
DM Kludde |

Shar levels the gunsight on the flight-suited woman, and pulls the trigger, put the recoil puts the aim off.
The woman returns fire, trying to suppress fire from Iseph, while the thug swings wildly at the Vesk in front of him.
Laser Gun, Iseph: 1d20 + 6 ⇒ (7) + 6 = 13
Hammer, Obo: 1d20 + 6 ⇒ (1) + 6 = 7
Iseph/Zefram, would it be possible to put some basic stats up in your tag line? I'm assuming a miss.
---
Obozaya
Iseph
Savoy
Shar
Mnamae + T771-M4
---
Exegara (7)
Baddy (5)
----

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After checking the charges left in his laser Savoy moves forward and puts some blocking statue between him and one of the opponents as he takes aim at one of the baddies
To hit EAC Baddy: 1d20 + 2 ⇒ (14) + 2 = 16
Fire damage if hit: 1d4 ⇒ 2

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With one more of the thug taken down, Mnamae-6 shifts his drone's attention at the woman. He taps a few quick commands through his rig, directly T771-M4 to move towards her and attack. Meanwhile Mnaemae-6 continues firing at the thug.
azimuth laser rifle vs green EAC: 1d20 + 3 ⇒ (8) + 3 = 11 fire dmg: 1d8 ⇒ 2
Move action to activate master control, to grant move action to drone.

T771-M4 |

T771-M4 moves as directed, moving as close it could to the woman, before attempting to stick its pike into her.
tactical pike: 1d20 + 4 ⇒ (14) + 4 = 18 dmg: 1d8 + 2 ⇒ (7) + 2 = 9

DM Kludde |

Savoy fires at the last thug, while Iseph catches the thug off-guard for another hit, bringing to the ground. Mnamae takes a sloppy shot at the woman, before T771 hits her with the tactical pike, which is enough to cause the woman to collapse.
Combat over
Upon closer investigation, the woman turns out not to be human at all, but a - now lifeless - ghoul. She was holding a bag in which she collected bones and skuls that were being used as fertilizer in the garden. She also carried a datapad, which is password protected (because fingerprints are somewhat unreliable for a decaying ghoul)
Give me a computers check if you want to get something meaningful from it

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Shar finishes her climb down the steps to investigate the baddies, snatching up the datapad with an excited "Oooh. Shall we read her diary?". With a grin, she starts carefully breaking her way into it.
Taking 10 on the computers check, for a total result of 19.

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While Shar and Savoy focuses on the datapad, Mnamae-6 moves to each of the fallen enemies, doing what he can to stabilise their wounds to prevent them from dying. As a medical doctor, he is simply unable to just let their lives terminate prematurely like this, even if they did attack first.
stabilise woman: 1d20 + 8 ⇒ (8) + 8 = 16 Hmm, not sure if I can stabilise an undead...
stabilise baddy 1: 1d20 + 8 ⇒ (8) + 8 = 16
stabilise baddy 2: 1d20 + 8 ⇒ (2) + 8 = 10
stabilise baddy 3: 1d20 + 8 ⇒ (12) + 8 = 20

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Mnamae-6 looks up briefly while tending to the wounds, wondering why Savoy is asking what he thought was something rather obvious and necessary, saving lives. He understands that organics sometimes have double meanings in their words, but since in this case, he is unable to figure that out, he just replies honestly, "I'm a doctor. I'm keeping them alive," before returning to work.

DM Kludde |

The undead woman is beyond rescue, but the three thugs are stabilised before they become garden fertilizer. They are all unconscious, though.
Savoy, meanwhile, mutters something about injecting the buffer, while Shar cracks the password. It contains the personal journal of a woman called Exegara, who was only recently recruited into the Eoxian Corpse Fleet. She traveled aboard a vessel called the Endless Threnody. Her journal mentions picking up the distress call of a Starfinder vessel.
The Corpse Fleet ship traveled to the Starfinder vessel’s crash site on a desert planet and acquired several treasures, including the Starfinder insignias. Before the Endless Threnody could get into the Drift, it was surprised and crippled by a pirate ship identified as the Lawblight. The Endless Threnody now floats in the Drift, unable to leave, and Exegara was dispatched to acquire repair materials.
Exegara’s datapad shows the Endless Threnody’s current location. Altough it doesn't mentioned the location of the Starfinder vessel, it is clear that information must be stored in the Endless Threnody's onboard computer.
----
Following this success, it is straightfoward to contact Arvin by holo-missive. He is pleased to hear of the quick success. Please meet me at the docking bay in Arm-3 of the station. Oh, and keep hold of those insignia for now, they may prove useful to you.
----
Venture-Captain Arvin stands next to the entry ramp of a sleek-looking starship. He waves his hands over the side of the starship affectionately. “This is the Loreseeker, a Pegasus-class ship that’s one of the fastest and lightest in the Society’s fleet.
“Thanks to your research, we now know that the Unbounded Wayfarer, was discovered by undead creatures from a starship called the Endless Threnody. We’ve pulled some strings with our more reputable Eoxian contacts to get more information, but they’ve disavowed knowledge of the Endless Threnody entirely; this likely confirms our suspicions that the Endless Threnody is connected with the Corpse Fleet, a group of Eoxian separatists who refuse to work alongside the living.
“We have the location of the Endless Threnody in the Drift, courtesy of that ghoul you tracked down. Its Drift engine is incapacitated, so it’s unable to escape the Drift. Take the Loreseeker into the Drift, cripple the Eoxian ship—as a Corpse Fleet vessel, they won’t be open to negotiations—and recover the location of the lost Starfinder vessel.”
Any questions?

