Please send us any thoughts and feedback! "Morally, we must act with efficiency in all tasks. It is a blessing that pragmatism so often requires we be cruel. Thus do the worst of us become the best." - Captain Chum, 2 hours into a 9 hour crew re-calibration. Our detectives rush across the Gray Sea to board their ship, which is locked in combat with The Dark Lantern and The Laughing Gull. CONTENT WARNINGS Overall: Body horror, Violence, Blood/gore, Alcohol/drug use, Addiction, Illness/chronic illness/terminal illness This Episode: Blood/gore, Body horror, Cannibalism, Child endangerment/child death, Death, Violence SHOW NOTES A link to the Starfinder 2e Cinematic Starship Scene Rules: https://2e.aonsrd.com/rules/1179-cinematic-starship-scenes Below are the stats used for the specific Cinematic Ship Scene in this episode. Let us know what you think! Victory Conditions The PCs obtain 6 or more Escape Points or get The Dark Lantern to its Broken Threshold. Ship Description The Aqautic Rat is a medium sized Film Cutter with a sentient Capstan Swabbie and some magitech defense systems. Available Roles bosun, captain, engineer, 2 gunners, and 1 magic officer Starship Bonuses Piloting +2, Survival +1 AC 27 Fort +15 Ref +19 HP 135 Shields 11 Ranged >> (gunner, martial weapon) cannon (modular B, P, or S), Damage 2d10+11 Ranged >> (gunner, simple weapon) alchemical launcher (alchemical), Damage 2d6+8 acid or fire + 1d8 persistent acid or fire. Evasive Maneuvers >> (captain or bosun) Attempt a DC 23 Piloting or Atheltics check to avoid the Dark Lantern's assault. On a critical success, the ship is unaffected by The Dark Lantern's next routine. On a regular success, The DAER gains resistance 10 to the Dark Lantern's next routine. On a critical failure, the ship takes damage as though affected by The Dark Lantern's routine. Patch Job >> (engineer) Attempt a DC 24 Crafting check or a DC 27 Athletics check to try to patch some damage the ship has taken. Critical Success The ship regains 2d8 Hit Points and loses any persistent damage conditions. If there are no persistent damage effects, the ship regains 3d8 hit points. Success The ship regains 2d8 Hit Points. Tactical Withdrawal >>> (captain or magic officer) Attempt a DC 25 Piloting check or a DC 27 Perception check to outmaneuver or confuse the much larger vessel. Critical Success Gain 2 Escape Points. Success Gain 1 Escape Point. Critical Failure Lose 1 Escape Point. Rally >> (bosun or captain) Attempt a DC 24 Society , Intimidation, or Diplomacy check to inspire the crew. Critical Success As success, but choose two allies. Success Choose one ally to gain a +2 status bonus to their next check attempted as part of the scene. Critical Failure The next crew member to attempt a check as part of the scene takes a –1 status penalty to their check. Magic Bullshit Go! >>> (magic officer) Attempt a DC 24 check using your spellcasting proficiency. Critical Success Gain 2 Escape Points or Ignore a Threat this round. Success Gain 1 Escape Point. Critical Failure Your magic backfires! Lose 1 Escape point. Flora Fusillade >>> (magic officer) 5d8 piercing or vitality damage. Basic Reflex Save against magic officer's Spell Save DC. THREATS Threat: The Dark Lantern (10) The Dark Lantern approaches. It is a gargantuan iceberg of pure iron, propelled forward on a sea of blazing blood. Bodies hang over the side of the ship, lashed on by chains, barbed wire, and rope. Hanging from their necks, hands, feet, and hair. The ship splits the Film and groans with the weight of itself. A baleful red light is cast from its main mast. As you rush across the Gray Sea to reach your vessel, their is the overwhelming sound of screaming in reverse- then silence. A moment later, one of the ships cannon's fires a blast of viscera and light with a sky-splitting crack. The mass crashes against the shell of your ship, spraying