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"Pathfinders? There another faction since ah been dead? I know Fitch gots the Wayfinders and we all be Starfinders..."
He pauses then looks back at Teka. "Waitaminnit! Dinnit Fitch name the Wayfinders after the thing the super ancient starfinders useta carry? Ann weren't they called pathfinders cuz they dinnit have starships yet?"
He looks back at the ghosts. "Uh yeah! We're like... Pathfinders but..."
He pauses for dramatic effect before adding in a booming voice. "...IN SPAAAACE!"

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Teka makes glances toward Zargothrax for a few moment and then back toward the ghosts as he continues to make his revelation.
Finding a opening Teka introduces herself, "I would gladly share, I'm Teka of the Starfinder Society. As my friend mentioned we are fellow explorers inspired by your own."
"My friend is Zargothrax and he is just full of energy following a little layover we had. His desire for exploration and finding new delights is as big as his voice."
"I'm sorry to ask this, but I am curious to how you found yourself here. I did not think the Pathfinders like yourselves left Golarion."

GM Hmm |

The red-robed ghost scratches his head. "Um, normally we don't leave Golarian. But we've been to other Planes, and a few years ago we all left to have a space battle on giant asteroid..."
"This time, Kreighton Shane did not magic us here, though." The ghost in the blue beret adds. "We came via maze."
Green shrugs. “The Maze of the Open Road is a passageway, crossing through interdimensional space to untold destinations. Of late, however, all paths redirect to a single destination: here. We were to investigate the problem and repair the Maze. Our quest, it seems, was in vain. We can only hope our colleagues succeed where we failed.”
The ghosts look anxiously at one another. "Do ye have any other questions, lass?" The one in the red robes asks.

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"So uh... we've been findin' somethin weird as well. Been tryin' ta find some timey wimey problems ann fix em. Been findin' stuff that croaked yesterday last millenyum and tomorrow last Wealsday. Ahm a guessin you've been seein' the same? So uh... when ah died I dinnit linger though pharasma knows I shore had good reason to... anythin' we can do for you? We gotta clear a way through ann... uh... not too keen on rattlin' yer bones."

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"If we share the same resolve, I'm certain your allies prevailed. I'm also certain they would wish you help you if they can. While I'm certain I could ask hundreds of questions, I don't want to press you and, like Zargothrax said, we would love to know if there is anything we could do to help you."

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"Yeah, getting everybody back to when they belong seems pretty important now." Not that I will be much help, unless I find a way to punch time.

GM Hmm |

"Help us? No one can help us! We cannot help ourselves!" The spirits grow agitated, and then start losing control.
One of them, becoming truly wild, asks, "But perhaps we need company! Would you like to join us here for eternity?"
The ghosts twitch back and forth aggressively, and start to attack! Fortunately, you seemed to be aware of their growing distress and loss of control, and get to act first!
Alas, this fight is one that you could not get out of... The Diplomacy only offered you a temporary reprieve.
★ --- ★ --- ★ --- ★
Initiative, Daata: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative, Kneepuncher: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Maxamas: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative, Srurdez: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative, Teka: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative, Zargothrax: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Pathfinder Ghosts: 1d20 + 3 ⇒ (2) + 3 = 5
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas
Daata
Teka
Kneepuncher
Ghosts
Red
Blue
Green

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Mysticism: 1d20 + 4 ⇒ (6) + 4 = 10
Worth a shot.
"Hey, we want to help you. We just need time to work it out." KP readies for an attack that he hopes will not come. Will attack if a ghost attacks him or an ally. Entropy 1.
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (5, 2) + 13 = 20 (force, magic, operative; critical knockdown)

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Maxamas has a feeling this won't do much, but will take a shot at blue trick attack: 10 + 20 = 30 take 10, stealth extra damage: 4d8 ⇒ (8, 6, 4, 1) = 19
semi-automatic pistol vs KAC, holy and burning fusion: 1d20 + 12 ⇒ (20) + 12 = 32 pistol dmg: 2d6 + 3 ⇒ (4, 2) + 3 = 9
are they evil undead? I have holy fusion
also crit, so burning fusion gets applied as well as trick damage and pistol damge extra trick dmg: 4d8 ⇒ (1, 4, 1, 3) = 9 extra pistol dmg: 2d6 + 3 ⇒ (2, 3) + 3 = 8 burning dmg: 2d6 ⇒ (2, 6) = 8 53 damage, assuming it all goes through.

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Sense Motive: 1d20 + 10 + 1d6 + 1 ⇒ (2) + 10 + (6) + 1 = 19
"Oh my. I'm afraid I don't think we can stay here." Teka looks to the others for their insight as she backs up and fires a set of shots into one of the spirits.
Double Tap Targeting Green.
Inspiring Merciful Laser Pistol Attack vs EAC: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Fire Damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
Move drawing pistol, switch off merciful, double tap.

