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Kima will move around the catwalk of the structure and draw the pistol from her belt.

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Shiohn moves down the ladder in front of her and draws her lazer pistol.
"I was hoping it would not come to this, at least not so soon..."

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Vorda moves into the room, drawing his semi-auto pistol takes a shot at Yellow.
"Time for some action!!"
50% miss chance 1d100 ⇒ 94
1d20 + 2 ⇒ (13) + 2 = 15
Piercing Damage: 1d6 ⇒ 3

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Vodra, we can assume that you had your pistol drawn before arriving, if you'd like - SFS kept that one little annoying thing from PFS about not being able to draw your weapon as part of a move until you have a +1 BAB, but I'm not gonna stress about it :)
Vodra's shot rings out and strikes the Yellow mercenary as the rest of you take shots and move into position!
The Yellow merc turns and takes a shot right back at the shirren who shot him, while the Blue merc drops his laser and draws his own assault hammer, swinging at Salamander!
Yellow Laser Pistol: 1d20 + 3 ⇒ (14) + 3 = 17 vs. EAC
50% Miss Chance: 1d100 ⇒ 20
Fire Damage: 1d4 ⇒ 3
Blue Hammer Time: 1d20 + 6 ⇒ (6) + 6 = 12 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
The laser strikes another plant, while the hammer bounces off the vesk's armor!
ROUND 2
Salamander
Exegara
Green Merc
Kitkul
Vodra
Zez'ka
Kima
Shiohn
ROUND 3
Yellow Merc (3 damage)
Blue Merc
Salamander is up!

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Salamander may be outnumbered but he is not out matched! Trusting that his luck and armor will hold up long enough, he stays in position and focuses his attention on the Mercenary in front of him (blue).
attack: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 2 ⇒ (1) + 2 = 3

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Salamander's strike lands true, hurting the blue merc!
Seeing that others of you are getting into the vat, the green merc tries an Acrobatics check to disengage from the vesk!
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16 DC = 15 + 1.5 x Enemy CR (16)
He barely slips away, then closes in on Zez'ka, swinging his assault hammer to protect his paycheck!
Green Hammer Time: 1d20 + 6 ⇒ (1) + 6 = 7 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
His steps were light, but his hammer didn't collaborate with those movements.
Meanwhile, the ghoul in back takes two pot-shots with her laser at the formian on the platform above!
Full-Attack Laser 1: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 vs. EAC
50% Miss Chance: 1d100 ⇒ 40
Fire Damage: 1d4 ⇒ 2
Full-Attack Laser 2: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 vs. EAC (uh oh!)
50% Miss Chance: 1d100 ⇒ 80
Fire Damage: 1d4 ⇒ 2
Critical Burn + Fire Damage: 1d4 ⇒ 1
The first shot is horribly wide, but the second one is a critical hit!
ROUND 2
Kitkul (3 damage & literally on fire!)
Vodra
Zez'ka
Kima
Shiohn
ROUND 3
Yellow Merc (3 damage)
Blue Merc (3 damage)
Salamander
Exegara
Green Merc
Kitkul, Vodra, Zez'ka, Kima, and Shiohn are all up!
Kitkul, at the start of your turn, you take 1d4 ⇒ 1 more points of Fire damage.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

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The blast hits Kitkul on the lower abdomen, causing it to grunt in pain and look back to see that is it on fire!
It runs toward the Eoxian attempting to block the ladder, hoping the movement will douse the flames. As it gets there it attempts to shoot it one more time at the Eoxian.
Attempting to shoot Eoxian again: 1d20 + 2 ⇒ (14) + 2 = 16 to hit EAC
Percent miss chance, >50% is a hit: 1d100 ⇒ 55
Fire damage: 1d4 ⇒ 4
End of round roll DC 11 Reflex to stop buring
Reflex Save: 1d20 + 1 ⇒ (6) + 1 = 7
Kitkul' abdomen is still on fire.

