
![]() |

RaiaBOT wait for an opportunity to fire past Korskal, taking care to ensure she doesn't hit the bulky vesk.
Attack, ranged (laser pistol): 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Damage, fire: 1d4 ⇒ 2
The beam flits past Korskal by a slim margin, and strikes the skeleton.
Botting to expedite things; please let me know if you're unable to post for a day or two, then I can make arrangements. Apologies to everyone and their patient natures.
Combat Round 2!
Effects: (darkness - light sources only give dim light for those with normal vision)
Terrain: (none)
Those bolded below may act.
Ian
Enemy
Jaxen
Altronus
Korskal
Raia

![]() |

Yeah, there's been some issues with slowdown/crashes because of the two recent Humble Bundle sales that have included a slew of Pathfinder PDFs.
I botted Raia in the above post to expedite things (successfully hitting with her laser pistol), so not sure if that roll was meant for her Round 1 action? You'll have to wait until the enemy turn resolves (which will be right after Ian) to take your Round 2 turn.

![]() |

This time, Ian is caught on on of the enemies melee reach, so he doesn't have the time to guide his companions' aim. Instead, he steps out of the way and tries a shoot at the furthest skeleton before it reaches the group as well.
Move: Guarded Step
Standard: Shooting at Purple
Shoot: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 ⇒ 4

![]() |

In what direction do you want to take your guarded step, Ian?
Seeing its compatriots fall in combat, the blue skeleton thrashes about wildly, attacking in two different directions!
Vs. Altronus:
Attack, claw: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 - CRIT!
Damage: 2d6 + 2 ⇒ (5, 3) + 2 = 10
Vs. Korskal:
Attack, claw: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
It finds a worthy target in the kasatha, but can't touch the vesk soldier. The second skeleton lurches forward while Korskal is on the defensive, and enters the fray.
Attack, claw: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Distracted, Korskal turns at the last second to find a flurry of bony appendages strike at him, clawing at his scaled hide.
Those bolded below may act.
Ian
Enemy
Jaxen
Altronus
Korskal
Raia

![]() |

With the assault hammer in hand Korskal starts swinging at the purple skeleton that wounded him. As he takes his second swipe he calls out "Does anyone see if there are more of these about?"
Attack: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 91d6 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 61d6 + 2 ⇒ (6) + 2 = 8
I know I've taken 6, for some reason the site keeps freezing instead of letting me edit things on my character, so I shall be unable reflect that to for now.

![]() |

Korskal and Jaxen continue their respective assaults, but the skeletons prove to be surprisingly difficult targets.
Those bolded below may act.
--------------------------
Ian - attack, miss
Enemy - attacks, missing Korskal, critting Altronus for 11
Jaxen - attack, miss
Altronus
Korskal - full attack, 2 misses
Raia

![]() |

Altronus, Kasatha Solarian
Photon Mode, 2
Altronus grunts as he is hit again, muttering "These claws are freaking sharp.."
He turns towards the blue that attacked him and slices away at him.
solar weapon: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

![]() |

Alrtonus exacts revenge on the skeleton that caused him considerable harm - the foe smashes against the wall, then falls over in a heap of cloth and bone.
Raia deftly avoids an attack of opportunity by dashing back, then unleashes a ray of acidic upon the last skeleton in sight.
Combat Round 3!
Effects: (darkness - light sources only give dim light for those with normal vision)
Terrain: (none)
Those bolded below may act.
Ian
Enemy
Jaxen
Altronus
Korskal
Raia

![]() |

Free from the skeletons' claws threat, Ian can once more lead the offensive.
"Last one, let's finish him, guys!"
Move: Use Get'Em, +1 to hit for everyone.
Standard: Use rifle, target in melee 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Damage 1d8 ⇒ 1

![]() |

The target also gains a +4 to AC for the soft cover provided by your teammates in the line-of-sight, despite this, the attack still hits.
The skeleton reels from Ian's laser blast, then lashes out at the closest target it can see.
Attack, claws: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6
This time, Korskal feels the unfamiliar sting of bony claws rending his scaled hide. (6 DMG).
The following characters may act.
Jaxen
Altronus
Korskal
Raia

![]() |

ouch. That'll leave a mark. As an aside Ian, in Starfinder there isn't a penalty to shooting into melee, only the previously mentioned cover if there are people in the way.
Korskal will rear back with the hammer and slam it into the skeleton that hit him, or attempt to.
hammer: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 2 ⇒ (2) + 2 = 4
That attack will eat my last 2 SP and dig 4 into my HP, so 9 of those left. Still feeling pretty good.