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In his usual rather mechanical voice, Mnamae-6 asks, "Can you tell us more about the ship we would be piloting?"

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"So cripple an enemy ship..board it and access their computers to download the location of the Starfinder ship.....do we know anything about the offensive and defensive capabilities of the Endless Threnody? What type of class is it?"

DM Kludde |

The guards were hired mercenaries. Desperate ones, if you ask me. Of the ship that Exegara served, we only know that its Drift engine is damaged, so it’s unable to leave the Drift. The fact that its agent was prevented from acquiring replacement parts means its Drift engine is probably still ffline. But you should assume that its armaments and other systems are operational. As a freighter, it’s unlikely to be bristling with weapons, but be careful.
I have downloaded a spec sheet of the Loreseeker onto your data pad. (See handout). I'd suggest you make sure you known your roles aboard the ship. You will have some time to adjust to life on board while travelling through the Drift, but make sure you are ready once the Threnody comes into view.
I have put up an overview of space combat and the roles each can take. You can switch roles, even during combat (as long as you only take one action per round total)
How would you want to divide roles aboard the ship?

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"I am well-versed with things mechanical, being one myself. I would be equally comfortable managing the engineering or science officer role. If need be, I can be a moderately competent pilot or gunner."
engineer +9, science officer +9, pilot +7, gunner +4

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It seems captain is about the only thing Savoy would be decent at..diplomacy +6 , bluff +6+expertise for another +1d6..so maybe able to taunt the enemy and after that try to help out where we feel it's needed to aid someone on their check

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Yah, the envoy is pretty much set up to be captains for starship battles. Zefram Cochrane (Iseph) is clearly the pilot. There is overlap among Mnamae-6, Raia and TRS-80 for engineering and science officer. But seeing how Mnamae-6 has the best gunnery among the 3 here, I'll let him be the gunner together with Obozaya. Raia has the best computer, i.e. science officer, and TRS-80 can be the engineer. Just my suggestion for optimal party configuration. Is that ok with everyone?

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Science Officer is good for me. :)
Shar smiles as she walks around the ship critically examining whatever she can she, before quite dramatically, "Onward! To the undiscovered country." as she boards the ship and goes straight to a terminal to see the computer.

DM Kludde |

Scan, Party: 1d20 + 11 ⇒ (1) + 11 = 12
Scan, Enemy: 1d20 + 7 ⇒ (4) + 7 = 11
Upon arrival at the downloaded location, space is an empty void. A thorough scan of the vicinity reveals the presence of a large ship.
The Eoxian ship has sustained some significant damage, most the result of a direct attack.
The Eoxian freighter is a massive vessel made of bone and steel. The front of the ship is a single enormous red lens, appearing as a sullen, bloody eye. The ship bristles with bone protrusions, as though it were some horned, skeletal beast. Some of the bones are charred and broken, indicating past battle damage. Laser cannons protrude from the front and sides of the freighter; but its rear weapon mounts are a twisted wreck. Gaps between the bones show the ship’s interior, but this is not from battle damage—this ship was never intended to accommodate living creatures.
The captain hails the Starfinder crew, and speaks So good of you to deliver the skulls we need for our repairs before he ends the communication.
----
Red Alert! Hostile ship ahead. Fortunately, the Loreseeker is in an advantageous position. I have put up the combat map in the handout, as well as a description of the phases of combat. I'm going to resolve the phases on after the other, but you can before your orders/actions ahead of time (for example, a gunner can just say 'if the enemy is within range, I fire', and then put the attack roll in a spoiler. That way, we can keep the flow and action alive.
Note that you are not glued to your seat, so you can change position and role within the ship. You have only one action per round (one round is three phases), though. When you post your action, please indicate your role, your phase and your action, that makes things a lot easier for me.
----
Round 1
Shields up
No damage to report
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

