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"Yay! Eat it, bastards!"
After rejoicing in the superb teamwork they've done today, Rik directs the energy to the engines again, so as to allow the pilot to reach the cargo bay ASAP.
Divert (Engines) DC 10+(Tierx2) (14) 1d20 + 9 ⇒ (20) + 9 = 29
After that, he picks his beloved pistol and gets ready to meet the others and start the borading.
Damn, another wasted crit...

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Tamerriv shows up slightly late as the party gathers for the boarding attempt, apologizing for her tardiness.
But the time spent choosing just the right scarf? Priceless.
She doublechecks that her armor's environmental seals are intact and undamaged.
Ready.

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Kadlos straps his stun pistol to his hip, checks the environmental seals on his suit, and grabs a protein pack for some sustenance before heading to the airlock. "I have to say, I prefer to avoid combat whenever possible, but I'm proud to be part of a crew that can handle itself when we can't!"
Ready!

GM Garrett |

Ok, before we move on to the docking bay, someone is going to need to line the ship up to it so you can connect. This is complicated by the amount of damage you've done (there are bits and pieces of the Endless Threnody floating around out there, and running into them wouldn't be good for your ship).
Give me a DC 17 piloting check.

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Piloting: 1d20 + 11 ⇒ (5) + 11 = 16 uh-oh
Dang this debris. "Uh, sorry about that. Really hard to maneuver with all these bits and pieces of their ship floating about."

GM Garrett |

Crash! A bunch of warning lights go off in the cockpit, and there's some sort of automated voice complaining about impact with debris. Oops. Fortunately, the ship appears to have weathered the storm well enough, and Mobius manages to bring you in to docking position without further issue. The Starfinder Society will hopefully not notice the damage on top of what you've already taken from the Endless Threnody's main gun.
After you dock and board the ship you find yourselves in a cargo bay. Gravity is normal, but there are no lights at all. The room is about 100 feet long, and there are three doorways (with no doors) on the wall across from the docking bay.
On one of the walls you see a small computer terminal, probably used to access shipping manifests and control minor ship functions.

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The longer we can stay unnoticed, the better our chances.
Tamerriv takes a position with a good view of all three corridors, attempting to blend in with the surroundings.
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14

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"Ohhhh, a computer... I guess we had someone who's an expert in computers, right? I suppose you don't mind if I have a look... I promise not to touch anything. Well, mostly anything. Perhaps that key over here... no, no, I'm serious. Oh, is this error message important? I guess not that much, uh? You can always reboot... actually, being here, in this ship, I'd say the computer is dead. Haha! Dig it? Dead! Well, that reminds me of that time when..."
Bear with me, guys.
Engineering: 1d20 + 9 ⇒ (20) + 9 = 29

GM Garrett |

Poking around with the computer you're able to find controls for what appear to be necromantic energy generators, which power the ship. They appear to be damaged though, which would make them quite dangerous to living creatures. You're able to shut down a few of them, limiting the danger going forward.
Damage in area C3 reduced by 3 for extra awesome success.
You can't do anything else with this computer (it's isolated from the one on the bridge that you're actually trying to reach), so if nobody else wants to do anything here we can proceed on.
The map for the interior of the Endless Thenody is here. I've placed you in an utterly arbitrary location at the bottom. Feel free to arrange yourselves as you like, and if you prefer the left or right door over the center that's also fine.
The dark, vacuum filled hallways proceed on into the ship, from the cargo bay you can see three of them going forward. The center passage appears to be crackling with some sort of dangerous looking energy, as is the left half of the right hallway and the right half of the left hallway. The blue squares on the map are the areas filled with energy.
Down the center hallway you can see some computer terminals, and beyond them you think you see movement...
After everyone places their characters on the map we'll proceed to initiative...

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Tamerriv does not need to whisper as she telepathically speaks.
I don't like the look of that center hallway. The left one seems to have a bulkhead that could be closed against our progress or retreat, so I vote we go down the right corridor.

