Corporal Melisende |
Mel continues to try and take down the one between her and Teddington, taking advantage of the distraction that he provides.
She swings her punching knife at it, twice.
Merciful Tactical Doshakari flanking vs KAC: 1d20 + 15 - 1 + 2 - 4 ⇒ (15) + 15 - 1 + 2 - 4 = 27
Magical Piercing Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Merciful Tactical Doshakari flanking vs KAC: 1d20 + 15 - 1 + 2 - 4 ⇒ (10) + 15 - 1 + 2 - 4 = 22
Magical Piercing Damage: 1d6 + 12 ⇒ (3) + 12 = 15
GM Bret |
Mel takes out Purple with her first hit. She makes sure it never gets back up with the second hit.
Red lumbers towards Teddington.
Green gets whipped as it lumbers towards Alistair.
Round 3:
Mysticism to identify
Teddington has Green flat footed +1 AC until start of round 9
Dr. Dov has Green flat footed
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red
Green 58 damage
Dr. Dov Delano |
Dov nods approvingly as Purple is destroyed. He grins at Patrick as he speaks telepathically once more.
"I promise, I'm not throwing shade on purpose," as he activates his Jet Pack, flying up bearly above Patrick's head to get a clear shot on Green. He loads up a basic inhibitor biohack into his caustoject and tries to take a double tap shot!
Double Tap Anchoring Liquidator Caustoject: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 vs. EAC
Acid Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Basic Inhibitor: -2 Penalty to AC (9 Rounds)
"...Ohh dear."
GM Bret |
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Dr. Dov bearly hits his target. He only hit claws the creature was flat footed.
Round 3:
Mysticism to identify
Teddington has Green flat footed +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red
Green 66 damage -2 AC inhibitor
Persephone Briarus |
"C'mon guys, we got this! Just keep focusing!"
Pheobe keeps trying to keep Green distracted, pointing as though she is aiming for Red, and then swtiching twoards him at the last moment.
Bluff to Trick: 1d20 + 19 - 20 - 1 ⇒ (14) + 19 - 20 - 1 = 12 CR 12
Called Thunderstrike Sonic Pistol: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
Trick Damage: 4d8 ⇒ (7, 7, 7, 2) = 23
Sonic: 1d8 + 4 ⇒ (5) + 4 = 9
If all successful, Debilitating Trick to make it Flat-footed until the beginning of my next turn.
Alistair Calipse |
"Here, take this." Alistair says as he surrounds Green with waves of gravity.
DC 19 Fortitude save to resist
With Green in his grasp, Alistair moves the zombie in between Teddington and Mel.
GM Bret |
Persephone hits with her pistol again, making Green flat footed. One more good hit will likely destroy it.
Then Green suddenly finds itself repositioned between Mel and Teddington.
Fort: 1d20 + 8 ⇒ (1) + 8 = 9
Provokes from Alistair, Teddington, Mel. I doubt it survives the AoO.
Round 3:
Mysticism to identify
Green is flat footed to everyone. With three AoO on it, I doubt it survives.
Teddington AoO on Green +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks, AoO on Green
Alistair -1 circumstance penalty to attack rolls and skill checks AoO on Green
Red
Green 98 damage -2 AC inhibitor
Patrick Messier |
Patrick looks rather perplexed at what Dov said but, now is not the time to puzzle it out .... besides it may be just another illogical utterance that sentient beings are prone to.
He fires a round of missiles at Red.
mm: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
Alistair Calipse |
Alistair's whip cracks out as Green moves past him.
Attack of Opportunity vs Green EAC: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Sonic: 2d6 + 8 ⇒ (1, 1) + 8 = 10
GM Bret |
Patrick peppers red with magic missiles.
Alistair’s whip cracks out and by the bearest of margins manages to strike Green. Another zombie demolished!
