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Jellico lands flat on his back in the Eoxian hanger. After a beat, he opens his eyes and groans. "Not our best entrance, but thank Desna just the same.' He sits up and looks around at his companions. "Is everyone OK?"

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"Thanks to you, this one is healed from that terrible wound the ship captain gave me, but this one needs to catch a breath. Phew...... That was close. This one's back hurts."
resolve point to rest and I should be back to full SP and HP

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Spectre presses a few more buttons to try to keep their flaming ship from exploding.
"There are a multitude of reasons why we should exit this time bomb in a hurry," he says.

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Arcalinte takes a deep breath, just to savor the fact that they're still alive for a brief moment, before standing and dusting himself off.
"Not quite as graceful as our climb from the Acreon to the Drift Rock, but that still went better than I expected."
He nods at Isu's suggestion.
"Yes, we should take some time to recover from that, and then we've got work to do."
Spending a Resolve Point to recover as well.
"We should try and locate a console, see if Spectre and Ted can hack into it. We'll need a map of the vessel so we can plot the most efficient route to the bridge. This vessel's probably got a nation's worth of corridors, so we'll have a lot of ground to cover. We should also see if we can tap into the internal communications to best determine what their next move is and where to move to avoid patrols. While we're on the move, we'll need to keep an ear open on the frequency Ambassador Nor gave us so we can locate that beacon his mole's carrying."

GM Cellion |

Anyone else other than Arc and Isu resting? You've currently got the damage to SP as shown in this post
Checking your devices for the frequency that Ambassador Nor gave you, you surprisingly pick up a signal right away. It appears that the beacon is somewhere to the south-west of your current position. Although you know from your previous conversation with the Ambassador that this means the beacon is within a few hundred feet, you don't know the precise distance to the beacon.
A low vibration runs through the metal underfoot as you settle to rest. Every so often, the vibration intensifies and then diminishes. It's difficult to tell what it might be linked to, but the more technically minded members of your party are able to deduce it might be large machinery operating elsewhere in the ship.
You don't spot any consoles in the hangar bay.

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Ted rests w/ an RP.
"We're going to attract a lot of attention," Ted shrugs.
Cast Comprehend Languages on himself so he can understand Eoxian and whatever else is used for communication on this ship, though still can't speak it.
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.

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"We should look for anything that Eoxians would wear so we could at least pass for Corpse Fleet at a distance or end of hallway."
Now recovered, Isu looks around the hangar bay for lockers or any type of storage receptacle. He also sees the door to the south, and the large somethings in the center of the room.
I checked out the map and I'm curious what all the big vats are in the center of the room. If they look safe, I will hide behind them and watch the south doors.

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"This one can hold this breath, and Spectre doesn't breath at all. Maybe you should stand behind us."

GM Cellion |

Done resting, you start prepping for your exploration of the ship. Isu doesn't spot any lockers or other storage receptacles, but he does notice that the hangar bay (and everywhere else on the ship) is well monitored by tiny security cameras affixed to the walls. Although blind spots exist within the hangar and probably elsewhere, totally avoiding showing up on the footage is likely impossible. Although no audible or visible alarms have yet been raised, its likely only a matter of time before some of the crew realize they've been infiltrated.
Just as Isu starts to approach the hatches set into the floor in the center of the room, the vibrations you felt earlier intensify and one of the hatches irises open. A small fighter craft jets out of the hatch, activates maneuvering thrusters and swivels around to point its nose toward your group. This ship, seemingly constructed of bone and sinew, is small enough that it is piloted by only a single corpsefolk marine. You can see the pilot suspended behind the transparent reinforced dome of the cockpit.
The marine opens her eyes and gazes at you with red-tinted orbs. An expression of surprise and delight crosses her face. The fighter begins to hum and rattle as its weapons spin into activity!
(Map Updated. Yes, you really are fighting a starship while on foot)
Isu: 1d20 + 6 ⇒ (15) + 6 = 21
Spectre: 1d20 + 8 ⇒ (1) + 8 = 9
Ted: 1d20 + 5 ⇒ (12) + 5 = 17
Jelico: 1d20 + 3 ⇒ (12) + 3 = 15
-----------------------
Enemy: 1d20 + 9 ⇒ (10) + 9 = 19
|||| INIT |||||
Isu
Threnody-class Assault Fighter
Jelico
Ted
Arc
Spec (??? dmg)

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"Alert!"
Isu sprints forward at the ship. As he begins to slow down, he activates his jet pack so he is prepared to get himself up to the cockpit.