GM Garrett |

You definitely see something heading towards you from the end of the corridor. While you're trying to decide what to do they move closer, increasing speed. There are six of them, and they look skeletal...
Kadlos: 1d20 + 6 ⇒ (20) + 6 = 26
Mobius: 1d20 + 7 ⇒ (19) + 7 = 26
Oraeth: 1d20 + 4 ⇒ (7) + 4 = 11
Rik: 1d20 + 3 ⇒ (13) + 3 = 16
The Crew: 1d20 + 7 ⇒ (1) + 7 = 8
Ok, so the order is
Kaldos
Mobius
Rik
Tamerriv
Oraeth
The Crew
You can all act now, and the the crew will follow.

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Tamerriv moves up to the edge of the grease, activating her solar hammer as she goes, and waits for their arrival.
Photon attunement 1/3
Solar Hammer: 1d20 + 4 ⇒ (16) + 4 = 20 Damage, Photon attuned: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

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Activating combat tracking on the skeleton that Kadlos targeted.
"Get me info regarding these things M.I.C.H." He aims his rifle at the skeleton that Kadlos shot and makes one himself.
Laser Rifle: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d8 ⇒ 2
Feel free to put penalties on my roll. Not really sure about what constitutes as cover and such..

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Oraeth breaks off into a run down the corridor to the right with his revolver in hand. Magnetic boots pound the catwalk and the Lashunta tenses as he enters the area of crackling energy.
I accidentally moved the blue energy square on the right. The positioning is probably a little off now.

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@GM, I just realized I inadvertently moved into a dangerous crackling-with-energy area. I didn't mean to, but forgot that the blue rectangles denote those. If possible, I'd like to retconn and stay out of it.

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Thanks, GM. I'll keep my previous action, but stay out of the energy field.

GM Garrett |

DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (8) + 3 = 11
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (2) + 3 = 5
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (16) + 3 = 19
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (13) + 3 = 16
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (14) + 3 = 17
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (12) + 3 = 15
So, the furthest back crew member in the grease falls prone, two others are still in the grease, and the other three make it through. None get close enough for melee combat this turn though.
Mobius and Kadlos hit the closest crew member with their shots, doing a combined total of 4 damage, but the energy appears to rejuvenate it a bit after it reacts to the shots.
Since Kadlos ends his turn in the energy field he takes 1 point of cold damage.
Crew 1: 3 damage
Crew 2: 0 damage
Crew 3: 0 damage
Crew 4: 0 damage, in grease
Crew 5: 0 damage, in grease
Crew 6: 0 damage, in grease, prone
Kadlos: 1 damage
Ok, the PCs can all act now.

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Tamerriv takes out her pistol and fires at the lead Eoxian.
Pulsecaster Pistol: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 ⇒ 1 NL
Photon attunement 2/3, Pulsecaster ammo 19/20

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Kadlos curses the cold energy, the quick-steps toward the closest approaching crew member before dashing backwards behind his teammates.
Bluff (Clever Feint): 1d20 + 8 ⇒ (10) + 8 = 18 vs. DC 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR
"He should be easier to hit - take him out!"
Clever Feint (Ex)
As a standard action, you can fake out an enemy within 60
feet, making that enemy open to your attacks. Attempt a
Bluff check with the same DC as a check to feint against
that enemy (though this isn’t a standard check to feint,
so Improved Feint and Greater Feint don’t apply). Even if
you fail, that enemy is flat-footed against your attacks (see
page 276) until the end of your next turn. If you succeed,
the enemy is also flat-footed against your allies’ attacks
until the end of your next turn. You can’t use clever feint
against a creature that lacks an Intelligence score.

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Oraeth abruptly swivels out of his run and fires off a shot at the closest skeletal crew member.
Trick Attack: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Semi-Auto Pistol: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1d4 ⇒ (3) + (4) = 7
Here's the part where I should have bought those grenades after all. I can't imagine lasers and bullets doing a lot of damage to skeletons.