Round 3:
Mysticism to identify
Teddington +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 12 damage
Green 108 damage -2 AC inhibitor
Teddington |
Red is an Easy Target
Full Round Attack
Called, Ghost Killer Red Star Plasma Doshko vs Red EAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
If Hit:
Electrical and Fire Magical Damage: 1d10 + 15 ⇒ (6) + 15 = 21
------
Called, Ghost Killer Red Star Plasma Doshko vs Red EAC: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
If Hit:
Electrical and Fire Magical Damage: 1d10 + 15 ⇒ (4) + 15 = 19
GM Bret |
Teddington scorches Red with his first strike, but the followup misses.
Round 3:
Mysticism to identify
Teddington +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 33 damage
Green 108 damage -2 AC inhibitor
Corporal Melisende |
Mel turns her attention to Red as the Green zombie goes down before fully making it to her position. "Let's see how you like fire!
I will also full attack Red. I don't think Teddington provides any cover from where I am but even if he just I can ignore two of it thanks to sharpshooter abilities.
Holy Corona Artillery Laser vs EAC: 1d20 + 16 - 3 - 1 ⇒ (19) + 16 - 3 - 1 = 31
Fire Damage: 2d8 + 8 ⇒ (8, 3) + 8 = 19
Holy Corona Artillery Laser vs EAC: 1d20 + 16 - 3 - 1 ⇒ (16) + 16 - 3 - 1 = 28
Fire Damage: 2d8 + 8 ⇒ (2, 4) + 8 = 14
GM Bret |
Red is burned by both of Mel’s shots. The smell of burning zombie is not pleasant.
This does not stop Red from trying to hit Teddington with their ancient weapon. It does prevent them from hitting.
damaged ancient longsword: 1d20 + 16 ⇒ (1) + 16 = 17 target flat footed if hit KAC +4
Slashing damage: 1d8 + 11 ⇒ (8) + 11 = 19
Round 4:
Mysticism to identify
Teddington +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 66 damage
Green 108 damage -2 AC inhibitor
Alistair Calipse |
Alistair waves his hand, grabbing Red with his gravity.
DC 19 Fortitude or be moved between Teddy and Mel
Attack when Red is flanked
attack red EAC flanked: 1d20 + 8 + 2 - 1 ⇒ (8) + 8 + 2 - 1 = 17
Sonic: 2d6 + 8 ⇒ (5, 3) + 8 = 16
GM Bret |
Fort: 1d20 + 8 ⇒ (7) + 8 = 15
Red is now slid across the floor to end up between Teddington and Mel. As it slides, Alistair cracks his whip and damages it. Mel and Teddington will also get an AoO
Sounds like Red will soon be dead (again).
Round 4:
Mysticism to identify
Teddington AoO on Red +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel AoA on Red -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 82 damage
Persephone Briarus |
"Alight, we got this!"
Pheobe yells as she moves up to shoot Green, hoping to catch him off guard.
Bluff to Trick: 1d20 + 19 - 20 - 1 ⇒ (9) + 19 - 20 - 1 = 7 CR 7
Called Thunderstrike Sonic Pistol: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14
Trick Damage: 4d8 ⇒ (7, 8, 2, 5) = 22
Sonic: 1d8 + 4 ⇒ (3) + 4 = 7
If all successful, Debilitating Trick to make it Flat-footed until the beginning of my next turn.
GM Bret |
Persephone misses with her sonic pistol this time.
Round 4:
Mysticism to identify
Teddington AoO on Red +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel AoA on Red -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 82 damage
GM Bret |
I am sort of surprised Patrick still has 1st level spell slots to fire these.
Patrick unleashes another flight of magic missiles.
Round 4:
Mysticism to identify
Teddington AoO on Red +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel AoA on Red -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks
Red 93 damage
Patrick Messier |
Quite likely using higher level slots but I'll count to check
Yes - all 1st level spell blocks have been used, Volley 6 came from tapping his spell cache. He also has a magic hack that can use a battery as a spell power source
Corporal Melisende |
Mel takes an attack as the creature slides right in front of her.
Merciful Tactical Doshakari(lethal): 1d20 + 15 - 1 ⇒ (14) + 15 - 1 = 28
Magical Piercing: 1d6 + 12 ⇒ (2) + 12 = 14
somehow I have a feeling that will kill it but just in case it doesn't I'll also add the strike for my regular turn as well.