![]() |

Korskal's counterblow shatters the last skeleton into a shambling mess of its former self.
Now that the dust has settled, you can take a moment to compose yourselves and take a 10 minute rest if you wish before proceeding to the bridge. (I'll proceed with the narrative, just let me know if you wish to spend a Resolve Point to regain any lost stamina.)
Passing through the corridors, you arrive at the Endless Threnody’s bridge. The bridge 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 computer is accessible from here in the bridge.
We'll first require a successful Computers check to access the system logs. If anyone has the Mysticism skill trained, you note that the Eoxian controls and interface have just as much to do with magic and spirituality as pure technology. You may also make a Mysticism check to access the computer, albeit at a slightly higher DC.
Make me a Computers or Mysticism check, if you wish to do so.

![]() |

Ian lets the experts do the job since he's not really the best at computers. He keeps his eyes open in case there's some kind of trap or ambush.
"I can't believe that was all the resistance. I was expecting a bigger crew. Exadara?" he inquires looking at the undead lady.
Thank you Korskal! I guess I've been playing PF archers for too long :P

![]() |

Korskal will take a short breather and spend a resolve point, and if others will wait also tinker up a new grenade, going back to sticky for now. Knowing little of computers and even less about mysticism Korskal will take a central position and make sure no other crew surprise them as they work.

![]() |

Altronus, Kasatha Solarian
Altronus takes a minute after all the skeletons are down to rest. He tosses his sword into the air watching as it turns into his yellow mote as he sits on the floor to recover.
As a group, they head onto the bridge. Looking around and understanding that he probably wouldn't be much help, he takes up position at a door.
He'll take a resolve point to replenish.

![]() |

Jaxen succeeds at bypassing the computer's security. He notices a rather nasty countermeasure programmed into the ship's computer - an override command to vent the necromantic energy of the ship's core throughout the decks, which would be lethal to any living biological creature.
He continutes to root around the system, looking for the ship's navigational data.
Computers: 1d20 + 7 ⇒ (9) + 7 = 16
Jaxen pours over the navdata for the Threnody's last Drift jump, and finds what you've been looking for - the last known coordinates of the downed Starfinder vessel. HUZZAH!
The Unbounded Wayfarer's final destination is on the surface of a planet called Ulmarid in the Vast.
In addition, Jaxen is able to quickly pour over the combat logs from the ambush above the desert planet, and pulls from the CIC computers some targeting data on the pirate vessel.
With the data acquired, the crew returns to the Loreseeker and finds an incoming request for a holo-com.
The sending address comes directly from the Starfinders' Lorespire, so when you accept the link, it fails to surprise you to see Venture-Captain Arvin on the other end.
"V.C. Arvin to Lorefinder, have you good news?"
What do you say?

![]() |

"Aye, Sir. We've recovered the location of the lost ship. We're sending you all pertinent data right now. No casualties."
Ian looks at Exadara for a second and adds: "Our ally has been key in the success of the mission, Sir." He gives a thumbs up to the undead lady.

![]() |

Korskal looks up from his review of the combat data. "Jaxen also managed to pull out some extra data, should come in handy if we run into that pirate ship they did."

![]() |

"Great work, team." Arvin is grateful for the news and the tone of his voice seems eager.
"We should get started on our next step - abandon the Threnody, and return to Absalom Station. I've sent the coordinates of this desert planet Ulmarid to the Lorespire, and they are putting together any bit of information that can help with the journey there."
A tone chirps out on the comms panel in the bridge, as an incoming file highlights the screen. "It's a password to open a compartment within the galley. In it, you'll find an extra bonus - a little token of appreciation."
When you open the container in the small galley kitchenette, you find a sealed package of delicacies that would fit most palates. Alien truffles, and sticks of various 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 so much death and necromancy.”
END OF PART 3!
Congratulations! You'll be heading back to Absalom Station for a bit of a break, so if you've any consumables to refill, or any additional purchases, you can do so. Otherwise, we'll continue on to the desert planet of Ulmarid.

![]() |

Having nothing to add, Altronus thanked the Venture-Captain before heading to look into the basket.
"When we get back to the station, i'll be ready to head back out when everyone else is. There's nothing i need to do there at this time." Altronus announced to no one in particular, while digging into the package of delicacies.

![]() |

"Well, if you guys really have something to do, I don'ty mind having a whisky with some old friends." Ian's face doesn't show much concern. "If, on the other hand, you're all ready to go, I'm ready too."