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Shiohn looks up at Kitkul with concern, and then takes a guarded step (I think that's what it's called?) away from the green merc. She fires a single shot at him with her lazer pistol.
Pistol vs. Green: 1d20 + 1 ⇒ (13) + 1 = 14
Miss Chance 20%, if applicable: 1d100 ⇒ 39

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50% if you're shooting into the vat from outside or vice versa, 20% if you're more than 10 feet away. From where Shiohn is, no concealment at all!
Shiohn's laser hits the green merc!
Fire Damage: 1d4 ⇒ 3
Meanwhile, even while literally on-fire, Kitkul manages to hit the ghoul with a laser blast as well!

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After dodging the clumsy hammer blow from the man behind her, Zez'ka spins, taking aim at the green mercenary with her pistol--only to draw her knife in her other hand and stab at him!
Attack vs. KAC: 1d20 + 3 ⇒ (13) + 3 = 16
Slashing Damage: 1d4 ⇒ 4
"Sorry!"

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Vodra takes another shot w/semi-auto pistol from his position at Yellow.
"Vodra loves to dance!!!"
Piercing damage vs. KAC 1d20 + 2 ⇒ (19) + 2 = 21
Damage 1d6 ⇒ 1
50% miss chance 1d100 ⇒ 40

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Zez'ka hits the merc cleanly with her knife, but Vodra's shot gets deflected by plant-matter!
Kima (botted by request this round) advances a bit more along the ledge and then concentrates, launching a telekinetic projectile spell at the Green merc!
Attack: 1d20 + 1 ⇒ (15) + 1 = 16 vs. KAC
50% miss chance: 1d100 ⇒ 22
Bludgeoning Damage: 1d6 ⇒ 2
but the piece of debris gets caught up in the plants of the vat!
The Yellow merc takes a guarded step back and fires at Vodra, while the Blue merc continues to swing his hammer at Salamander!
Yellow Laser Pistol: 1d20 + 4 ⇒ (14) + 4 = 18 vs. EAC
50% miss chance: 1d100 ⇒ 53
Fire Damage: 1d4 ⇒ 2
Blue Hammer Time: 1d20 + 6 ⇒ (6) + 6 = 12 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Vodra is singed, but the vesk's armor continues to deflect the hammer blows!
ROUND 3
Salamander
Exegara (4 damage)
Green Merc (7 damage)
Kitkul (4 damage & Burning) (+2 on next Reflex Save)
Vodra (2 damage)
Zez'ka
Kima
Shiohn
ROUND 4
Yellow Merc (3 damage)
Blue Merc (3 damage)
Salamander is up!

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Salamander swings again at the Merc (blue) in front of him. He's got put this guy down so he can get to real target!
attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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Salamaner's swing goes wide!
Exegara moves away from the burning ant and takes a shot at Kima, while the Green merc swings at the knife-wielding Zez'ka!
Ghoul Laser: 1d20 + 6 ⇒ (12) + 6 = 18 vs. EAC
50% Miss chance: 1d100 ⇒ 33
Fire Damage: 1d4 ⇒ 3
Green Hammer: 1d20 + 4 ⇒ (9) + 4 = 13 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Both miss their targets!
Kitkul continues to burn for 1d4 ⇒ 3 fire damage!
Kitkul: DC 13 Reflex Save at the end of your turn to put it out unless you want to do something during your turn to adjust the circumstances.
ROUND 3
Kitkul (7 damage & Burning) (+2 on next Save vs. Burning)
Vodra (2 damage)
Zez'ka
Kima
Shiohn
ROUND 4
Yellow Merc (3 damage)
Blue Merc (3 damage)
Salamander
Exegara (4 damage)
Green Merc (7 damage)
Kitkul, Vodra, Zez'ka, Kima, and Shiohn are up!

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Zez'ka dekes and dodges in place, moving this way and that. Her antennae twitch around and her arms flail erratically. It's a strange sight, akin to someone dancing in place while on fire. Suddenly, in the midst of a one legged leap and twist with her gun hand in the air she thrusts her dagger hand out at the green mercenary, striking at him from an odd, unexpected angle!
Trick Attack: Acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21
Attack vs. KAC: 1d20 + 3 ⇒ (18) + 3 = 21
Slashing Damage: 1d4 ⇒ 4
Trick Attack Damage: 1d4 ⇒ 2

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Zez'ka's moves trick the Green merc into losing his balance, and then her dagger strikes him right in the solar plexus, causing him to collapse in a heap!
Green Merc is down!

