
![]() |

Ted fires again on blue.
Disruption Rifle, Minor (Boosted): 1d20 + 14 ⇒ (19) + 14 = 33
damage (Sonic): 4d8 ⇒ (2, 3, 7, 6) = 18
charges remaining:20/40; mystic strike makes it a magic weapon

![]() |

Isu also chops away at Blue, hoping to get end the final henchman.
Xavra: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 144d8 + 18 ⇒ (7, 3, 8, 7) + 18 = 43
Xavra: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 184d8 + 18 ⇒ (1, 7, 4, 8) + 18 = 38

![]() |

Spectre adjusts his aim and fires twice more, hoping to finish off the drow.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (13) + 17 - 2 - 4 = 243d12 + 11 + 5 ⇒ (6, 10, 9) + 11 + 5 = 41
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (6) + 17 - 2 - 4 = 173d12 + 11 + 5 ⇒ (1, 1, 4) + 11 + 5 = 22

GM Cellion |

Arc smoothly cuts down the captain with a final slash. Although Isu struggles for a moment to land a clean hit on the blue marine, the openings created by the fight give Ted and Spec opportunities to get frosty and plasma blasts in. The marine staggers back and you're able to finish him off in short order.
Combat Over
The non-combatant cybernetic zombies manning the stations on the destroyer's bridge are rapidly typing away. Their displays indicate a rather alarming timer, flashing in red to side of each screen... anyone who can read Eoxian can tell it says Self Destruct Engaged - Glory to the Corpse Fleet. It seems you have about a minute before the ship explodes!
Jelico, you can save that last mystic cure - Isu is up to full HP without it.
|||| STATUS ||||
Ted (50 dmg)
Arc (124 dmg)
Isu (117 dmg)
Jelico (32 dmg)
Spec (18 dmg)

![]() |

Spectre looks at the countdown. "Let me see if I can disable to self-destruct. If not, we will need to exit the ship expeditiously."
computers (expert rig): 1d20 + 26 ⇒ (5) + 26 = 31 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module.
computers (expert rig): 1d20 + 26 ⇒ (15) + 26 = 41 If first didn't work, I'll try again.

![]() |

"Spec vs the Dead," Ted chuckles as he pounds on the control panel.
aid computers: 1d20 + 24 ⇒ (14) + 24 = 38

![]() |

With the combatants down, Isu starts moving about the bridge and cuts down the crew members, with no compassion, as they are all undead.
"Sir Kent! If Spectre is able to disable the self-destruct, we will need you to get to the controls and steer us!"

![]() |

Arcalinte translates the self-destruct order for the others (I don't know who among us apart from myself actually can read Eoxian).
"You know what to do!" he barks to Ted and Spectre.

![]() |

Ted can cast Comprehend Languages if that would help
COMPREHEND LANGUAGES T1
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level
You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.

GM Cellion |

Between Arc's translation and Ted and Spec's hacking skills, you're able to dive into the destroyer's security systems and break through the layers of protection against external tampering. Although aborting the self destruct requires an exceptionally high-complexity override, you're able to succeed with plenty of time to spare.
(Beating first the lower DC to gain access and then the higher DC to abort! Nice!)
The zombies continue to tap away at their consoles, mindlessly attempting to restart the self-destruct procedure without any success. It looks like the threat of imminent destruction is out of the picture for now - you have yourselves a Corpse Fleet Destroyer!
(Although there is more crew on the ship, you're able to dispatch them pretty easily if they decide to tangle with you. Operating the destroyer requires either that you direct the zombie crew through whatever means you have available to you, OR slaying them and overriding their control by hacking (once for each station - piloting, engineering, science, gunnery, captaining))

![]() |

Isu goes about the bridge, cutting off zombie heads.
"This seems like the right thing to do. This one trusts you flying and computer types to get things under control."
Since I don't think we have control undead spells, this is the way.

![]() |

Jellico pushes one of the decapitated zombies out of the way and sits down at the pilot's console, trying to get a feel for the corpse fleet technology.
I don't know if Piloting skills simply transfer over like that or not. I'm including a roll anyway, just in case.
Piloting: 1d20 + 24 ⇒ (3) + 24 = 27

![]() |

Spectre likewise plugs into the ship and tries to determine what damage the ship has sustained.
"Analyzing system integrity," he says.
Since the ship was damaged and limping away from the fight, what is it dealing with? Which systems/weapons are down or damaged?