House GM Tyranius |

One of our teams made contact with creatures guarding a library and investigated the remains of its materials. They’ve found rituals and research materials related to temporal manipulation, suggesting this site was once used for such experiments.
Table GMs, Delve Mission 3 is complete, and the Preternatural Insight condition is now in effect.

Poshkettle Tea |

Gentle Viewers,
When battling ghosts, what hits the spot? Poshkettle Tea and another announced condition! Let's find out what this one does!
Preternatural Insight:
When the House GM announces the Preternatural Insight condition, the barriers between past and present weaken momentarily, giving hints to the future.
Once before the end of this adventure, as part of a 10-minute or longer rest, each of you can cast augury as a spell-like ability without spending Resolve Points.
And now back to your previously scheduled ghost battle!

GM Hmm |

And now it is back to the battle!
Kneepuncher readies for the ghosts to attack!
Maxamas, unsure whether his new gun will do anything, tries out the gun with the shiny new fusions that he bought! He tries it out, and does half of the 53 damage because they are incorporeal. The ghost takes 26 damage. Without those fusions, his pistol would have done nothing.
Maxamas, this is where I remind you that Zarg handed you a ghostkiller liquidator disintegrator pistol on the previous page which you can use on your next turn versus these ghosts. It will do full damage against them! Why not try it next round?
Teka draws and shoots her weapon, but is unable to hit the ghost.
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas
Daata
Teka
Kneepuncher
Ghosts
Red
Blue (-26)
Green

Bot Buddy 2000 |

It's been 24 hours, so we're botting half the party!
Click. Whirr.
BOTTING SRURDEZ, ZARGOTHRAX, DAATA
Srurdez calls Get 'Em on Blue.
Combat Expertise Intimidate vs (15+CR*1.5): 1d20 + 21 ⇒ (1) + 21 = 22
Sintered Greataxe /w Get'Em: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Slashing: 3d6 + 12 ⇒ (4, 5, 1) + 12 = 22
Expertise Damage: 1d6 + 1 ⇒ (6) + 1 = 7
He misses his combat expertise, so only gets advantage of the slashing value of his axe. Because of the magic fusions on it, Blue receives half of the 22 slashing damage.
Zargothrax casts magic missile!
Magic Missile: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11
Then Daata full attacks, taking advantage of his magic axe!
Attack vs KAC: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage (S): 1d6 + 10 ⇒ (2) + 10 = 12
Attack vs KAC: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Damage (S): 1d6 + 10 ⇒ (1) + 10 = 11

GM Hmm |

The party is remarkably consistent about doing 11 damage to the Blue ghost, once the damage is halved for incorporeal creatures.
It is the ghosts' turn!
Kneepuncher's readied action goes off and misses.
"OOOOoooooooo!"
Red moves forward and sprays icy shards out of his hands at Daata and Maxamas.
Chilling Spray (DC 18 Reflex) Cold Damage: 4d4 ⇒ (3, 1, 4, 1) = 9
Meanwhile, Blue and Green double-team Kneepuncher.
Blue corrupting touch: 1d20 + 11 ⇒ (9) + 11 = 20
Untyped Aging Damage (DC 16 Fortitude): 6d6 ⇒ (1, 1, 3, 3, 1, 2) = 11
Green corrupting touch: 1d20 + 11 ⇒ (11) + 11 = 22
Untyped Aging Damage (DC 16 Fortitude): 6d6 ⇒ (4, 1, 6, 4, 6, 5) = 26
Both miss! The ghosts say, "OOOOOooooooo!" in disappointment.
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas (DC 18 Reflex, remember ghostkiller weapon)
Daata (DC 18 Reflex)
Teka
Kneepuncher
Ghosts
Red
Blue (-59)
Green

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"Oooo, I tried."
Blue first, then Green if the first shot is a KO.
Entropic Strike: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18 (force, magic, operative; critical knockdown)

GM Hmm |

Kneepuncher knocks out Blue, and then does some damage on Green.
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas (DC 18 Reflex, remember ghostkiller liquidator disintegrator pistol)
Daata (DC 18 Reflex)
Teka
Kneepuncher
Ghosts
Red
Blue (DEAD again)
Green (-9)

GM Hmm |

Srurdez is not very good at intimidating ghosts, it seems. He is good at calling Get 'Em and striking with his magical axe.
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas (DC 18 Reflex, remember ghostkiller weapon)
Daata (DC 18 Reflex)
Teka
Kneepuncher
Ghosts
Red
Blue (DEAD again)
Green (-20, Get 'em +2)