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While Kitkul really wants to help its allies....it realizes that the fire just won't go out on its own.
It squats down on its four legs and then rolls around, attempting to smother the fire.
End of round roll DC 13 Reflex to stop burning.
Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14
+1 Reflex, +2 for 2nd round on fire, +4 for full action doing nothing except smothering fire
Kitkul puts out the fire--barely--while taking only a little more fire damage.

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Shiohn moves up past the now unconscious green merc, giving Zez'ka a quick nod as she gets around the machinery in the middle of the vat. "Well done, Zez'ka!" She then raises her pistol and takes aim at the blue merc that is facing off with Salamander.
Attack with pistol: 1d20 + 1 ⇒ (4) + 1 = 5

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Kima sees the opportunity of their mark seemingly undefended, and will take aim.
Attack with Pulsecaster Pistol: 1d20 + 1 ⇒ (9) + 1 = 10 vs EAC
50% miss chance: 1d100 ⇒ 72
Non Lethal Damage: 1d4 ⇒ 1

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Vodra shrieks in pain!!!
“It burns us!!!”
Takes another shot with semi pistol at yellow
Shot
1d20 + 2 ⇒ (16) + 2 = 18
Miss chance
1d100 ⇒ 4
Damage
1d6 ⇒ 1

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Kitkul manages to put the fire out. Kima's shot hits Exegara, but doesn't seem to actually do anything!
Given how this quest is written, it's almost intentional that they don't want/expect PCs to know
this, but your characters have now learned that undead are immune to nonlethal damage.
Vodra's and Shiohn's shots go wide.
The dice are really making this drag...
The Blue merc swings desperately, trying to hit salamander before he gets totally surrounded, while the
Yellow merc turns and attempts a full attack, firing once at Vodra and once at Zez'ka!
Blue Hammer: 1d20 + 6 ⇒ (6) + 6 = 12 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Yellow Laser 1: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 vs. Vodra's EAC
50% miss chance: 1d100 ⇒ 11
Fire Damage: 1d4 ⇒ 2
Yellow Laser 2: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2 vs. Zez'ka's EAC
20% miss chance: 1d100 ⇒ 78
Fire Damage: 1d4 ⇒ 2
But all the attacks miss!
ROUND 4
Salamander
Exegara (4 damage)
Green Merc (13 damage, 0 RP) (Dead)
Kitkul (7 damage)
Vodra (2 damage)
Zez'ka
Kima
Shiohn
ROUND 5
Yellow Merc (3 damage)
Blue Merc (3 damage)
Salamander is up!

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Grabbing his sword with both hands (I don't think this actually does anything mechanically) Salamander is determined to take this merc down!
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 3 ⇒ (5) + 3 = 8

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Sorry all, was offline all day. And yep, I wish 2-handing was more like PFS, but apparently it isn't, Salamander.
Salamander strikes a powerful blow on the blue mercenary, causing him to reel, but he somehow remains standing!
Exegara takes a shot at Kima followed by a guarded step deeper into the foliage.
Undead Laser: 1d20 + 6 ⇒ (2) + 6 = 8 vs. EAC
50% miss chance: 1d100 ⇒ 66
Fire Damage: 1d4 ⇒ 4
The shot zings just a bit wide!
ROUND 4
Kitkul (7 damage)
Vodra (2 damage)
Zez'ka
Kima
Shiohn
ROUND 5
Yellow Merc (3 damage)
Blue Merc (11 damage)
Salamander
Exegara (4 damage)
Green Merc (13 damage, 0 RP) (Dead)
Kitkul, Vodra, Zez'ka, Kima, and Siohn are up!