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Mnamae-6 calmly directs Obozaya to take controls of the turret guns while he sits, directing the rest. As soon as he is able to, he takes control of the relevant arc gun and fires away at the enemy ship.
Obozaya, I think we have the same gunnery bonus of +4, so it doesn't really matter who takes the main weapon. But Mnamae-6's personality will have him deferring to the menacing vesk. :)
GM, Loreseeker computer also provides 2 +1 bonuses per round. How do we decide who takes it?
whichever arc light laser cannon (except rear): 1d20 + 4 ⇒ (19) + 4 = 23 dmg: 2d4 ⇒ (2, 2) = 4

DM Kludde |

Piloting: 1d20 + 8 ⇒ (10) + 8 = 18
Loreseeker moves first, then Threnody. @Zefram: can you tell me how you want to move?
As for the +1 bonuses: first come, first serve, but feel free to discuss among yourselves
The starship computer beeps please enter coordinates
----
Round 1
Shields up
No damage to report
---
Engineering phase: ___
Helm phase: Loreseeker to move, then Threnody
Gunnery phase: ___
---
Shar
Mnamae - Stay... on... target...
Savoy
Obozaya
Iseph
---

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"May i suggest we keep to the aft of the enemy ship. It seems that its rear weapons are wrecked in a previous battle. Also the effective range of our front and side weapons are short so closing the distance would be advantageous."

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Not 100% sure I'm doing this correctly but I think; I can taunt in any phase..so doing it now. I'll use it on their gunnery. I'll do it by push - which I think means I can only do it while we have undamaged communications..which we should since we didn't get hit. Since it's a push it give a -4 instead of a -2 and it will last for 1d4 rounds
'Open hailing frequencies"
"Attention Eoxian ship; prepare to face our broad side. We will provide you with the biggest target since you are going to need it with your lousy targeting skills. Loreseeker out."
After that Savoy motions to have the communication shut off
Bluff for taunt DC = 15+(2* ship tier): 1d20 + 6 + 1d6 ⇒ (17) + 6 + (1) = 24
Duration: 1d4 ⇒ 2
"Crew, fire at will"
And after this I think I'm down to trying to give someone a +2 to their skill
I just realized that guns have a range..and that it might take a round or 2 to even get within firing range..so I will only do this when I think there will an exchange of gun fire

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Savoy, what it means is that taunt is a push action, which among other things, can't be used if life support is malfunctioning or worse. If you're successful, they take a -2 penalty for most actions, but take a -4 if they take a push action. As for range, while the laser cannons have short range, ie 5 hexes, it can still try to hit albeit with range penalties. I think our coilgun is long range so not a problem.
Zefram, if you're not using stunt actions to do any fancy flying, you might still want to do the evade stunt. If successful we get +2 to AC.

DM Kludde |

Piloting: 1d20 + 8 ⇒ (14) + 8 = 22 Vs DC 19
The Loreseeker closes in on the rear side of the Eoxian ship, which reacts by firing up its thrusters. It look to flee for a moment, until it spectacularly flips upside down, the glowing business end of its forward laser cannon pointed at the Loreseeker.
Encourage: 1d20 + 6 ⇒ (1) + 6 = 7
Laser Cannon: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 204d8 ⇒ (3, 5, 1, 1) = 10
Shar/Science Officer can still make an action, and I'll need a Gunnery roll from Obozaya
----
Round 1
----
Loreseeker:
Shields up
No damage to report
---
Enemy:
-2 to gunner phase (-4 is push) (2 rounds)
---
Engineering phase: Savoy taunted, Shar
Helm phase: Both vessels moved
Gunnery phase: Mnamae and Obozaya in gunnery positions
---
Shar
Savoy - 'That's what she said'
Iseph - Rush for the kill
Mnamae - Stay... on... target...
Obozaya
---