![]() |

"I agree, Isu. These poor creatures have no hearts to sway or souls to save. Setting them free to another turn of the Cycle is the only redemption we can offer them," Arcalinte says joining Isu in dispatching the remaining zombies.
When the others begin examining the computers, he returns to translating.

![]() |

Ted and his top hack away at the stations.
computers for hack piloting: 1d20 + 24 ⇒ (16) + 24 = 40
computers for hack engineering: 1d20 + 24 ⇒ (16) + 24 = 40
computers for hack science: 1d20 + 24 ⇒ (9) + 24 = 33
computers for hack gunnery: 1d20 + 24 ⇒ (14) + 24 = 38
computers for hack captaining: 1d20 + 24 ⇒ (5) + 24 = 29

GM Cellion |

Isu and Arc systematically dispatch the undead crew, disconnecting them from their terminals in the process. Ted follows by painstakingly hacking into each of the systems designed to control the ship to change them from integrated control to manual.
Meanwhile, Spec runs diagnostics. The results aren't pretty. The Corpse Fleet destroyer has critical system damage throughout several sections. All of its weapon emplacements are completely destroyed, requiring total overhaul in port. Its power core is malfunctioning, engines are wrecked, and sensors are glitching.
You've got enough time to fix all but the weapons systems, but you do need to make those engineering checks. However, it would take time that could cause the fight to develop and make your approach to the flagship more difficult.
You bring up the exterior view and local radar. The engagement has continued to develop which you were infiltrating. Most of the Pact Fleet have backed off to regroup for a moment and the Corpse Fleet is similarly regrouping their ships.

![]() |

Spectre's head swivels toward the others after he finishes his diagnostics.
"The weapons will take too long to get back online," the droid says. "I suggest that I repair engines first, then the power core. Sensors may need to wait," he adds.
I have Miracle Worker 2/day. It sounds like I don't even need to roll for this. But I'll put a couple of checks below. I'd like to restore engines to glitching, then I'll try to improve power the next turn. Miracle Worker (Ex): As a move action, you can repair damage to a starship’s systems. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
-Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
engineering: 1d20 + 21 ⇒ (6) + 21 = 27
engineering: 1d20 + 21 ⇒ (12) + 21 = 33

![]() |

"We could try to bluff our way into their hangar. Claim we repelled a boarding attempt that took out a bunch of our systems so we need to rearm, refuel, reinforce?" Arcalinte suggests.

GM Cellion |

Sorry, I probably should have mentioned the ship system repair rules. Here they are:
You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal.
Miracle worker is a little unclear on how it would work when not restoring Hull Points. Lets say it just makes it so you can attempt the above repairs as a move action. Your bonus is hefty enough that you slay the DC :). Plus, with the above rules, you fully restore the system you attempt to repair.
------
In the moments while Arc is making his suggestion, Spec implements miracle fixes for the engines and power core. Although its sensors remain glitching and its weapons are totally destroyed, the ship seems ready to fly.

![]() |

"I'm reading full power to the engines."
Then he turns to Arc, "I can open a com channel, but do you think they'll believe us? We'd have to be pretty convincing."

![]() |

Arcalinte sighs.
"This is a desperate situation, Jelico. At this juncture, I'm ready to try any desperate scheme to get us an advantage."

![]() |

"Keep it simple. Just say we are sorely damaged and are coming to dock. There is no lie in that. Your words will ring true. Their own scans of this ship will reveal how damage we are... however, they will also show lifeforms. Spectre, are you ready to fool their sensors?"
and so you can diplomacy maybe instead of bluff

![]() |

Spectre is already working to restore the sensor array when Isu asks if he can mask their presence.
"I will see if I can jam their sensors upon approach."
engineering: 1d20 + 21 ⇒ (20) + 21 = 41
computers: 1d20 + 26 ⇒ (17) + 26 = 43

GM Cellion |

Okay let's do this! I hope you're all ready for some serious subterfuge.
Jelico starts the approach toward the Corpse Fleet flagship, and before long your sensors start to resolve the massive assortment of ships ahead as primarily "allied" Corpse Fleet craft. You plot a path through the mass that minimizes close interactions with any functioning Corpse Fleet vessels, but that still leaves you with a path that'll require you to pass four ships.
As you approach the first of them, a ping request hits your systems - a request in Eoxian to provide authentication codes... codes you don't have because you killed all the zombie techs that might've known them. It seems you're going to have to improvise...
How this will work:
Your combined efforts will be tallied to determine if you pass muster for each of the four rounds of enemy inspections!
Round 1 of 4:
You approach the first of the Corpse Fleet vessels, aiming to skim by it, when your comms system springs to life. A voice in Eoxian comes through "Unending Hex, your authentication check came up white. Confirm status immediately."