She also strikes out again once it settles into place in front of her.
Merciful Tactical Doshakari(lethal): 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 23
Magical Piercing: 1d6 + 12 ⇒ (2) + 12 = 14
GM Bret |
Mel slices at the zombie as it slides up to her, then destroys it with the following attack.
Combat over
Having defeated the zombies, you can inspect the bodies.
All of the zombies carry compass-like magical devices.
The door to the north leads to a hallway. The other rooms branching off from the hall contain nothing of interest, but a large door standing at the east side of the hall opens to a semi-circular chamber curving around an inner room.
As they arrive, you see other Starfinder teams converging on the area.
Mission success
Persephone Briarus |
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Pheobe will take a look at the corpses, trying to determine whence they came.
Culture: 1d20 + 10 ⇒ (1) + 10 = 11
However, she cannot get past the smell of rotting flesh to figure anything out.
Patrick Messier |
culture: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
mysticism: 1d20 + 15 - 1 ⇒ (19) + 15 - 1 = 33
Patrick collects one of these compass devices for later study and as a keepsake, being a member of the Wayfinders faction. He also scans the corpses for other magic rather than temporal displacement.
Teddington |
Teddington checks the bodies
Medicine: 1d20 + 9 ⇒ (19) + 9 = 28
"Hmmm, it looks like they were killed by Ghouls only a few hours ago, how is that possible?"
Dr. Dov Delano |
Dr. Dov starts cataloging these findings digitally for future study. "Unknown...but fascinating, if tragic for these pour souls..."
GM Bret |
All That Remains
By the time that you get back to camp and report, the hallucinations that some of you were suffering from have finally gone away. You are told to report to Ixthia of the Exo Guardians for your next mission,
Ixthia nods approvingly at the group gathered around them. “Hello again. The Starfinders who met with the extraplanar guardian were able to negotiate our passage through, so the way is clear. Additional undetected guardians and security measures may be present, however, so be on your guard.”
They lead their team through the ruins into a star-shaped chamber with a spiraling pattern engraved on its floor and a set of stairs descending at its center. “We believe the oddities in this place are strongest toward the center, perhaps in an inner sanctum of sorts. I believe the ruins' secrets are contained within it. Go forward, clear the way, and catalog any temporal irregularities you encounter.”
GM Bret |
Your group descends the stairs and traverse a narrow, winding hallway before you come to a larger room. The hallways are rather narrow for some members of the party.
At the center of this rectangular room stands an oval-shaped pit, the steps encircling it leading down to the bottom five feet below. Holes spaced at intervals around the edges of the room once held pillars, judging by the collapsed piles of stone fragments around them. Bones lie scattered across the bottom of the empty pit.
A hallway briefly branches off to the north and south before ending in piles of rubble. A set of double doors to the west remains intact.
You are just getting yourselves sorted out when some ghosts rise up from the bones in the center of the pit. Someone good with words might be able to calm them if they are quick about it.
Diplomacy check please.
Alistair Calipse |
Alistair steps forward, his face illuminated by the blue-violet glow of his solarion armor.
"Be at peace, spirits. We are here to listen, to learn, and to put you to rest." he says to the ghosts.
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30
GM Bret |
The ghosts are calmed enough that you think you could communicate with them briefly.
This is also an opportunity to shift positions a bit provided you don’t go down the oval stairs. I imagine Dr. Dov would like to get all the way out of the narrow hallway.
One of the ghosts wanders away. The other three say “You intrude. Quickly, what do you want to know.” Their voices harmonize and echo in unnatural ways. Creepy.
Alistair Calipse |
"Do you know why time is behaving strangely here?" Alistair asks as he moves to address all three.
GM Bret |
“No. Do you know why the Maze of the Open Road is behaving strangely? 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 become more agitated with the reminder of their own failure.
GM Bret |
“Met up in Galt. When?” The ghosts seem confused, exchanging glances before one of them says, “Been here for a fortnight,” at the same time another says, “Been here many long years.”
None of you know of a planet named Galt.
GM Bret |
To keep things moving, I am going to start the combat now.
Although they are aggressive, I will have them answer one more question as they try to kill you.
