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"On to the next target, M.I.C.H." Mobius sets his combat tracking on the skeleton in front of Oraeth and takes another shot with his rifle.
Laser Rifle: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 6
I've used up 4 shots so far

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"Bad pistol! Fire! Fire, damn!"
Rik uses his own strength to try to propel the pistol's projectiles, angry at the obvious misfiring problems he's having due to being scammed with a glitched thing. He takes a mental note about having a word with the seller... if he survives.
Semi Auto vs one of the non-engaged skeletons 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d6 ⇒ 2

GM Garrett |

Ok, so Mobius nails the skeleton crew member in front of Oraeth with a beautiful shot, and Oraeth finishes it off with his trick attack.
The way is clear for the next two of them to move up and attack Tamerriv and Oraeth again:
Attack Tamerriv: 1d20 + 4 ⇒ (19) + 4 = 23
Damage?: 1d6 + 1 ⇒ (1) + 1 = 2
Attack Oraeth: 1d20 + 4 ⇒ (16) + 4 = 20
Damage?: 1d6 + 1 ⇒ (1) + 1 = 2
Both hit, but do minimal damage with their claws being largely turned aside by your armor.
Back to the good guys!
Crew 1: Destroyed
Crew 2: Destroyed
Crew 3: Destroyed
Crew 4: Destroyed
Crew 5: 0 damage
Crew 6: 0 damage
Kadlos: 1 damage
Tamerriv: 2 damage
Oraeth: 2 damage

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Kadlos again tries his tactics for distraction, but he's starting to run out of bone fragments to fake out the enemy! "Try to dodge this!" he yells, before remembering that they probably can't hear him in the vacuum. "Sorry," he mumbles over comms to his allies.
Bluff for Clever Feint: 1d20 + 8 ⇒ (3) + 8 = 11

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Tamerriv tries to take down her opponent quickly.
Using Communalism to take the best attack of two.
Solar Hammer: 1d20 + 4 ⇒ (8) + 4 = 12 Damage, Photon attuned: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Solar Hammer: 1d20 + 4 ⇒ (3) + 4 = 7 Damage, Photon attuned: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Well, they both sucked.
SP 6/8, Photon attuned 3/3, Communalism 0/1

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"Okay, one last try. If it doesn't work, I'll stick this pistol up this moron's darkest hole when I get to see him again."
Desperate, Rik shoots once more.
Semi Auto 1d20 + 4 ⇒ (20) + 4 = 24
Damage 1d6 ⇒ 4
Crit 1d6 ⇒ 1
"It worked, dammit! Finally!"

GM Garrett |

Kadlos fails to distract the crew, who are clearly out for blood. Or whatever it is that Tamerriv has instead of blood.
Tamerriv connects with her first roll, and I'm going to be generous and take the higher of the two damage rolls. As I read it, you're not supposed to roll damage twice, just once, so rather than picking one or the other I'll just roll a third for you:
Hammer Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
That takes a serious chunk out of the enemy in front of Tamerriv, but doesn't kill it outright.

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Thanks, GM. You are correct. Thanks for catching that.

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While Tamerriv and Rik are busy with one of the skeletons, Mobius sets his combat tracker to the one in front of Oraeth and takes a shot.
Laser Rifle: 1d20 + 4 ⇒ (4) + 4 = 8 dang! prolly a miss.
Damage: 1d8 ⇒ 4
Mobius curses to himself for missing the shot. "Hang in there buddy, we'll take that one out in no time."

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Oraeth has started to get a sense of how the skeletons fight at this point and is waiting for the next one to make a move. When it lunges at him he sidesteps and levels the revolver at its temple.
Trick Attack: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
Semi Auto: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 1d4 ⇒ (6) + (4) = 10
Apparently I was saving up some rolls for this fight!

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Rik takes out the skeleton. Game over. Ha! I win, you morons!
Semi Auto 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d6 ⇒ 1
And that makes 5 bullets, most of them gone to waste. Some heads are gonna roll...

GM Garrett |

Heh. Ok, so the last remaining Skeleton perks up a bit from the energy field and then takes a swing at Tamerriv:
Attack Tamerriv: 1d20 + 4 ⇒ (12) + 4 = 16
Damage?: 1d6 + 2 ⇒ (1) + 2 = 3
Ok, you're up again!
Remaining Crew Member: 4 damage
Kadlos: 1 damage
Tamerriv: 5 damage
Oraeth: 2 damage

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Annoying bony dead thing...be more dead!
Tamerriv broadcasts her frustration to the party as she tries to take down the last Eoxian.
Solar Hammer: 1d20 + 4 ⇒ (19) + 4 = 23 Damage, Photon attuned: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
SP 3/8, Photon attuned 3/3, Communalism 0/1

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A moment, please.
Tamerriv is requesting a 10 minute breather to recover SP. If the party thinks time is of the essence she can move on.