gore and leaving a scorch mark. The you see them- Curses, manifesting from the flesh and climbing around the shell, tearing away at it before ultimately discorporating moments later. Initiative Piloting +19 Skills Intimidation +22 AC 30 Fort +20 Ref +13 HP 150 Immunities Threat Routine (3 Actions) The Dark Lantern starts by using an action to fire upon The Aquatic Rat. It then uses any remaining actions to use Shock and Awe, Cursed Conflux, or Scarlet Light. Ranged > Biocannon +21, Damage 2d12+11 B,P,S Shock and Awe >> The Dark Lantern uses its infamy and cursed items to inspire terror in its enemies. Everyone aboard must make a DC 27 Basic Will Save. Damage 5d6 Mental damage and Frightened 1 on a Failure (Frightened 2 on a Critical Failure). Cursed Conflux >> The Dark Lantern weaponizes it's infamy and cursed items to overwhelm its enemies. Target vessel must make a DC 27 Reflex Save. Damage 5d6 Void and 2d6 persistent Void damage. On a critical failure, the vessel cannot use abilities with the Move trait. Scarlet Light >> The red light of The Dark Lantern excites the blood of those on deck. All ship roles must make a DC 27 Fortitude Save as they fight against their own flesh. Critical Success Unaffected. Success Clumsy 1. Failure Clumsy 2. Critical Failure Stunned 2. Threat: The Laughing Gull (6) Initiative Piloting +18 Skills Intimidation +18 AC 25 Fort +13 Ref +16 HP 110 Immunities Threat Routine (3 Actions) The Laughing Gull uses a two action ability, then parts with a Barrel 'O Fun! Ranged > Barrel 'O Fun! +17, Damage 2d8+9 C,F,E. Glorious Gluttony >> The Laughing Gull magically summons a Maw to decor the enemy ship. DC 25 Basic Fortitude Save. 3d10 Piercing damage. Gulldog Bomber >> The Dogfish's Gulldog flies overhead and drops magical explosives into the ship. DC 25 Basic Reflex Save. 3d10 Force damage. On The House >> The Laughing Gull soaks an enemy ship in spirits. On a Failure or Critical Failure on a DC 25 Reflex Save, the alcohol remains until the end of the ship's next turn. Additional effects trigger if a Barrel 'O Fun Strike hits. Cold 1d12 cold damage to everyone aboard. Fire 3d4 persistent fire damage. Electricity -2 penalty to next Ranged Strike. The Dogfish has a soft spot for the party, and can be swayed to change allegiances and join them against Anquell. This happens if the party can gain 4 Sway Points. Sway >> Attempt a DC 25 Diplomacy or DC 27 Deception check to convince the Dogfish to fight alongside you. Critical Success Gain 2 Sway points. Success Gain 1 Sway point. Critical Failure Lose 1 Sway point. CREDITS Editing by Brendan Starling Music/ Sound Effects Include: “Exquisite Corpse Intro” by Brendan Starling “Shadows Over the Tide (Loop)” by Michael Ghelfi Studios "Tides of Aegis (Loop)" by Michael Ghelfi Studios “Stars Beyond Reach (Loop)” by Filip Melvan “Rebellion (Loop)” by Filip Melvan “Streets of Neon” by Filip Melvan “Battlecry” by Michael Ghelfi Studios “Starlit Skirmish (Loop)” by Michael Ghelfi Studios “Robo Rampage (Loop)” by Filip Melvan “Hidden in the Tall Grass” by Filip Melvan “Looking for Clues” by Fesliyan Studios “Feral Depths” by Michael Ghelfi Studios “Fallen Petals” by FesliyanStudios “The Hillview Sanitorium” by Miguel Abuel “Stalker Amongst the Deep (Loop)” by Michael Ghelfi Studios “Mystery at Midnight Station (Loop)” by Michael Ghelfi Studios Support the show Brendan Starling is the Game Master (https://bsky.app/profile/brendrag0n.bsky.social) Sola Valerioi is played by Chen (https://bsky.app/profile/chenanigans.bsky.social) Olí Cnidaria is played by Sam Sabrina Ezo is played by Jeff Balsam is played by Will And Benjamin Blais is played by Hannah (https://bsky.app/profile/eldritchpuffin.bsky.social) If you'd like to support the show, please be sure to rate the episode and follow us on various apps here: https://linktr.ee/1000yearspath As always, thank you for listening!