Since there is now room for Dr. Dov, I have moved him so he is no longer half squeezed in the hall you came from.
The ghosts become unruly, having been reminded of their situation while alive.
Alistair Calipse: 1d20 + 8 ⇒ (11) + 8 = 19
Corporal Melisende: 1d20 + 3 ⇒ (14) + 3 = 17
Dr. Dov Delano: 1d20 + 5 ⇒ (16) + 5 = 21
Patrick Messier: 1d20 + 2 ⇒ (2) + 2 = 4
Persephone Briarus: 1d20 + 8 ⇒ (5) + 8 = 13
Teddington: 1d20 + 6 ⇒ (18) + 6 = 24
Blue ghost: 1d20 + 3 ⇒ (20) + 3 = 23
Green ghost: 1d20 + 3 ⇒ (19) + 3 = 22
Red ghost: 1d20 + 3 ⇒ (7) + 3 = 10
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Teddington
Blue Ghost
Green Ghost
Dr. Dov
Alistair
Mel
Persephone
Red Ghost
Patrick
Corporal Melisende |
Just a head's up, Mel wasn't on the map so I placed her on there in a spot. I wasn't actually sure where we started so feel free to move me to a more valid space.
GM Bret |
Sorry I missed you Mel! The spot you picked is in the hallway I had imagined the group coming from, so it works for me.
Teddington |
Teddington moves towards Blue, calling his Doshko to his hand and goes to strike it in the face.
Move Action, Attack
Called, Ghost Killer Red Star Plasma Doshko vs Blue EAC: 1d20 + 13 ⇒ (19) + 13 = 32
If Hit:
Electrical and Fire Magical Damage: 1d10 + 15 ⇒ (5) + 15 = 20
Teddington may not know what Mysticism is, but he definitely knows a Ghost when he sees one and uses his Ghost Killer Doshko to full effect
"Hope you're ready to Grin and Bear it!"
GM Bret |
The blue ghost seems very surprised as Teddington’s weapon strikes it and does full damage.
Blue takes a guarded step to the side and strikes back at Teddington, but misses.
Corrupting Touch: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 6d6 ⇒ (2, 4, 1, 6, 2, 1) = 16
Green steps back and casts Grease on Teddington’s weapon, having seen the terrible damage it can inflict.
DC 17 Reflex or drop that Ghostkiller Doshko
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Teddington Need DC 17 reflex
Blue Ghost 20 damage
Green Ghost
Dr. Dov
Alistair
Mel
Persephone
Red Ghost
Patrick
Alistair Calipse |
Mysticism to identify: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (6) = 30 sidereal influence included assuming we had a chance to recall before the fighting started
Alistair moves close to green and strikes out at Blue with his whip.
moving past Red, who hasn't acted yet
Whip vs Blue EAC: 1d20 + 8 ⇒ (20) + 8 = 28
Sonic damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10
crit damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14 - Staggered DC 15
Teddington |
Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
Also checking up if I can actually Step Up and Strike you, if you didn't technically move further away from me
GM Bret |
Alistair please update your header for graviton mode and such.
Alistair knows ghosts are incorporeal, have the expected undead immunities and can age people with their touch. In addition it appears these ghosts can cast magical spells, likely no higher than second level.
Pathfinder Ghosts
CE Medium undead (incorporeal)
Defensive Abilities incorporeal, rejuvenation; Immunities undead immunities
CL 6th
Corrupting Touch (Su) As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack deals 6d6 damage. This damage has no type—it manifests in the form of aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage dealt.
Although Alistair hits with their whip, it doesn’t do as much damage as he might have hoped.
Much to the dismay of all the ghosts, Teddington is able to keep his claws on his weapon.
I don’t think you can step up through an opponent so Blue blocks the step up.
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Teddington
Blue Ghost 32 damage
Green Ghost
Dr. Dov
Alistair
Mel
Persephone
Red Ghost
Patrick
Corporal Melisende |
"Ghosts, huh? Well, I don't consider myself an exorcist but anything that died once can die again!"
Mel rushes in, pushing past Dr. Dov and fires a line of electricity at Blue and Red.