![]() |

*… repeat, callsign Loreseeker, this is Absalom-3, you’re flagged for docking. Welcome home.*
Exegara taps the helm’s touchscreen and lets go of the yoke – the ship’s auto-dock computer takes over the controls, and the ship lists slowly to port as the docking clamps engage. Once the airlock pressurizes, the doors open, and you’re greeted by the Venture Captain and a small retinue of Society agents.
”Welcome back! Excellent work taking care of the Threnody, team.” he takes note of a scorch mark on the nose of the ship’s hull. ”A few cuts and scratches, but no major stitches needed, I see. Couldn’t ask for a cleaner fight, I’m sure.” Arvin’s aides present you with small kit bags filled with various toiletries, water, and nutrient-dense ration bars. ”I’m sorry to ask so much of you on such a short timeframe, but speed is the key in retrieving what we can from the wreckage of the Wayfarer. My research team has put together all of the information they could muster on the planet Ulmarid, and by all accounts it appears to be a volatile place. Fierce sandstorms, subterranean local fauna, and its upper atmosphere is blanketed in a cloud of rocky debris thanks to a collision of it’s two moons long ago.”
Arvin looks up from the datapad he was reading from, and gives you all a wry smile. ”So, you know… just the kind of place you want to visit, I’m sure.” He motions further down the docking bay, where there lies a larger Drake-class vessel, with the callsign Odyssey stamped on its hull. ”Heavier shields than the Loreseeker, to better withstand the approach to Ulmarid’s surface. Though you’re looking at better deflection rates, I’d still advise a cautious hand at the helm to maneuver through the debris.”
He taps on his datapad, and your personal comm units chirp and ring out in unison. ”Her docking and launch codes are now in your possession, team. I wish you the greatest of luck in your mission, though it seems that skill alone is doing the job well enough.” He looks to the side, and regards the ghoulish Exegara. ”Our… unlikely ally has been granted a possible stay of asylum, given her cooperation in the previous mission. She’ll have to stay behind for debriefing.”
Exegara lowers her head, then speaks in her coarse whisper. ”My only wish is for the hate to subside. You lot have guided me through the first steps of that path. For that, I have an eternal debt of gratitude.” she manages what you could possibly mistake for a smile. ”… literally. Eternal. Heh.”
She is escorted away by the aides, and Arvin gives you a nod of his head. ”Make haste to Ulmarid, and there are further instructions that will be of use when you’re making your approach to the planet – pre-recorded messages, due to the lack of Drift beacons to facilitate long-range communication in the Vast.”
A few cycles later…
As the Odyssey drops out of the Drift to the beacon orbiting the system’s sun, you punch in the coordinates of Ulmarid, and after a few hours of in-system travel, you approach the desert planet.
Raia hits play on Venture-Captain Arvin’s pre-recorded holomessage, which flickers to life, and finds the small blue-tinted Venture-Captain standing on the bridge of the Odyssey with his hands clasped behind his back. "Hopefully your journey was uneventful. As I mentioned back on Absalom Station, we’ve obtained information about Ulmarid; The desert world has breathable atmosphere but is devoid of intelligent civilization. The cloud of asteroids completely surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer." The message flickers once more, like a campfire in the wind. "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."
At this point, it would be wise to scan the planet to acquire any more information you can possibly glean from it, and we’ll require a pilot to begin the descent.
Whoever wishes to act as Science Officer, make me a DC 15 Computers check to scan the planet’s surface.
Whoever wishes to take the role of Pilot, make me a DC 15 Piloting check to navigate the debris.
Whoever will sit in the Captain’s chair, you may make a DC 10 Piloting, or a DC 17 Diplomacy check to assist in the navigation. (+2 bonus to pilot’s check)
Everyone else can make a DC 15 Computers check to also aid in spotting incoming objects on a collision course. (also +2 bonus to pilot’s check)

![]() |

Korskal will slide into the pilot seat of there are no objections. "I took the chance to review some of my old training simulators from my stint in the service on our way out here. It's surprising how the old skills come back to you, it's all about situational awareness."

![]() |

Ian: According to the module, just the Piloting check. But hey, both rolls were so good, no help was even necessary. :)
Jaxen performs a cursory scan of the planet's surface, and finds that the volatile nature of the surrounding debris causes the shifting sands to experience sudden and ferocious storms of poisonous crystalline shards.
As well, Jaxen notes that the surface surrounding the Wayfarer consists of soft sand dunes, which makes a landing the heavy Odyssey all but impossible. The safest place that Korskal could set the craft down is about a half-hour's trek to the crash site.
Korksal's past training takes over, and he deftly avoids the dense scattershot of rocks and minerals that surround Ulmarid's outer atmosphere. Using the distress beacon as a compass, he finds the closest spot for entry, and weaves the Odyssey through the outer there without so much as a scratch.
The spacecraft touches down to a solid rock surface, and the exterior cameras take a good panoramic view of the surroundings. The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. Even though the planet has ample, breathable air, when the airlock door opens a harsh tang fills your nostrils, like burning metal.
Make me a Survival check for me, if you please.