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You can crit..which seems to do something else then just extra damage, I'll put the rules in a spoiler block so we can look/discuss them
Starship systems can take critical damage, causing them to
become less functional and eventually stop working altogether.
Critical damage is scored whenever a gunnery check results
in a natural 20 on the die and damage is dealt to the target
ship’s hull. The critical range is expanded to a natural 19 or 20
on the die if the target starship was the subject of a successful
target system science officer action (see page 325).
Critical damage is also scored whenever the target starship’s
hull takes damage that causes its total amount of damage to
exceed its Critical Threshold (see page 292) or a multiple of
that threshold. For example, a starship with 100 Hull Points and
a Critical Threshold of 20 takes critical damage each time its
total amount of Hull Point damage exceeds 20, 40, 60, 80, and
100 points (and so on). An individual attack does not need to
deal more than 20 damage to score critical damage against this
starship; it just needs to be the attack that pushes the starship’s
total damage above a multiple of its Critical Threshold.
A starship can take critical damage even when its total Hull
Points are below 0.
Critical Damage Effect
When critical damage is scored, the attacking PC should roll on the
table below to randomly determine which of the target starship’s
key systems is hit; that system gains a critical damage condition
(see below), with the effect listed on the table. If the system isn’t currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions.
To determine which system is affected, roll d% and consult
the table below. If a system already has the wrecked condition
(or in the case of the weapons array, if all weapon arcs have the
wrecked condition), apply its critical damage to the next system
down on the chart. If you reach the bottom of the chart, instead
deal damage to one of the crew (as described below).
D% SYSTEM EFFECT
1–10 Life support Condition applies to all captain actions
11–30 Sensors Condition applies to all science
officer actions
31–60 Weapons array Randomly determine one arc containing
weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)
61–80 Engines Condition applies to all pilot actions
81–100 Power core Condition applies to all engineer actions
except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions
(see Critical Damage Conditions below).
There's more..but it seems you get to roll a % dice now
"What can you tell us about the enemy ship Shar?"

DM Kludde |

Shar scans the enemy vessel and starts rattling off information: Endless Threnody, Large Heavy Freighter, crew complement of 10, but only six occupants at the moment. Speed of 6 with average maneuvrability (turn 2). All shields look to be down.
Isetsuna fires off a salvo and manages to hit the engines just as the ship is about to turn, with Mnamae getting in a salvo as well. As the large vessels turn its nose towards the loreseeker, a direct hit causes the front shields to flare up brightly.
Crit: 1d100 ⇒ 72
----
Round 2
----
Loreseeker:
Shields up, front shields 10
No damage to report
---
Enemy (12):
-2 to gunner phase (-4 is push) (1 round)
Engines Hit
---
Engineering phase:
Helm phase:
Gunnery phase:
---
Shar
Savoy
Iseph
Mnamae
Obozaya
---

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Encourage a gunner for a +2 to hit: 1d20 + 6 ⇒ (15) + 6 = 21 I think this comes in the gunnery phase
"Fire, fire, fire!"
"..also, maybe someone should look into fixing our shields"
I have a question about our 10 damage to the shields btw, from the rule book our AC should be AC = 10 + the pilot’s ranks in the Piloting skill + the ship’s armor bonus + modifier based on the ship’s size + bonuses and penalties from successful or failed stunts and actions. It seems our pilot has a +10 piloting check..so our armor should be 10+10+other stuff..I assume it's the 13 listed in the ships stat block+10 since we have MK 3 armor..and I gave the enemy a -4 to hit with my taunt (since I did it as a push)...I don't think we got hit...unless I'm missing something? Did we try to stunt and fail?

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Mnamae-6 winces when the Loreseeker is hit, taking down the front shields. As soon as the ship gets into position, Mnaemae-6 activates the specific arc weapon and fires again at the Endless Threnody.
whichever arc light laser cannon (except rear): 1d20 + 4 ⇒ (8) + 4 = 12 dmg: 2d4 ⇒ (3, 2) = 5

DM Kludde |

I need a computers check from Shar to rebalance shields
Enemy pilot: 1d20 + 8 ⇒ (3) + 8 = 11
Iseph tries to steady the ship after the first impact, while the Endless Threnody moves up to the starboard side, the massive laser cannon at point-blank range.
Tell me how you want to move
----
Round 2
----
Loreseeker:
Shields up, front shields 10
No damage to report
---
Enemy (13):
-2 to gunner phase (-4 is push) (1 round)
Engines Hit
---
Engineering phase: Rebalance shields
Helm phase: Piloting (13)
Gunnery phase: +2 to hit for Obo. Mnamae fires.
---
Shar - Rebalance shield (check needed)
Savoy - Fire!
Iseph - Piloting - please enter course
Mnamae - Guns!
Obozaya
---

Ietsuna Obozaya |

Obozaya launches another volly from the turret gun.
Turret Gun: 1d20 + 1 + 3 + 2 ⇒ (14) + 1 + 3 + 2 = 20 Damage: 4d4 ⇒ (4, 1, 2, 2) = 9