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Kitkul quickly scurries down the ladder, hoping that it isn't an obvious target while doing so. As soon as it's legs hit the ground, a bluish mace appears in its hand.
At the end of the move (15' down as difficult terrain) as part of that move action Kitkul forms its stellar weapon (has a +1 BAB).
Once on the ground, it takes a shot at yellow merc with the laser pistol in its other hand.
Shooting at Yellow Merc: 1d20 + 2 ⇒ (5) + 2 = 7 to hit EAC
Percent miss chance, >20% is a hit: 1d100 ⇒ 72
Fire damage: 1d4 ⇒ 4

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Zez'ka dashes back into the fray, weaving through the plants and ducking branches. She thrusts her dagger at the yellow mercenary.
Trick Attack: Acrobatics: 1d20 + 11 ⇒ (1) + 11 = 12
Attack vs. KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Slashing Damage: 1d4 ⇒ 3
Trick Attack Damage: 1d4 ⇒ 4
"Greetings! If you do not die I recommend surrendering so we can be friends! Hopeful!"

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Vodra being frustrated with having the higher ground and not being able to hit, scurries down the ladder and takes a shot at the yellow merc
Shot w/semi-auto pistol vs. KAC: 1d20 + 2 ⇒ (4) + 2 = 6
20% Miss Chance: 1d100 ⇒ 28
Damage: 1d6 ⇒ 1

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"Well that's unfortunate." Kima notes as she stows the pistol away.
She raises her hand to aim the telekinetic projectile spell aiming at Exegara.
Attack: 1d20 + 1 ⇒ (11) + 1 = 12 vs KAC
Miss Chance: 1d100 ⇒ 57
Damage (bludgeoning): 1d6 ⇒ 3

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Shiohn takes another shot at the blue merc with her pistol.
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Fire Damage: 1d4 ⇒ 1

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Kitkul and Vodra shoot a little wide, but Shiohn, Kima, and Zez'ka all find their targets.
The Yellow merc drops his pistol as he draws his assault hammer, swinging it at Zez'ka, while the Blue merc does the same at Salamander!
Yellow Hammer: 1d20 + 6 ⇒ (9) + 6 = 15 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Blue Hammer: 1d20 + 6 ⇒ (9) + 6 = 15 vs. KAC
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Zez'ka dodges the blow, but Salamander is hit hard!
ROUND 5
Salamander (7 damage)
Exegara (7 damage)
Green Merc (13 damage, 0 RP) (Dead)
ROUND 4
Kitkul (7 damage)
Vodra (2 damage)
Zez'ka
Kima
Shiohn
ROUND 6
Yellow Merc (6 damage)
Blue Merc (12 damage)
Salamander is up!

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"I assume that by swinging a hammer at me that your response to my offer of friendship is negative?" Zez'ka asks the mercenary and she dodges his swing. "Sad!"

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Still reeling from the blow he just received, Salamander slashes at the Blue Merc with as much force as he can muster.
Aaaarrgggg
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Salamander scores a critical hit!
Crit Damage: 1d8 + 3 ⇒ (2) + 3 = 5
The vesk's sword cuts the Blue mercenary down, which prompts the last mercenary to surrender! Once that happens, Exegara also gives up (but only because one of you had made the offer of surrendering as an option, so well done all around in spite of the bad dice!) meaning you are now out of combat!
Moments later, the Ysoki owners of the Vat Garden return with station security in tow. All of them are thankful that you dealt with the would-be-thieves, and the Ysoki provide each of you with a plant bulb as a reward. When chewed, each of these bulbs functions as a Tier 1 Antitoxin.
GM Note: Any gear you find during these quests can be used for free during the rest of the quests, but then go away / go to your chronicle sheets at the end of the adventure.
The three mercs each had an assault hammer (3 total) and an azimuth laser pistol (3 total). Exegara has an azimuth laser pistol and a set of flight suit stationwear armor.
Before being taken away by station security, she answers your questions.
She explains that she was only recently recruited into the Corpse Fleet and knows little of their activities. She traveled aboard a vessel called the Endless Threnody that picked 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. Although Exegara does not know the coordinates of the crashed Starfinder vessel (or even the name of the world it was on), she knows those coordinates are in the files of the Endless Threnody’s navigational computer.
Venture Captain Arvin is pleased with how quickly you followed up on this lead. He asks for you to follow this mystery further by finding the Endless Threnody, and tells you to meet him in one of the Society's hangar bays in one hour. He also encourages you to keep the Starfinder insignias for now, and explains their basic function — you might need the insignias in the future.
You have completed Quest 1 of 5: "Station" - Quest 2 will begin shortly!