Aurora Anacite Ion Cannon vs EAC: 1d20 + 15 ⇒ (5) + 15 = 20
Electricity Damage: 2d10 + 8 ⇒ (10, 9) + 8 = 27
GM Bret |
Mel’s Ion cannon hits both ghosts, but since they are out of phase with reality it doesn’t do full damage.
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Teddington
Blue Ghost 45 damage
Green Ghost
Dr. Dov
Alistair
Mel
Persephone
Red Ghost 13 damage
Patrick
Persephone Briarus |
Pheobe moves to get a clear shot on Red, hoping that her movement distracts it.
Bluff to Trick: 1d20 + 19 - 20 ⇒ (20) + 19 - 20 = 19 CR 19
Called Thunderstrike Sonic Pistol: 1d20 + 12 ⇒ (11) + 12 = 23
Trick Damage: 4d8 ⇒ (6, 7, 6, 5) = 24
Sonic: 1d8 + 4 ⇒ (4) + 4 = 8
If all successful, Debilitating Trick to make it Flat-footed until the beginning of my next turn.
GM Bret |
Persephone fakes out Red and hits. Once again the damage is less than expected.
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Teddington Red is Flat Footed
Blue Ghost 45 damage
Green Ghost
Dr. Dov Red is Flat Footed
Alistair Red is Flat Footed
Mel Red is Flat Footed
Persephone
Red Ghost 29 damage
Patrick Red is Flat Footed
Dr. Dov Delano |
Not seeing many things here that Dov can do to be useful, he stabs Teddington (painlessly!) with a special cocktail prepared using Dov's Spark of Ingenuity ability!
Teddington gets a +1 Enhancement Bonus to AC , a +2 Enhancement Bonus to Saves vs. pain and DR 2/— for the next 7 rounds!
Dov then scrutinizes the ghosts to see if he can learn anything in addition to what Alistair figured out:
Biohacker Custom Microlab ID: 19 + 20 = 39
GM Bret |
Teddington gets a shot of the good stuff from Dr. Dov.
Dr. Dov recalls that ghosts can move things with their minds. He also recalls that although you can do damage to a ghost, it takes more than that to set their spirits to rest. There is some task unfinished or some regret they can not let go of that causes them to remain after death. In some cases, the ghost doesn’t even remember the cause! They can also fly, but given they are incorporeal flight isn’t that much of a surprise.
Speed 30 ft., fly 60 ft. (Su, average)
Rejuvenation (Su) In most cases, ghosts can't be destroyed by violence—a “destroyed” spirit dematerializes, but restores itself in 2d4 days. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit.
Telekinesis (Su) A Pathfinder ghost can spend 1 Resolve Point to cast the spell telekinesis as a standard action (CL 6th).
Red Ghost really wishes it could go off the left side of the map.
Instead, it will fly past Alistair over to near Mel. It then unleashes a spell that none of you recognize, it must be ancient! It causes shards of ice to fly out in a cone hitting Mel and Teddington.
Chilling Spray, cold damage: 4d4 ⇒ (2, 4, 3, 3) = 12 DC 18 Reflex for half
Round 1:
Bolded may act
Mysticism to identify exactly what these incorporeal creatures are.
Blue Ghost 45 damage
Green Ghost
Dr. Dov
Alistair Red is Flat Footed, AoO on Red
Mel Red is Flat Footed, DC 18 Reflex vs 12 cold damage
Persephone
Red Ghost 29 damage
Patrick Red is Flat Footed
Round 2:
Teddington +1 AC, +2 save vs Pain, DR 2/- until round 9. Red is Flat Footed, DC 18 reflex vs 12 cold damage
Patrick Messier |
mysticism: 1d20 + 15 ⇒ (11) + 15 = 26
He is certainly interested in analysing their spells so he can reverse engineer them.
I hope I remember how to use this he says to himself, drawing a Ghost Killer Neutriad Pistol and firing at Red
v KAC: 1d20 + 8 ⇒ (12) + 8 = 20 B damage: 1d6 + 4 ⇒ (6) + 4 = 10