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Move, while trick attacking and shooting at green trick attack: 10 + 20 = 30 and he will be flat footed extra damage: 4d8 ⇒ (5, 2, 6, 2) = 15
ghostkiller weapon: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 to hit vs EAC, remembered get em acid dmg: 1d10 + 3 ⇒ (8) + 3 = 11

GM Hmm |

Maxamas does another 26 damage to the ghost and it all goes through!
Still need Reflex with a +1 for Warning of Peril
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax
Maxamas (DC 18 Reflex)
Daata (DC 18 Reflex)
Teka
Kneepuncher
Ghosts
Red
Blue (DEAD again)
Green (-46, Get 'em +2)

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"You did good job trying Kneepuncher. I do apologize though for myself as I can't seem to seem to have found a way to settle their souls."
Teka is able to draw another weapon as she fires another set of shots at one of the ghosts.
Double Tap Targeting Green
Inspiring Merciful Laser Pistol Attack vs EAC; Get 'Em: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25
Fire Damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12

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"If the Pathfinders are anything like us, maybe they just need a good fight to put them to rest." Srurdez intones, flourishing his axe confidently.

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Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Daata avoids most of the spray and presses the attack against the remaining spirit.
Move AI, standard attack; AI full attack
Attack vs KAC (get ‘em): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage (S, magic): 1d6 + 10 ⇒ (1) + 10 = 11
Attack vs EAC (full, get ‘em): 1d20 + 10 + 2 - 4 ⇒ (9) + 10 + 2 - 4 = 17
Damage (E): 1d6 + 3 ⇒ (5) + 3 = 8
Attack vs EAC (full, get ‘em): 1d20 + 10 - 4 + 2 ⇒ (17) + 10 - 4 + 2 = 25
Damage (E): 1d6 + 3 ⇒ (6) + 3 = 9

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Zargothrax considers another barrage of magic missiles, but checks his batteries first. "Bah! Almost outta these things... hopefully a freebie will be enuff ta finish one..."
He waddles forward and tries to sucker punch a ghost with his shocking grasp.
Jolting Surge vs Green EAC + Get Em: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Dmg (E): 4d6 ⇒ (3, 5, 2, 4) = 14

GM Hmm |

Teka does 6 damage on Green with her double-tap. Daata does 6 damage with his axe, and then his drone does another 8. Then Zarg finishes off the Green ghost with a high five!
"Ooooooooooo!" The Red Ghost says, hitting Maxamas and Zarg with a chilling spray!
Chilling Spray (DC 18 Reflex) Cold Damage: 4d4 ⇒ (1, 2, 2, 4) = 9
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax (DC 18 Reflex)
Maxamas (-4, DC 18 Reflex)
Daata
Teka
Kneepuncher
Ghosts
Red
Blue (DEAD again)
Green (DEAD again)

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"I know bit of that pain of being left behind dear, but this is no way to react with all these ghostly calls and blasts of cold."
As Teka chastises she takes fire with both her weapons at the remaining ghost.
If possibly I'll delay this until after Srurdez an Maxamas go in case of Get 'Em and Flat-footed.
Attack vs Red
Additional +2 to hit if Get 'Em is active
Vanishing Thunderstrike Sonic Pistol Attack vs EAC: 1d20 + 12 - 3 ⇒ (10) + 12 - 3 = 19
Sonic Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Inspiring Merciful Laser Pistol Attack vs EAC: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28
Fire Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5

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Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
The slow moving 'wizard' take the burst to the face and pushed through.
"Yeah! What she said! Now go to the boneyard and come on back the right way next time!"
He waddles past the ghost, punching it in the gut with another arc of electricity as he passes. Using Agile Casting to attack while flanking with Daata before moving to my new location, hopefully giving Kneepuncher a spot to flank as well.
Jolting Surge + Flank: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Dmg (E): 4d6 ⇒ (3, 6, 1, 6) = 16

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"Yoooooooo are getting on my nerves."
Entropic Strike: 1d20 + 12 ⇒ (12) + 12 = 24 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24 (force, magic, operative; critical knockdown)

GM Hmm |

Teka scolds the ghost, then hits with both of her attacks! Zarg takes the full damage of the chilling spray to the face, and then gives Red a jolting high five! Then Kneepuncher displays his annoyance at the ghost calls with a magical slap to the face!
★ --- ★ --- ★ --- ★
Srurdez
Zargothrax (-9)
Maxamas (-4, DC 18 Reflex)
Daata
Teka
Kneepuncher
Ghosts
Red (-25)
Blue (DEAD again)
Green (DEAD again)

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reflex: 1d20 + 11 ⇒ (18) + 11 = 29
trick attack: 10 + 20 = 30 take 10, make flat footed extra damage: 4d8 ⇒ (5, 3, 7, 7) = 22
ghoskiller weapon vs EAC: 1d20 + 12 ⇒ (20) + 12 = 32 dmg: 1d10 + 3 ⇒ (5) + 3 = 8
vs red, geez
extra crit dmg: 4d8 + 1d10 + 3 ⇒ (4, 2, 6, 3) + (8) + 3 = 26