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A 10 minute rest sounds fine with me. After resting, we'll try to look for the main computer and get the needed coordinates.

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Tamerriv rests on a nearby bulkhead to catch her breath and calm down after a couple of close calls with the Eoxian crew.
SP 8/8, HP 13/13, RP 1/2

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Kadlos keeps his pistol out, and his head on a swivel. "We need to find the bridge - Rik, you get anything in terms of schematics that we can work with on where to go?"
Ready to move foreward, not worrying about 1 SP for now.

GM Garrett |

After a little exploring you come to what you presume is the bridge.
The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship.
The ship's main computer is easily accessible.
Whoever wants to access it please give me two checks, one for initial access and one to bypass the system security. This system is a combination of technology and magic, so you can use either Computers or Mysticism.

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Why would the bridge be deserted? I trust this not.
Not having any computer or mystic skills, Tamerriv takes up a watchful stance.

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"M.I.C.H., I'm going to need your help with this one. This one looks complicated but I'll do my best to give us access."
Computers 1: 1d20 + 8 ⇒ (10) + 8 = 18
Computers 2: 1d20 + 8 ⇒ (20) + 8 = 28

GM Garrett |

Mobius fiddles around with the computer for a while, swears a bit as he tries to bypass some security measures, and then leans back, smiling.
You're able to recover two bits of useful information, first of all is a small bit of information on the Lawblight, the pirate ship that initially crippled the Endless Threnody (FYI, this info is vaguely defined here, but will come up later in the adventure at which point we can go into details). You also find the coordinates of the crashed Starfinder Society ship, located in the Vast on the planet Ulmarid.
When you return to your ship with this info you find the hologram of Venture-Captain Arvin already active and awaiting their report. Arvin is grateful for the news and eager to get started on the next step of their quest. He asks you to leave the Endless Threnody and return to Absalom Station while he researches the planet Ulmarid and how best to approach it.
As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats. “I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy.”
This marks the end of Quest 3. Please feel free to play out your reactions to the reward, and we'll start tomorrow on Quest 4, where the adventure will take you to the planet Ulmarid!

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I am more than happy to leave the undead to their...whatever they do.
She scans the info on the Lawblight as she nibbles a nectar-crystal candy.
Interesting, interesting. I am intrigued to find out more.
She looks over the collection of delicacies and selects a desiccated rodentlike creature on a stick, apparently popular in some parts of the Veskarium.
Hmmm...disgusting and sinewy. At once, chewy with entrails and crunchy with small, sharp bones. Almost to the point of being inedible.
She buzzes with the thrill of Free Choice, freely chosen, as she continues eating it.

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Kadlos slumps into the captain's chair when they return, and starts typing up a more complete report for the society, chronicling both the ship-to-ship battle, and the engagement with the undead crew on the Endless Threnody, hoping that it will help future agents in their endeavors.
When he completes the report, he takes a seat near Tamerriv and takes a handful of cruncy, spicy legumes, chuckling to himself at the Shirren's delight.

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Enjoying the little gift the Cap'n has set for them makes Rik forget about shoving the pistol you all know where. Instead, he relaxes and gives the item another chance.

GM Garrett |

You return to Absalom Station and take a bit of well deserved rest on the way. When you arrive, the venture-captain sends you out again on a new ship, the Odyssey, which has stronger shields that may prove useful due to the asteroid field around Ulmarid. You make rapid preparations and depart as soon as possible.
Venture-Captain Arvin’s pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back.
“Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers
from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer.
“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”
poisonous crystals.
Assuming you have the same pilot as before, I'm going to need a DC 15 piloting check as you approach the planet. The captain can also attempt to assist (DC 10 piloting or DC 17 Diplomacy or Intimidate to grant +2 bonus) and the science officer can make a DC 15 Computers check to use your sensors to predict locations of the asteroids around the planet (+2 bonus as well).

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Tamerriv settles in to a gunnery station, just in case any of the asteroids start getting frisky.
She contemplates reading a book on Computer use for future reference.

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Computers: 1d20 + 8 ⇒ (9) + 8 = 17
Mobius relays his findings on Ulmarid's violent atmosphere to the crew and tries to find a suitable landing site for the Odyssey.
Piloting: 1d20 + 10 ⇒ (1) + 10 = 11
"Uh, captain. I can't see a thing down there. I've tried searching for a good landing site but can't seem to find a good one."