![]() |

Ah, I understand your concern; you can certainly have the environmental seals on your armour engaged, but it's not necessary. The Survival check is not against the air itself, but merely to gain a quick grasp of the arid dunescape surrounding you once your boots are on the ground, and how best to traverse it.

![]() |

Ahh survival, one of those skills I one day hope to have ;)
Korskal will consider the terrain and try to remember similar hostile environments and what their threats were.
Survival: 1d20 ⇒ 9
Unable to narrow it down he just seeks a state of heightened vigilance in a place of obvious danger.
Maybe I'm presuming but I feel like a 9 won't do much on a check.

![]() |

Altronus Survival: 1d20 + 1 ⇒ (1) + 1 = 2
Ian Survival: 1d20 ⇒ 5
Raia Survival: 1d20 ⇒ 17
The planet's acrid air brings with every odd breath an unpleasant taste or smell. Otherwise, you find the trek to be unremarkable so far - about 15 minutes towards the crash site, Raia notices a sudden change in the winds.
On the horizon, you see a billowing wall of sand and detritus come ominously closer to your position. You gather that you've less than a minute to prepare for the buffeting of a poisonous crystalline storm just as Jaxen's surface scan warned of!
Thanks to Jaxen's scan, you know that the storm is poisonous, so I'll remind you of the plant bulbs to received as a reward from the ysoki in the vat garden act as a Tier-1 antitoxin. Consuming a bulb (there was one for each PC) would give you a +4 bonus to any saving throws against poison for 1 hour.
Raia's survival instinct allows her a +4 bonus to her saving throws to survive the storm, and her roll allows her to warn one other PC to the danger ahead and grant the same +4 bonus. So please indicate who you'd like to give the bonus to, then make the following checks;
I need three Reflex saves from each party member to avoid the densest clusters of crystals that are heading your way.

![]() |

Korskal will chew a bulb and then pass out a line of cable so no one gets lost in the storm. That done he'll hunker down to weather the shards of poison.
Ref: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
Ref: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Ref: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
I would have suggested Altronus, as he has the lowest bonus. But at this point I'd say Jaxen could use the help. Korskal will feel he can handle it even if he might not be quite as good, and the Technomancer is the only one left.

![]() |

As Korskal pointed out, Altronus has the lowest bonus, so we'll bestow unto him the +4.
Unfortunately, it didn't help too much. :(
1st Round:
Ian = 12 - PASS
Altronus = 10 - FAIL DMG: 1d6 ⇒ 5
Korskal = 21 - PASS
Jaxen = 13 - PASS
Raia = 15 - PASS
2nd Round:
Ian = 17 - PASS
Altronus = 10 - FAIL DMG: 1d6 ⇒ 3
Korskal = 10 - FAIL DMG: 1d6 ⇒ 4
Jaxen = 20 - PASS
Raia = 12 - PASS
3rd Round:
Ian = 25 - PASS
Altronus = 16 - PASS
Korksal = 16 - PASS
Jaxen = 17 - PASS
Raia = 19 - PASS
Korksal, the +4 bonus from consuming the pod does not assist with the Reflex saves, but they will help with the Fortitude saves in the next part.
A wave of poisonous crystal shards comes billowing towards the group, and buffets you. Although there is low visibility within the storm, you take note of large pieces of the crystal as they fly toward you, and you try your best to avoid them. Altronus is hit by one of these shards, and takes 5 piercing damage.
A second wave washes over you, and again, large shards whip every which way around you. Altronus and Korskal are caught by serrated fragments, and take 3 and 4 damage, respectively.
A third and final wave beats down upon the group, but by this time, everyone is used to the pattern of the crystalline projectiles, and manages to dodge each one.
Altronus, DC 12 Fort save: 1d20 + 3 ⇒ (3) + 3 = 6
Korskal, DC 12 Fort save: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
The sudden storm of poisonous crystals ends as quickly as it began. Altronus, his suit's environmental seals failing him, feels lethargic from the shatterstorm's toxins.
(Altronus gains the encumbered condition (regardless of the weight carried) for 1 hour).
I'll let you guys have a breather to triage or rest if needed before continuing along to the crash site. It lies just over a dune or two, and is within a hundred meters or so. What do you do?