GM Cellion |

Unfortunately Ted, you don't have line of effect to the interior of the fighter, so you can't create grease on the inside.
|||| INIT |||||
Jelico
Ted
Arc
Spec (??? dmg)
Isu
Threnody-class Assault Fighter

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I also wanted to spend an RP to rest.
Spectre begins firing at the light fighter, hoping it is easy to hit for its size.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (2) + 15 - 2 - 4 = 113d12 + 11 + 4 ⇒ (6, 9, 1) + 11 + 4 = 31
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (9) + 15 - 2 - 4 = 183d12 + 11 + 4 ⇒ (1, 8, 8) + 11 + 4 = 32

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Isu lifts off the ground and zips over to the fighter, landing on it next to the cockpit. two move actions

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Ted spits on his top and rubs it in his hands. The top grows to a grey swirling blob of ooze and zips to the cockpit window, popping and smearing over the entire surface.
Good call on "line of effect to the interior"; Hoping to blind the pilot by covering his cockpit and ship in ooze (except where Isu lands ;)). Also moved to try to get some cover behind the claw.
GREASE T1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area or Targets one 10-ft. square or one object
Duration 1 minute/level (D)
Saving Throw Reflex partial, see text; Spell Resistance no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

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"I don't have much that'll damage a whole ship. Get the pilot out of there and then we can talk." Jellico says as he draws his pistol and fires off a shot, unhelpful as it might be.
Arc Static Pistol hit: 1d20 + 8 + 4 + 1 ⇒ (4) + 8 + 4 + 1 = 17
Arc Static Pistol damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Arcalinte's solar armor ripples like feathers as gravity takes the forefront, activating his own jetpack as he joins Isu on the fighter.
Two move actions too! Also, Graviton Mode 1

GM Cellion |

@Isu: If you'd like to actually get a grip on the ship, you'll need a grapple check, otherwise it can easily shake you off as soon as it moves.
@Arc: Activating a jetpack is a standard action. Same goes for you about riding the ship.
10d10 ⇒ (7, 5, 2, 8, 2, 4, 1, 1, 5, 7) = 42
Unable to see clearly to aim her cannon, the undead pilot flies at high speed through last areas that she saw her foes. Isu loses his footing as the ship banks to the side. (Run over maneuver! Spec and Jelico are caught within the run over. Luckily Ted decided to move away after casting grease. Though Isu doesn't get to automatically ride the ship, he does get an AoO from it flying away from him)
Jelico Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Spec Reflex: 1d20 + 15 ⇒ (7) + 15 = 22
Spec dodges the craft as it dives in, but Jelico is caught by a bony protrusion that almost skewers him. (Dealing 42 dmg) The protrusion snaps off after the collision, damaging the fighter as well.
|||| INIT |||||
Jelico (42 dmg)
Ted
Arc
Spec
Isu
Threnody-class Assault Fighter (11 dmg. 5ft above the ground)

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Jellico yells in pain as the fighter runs him through and throws him against the wall.
He staggers back behind Spec and casts Reflecting Armor on himself.

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In that moment Isu realizes he can't keep up with a jet using a jet pack, so he moves over to hover in the middle of the room and unleashes his artillery weapon.
artillery laser: 1d20 + 15 ⇒ (6) + 15 = 213d8 + 11 + 2d4 ⇒ (8, 5, 5) + 11 + (4, 4) = 37
i'm sure that misses, but if it does hit and throughout this battle, my 2d4 damage is vicious damage

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Arcalinte is thrown from the fighter, but seems nonplussed as he rights himself in mid-air and flies backwards, touching down near Ted.
Defy Gravity! B)
Quick question, Cellion, since Defy Gravity is a move action I've still got a standard action to go, how do saving throws work on this thing, since this fight's at an odd intersection of ship combat and normal combat? I want to know if I can use my gravity solarian powers like Crush and Black Hole on it, or if it'd be immune to those by virtue of being unable to make saving throws.

GM Cellion |

Although this is a starship, its treated as a vehicle in this combat. I've been allowing things that work on construct creatures to work on it, and will adjudicate things where rules are ambiguous. You could both Crush and Black Hole it, though it'll have a save as normal.