![]() |

Jellico's fingers fly over the controls, guiding the unfamiliar ship on it's intended course.
"I'm trying to seem casual here, but not to casual, maybe a bit sluggish even, make it seem like the craft's not as responsive because of system damage or something like that."
Piloting: 1d20 + 24 ⇒ (19) + 24 = 43

![]() |

Ted flips switches trying to garble communications to mimic system failures.
Engineer garbling: 1d20 + 19 ⇒ (4) + 19 = 23

![]() |

"I don't know.... fly casual." Classic.
Isu also tries to move the gun turrets about to mimic hostile actions.
gunnery: 1d20 + 15 ⇒ (10) + 15 = 25

![]() |

And here comes Arcalinte to **** it all up! XD
He hoped that was convincing enough, as none of it was technically a lie.
Will you allow that Diplomacy trick Isu suggested, Cellion, or want me to just make the flat Charisma check as I don't have ranks in Bluff?

GM Cellion |

You're trying to fool them, even if its not technically a lie, so Bluff is your only choice. Thankfully, your allies are providing significant circumstance bonuses to the overall check.
Arc Bluff: 1d20 + 4 ⇒ (15) + 4 = 19
Arc's voice is a little unsteady and not particularly raspy. For those of you who can understand Eoxian, his phrasing isn't perfect either. However, as static enters the comms stream thanks to Ted's interference, Arc's communications grow more convincing. Together with incredibly normal weapon mount movements and some convincing flying, the first of the Corpse Fleet ships seems satisfied.
"Understood Unending Hex. Once you dock, submit yourselves to immediate full crew reprimand for this failure."
----
Round 2 of 4:
Not long after, you approach the second enemy ship. Once again, after failing to get appropriate signal from your ship, you are hailed by the enemy ship. "Unending Hex, your widespread damage makes you a liability. You will shortly be destroyed to reduce repair load. Please relay any final high priority data. Glory to the Corpse Fleet."

![]() |

"Spec, act more dead and less robotic..."
Engineer garbling: 1d20 + 19 ⇒ (2) + 19 = 21
Gah, another horrid roll. Thank goodness for skill ranks...

![]() |

maybe diplomacy this time since we are pleading for our lives?
Isu continues to rotate his guns, wishing he could fire them to show how the ship is still so strong.
gunnery: 1d20 + 15 ⇒ (17) + 15 = 32

![]() |

Bluff: 1d20 + 4 ⇒ (5) + 4 = 9

GM Cellion |

Luckily, one of the benefits you gain when an ally absolutely slays the DC on a particular tactic (which both Isu and Jelico did this round), is that another ally can reroll their check. Essentially, they buy you enough time that you can try again. So Arc, while we're waiting to see Spec's actions, you can reroll if you'd like.

GM Cellion |

Botting Spec:
Gunnery Imitation: 1d20 + 15 ⇒ (2) + 15 = 17
----
Although Ted's work to thoroughly garble communication doesn't result in much success this time, sluggish flying and convincing gun mount movements help cover for Arc enough that he gets a second chance to deliver his response. The Corpse Fleet ship answers in Eoxian only after a long silence "Fine. If you have been called to the Empire, then go."
---
Round 3 of 4:
The third Corpse Fleet ship is currently engaged in taking potshots at a derelict Pact Worlds vessel. It looks like the Brethedan ship is disabled, shields down, with extensive damage. There may still be survivors on it, but not for long if the Corpse Fleet continue to fire upon it.
What do you do? If you want to play it casual, you can get past with your same methods from the previous rounds, and at easier DCs because the Corpse Fleet ship is occupied.

![]() |

"We have a bigger task in front of us than a single ship, and even if we wanted to save that ship, we cannot in our present situation. We must continue on or the whole fleet will be destroyed."
He continues to spin the guns, pointing them right at the Brethedan ship.
gun trickery: 1d20 + 15 ⇒ (17) + 15 = 32

![]() |

It pains Jellico slightly to see some of their side in trouble, however he knows Isu is right. He continues his flying ruse.
Piloting: 1d20 + 24 ⇒ (5) + 24 = 29

![]() |

"There may be a way we can do both," Arcalinte comments. He gets on the comm.
Bluff: 1d20 + 4 ⇒ (11) + 4 = 15

