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Cletus and his little rolly drone creep forward. As they move forward, they have confirmed sightings of at least two undead up ahead.
"I....I can see two undead creatures up ahead. 50 or 60 feet from me."

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Kybosh steps onto the ship with his weapon hanging at his side, flashlight scanning in front of him as he presses forward. "Negative contacts on my end."

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Cletus and his little rolly drone creep forward. As they move forward, they have confirmed sightings of at least two undead up ahead.
"I....I can see two undead creatures up ahead. 50 or 60 feet from me."
My dear Cletus, I'm going to have to ask you to be more specific. Are they deceased undead or undead undead? Saja asks, not sure which version he prefers.
He moves over to Cletus to have a look, and decides firing his crossbolter at one of the undead is the best way to find out.
Crossbolter, at Limey: 1d20 + 2 ⇒ (17) + 2 = 191d10 ⇒ 6

GM Valen |

He moves over to Cletus to have a look,and decides firing his crossbolter at one of the undead is the best way to find out.
Saja cannot take both a move and standard action in the Surprise Round. If you make an attack in the First Full Round, then you may apply the attack roll.
At least one pair of undead can be seen lumbering towards you in the dark corridors of the airless ship.
Picture of the undead now revealed on Slides.
Defensive Abilities fast healing 1 (supernaturally cold environments only)
DEAD STOP - FIRST FULL ROUND Begins!
PCs in bold may take a full round of actions
Mizzrym
Kybosh
Pinkee
0x320
Undead
Cletus Gravelfinger
Saja
There are no light sources other than what PCs have with them. I have covered over portions of map beyond the 60 ft. of darkvision some PCs have. Feel free to move covered area as PCs move forward in accordance with light sources and field of vision.

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WARNING! Threat identified...
Identifying threat... 27%
Identifying threat... 77%
Identifying threat... 100%
Threat: undead humanoids.
Recommended action: terminate.
0x320 moves to line up a better shot and fires down the corridor at the undead abominations.
LRP: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d10 ⇒ 1

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Pinkiee moves forward and fires with a tactical skipshot pistol aiming at Green.
vKAC: 1d20 + 1 ⇒ (12) + 1 = 13 piercing: 1d4 ⇒ 2

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Kybosh progresses forward, taking position near Mizzrym', similarly readying to shoot at anything that moves within his field of vision.
"Still no visual on hostiles here. Looks like we're missing all the fun."

GM Valen |

0x320 moves to line up a better shot and fires down the corridor at the undead abominations.
The android's shot hits its mark, striking one of the undead (red).
Pinkiee moves forward and fires with a tactical skipshot pistol aiming at Green.
The morlamaw's shot also finds purchase in the bones of one of the undead (green).
DEAD STOP - FIRST FULL ROUND Cont'd!
PCs in bold may take a full round of actions
Mizzrym
Kybosh (readied action only)
Pinkee
0x320
Undead (green) -1
Undead (red) -2
Cletus Gravelfinger
Saja
There are no light sources other than what PCs have with them. I have covered over portions of map beyond the 60 ft. of darkvision some PCs have. Feel free to move covered area as PCs move forward in accordance with light sources and field of vision.

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"We've got incoming," Kybosh roars as he pulls the trigger on his reaction cannon.
Ranged Attack: 1d20 + 1 ⇒ (19) + 1 = 201d10 ⇒ 5

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Abominations Saja mutters, died but lingered around. Imagine a whole planet of them...
Saja's disgust of the undead makes him slow to react...

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Mizzrym' shoots twice at the closest undead, teaming with Kybosh
Heavy laser vs EAC: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Damages, F: 1d10 ⇒ 9
Heavy laser vs EAC: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Damages, F: 1d10 ⇒ 3

GM Valen |

Kybosh and Mizzrym open fire on the nearst undead (black), destroying the creature.
The remaining undead lumber forward.
Double move (blue, green, red, yellow)
One (white) approaches and attempts to "recruit" Myzzrum into the Corpse Fleet with its claw.
Melee (claw): 1d20 + 4 ⇒ (10) + 4 = 14
Damage (S): 1d6 + 1 ⇒ (2) + 1 = 3
DEAD STOP - FIRST FULL ROUND Cont'd/SECOND ROUND Begins!
PCs in bold may take a full round of actions
Cletus Gravelfinger
Saja
Round Two
Mizzrym
Kybosh
Pinkee
0x320
Undead (black) -8
Undead (green) -1
Undead (red) -2
There are no light sources other than what PCs have with them.