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Spectre tries to calibrate his aim and fires again at the pesky fighter.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (7) + 15 - 2 - 4 = 163d12 + 11 + 4 ⇒ (7, 5, 11) + 11 + 4 = 38
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (17) + 15 - 2 - 4 = 263d12 + 11 + 4 ⇒ (5, 2, 1) + 11 + 4 = 23

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Once Arcalinte touches down, he lowers his sword, letting go of the hilt of his sword and raising his other hand. He curls his fingers into a fist and as he does so, the fighter creaks and groans as Arcalinte uses gravity to play havoc on it!
CRUSH! The fighter needs to make a DC 19 Fortitude save to avoid being staggered for a round. Graviton 2

GM Cellion |

As it starts to wheel around to aim its weapon once more, Arc closes a gravitic grip around it. It struggles to fly within the powerful forces around it, and the pilot only barely manages to keep it steady enough to avoid crashing. It rises it a higher elevation, but can't bring its weapons to bear.
Staggered 1 rd
|||| INIT |||||
Jelico (42 dmg)
Ted x2
Arc
Spec
Isu
Threnody-class Assault Fighter (24 dmg. 35ft above the ground)

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Isu is close enough to zip up and over just a smidge. He tries to slice through a wing.
Xavra: 1d20 + 16 ⇒ (4) + 16 = 204d8 + 18 ⇒ (8, 2, 3, 1) + 18 = 32

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With one shot hitting, Spectre tries again to penetrate the fighter's armor. His first shot is clean, but the second is errant.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus): 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 233d12 + 11 ⇒ (8, 9, 11) + 11 = 39
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus): 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 123d12 + 11 ⇒ (1, 8, 4) + 11 = 24

GM Cellion |

Isu doesn't quite strike at the right angle and his blade deflects off the fighter's wing. As Jelico's magic enhances the party, Spec sends another volley of plasma blasts at the fighter. One shot strikes the forcefield across the entrance to the hangar bay, while the other narrowly deflects off the tiny starship's chassis.
|||| INIT |||||
Jelico (42 dmg)
Ted x2
Arc
Spec
Isu
Threnody-class Assault Fighter (24 dmg. 35ft above the ground)
Buffs: Haste

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Arcalinte turns around, twists his hand forward and uncurls his fingers. Then he whips his hand back to him, making a pulling motion towards him, seeming to drag the fighter down towards them with tendrils of gravity!
Black Hole! DC 19 Fortitude save to avoid being pulled 20 feet closer to me!

GM Cellion |

Oops, forgot that Ted mentioned botting him!
Boosted Disruption Rifle: 1d20 + 14 ⇒ (15) + 14 = 29
Damage (So): 4d8 ⇒ (4, 1, 1, 1) = 7
Boosted Disruption Rifle: 1d20 + 14 ⇒ (4) + 14 = 18
Damage (So): 4d8 ⇒ (7, 8, 5, 7) = 27
Although Ted lands one shot with his rifle, he only manages to create a minor vibration on the surface of the fighter. (Hits but doesn't beat hardness)
-
1d20 + 17 ⇒ (9) + 17 = 26 4d10 ⇒ (9, 5, 3, 8) = 25
|||| INIT |||||
Jelico (42 dmg)
Ted
Arc
Spec
Isu
Threnody-class Assault Fighter (24 dmg. 25ft above the ground)
Buffs: Haste

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Sorry about yesterday. I was waiting to see if Arc was able to pull the fighter closer to the ground, but it moving closer of it's own accord is good too.
Jellico backs up next to Ted and draws on all his mystical powers, creating an eddy of cosmic forces right on top of the fighter.
Not sure the exact effects of Cosmic Eddy on a vehicle, but it's the best I can do right now, I think.
Cosmic Eddy Bludgeoning Damage: 4d6 ⇒ (1, 1, 2, 2) = 6

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Arcalinte, seeing the fighter resist the pull of his gravity, growls in frustration. As he needed to refocus to pull that trick again, he pulls out his pistol and fires at the ship.
Liquidator Disintegrator Pistol: 1d20 + 16 ⇒ (8) + 16 = 241d10 + 11 ⇒ (4) + 11 = 15
Graviton 1

GM Cellion |

|||| INIT |||||
Jelico (42 dmg)
Ted
Arc
Spec
Isu
Threnody-class Assault Fighter (24 dmg. 5ft above the ground)
Buffs: Haste

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Spectre fires again, and his shot is devastating.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (20) + 15 - 2 - 4 = 296d12 + 22 + 4 ⇒ (8, 11, 2, 11, 9, 7) + 22 + 4 = 74
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 15 - 2 - 4 ⇒ (7) + 15 - 2 - 4 = 163d12 + 11 + 4 ⇒ (11, 10, 5) + 11 + 4 = 41
Wound: 1d20 ⇒ 7
1-10 General — Bleed 1d6 I'm not sure if a fighter can 'bleed.' Oil leak? Anyway, it was a crit!