GM Hmm |

Red explodes with Maxamas's attack! Ghostkiller fusions combined with trick attacks and crits are awesome, aren't they?
Combat Over!
There are bones and Wayfinders on the floor. After a bit, you decide that uncovering the reason behind the occurrences here, the mission these Pathfinders gave their lives for, would likely put their spirits to rest.
You move into the next room. The stone of this chamber's double door is cracked and blackened, as if charred by fire, though no other such marks are visible on the walls or floor. On the west side of the room, a statue of a robed figure with one hand outstretched stands atop a raised dais, a short flight of steps leading up to the platform. On either side of the door, two holes in the floor mark where pillars once stood.
Those of you exploring this room experience a sense of serenity around the statue, and you all feel a sudden impulse to take the statue's hand.
Do any of you do so?

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"Nice shot Maxy! You can hold onta that till later.. oh hey statue dude! Pleased ta meetcha!"
He reached to shake hands then pauses a moment, trying to decide why he's giving ita handshake instead of a hug.
Perception: 1d20 ⇒ 15
"Ah well when in Cheliax..."
He shakes it's hand.

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Teka moves about the room and carefully inspects the area especially wary of the signs of flame on the double door.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Teka is just about to take a hand as Zargothrax preempts here. "I will say I do fee safe here. I don't want to be lulled into a trap, but it is at least a comforting feeling"

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I know you have the urge to take the statues hands, but it might break off and that would be vandalism Do I got to roll a will save to resist?

House GM Tyranius |

An exploration team encountered ghosts in the lower levels—but not just any ghosts. Judging by their ancient equipment these entities were once Pathfinders! Perhaps by finishing what they started in investigating this site, we can lay their spirits to rest permanently.
Table GMs, Delve Mission 4 is complete, and the Unfinished Business condition is now in effect.

GM Hmm |

As Zarg shakes the hand, the statue rotates on its base, revealing a previously hidden passageway. The passage leads to a semi-circular hall curving around another room, where the you find other Starfinder teams converging.
DELVE MISSION 4 SUCCESS!

Poshkettle Tea |

Gentle Viewers,
It looks like we may transition much sooner than expected to Part 2. So what goes well with ghost stories and announced conditions? A refreshing glass of Poshkettle Iced Tea! So, enjoy your glass of tea while you patiently wait for the House to catch up to us!
Unfinished Business
When the House GM announces the Unfinished Business condition, the PCs feel a surge of resolve to finish what their long-ago counterparts began.
Each of you immediately regains 1 Resolve Point and gains a +1 bonus to Will saves until the end of their current mission. At the GM's discretion, if the PCs are just about to finish the mission, this benefit can apply during the next mission instead in Part 3.

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Teka is a bit relieved to see the passage open forward as she claps her hand together in a delight.
"I'm sure Zargothrax has a gentle touch and wouldn't twist off the statues hand with too firm of a shake." Teka does look a bit of thought about this idea as she questions, "right Zargothrax?"

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Kneepuncher will step out of his armor long enough to touch the statue, as he is less confident about being able to precisely maneuver a suit of powered armor designed to break things.
"Hey, Kinbara, remember that time we went sunbathing in the Archipelago?"

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Teka turns around to find Zargothrax is missing. After a few minutes, he pops back into the room. "Sorry Tek! Didja call me? Was just finishin' a mending spell on that there statue. Nearly took it's hand off with that shake... So uh... what were ya sayin?"

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Daata lets out an almost imperceptible sigh as he takes a long drag on his canteen filled with Poshkettle tea.

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Teka has a long pause as she pulls out a cloth and carefully cleans her datapad. After the moment she glances toward Daata and nods.
"I think I will have a cup of tea as well."

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Charli shows up with more tea, but sees that everyone is drinking already. "Wait... Did Trusty install one of our vending machines in these ruins?"

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"Ooh tea! I'll take another Bretheda Bubbles With Me. That was taste-tea! Heh... heh... get it? Taste...tea? Tasty? Heh heh..."
He waves to the garbage can and deposits an empty roll of duct tape as it rolls by.

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Srurdez can be seen smoking a cigarette off to the side at the Akitonian vistas, taking in the brief moment of rest.
A keen-eyed observer would see that he has secreted a small travel mug into his utility belt, and occasionally takes a drink of the steaming tea between pulls of his smoke.

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Kneepuncher wanders among the other Starfinders, comparing stories and encouragement, while Kinbara makes some last-second armor adjustments.
Just need one mission from one table, so we should be setting out again soon.