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One hour later...
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.
“We know that a lost Starfinder vessel, 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.”
Before you embark, however, he will answer any questions you might have.

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"Do we think the Endless Threnody would be openly hostile due to Exegera was coming back for supplies? Is there a way that we can perhaps be those returning or will their refusing to work alongside the living negate that possibility?" Kima asks.

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Arvin nods and replies, “The Corpse Fleet consists of violent separatists who view living creatures as chattel and prey. I would prepare for a fight, not a negotiation. If they’re willing to talk, be prepared for treachery.”

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Can we take 10 and use a resolve point to heal our stamina and also recharge our batteries? Also, I will take the Tier 1 Antitoxin, but I don't see any need for the other items...except maybe a battery from one of the laser pistols if there are "extra" at the end.
Kitkul speaks up."Venture Captain Arvin. What kind of Eoxians could we encounter? One has heard of powerful spellcasters and even creatures of immeasurable power. Do you have a basic codex of normal Eoxians and what the Corpse Fleet uses as shock troops?"

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You can use Resolve after a 10 minute rest to regain Stamina, yes, but you also think that you will be on board a ship for the next several (at least 1d6) days, so rest won't be a problem. Also (GM hint) taking 1 Antitoxin each might be a good idea - who knows if you might need it some day!
Fun note: From a ruling Thurston gave, any time you are in a Starfinder Society facility or ship for an extended period, you are considered to have enough time to recharge your own powered items for free without having to expend resources! You can also craft tech/magic items in the middle of adventures (time-permitting) if you have the appropriate skills and materials to do so, since the Lorespire Complex and Pegasus-class vessels have tech. labs!
Arvin responds, "Given Exegara's own nature, I would suspect you may encounter more of her kind in terms of 'power' - zombies, skeletons, and ghouls. Those are the standard types of undead found aboard most Corpse Fleet vessels of the Endless Threnody's size."

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Kima will take one of the Antitoxin "bulbs" for herself, and one of the pistols. If there are any left behind she'll keep them on hand as backups.

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"Anything we should pick up that will be more effective against them than standards? It seems Nonlethal did not bother them at all, is there something that will be more effective against them?" Kima replies looking down briefly at the AbadarCorp credit chip.