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DM, I have a question regarding my Combat Tracking feature. Part of it says...
As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level.
Does that mean that I really know the vulnerabilities and combat tactics as it says in their stat block? Or that is just some flavored text that means that I only get the BAB equals my Mechanic level? Whatever your decision, I'll take a shot at the skeleton I targeted with my Combat Tracking.
Mobius focuses his aim on the skeleton targeted by his exocortex and fires his laser rifle. Which I believe is the one that is also affected by Kadlos' Feint.
Laser Rifle: 1d20 + 4 ⇒ (1) + 4 = 5 forDamage: 1d8 ⇒ 2
And the laser goes wide off the mark.

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Rik grabs his pistol and shoots at the nearest target, then hides away behind his companions as a coward rat.
Semi Auto: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 6
Sorry but I can't move my token from the phone, can anyone move me back to safety behind the flesh wall? :p

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I moved you behind me and Moebius, Rik.

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Huh. I was under the impression that walkways were all open to space since their ship is built full of areas exposed to the void. That negates my reason for moving down the other passage, so retcon that and have me waiting to meet them. Fire the gun from there.
That means I could have had an action the first round as well, but rather than ask to roll that attack that passed how about a knowledge check?
Culture, Eoxian dead vulnerabilities or immunities: 1d20 + 11 ⇒ (10) + 11 = 21

GM Garrett |

Ok, first an answer to Oraeth's knowledge check. Eoxians are typical undead, with the usual undead immunities:
* Bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning.
* Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
* Any effect that requires a Fortitude save (unless the effect works on objects or is harmless)
Tamerriv tags the lead undead, and then Oraeth takes it out with his successful trick attack.
The two lead crew members move down and attack Tamerriv and Oraeth, respectively with their evil looking claws.
Attacks Tamerriv: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Tamerriv?: 1d6 + 1 ⇒ (2) + 1 = 3
Attacks Oraeth: 1d20 + 4 ⇒ (3) + 4 = 7
Damage Oraeth?: 1d6 + 1 ⇒ (1) + 1 = 2
Fortunately they both roll terribly and miss.
The remaining three crew are in the grease, and will need acrobatics checks to avoid falling as they move:
Crew 4 acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Crew 5 acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Crew 6 acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
They all make it through, and get down behind their comrades, but can't get to you due to the tight quarters.
It's your turn again. Anybody got a grenade? ;-)
Crew 2: 0 damage
Crew 3: 0 damage
Crew 4: 0 damage
Crew 5: 0 damage
Crew 6: 0 damage
Kadlos: 1 damage

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"It's like there's no end to their number. M.I.C.H., track the one in front of Oraeth." He takes a shot with his rifle.
Laser Rifle: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 4

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Tamerriv reengages her solar hammer and strikes out at the Eoxian in front of her.
Solar Hammer: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Oraeth blocks a claw with his forearm while burying the snub nose of his revolver against its chest and pulling the trigger.
I'll take that opportunity to pick off a wounded skeletal crewman
Trick attack: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Tactical Pistol: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1d4 ⇒ (3) + (1) = 4

GM Garrett |

Ok, the Clever Feint succeeds and will affect the crew member in front of Oraeth, it will be flat footed for the next round.
Rik's shot misses the second rank skeleton he shoots at.
Then, two of the back row skeletons move up, and the now front rank ones attack Tamerriv and Oraeth.
Attacks Tamerriv: 1d20 + 4 ⇒ (2) + 4 = 6
Damage?: 1d6 + 1 ⇒ (5) + 1 = 6
Attacks Oraeth: 1d20 + 4 ⇒ (5) + 4 = 9
Damage?: 1d6 + 1 ⇒ (2) + 1 = 3
The crew members remain incapable of making an attack roll, and fail to injure either of your front line combatants.
You're all up again!
Crew 1: Destroyed
Crew 2: Destroyed
Crew 3: 0 damage
Crew 4: 0 damage, flat footed
Crew 5: 0 damage
Crew 6: 0 damage
Kadlos: 1 damage

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Tamerriv takes Kadlos' opportunity and strikes out at the Eoxian in front of her.
Solar Hammer: 1d20 + 4 ⇒ (18) + 4 = 22 Damage, Photon Attuned: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Photon attuned 3/3
She hums with power as her photon attunement reaches fruition. She looks like she could explode with power at any moment.