GM Garrett |

FYI, stats for the new ship
STARFINDER SOCIETY DRAKE TIER 4
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk 1 trinode computer, mk 4 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round;
Complement 4–7

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Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
"Take your time, Pilot. No need to rush this - I'm certain you can find a solid space for us to land."
He punches comms to get to Oraeth, "Science Officer, can you try to get us a more accurate scan of the surface? Let's see if our sensors can punch through that atmosphere."

GM Garrett |

It's a near thing, but Kadlos manages to fly you around the worst of the asteroid field, bringing you in safely for a landing on the planet's surface. Sadly, while you can pick up the distress beacon from the Unbounded Wayfarer it's coming from an area of soft dunes, far too unstable to take the full weight of the Odyssey. You'll have to land outside the dunes and walk overland to get to the ship.
The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal.
About 15 minutes into your journey over land a storm of poisonous crystals starts to rain down on you.
Everyone give me a Survival check and 3 Reflex saves (one for each of the three rounds the storm lasts). The Survival check will determine if you were aware enough to take action before the storm started, and if you do well enough if you were able to assist others in doing so.

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Survival: 1d20 + 1 ⇒ (20) + 1 = 21
"Heads up everyone! A storm approaches!" He motions towards the series of poisonous precipitates coming their way.
Reflex 1: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex 2: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex 3: 1d20 + 5 ⇒ (15) + 5 = 20

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Everything starts to tremble, but Rik smiles. "Ha! I haven't brought seeds this time!"
Survival: 1d20 + 3 ⇒ (18) + 3 = 21
Ref: 1d20 + 3 ⇒ (7) + 3 = 10
Ref: 1d20 + 3 ⇒ (1) + 3 = 4
Ref: 1d20 + 3 ⇒ (10) + 3 = 13

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Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
Reflex: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex: 1d20 + 1 ⇒ (11) + 1 = 12
Tamerriv is presumably too entranced by the strange atmosphere to warn the others, but she proves fairly nimble in avoiding the worst of the storm.

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Survival: 1d20 + 1 ⇒ (5) + 1 = 6
Kadlos, oblivious to the arriving storm, hears Mobius mention poison, and pops one of the antitoxin bulbs from the Vat Garden's proprietors into his mouth to help ward off the storm's effects.
Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

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Oreath throws one arm up to shield his face. "Ahh! What in the hell is this now?
We need some cover!"
Survival: 1d20 + 1 ⇒ (1) + 1 = 2
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

GM Garrett |

Ok, so Mobius and Rik are on the ball, and manage to warn the less aware members of the team, which means everyone gets +4 on their Reflex saves.
Sadly, Rik spends so much time trying to help Oraeth and Kadlos get under cover that he fails one of his saves (even with the +4).
That does some damage...
Slashing Damage from Raining Crystals: 1d6 ⇒ 5
He also needs to make a DC 12 Fort save or gain the encumbered condition. Fortunately, Kadlos points out the existence of the anti-toxin bulbs, which gives Rik a +4 on his save.
Everybody else makes their save.
After the storm dissipates (as quickly as it came) you're able to continue your journey towards the coordinates of the landing site. As you approach (still a few hundred yards away) there's a sudden bit of movement in the sand between you and all of a sudden you're thrown backwards as a 14 foot long creature with six legs burrows up out of the sand and lunges at you!
Temerriv: 1d20 + 1 ⇒ (11) + 1 = 12
Kadlos: 1d20 + 6 ⇒ (2) + 6 = 8
Mobius: 1d20 + 7 ⇒ (13) + 7 = 20
Oraeth: 1d20 + 4 ⇒ (18) + 4 = 22
Rik: 1d20 + 3 ⇒ (8) + 3 = 11
The Creature: 1d20 ⇒ 15
Here's a map of the encounter...
Oraeth and Mobius react the fastest, and are able to go first. During each of your initial turns, please give me a perception check.
Oraeth - Ready
Mobius - Ready
The Creature
Tamerriv
Rik
Kadlos

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Seeing himself in stuck in a predicament, Mobius gets as far away as possible from the beast.
Gonna use the withdraw action to find a more strategic location. Also, can I do an Identify Creature and Perception check as well or just one of the two? I'll just roll for two and you decide what is possible. My Life Science and Engineering bonus are +8 while I am untrained in Mysticism.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Identify: 1d20 ⇒ 10

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Rik tries to use one of the anti-toxins before it's too late...
Fort Save: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20
Which fortunately is enough to avoid the worst effects of the exposure.
Suddenly, the giant bug appears from the sand, and Rik is too distracted to react properly.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Did I have time to patch me before the encounter?