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Pinkie whallops Green with the doshko since they were so kind to move up
doshko: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d12 + 2 ⇒ (4) + 2 = 6

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Seeing the creature begin to close with Mizzrym', Kybosh takes a step forward and kicks at it.
Unarmed Attack (Lethal): 1d20 + 5 ⇒ (5) + 5 = 101d4 + 6 ⇒ (2) + 6 = 8

GM Valen |

Neither Pinkee nor Kybosh manage to land a blow on the approaching undead.
DEAD STOP - FIRST FULL ROUND Cont'd/SECOND ROUND Cont'd!
PCs in bold may take a full round of actions
Cletus Gravelfinger
Saja
Round Two
Mizzrym
Kybosh
Pinkee
0x320
Undead (green) -1
Undead (red) -2

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0x320 takes a guarded step and fires at red:
LRP: 1d20 + 6 ⇒ (13) + 6 = 19
damage P: 1d10 ⇒ 9
The forums or cookies are acting up; the post as drop down isn't showing up.
20 minutes later it looks like it's fixed :/

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Saja decides that some well-needed pest relief is called for
Full attack at red
Crossbolter, red: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 181d10 ⇒ 6
Crossbolter, red: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 101d10 ⇒ 2
More damage: 1d10 ⇒ 9

GM Valen |

0x320 takes a guarded step and fires at red.
The android destroys one of the undead (red).
Saja decides that some well-needed pest relief is called for
With red destroyed, applying attacks against next viable target.
The human finds another (green).
Mizzrym' takes a step back and shoots.
The half-elf destroys a third (white).
DEAD STOP - FIRST FULL ROUND Cont'd/SECOND ROUND Cont'd!
PCs in bold may take a full round of actions
Cletus Gravelfinger
Saja
Round Two
Mizzrym
Kybosh
Pinkee
0x320
Undead (blue)
Undead (green) -16
Undead (red) -11
Undead (white) -12
Undead (yellow)

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Cletus, who was already brandishing his pistol, tries to fire around Pinklee at one of the remaining undead.
to hit with penalty: 1d20 - 2 ⇒ (7) - 2 = 5
piercing damage: 1d4 ⇒ 3
Cletus also commands his drone to move forward and find a firing solution.
to hit with penalty: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
damage: 1d8 ⇒ 5

GM Valen |

The dwarf's shot misses, but the drone's does not.
The undead in front of Pinkie (blue)attempts to take the morlamaw's tusks to task!
Melee (claw), full-attack: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Damage (S): 1d6 + 1 ⇒ (1) + 1 = 2
Add Crit Damage (S): 1d6 + 1 ⇒ (1) + 1 = 2
Melee (claw), full-attack: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Damage (S): 1d6 + 1 ⇒ (3) + 1 = 4
Another (yellow) shambles toward the android and strikes!
Melee (claw): 1d20 + 4 ⇒ (13) + 4 = 17
Damage (S): 1d6 + 1 ⇒ (1) + 1 = 2
DEAD STOP - SECOND FULL ROUND Cont'd/THIRD ROUND Begins!
PCs in bold may take a full round of actions
Cletus Gravelfinger
Saja
Round Three
Mizzrym
Kybosh
Pinkee -8 SP
0x320 -2 SP
Undead (blue) -5 HP
Undead (yellow)

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Pinkie, wondering if he should have become a technomancer instead, attempts to wallop Blue with the doshko.
doshko: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d12 + 3 ⇒ (12) + 3 = 15

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Kybosh shakes his head at Mizzrym'. "Damn, you couldn't even save one fer me!".
He then takes off running down the hallway.