GM Cellion |

Spec Gunnery Imitation: 1d20 + 15 ⇒ (4) + 15 = 19
---
Arc's transmission is received by the other Corpse Fleet ships, but there's no immediate response. As you float in slowly toward the flagship, the other ships start to slowly peel away and return to formation. One however sends off a flurry of missiles that collide with the Brethedan ship. The ship's hull ruptures and a flood of colored gases burst forth into the void of space.
The remaining ship attempts to contact your stolen craft, but thanks to Ted's intentional garbling, it doesn't have much luck getting through. Thanks to Jelico's flying and Isu targeting, its suspicions aren't raised enough and you're able to continue on.
---
Round 4 of 4:
Now up close to the enemy flagship, its staggering scale is all the more intimidating. The ship must be at least as large as the entirety of Absalom Station, and its surface bristles with weaponry and various hangar bays. A flood of fighters emerges from one such bay, speeding past you.
The flagship itself queries your authentication codes and then opens a comms channel "Unending Hex your authentication is white. Halt motion and await scans. As you wait, contemplate the many ways in which your dereliction of duty is harming our efforts here. Additionally, select your ten percent to be culled for this failure."
Waiting or approaching? The flagship may have stronger sensors that could pierce Spec's earlier attempt to mask your life signs. However, Specs attempts may also hold up and you may be able to dock on the sly.

![]() |

Dammit, Cellion, yer givin' me Mass Effect flashbacks!
Arcalinte gives a sharp, hissing gasp as the ship is struck.
He shuts down the comm briefly and says "I am sorry. I...tried as best I could. May you find peace in your next turn of the Cycle."
When they're hailed by the flagship, he pauses.
"Do we allow them or do we gun it? We could scuttle the ship onto the hull and make our way inside on foot. Their guns can't be built to shoot boarders on its exterior."
Waiting for the others to make their rolls to see if bluffing'd be worth it.

![]() |

"We're going in, one way or another. Let's see if we can keep up our good luck."
Jellico's fingers dance across the controls, using every flying trick he can think of to downplay any suspicion.
"Desna help us"
Piloting: 1d20 + 24 ⇒ (12) + 24 = 36

GM Cellion |

Holding off to give others a chance to weigh in (and make any rolls if you're trying to be sneaky about it).

![]() |

"We don't have much time! Arcalinte, tell them we have lost control of the ship due to sustained damage! Sir Kent, set the ship on a course to smash against their hull! Everyone, prepare to exit the air lock! They are unlikely to detect five tiny creatures in the midst of a ship exploding against them."
let's do Arc's idea.. I think it is great

![]() |

Spectre examines the docking bays. "I will attempt to pry open a docking bay for entry before they can destroy our vessel," Specture suggests.
"Jelico, prepare for a quick entry if this succeeds."
computers: 1d20 + 26 ⇒ (10) + 26 = 36

![]() |

Bluff: 1d20 + 4 ⇒ (7) + 4 = 11

GM Cellion |

Arc's reroll: 1d20 + 4 ⇒ (18) + 4 = 22
With Ted providing comms interference and Jelico sending the destroyer into a "death spin", Arc's bluff proves quite a bit more convincing. However, rather than allow the destroyer to impact the massive flagship's hull, several nearby ships - as well as the flagship's own defensive cannons - open fire in an attempt to send it off course. In moments, a hail of fire impacts the destroyer from all angles, shredding the hull.
You lose control of the craft as Jelico's fake spins turn into real ones. Before you lose access to the ship's displays, you see parts of the destroyer spinning off into the void. You rush as quickly as you're able to the ship's docking aperture. As the ship shatters, you fling yourselves out toward the Empire of Bones, the Corpse Fleet's ultradreadnought. The destroyer erupts into flame and bone behind you.
Thanks to Spec's quick work prior to the gambit, your trajectories leaving the destroyer send you arcing toward one of the flagship's enormous open hangar bays. You fly through a glittering red force field and the flagship's artificial gravity asserts itself, sending you tumbling down to the ground.
Map Updated!
Dull red lights illuminate this massive chamber. A heavy crane arm dangles from tracks on the ceiling, and empty racks for small fighter ships line the fore and aft walls. A nearly invisible force field covers the gaping hole in the starboard end of the room, while two large doors exit to the port. In addition, there is a large semi-opaque red window to the port looking into an enclosed room. The floor holds a dozen iris hatches, each fifteen feet in diameter. Most of the hatches are closed, but one toward the fore end of the bay is open.
Spec picked pretty well, because nothing seems to be currently moving in this hangar.