelly Gold
Hokhuckx
Kultha
Skelly Purple
Aazanar
Sefel
Laeshin

Alledisil |

One of the skeletal crew moves to attack Aazanar, swiping at him with a clawed hand!
Claw: 1d20 + 4 ⇒ (1) + 4 = 5
But as he rears back, his hand catches on his tattered uniform and rips it even further. The skeleton shakes his head and throws the jacket to the ground.
Another of the crew approaches Laeshin, and he also swings his claws!
Claw: 1d20 + 4 ⇒ (16) + 4 = 20 He connects, scratching Laeshin badly!
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The two skeletons in the central hallway advance toward Sefel, muttering in Common that they need his skull. They both claw at him.
Claw: 1d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (19) + 4 = 23 One hits Sefel right in the chest, slicing through his flesh almost to the bone! The other causes a deep gash down Sefel's arm.
Crit Damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
The other skeleton in the Port (North) corridor screeches and rushes at Laeshin!
Claw: 1d20 + 4 ⇒ (5) + 4 = 9 He swings and misses.

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"Dammit, I told you guys to stay there! Stay away from the walls; they seem to be emitting some kind of negative energy!" Aazanar shouts.
Hokhuckx, Kultha, and Purple go before me but I may as well post an action now, which will resolve after they go.
The mote floating over Aazanar's shoulder pulses and his eyes seem bright, almost firelit.
"Well, me hearties, you came to the right place!" Aazanar chuckles. He lashes out with his spear, it's point flashing in the dim light.
Full attack. Starting with black; if black goes down from the first attack then the second attack is on purple (who I assume will be in melee range by then).
Spear -4 Full Attack #1: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Spear -4 Full Attack #2: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Spear Damage +1 photon mode #1: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Spear Damage +1 photon mode #2: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
FYI the spear does piercing damage and is magical.

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Sefel down! Spending 3 resolve points to stabilize.

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Round 1
As the undead and rush her crew on multiple sides, Kultha hisses in anger.
She pivots trying to discern where the threat is worst, then as Sefel is overran, she hustles toward him (30ft. Move Actrion) before cracking off a shot from her flamer (Attack - targeting Blue);
Ranged: Flame Pistol: 1d20 + 1 ⇒ (9) + 1 = 10 Grrr.
Fire Damage: 1d4 ⇒ 4

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It was pointed out to me that we should have travelled long enough to heal the point of stamina damage that I was counting, so retcon: Sefel not quite down and didn't spend resolve points to stabilize. Not looking so hot though...
Sefel winces at the pain, but knowing these creatures will simply attack him until they've achieved their goal, he attempts to play possum and close his eyes while he holds his chest.
Bluff, play possum: 1d20 + 1 ⇒ (16) + 1 = 17
Using his limited telepathy he reaches out to his nearby companions to let them in on his plan.
"I'm still here. I just need them to think they're done with me and move on..."

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First off, why the **** was my character moved there? That is not the action I declared... nor would I have been stupid enough to march my squishy self around a dark corner on an enemy vessel, without my melee weapon drawn, and at the cost of losing sight of half of my allies... *Sigh* Moving on...
Sensing his impending doom, and wondering why he was even there, Laeshin drops his lantern to clutch at his thankfully minor injury. He doubted he'd be so lucky next time, so he took a step back and fires blindly at the skeletons.
Round 1
Laeshin drops his lantern, takes a Guarded Step towards the central corridor (I.E. 1 square due south), and attacks the Red Skeleton with his captured laser pistol.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 2

Alledisil |

Forgive me Laeshin, I misinterpreted your action. I assumed you had gone up north to look down the long hallway, not simply stayed near Kultha and Hokhuckx. I'll retcon you back down to the central area with no damage. The skeletons will still move as they did but won't be in range to attack you yet. Your attack will go off as you rolled, just from your new position.
Kultha's flame blast goes wide, singing the walls but not the skeletons. Kultha feels the icy aura coming from the walls sap her strength. At the end of your turn, Kultha, you take 1 cold damage.
The other skeleton in the southern hallway moves forward towards Aazanar, slashing at him wildly.
Claw: 1d20 + 4 ⇒ (19) + 4 = 23 He connects and deals
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Slashing damge!
Aazanar takes his actions.
Deftly, Aazanar's spear makes quick work of the two undead attacking him, and they collapse to the floor in a pile of bones. As they do, Aazanar feels his life force being drained by the unnatural cold emanating from the walls.
At the end of your turn Aazanar, you take 1 cold damage.
Laeshin, slightly unnerved at the sight of undead appearing around the corner, experiences some sort of vision or daydream that he is right next to them as they attack him. Fortunately he quickly snaps out of it and fires off his pistol, hitting one of them solidly in the skull.
If Hokhuckx hasn't posted in the next few hours, I'll bot him and we can get moving.

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Deftly, Aazanar's spear makes quick work of the two undead attacking him, and they collapse to the floor in a pile of bones. As they do, Aazanar feels his life force being drained by the unnatural cold emanating from the walls.
"Ha! Hang on, guys, I'm coming!"