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Isu continue to fly around after the jet, getting close enough to swing at it's exposed undersides.
Xavra: 1d20 + 16 ⇒ (8) + 16 = 244d8 + 18 ⇒ (3, 6, 8, 3) + 18 = 38

GM Cellion |

Yep Arc. Read the Weapon Spec description again.
Botting Ted:
Boosted Disruption Rifle: 1d20 + 14 ⇒ (5) + 14 = 19
Damage (So): 4d8 ⇒ (6, 3, 2, 7) = 18
The fighter, now suddenly smoking quite badly, flares its thrusters and charges at Spec! (Provokes from Isu though)
Spec Reflex: 1d20 + 15 ⇒ (5) + 15 = 20
Although he manages to mostly dodge out of the way, the ship clips him (Dealing 24 bludgeoning dmg). It flies in a broad arc, turning to face the rest of the group. It seems to be gearing up to attempt a final suicidal charge.
|||| INIT |||||
Jelico (42 dmg)
Ted
Arc
Spec (24 dmg)
Isu
Threnody-class Assault Fighter (118 dmg. 5ft above the ground)
Buffs: Haste

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"Separate!" yells Isu to his clumped up friends. "It will charge!"
Xavra AoO: 1d20 + 16 ⇒ (19) + 16 = 354d8 + 18 ⇒ (7, 7, 3, 5) + 18 = 40
He skitters to the side and fires.
artillery laser: 1d20 + 15 ⇒ (1) + 15 = 163d8 + 11 + 2d4 ⇒ (3, 8, 5) + 11 + (4, 2) = 33

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Arcalinte nods, taking to the air once more and touching down near Spectre, and then bolting to the side, hugging the wall, to get distance between them.
Defy Gravity to move 35 feet, then another move action to move 25 feet on foot.

GM Cellion |

Isu's opportunistic swipe carves another gash through the fighter, severing some kind of circulation line and leaving it leaking pale white fluid. It looks about it fall... but his following laser attack doesn't pierce it.

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"Get the pilot out!" Jellico yells. He throws three shooting stars at the craft, hoping to blow out the hatch and expose the pilot.
Shoot Stars: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

GM Cellion |

Jelico's shooting stars slam ineffectually against the exterior of the fighter. (Hardness getting in the way)
|||| INIT |||||
Jelico (42 dmg)
Ted
Arc
Spec (24 dmg)
Isu
Threnody-class Assault Fighter (148 dmg. 5ft above the ground)
Buffs: Haste

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Ted fires another boosted shot at the craft and moves to keep the crane between him and the machine.
Disruption Rifle, Minor (Boosted): 1d20 + 14 ⇒ (7) + 14 = 21
damage (Sonic): 4d8 ⇒ (1, 1, 7, 3) = 12
mystic strike makes it a magic weapon
charges remaining 0/40

GM Cellion |

Botting Spec:
Conqueror: 1d20 + 15 ⇒ (11) + 15 = 26 Damage (E+F): 3d12 + 11 ⇒ (6, 9, 6) + 11 = 32
Although Ted's sonic pulse does little more than skim past the surface of the tiny starship, Spec's plasma blast collides square on. Electricity races through the fighter's systems and triggers the ship's thrusters to surge out of control! It dips, bobs, and then tries to speed up... only to wildly spin into the hangar bay's wall, exploding into a massive fireball!
Combat Over
Once the smoke clears, all you see is a burning wreck where the fighter collided - the pilot is very clearly dead (in addition to being undead).

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Jellico looks around at the others. "Everyone alright?" After seeing that they are, surprisingly, mostly alright, he speaks up again. "Interesting welcome party, don't you think? I imagine any attempt at sneaking around now wouldn't do much good. They've got to be on high alert now."