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Cletus and his trusty drone turn their attention to the undead near Ox320.
Cletus carefully aims his pistol and fires.
to hit with penalty: 1d20 - 2 ⇒ (11) - 2 = 9
damage: 1d4 ⇒ 2
Small electric motors whir as Cletus commands his drone to move down the hall and fire.
to hit: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 ⇒ 3

GM Valen |

Pinkie doshko dashes the closest undead (blue).
The dwarf misses and the cover brought on by the android prevents the drone from hitting its target.
DEAD STOP - SECOND FULL ROUND Cont'd/THIRD ROUND Begins!
PCs in bold may take a full round of actions
Cletus Gravelfinger
Saja
Round Three
Mizzrym
Kybosh
Pinkee -8 SP
0x320 -2 SP
Undead (blue) -20 HP
Undead (yellow)

GM Valen |

The android destroys the final undead.
COMBAT OVER
With the last of the skeletal crew dispatched, the party is free to move about the Corpse Fleet vessel. 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.
Assuming you analyze the bridge computer…
You find quickly that this bridge computer is a secured tier-1 computer system. To access any data within it (like, for instance, any coordinates to a missing Starfinder vessel’s crash site), you need to first gain access to the system.
Gaining access to the system requires a successful skill check, either Computers or Mysticism check. As there is a consequence to failure, Taking 10 or 20 was out.

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Pinkiee keeps a watch out while the more tech-savvy people do their thing.

GM Valen |

Acting quickly, 0x320 manages to gain access to the bridge computer system, you must now find a way to bypass its security measures in order to retrieve the data you seek.
Bypassing the bridge computer security system requires a second, successful skill check, either Computers(or Mysticism check. (Taking 10 or 20 is not an option).
The PCs have earned the Lawblight Data clue.

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Cletus gives an irritated glance at the android attempting to assist. "ohhhhhkay then, I guess I'm on me own!"
He gets down to work.
computers: 1d20 + 8 ⇒ (14) + 8 = 22
Everyone may check the spoiler above. It appears we have the coordinates.

GM Valen |

With Cletus' work complete, the party has the coordinates it sought.
Upon receiving word from the party, Venture-Captain Arvin is grateful for the news you provide and is eager to get started on the next step of the quest to find the crew of the Unbounded Wayfarer.
The coordinates of the downed Starfinder vessel correspond to a planet in the Vast, called Ulmarid. Your orders are to leave the Endless Threnody and return to Absalom Station while the Society researches the planet Ulmarid and how best to approach it. In addition with the communique, Arvin has included an alphanumeric sequence with a map of the bridge, which highlights a small panel about four feet to port of the captain's chair.
You find a concealed panel with a small touch screen.
If you type the alphanumeric code onto the screen:
“I know this mission isn’t yet complete,” a holographic image of Arvin appears to explain, “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.”
End of Quest

GM Valen |

Commencing the Next Quest
After your return to Absalom Station, you are once again called upon by Venture-Captain Arvin to continue the search for the missing Starfinders of the ill-fated Unbounded Wayfarer. You are assigned to the Starfinder vessel, Odyssey, and sent to the planet Ulmarid.
The Odyssey, after a considerable amount of travel time, leaves the Drift and approaches the system containing the coordinates for the planet Ulmarid.
Picture and stats for Odyssey have been posted in Slides.
Upon arrival in the system, an automated message activates. 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," the hologram begins. "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." the holographic Arvin continues, "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.”
Any PC(s) acting as science officer(s) may scan the planet with a successful Computers check.
Traversing the asteroid field down to the planet requires a successful Piloting check made by the acting pilot.
The acting captain may attempt a Piloting (DC 10), Diplomacy (DC 17), or Intimidate (DC 17) to assist, encourage, or place demands on the pilot; a successful check provides a +2 bonus to the pilot’s Piloting check.
Any PC(s) acting as science officer(s) may scan the asteroid field to identify and avoid potential collisions with a successful Computers check (DC 15); each successful check provides a +2 bonus to the pilot’s Piloting check.