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I also apologize for losing my temper. What I meant by "covering" was that Laeshin was holding his lantern up, and pointing both lantern and pistol down the short, north-leading corridor perpendicular to the central. I hadn't intended for him to move at all until Aazanar had searched both the northern and southern corridors running parallel to the central one.
Per Retcon Laeshin would still have dropped the Lantern in his space (now adjacent to Hokhuckx), and fired his captured laser pistol (which might now have missed due to darkness. In lieu of the Guarded Step he'd have drawn his Longsword following the pistol shot.
Laeshin shook his head to clear his thoughts, realizing the Skeletons wern't as close as he'd thought.
"There are two more over here!" Laeshin exclaimed.

Alledisil |

Going ahead and botting Hokhuckx.
Seeing Sefel brutalized by the skeletons, Hokhuckx rushes forward to heal his teammate.
"Kultha, cover us!"
Mystic Cure: 1d8 + 4 ⇒ (2) + 4 = 6 Sefel's HP healed.
========
Round 2
========
Skelly Red
Skelly Green
Skelly Blue
Skelly Gold
Hokhuckx
Kultha
Aazanar
Sefel
Laeshin
The skeleton advances down the north hallway towards Laeshin, taking a swipe at him.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 and hits for
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 slashing damage.
The two skeletons in the central corridor see Sefel collapse to the floor after their combined attack.
Sense Motive: 1d20 ⇒ 151d20 ⇒ 13
He no longer appears to be an active threat, so they turn their attention towards the others.
Green moves forward to swipe at Hokhuckx. Sefel, you have a ranged weapon out, so you don't get an AoO.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 hits for
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 slashing damage.
Blue moves forward to claw at Kultha, again moaning about skulls. Hokhuckx, I believe you only have a ranged weapon drawn, so you also do not get an AoO.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 hits for
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 slashing damage.
The last remaining skeleton (Gold) rounds the corner and joins his comrade in melee with Laeshin.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 but he misses!

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Round 2
Kultha shifts backward from the undead ranks (Guarded Step - Move Action), then with an angry rumble she once again blasts her foes (Ranged Attack)
Ranged: Flame Pistol: 1d20 + 1 ⇒ (14) + 1 = 15
Fire Damage: 1d4 ⇒ 3 A flame pistol has the line property and potentially hits all targets in a 20' line - Should catch all the skeles

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Aazanar runs back to stand beside Laeshin, striking at the Skeleton ahead of him.
Spear vs Gold Skeleton: 1d20 + 4 ⇒ (16) + 4 = 20
Damage +1 Photon: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
"Laeshin, get behind me!"

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Having fooled the skeletons briefly, Sefel hops up, takes a guarded step back away from them, and fires his laser pistol...
azimuth laser pistol attack vs green: 1d20 + 2 ⇒ (19) + 2 = 21
azimuth laser pistol flame damage: 1d4 ⇒ 2

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Thanks for the bot. My seasonal allergies have been killing me recently, as the pollen count where I live is crazy high.
Also, ow. There goes my Stamina.
Hokhuckx steps back from the skeletons, hoping to bring down the skeleton near Sefel first.
Attack vs Green: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 ⇒ 2

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Laeshin knows he shouldn't, but he cannot help but take a swipe at the skeleton before begining his retreat...
Round 2
Laeshin attacks the Red Skeleton with his drawn Longsword, then makes a guarded step behind Aazanar.
Melee Attack: 1d20 + 4 ⇒ (14) + 4 = 18 (Including Opening Volley; CRB 160)
Longsword Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Alledisil |

Sefel's laser strikes the skeleton right on the spine, and it shudders as chunks of bone crumble off. Meanwhile, Hokhuckx hits the bulkhead behind the skeleton.
Laeshin's blow knocks the skeleton's skull clean off his shoulders and it crumbles into a lifeless heap.
Laeshin, at the end of your turn you take 1 cold damage from the wall you're adjacent to.
========
Round 3
========
Skelly Green
Skelly Blue
Hokhuckx
Kultha
Aazanar
Sefel
Laeshin
The skeletons snarl and swing at the closest targets.
Blue claws at Hokhuckx.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17 hits for Damage: 1d6 + 1 ⇒ (4) + 1 = 5 slashing damage.
Green turns around to see who shot him, and it is suprised to see Sefel. He goes in to finish the job, but his bones are too damaged to make an effective attack.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 misses!

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Sefel is satisfied with the result of his last shot after having fooled the skeletons, but winces as the skeleton reacts at him, barely missing. He takes another guarded step back and fires again.
5' guarded step
azimuth laser pistol attack vs green: 1d20 + 2 ⇒ (10) + 2 = 12
azimuth laser pistol flame damage: 1d4 ⇒ 4

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"Good shot, Laeshin!" Aazanar shouts. "Hang on, guys; I'm coming!"
He darts down the corridor to engage the other skeletons.
Spear vs. Blue: 1d20 + 4 ⇒ (15) + 4 = 19
Spear Damage +1 photon mode: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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Round 3
Kultha holds position as the tide of the battle begins to turn.
With a scowl and a hiss she once again fires a stream of flame at the skeleton crew (Ranged Attack - Standard Action)
Ranged: Flame Pistol: 1d20 + 1 ⇒ (3) + 1 = 4 And probably fries her own crew! :S
Fire Damage: 1d4 ⇒ 2 Flame pistol has line property and hits all targets in a 20' line.

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So, before the battle, I found via the two terminals that the north controlled a necromantic field but had already been disabled. I could disable the field controlled by the south terminal. Does it not matter now that the immediate undead foes are gone, or does it control more space beyond this passage?