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Arvin shrugs as he leaves you to your ship, "It sounds like you'd best do some research during your voyage. Good hunting, Starfinders."
Bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, nonlethal damage, and any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
Once you depart Absalom Station, you enter the Drift and fly for 5d6 ⇒ (5, 3, 3, 1, 2) = 14 days before nearing your destination. During this time, since you know you will be entering combat with the Corpse Fleet vessel, it is time to select what ship-board roles you will take!
~~~~~
Please check the Discussion tab to see how your GM likes to run PbP Starship Combat - it's a little different than in-person, but I find that it helps make things smoother and faster in the PbP format. Thanks!

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Mysticism on all things Undead: 1d20 + 3 ⇒ (13) + 3 = 16
Kitkul will impart whatever it knows (the DC 5 and DC 10) to the rest of the party on what it has heard about the antithesis of the living.

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Zez'ka claps her hands in glee when Exegera finally surrenders. "Oh, wondrous! I much prefer making friends to killing people! JOY!"
She listens to the information from Exegera with a ponderous clack of her mandibles. "Hmmm... Contemplating! It sounds like we must contact Venture-Captain Arvin immediately! Time is of the essence! Exciting!"
Zez'ka happily takes a plant bulb antitoxin! "Gratitude!"
She spends some time introducing herself to the ysoki and the station security, happily offering handshakes, antennae caresses, and enthusiastic introductions to everyone involved.
---
During the briefing on the docks, Zez'ka's antennae droop. "Oh, this is going to be another sad mission. I can feel it. Worried! Still, taking on the Corpse Fleet is a noble goal. Certain! Life is precious, and villains like the Corpse Fleet must be stopped. Perhaps they will surrender and allow themselves to be arrested before I am forced to destroy them all? Curious! I would much prefer such an outcome. Certain!"
Zez'ka has no further questions, and instead climbs aboard the ship.

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Vodra agrees with Zezka referring to making friends and not killing people.
"We all on our on own in paths of life and death..better to share and prosper than be quick to slay and become stagnant"
Vodra would like one of the antitoxins and laser pistols if available.
"Lasers might be more effective than blunt bullets"
Mysticism check to Research:: 1d20 + 7 ⇒ (18) + 7 = 25
"After further research, perhaps it would wise on our parts if presented with aggression, we should not hold back any amount of force to defend ourselves from these foes"

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Mysticism: 1d20 + 5 ⇒ (18) + 5 = 23
Kima will pull out a datapad that does not look like it is Starfinder issued in blue with some gold highlights. After a few moments of tapping on it would start to talk. "It seems immune to most status effects unless you have something that targets them specifically. Bleed, death, disease, mind-affecting....must see if that includes information gathering later *cough* GM? *cough*... paralysis, poison, sleep, stunning, draining and damage affects to not only basic functions, but also exhaustion, fatigue, non-lethal damage and similar effects."
Kima is walking towards the ship while she's scrolling more not even looking up from the Datapad, this seems almost normal. "Some not all are not only immune to cold effects but could possibly recover damage in a healing fashion given an alignment of factors."
Putting the datapad into one of the many pockets. "I don't remember seeing any Cryo weapons too much last battle, I've already replaced the pulsecaster. I don't think we have time to update the ships weapons at all. If I remember we're limited on intro boons/meta so can't slot ship boons. If we get into close arms, I can attempt more Stickybombs, if it's useful a shock or two might still be useful against them since it's plain Electric damage."

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Shiohn is relieved that Exegara has surrendered and listens intently throughout the interrogation and the following briefing from Venture Captain Arvin.

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Salamander looks up from his kill and sees Exegara surrendering and nods to himself, allowing a moment of satisfaction that not all enemies need be killed.
Salamander will take one of the antitoxin bulbs.
Throughout the briefing Salamander pays close attention but doesn't feel the need to interject. To him it seems simple enough: there are bad guys that want bad things and they won't surrender. A fight it is!

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As your ship reaches the designated coordinates...the Endless Threnody is not there! Your Science Officer will need to make a long-range scan of the region in order to find your quarry.
Just to keep things moving...
Zez'ka Computers: 1d20 + 5 + 2 + 1 ⇒ (13) + 5 + 2 + 1 = 21
(+2 from Loreseeker's sensors, +1 from duonode computers)
Opposed Check: 1d20 + 7 ⇒ (4) + 7 = 11
Zez'ka spots the enemy vessel not long after your arrival, and notes significant damage that can be analyzed later...but for now...
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.
Starting Distance: 3d6 + 5 ⇒ (1, 2, 6) + 5 = 14 hexes
Because of Zez'ka's computer skill, you were able to mask your approach and come up rather close behind them before they noticed you. But now that they have, it's time for...STARSHIP COMBAT!
ROUND 1
Loreseeker: 0 Damage
Endless Threnody: Status Unknown
Divert to Weapons DC 13Engineer: 1d20 + 7 ⇒ (15) + 7 = 22 Y
Pilot Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 ⇒ (4) + 8 = 12 X
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (15) + 7 = 22 Y
Encourage Gunnery DC 15Captain Gunnery: 1d20 + 6 ⇒ (7) + 6 = 13 X
You may now make your actions and rolls!

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not sure we are not in range, but to keep the action moving
Vodra takes a shot with one of the guns.
Gunnery: 1d20 + 3 ⇒ (17) + 3 = 20

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Note to gunners: When taking your turns, make sure you indicate which weapon you prefer to fire. I know it might be tough in that you won't necessarily know which arc your ship will be in, but if nothing else it will help to know which gunner is on which weapon. Also, please follow the format from the discussion tab if possible? Thanks!

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Because Vodra is a little bit better with his attack rolls, he should be in the coil gun, since it is the more powerful and in a turret so can shoot 360°, Kitkul will take which ever other gun is in firing arc.
Phase: Gunnery
Role: Gunner
Action: Kitkul will take what ever firing arc is the most advantageous that isn't the turret. Hopefully the Salamander can let us use the light laser cannon on the forward arc.