GM Valen |

The Odyssey is struck on the port side by an asteroid, but the ship's shields absorb the blow and regenerate the damage.
As the Odyssey descends towards the planet's surface, the dwarf accesses the database to obtain some information regarding what the party is likely to encounter on the surface of Ulmarid.
Tracking the distress beacon emanating from the Unbounded Wayfarer crash site makes locating the ship easy. However, the crash site is amid dunes too soft to safely bear the Odyssey’s weight, and the safest place to set down is about a half-hour’s walk away.
As you disembark from the Odyssey, you find that 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 fifteen minutes after you begin your trek to the crash site over barren dunes and swathes of sand, you notice that the once clear sky appear to be changing color rapidly. You realize, rather quickly, that the area you occupy is about to overtaken by a storm! With insufficient time to return to the Odyssey and no natural shelter to be found, you are forced to act quickly.
Each PC may attempt a Survival check.
Before the storm overtakes you, you are able to identify the storm as one that produces unusual, airborne crystal formations that are poisonous.
You gain a +4 bonus to your saving throws during the storm.
If the result of the check exceeds 17, then you may designate one ally to gain a +4 bonus to your saving throws during the storm.
If the result of the check exceeds 19, then you may designate two allies to gain a +4 bonus to your saving throws during the storm.
If the result of the check exceeds 21, then you may designate three allies to gain a +4 bonus to your saving throws during the storm.
If your result exceeds check exceeds 23, then you may designate four allies to gain a +4 bonus to your saving throws during the storm.

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After bounding off the Odyssey, Kybosh is less enthused at the sights and smells of Ulnaris. He spits on the ground each time he gets a taste of the acrid air, oblivious to the shift in atmosphere.
Survival: 1d20 ⇒ 12

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Pinkiee's behaviour is more like a tourist, taking in all the new sights and sounds.
survival: 1d20 + 0 ⇒ (12) + 0 = 12

GM Valen |

Cletus sees the signs the atmosphere, noting that the pending storm is poisonous, and is able to prepare for what is imminent.
As the storm engulfs your location, pockets of particulates within the atmosphere around you rapidly condense into dense clusters of knife-like crystals that rain upon you.
The storm lasts for three rounds. Please provide a total of three Reflex saves (DC 12) for each PC (one for each round).
@ Cletus Gravelfinger - You and a PC that you designate receive a +4 bonus to these Reflex saves during the storm.
Some of the sharp, falling shards of crystal slash into you.
You take damage to stamina points in the amount of: 1d6 ⇒ 2
You must make a Fortitude save (DC 12) or be fatigued.
@ Cletus Gravelfinger - You and a PC that you previously designated each receive a +4 bonus to this and all other Fortitude saves during the storm.
If you take one of the bulbs provided by the ysoki in the Vat Garden before attempting this save:
You find the bulb to be crunchy and bland.
You gain a +4 bonus to this and any subsequent Fortitude saves to the poison crystals.
You must make a second Fortitude save (DC 12) or be fatigued. In addition, you take additional points of damage in the amount of: 1d6 ⇒ 3
You must make a third Fortitude save (DC 12) or be fatigued. In addition, you still more additional points of damage in the amount of: 1d6 ⇒ 6
Once the storm passes, the you continue your journey to the
crashed vessel. The landscape before you appears to be composed of little more than rocks and sand.
You find that you have time as there seems to be no life-forms on the surface of the planet to disrupt your rest.
PCs may rest. Each PC should make Perception and Initiative checks.
Then, please move your token(s) onto the revealed portion of the Map.
Once you resume your travels, it is not long before you see what appears to be an object sticking out of the sands ahead at, what your sensors indicate, should be the crash site.
You find that you make good time as you travel along the surface of the planet.
[ooc]Each PC should make Perception and Initiative checks.[/o0c]
Then, please move your token(s) onto the revealed portion of the Map.
You do not travel long before you see what appears to be an object sticking out of the sands ahead at, what your sensors indicate, should be the crash site.