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Correction - Flenn was also pulled adjacent.
Momo's song does have an effect. The singularity collapses and turns back into Aurinkar. They are unconscious and dying.
Castana hits EAC (-26). And there would have been some effect from the nanites earlier.
fort: 1d20 + 10 ⇒ (16) + 10 = 26 piercing: 3d6 ⇒ (1, 2, 2) = 5
((V:-31))
Terminatrix, Flenn, and and Alkekenji are up.

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Terminatrix approaches the undead monster, but isn't yet in melee range.
Double move

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Fortitude save: 1d20 + 6 ⇒ (6) + 6 = 12
Gravitational damage (bludgeoning): 2d8 + 8 ⇒ (4, 4) + 8 = 16
Flenn grits his metallic teeth together, diodes flickering across the strained smile, as the gravitational pressures exert themselves across his body, causing his energy field to flicker out. The piercings in his nose move as if being drawn into the undead, pulling his half-orc nostrils wide in a pig-like mockery of his ancestry.
Flenn fires his jump jets against the pull, moving a mere 15 feet south from the creature. As he lands, he brings his gun up and fires.
Thunderstrike attack: 1d20 + 10 ⇒ (7) + 10 = 17
Thunderstrike damage (sonic): 1d10 + 6 ⇒ (3) + 6 = 9
"Agh!" he barks, "Gotta get my telemetry online."

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it looks like it saved against the nanite cloud, so it actually takes no damage, not 5 dmg.
Fort vs V's Gravity DC 16: 1d20 + 11 ⇒ (9) + 11 = 20
Steeling themselves against the tiny black hole they find themself next to, Kenji grits through the crushing forces to focus on the foe.
Move Action to use Focus Senses to gain blindsight vibration, then Standard Action attack.
vs EAC: 1d20 + 12 ⇒ (16) + 12 = 28
Sonic dmg: 3d4 + 12 ⇒ (2, 4, 1) + 12 = 19

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Alkekenji does more damage (V:-45) but takes half of 2d8 + 8 ⇒ (5, 3) + 8 = 16 bludgeoning damage from gravitational stresses.
Castana will also take bludgeoning: 2d8 + 8 ⇒ (1, 6) + 8 = 15 damage (fort dc 16 for half)
Terminatrix and Flenn are pulled back towards the creature
terminatrix: 1d20 + 19 ⇒ (10) + 19 = 29
flenn: 1d20 + 19 ⇒ (15) + 19 = 34
Terminatrix stays put while Flenn is pulled ten feet closer.
The creature uses it's Voidheart attack on Castana
vh: 1d20 + 19 ⇒ (17) + 19 = 36
Castana needs to make another DC 16 fort save to avoid being pinned and staggered for a minute by the agonising crushing gravity. (Acrobatics or Strength to break out)
Everyone is up.

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fort: 1d20 + 7 ⇒ (19) + 7 = 26

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strength: 1d20 + 4 ⇒ (15) + 4 = 19 (in case it's needed)
You're not going to crush me.
Castana will move away or not be able to move away but she'll explode in a ring of fire. (reflex half 18)
fire: 8d6 ⇒ (1, 2, 6, 2, 1, 4, 4, 6) = 26
(erg, are folks able to move away? If not I won't supernova this turn, or could the supernova work AFTER others have acted? Otherwise I'll do a regular strike, I'm definitely not intending to catch teammates)

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That is not enough to break away but does avoid being pinned etc.

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Terminatrix hustles around his teammates and finally reaches their opponent. While walking he drops his grenade launcher and draws his blade.

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Fairly confident in their nanites' ability to shield them from the worst of the gravity, Kenji's subsequent round looks a lot like the first: focusing senses to perceive the foe, and then sonic scythe. They're also ok to be within Castana's blast radius. (Yay Con based characters :D)
Fort vs DC 16 V's Gravity: 1d20 + 11 ⇒ (16) + 11 = 27
V's Gravity dmg: 2d8 + 8 ⇒ (1, 4) + 8 = 13
Ref vs Castana's Nova, DC 18: 1d20 + 3 ⇒ (11) + 3 = 14
Kenji's nanite cloud absorbs the worst of the Solarian's blast, but the khizar is still a little scorched. (Using a nanite surge for Defensive Dispersal, to reduce nova damage taken by 13)
Scythe vs V's EAC: 1d20 + 12 ⇒ (6) + 12 = 18
Sonic dmg: 3d4 + 12 ⇒ (1, 2, 3) + 12 = 18
Still have more than half of my SP; good to go for a few more rounds, yet :)

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Momo gently administers a healing serum to the fallen Aurinkar, while she sings on with a slightly trembling, distressed voice.
♫ Though the road ahead is dark
And you've got your whole life behind you
I am right by your side
It will all be alright
Knowing forever your memory
Shines bright ♫
Adminiser healing serum to Aurinkar
Healing: 1d8 ⇒ 7

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Flenn again fires his jump jets to get as much range as he can away from this thing, as he brings his combat tracking online finally. "Gravitometric sensors match what I already knew about this bloke ... he sucks."

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Momo stabilises Aurinkar.
Alkekenji misses
Does Terminatrix agree to being caught in Castana's blast?
Flenn manages to move away.

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"Momo, can you identify any weaknesses on this undead thing?"
I think my Mysticism +2 is the highest except for Momo, and I've already failed the Identify check, but I'm really hoping this thing has some kind of vulnerability we can exploit.

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Momo stabilises Aurinkar.
Alkekenji misses
Does Terminatrix agree to being caught in Castana's blast?
Flenn manages to move away.
Yes, this is fine
Reflex save: 1d20 + 5 ⇒ (9) + 5 = 14

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ref: 1d20 + 10 ⇒ (12) + 10 = 22 ((V:-58))
Crushing damage:
Castana: 2d8 + 8 ⇒ (8, 7) + 8 = 23
Terminatrix: 2d8 + 8 ⇒ (6, 4) + 8 = 18
Alkekenji: 2d8 + 8 ⇒ (8, 4) + 8 = 20
Fort DC 16 for half.
pull: 1d20 + 19 ⇒ (1) + 19 = 20
Flenn stays where he is.
The supernova blast briefly forms an accretion disk around the creature before it and the remaining nanites are sucked in. The creature then lashes out at Castana
claw: 1d20 + 19 ⇒ (10) + 19 = 29 slashing: 2d8 + 14 ⇒ (1, 2) + 14 = 17
Everyone is up.

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Castana continues tanking, she will strike and then try to move, if not possible, then another strength check...
advanced core hammer: 1d20 + 11 ⇒ (11) + 11 = 22
electricity/fire: 3d6 + 11 ⇒ (5, 6, 1) + 11 = 23
fortitude: 1d20 + 7 ⇒ (12) + 7 = 19
strength to escape: 1d20 + 4 ⇒ (13) + 4 = 17
Reattune Photon 1
noting for myself, Castana is down 39, no need to heal quite yet

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Coming! Coming! Momo's voice breaks as she responds to Flenn, sounding completely stressed out.
She moves back to the entrance area to get a visual read on the monster.
Mysticism: 1d20 + 10 ⇒ (8) + 10 = 18 That's not going to cut it, is it?
Eek! she cries out, but it's pretty clear to everyone that this is not an eek.

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Kenji has decided that the best course of action here is to continue wailing away on the weirdo gravitic undead. (Move action focus senses, Standard action attack)
Fort vs DC 16: 1d20 + 11 ⇒ (19) + 11 = 30 So 1/2 dmg = 10
vs V's EAC: 1d20 + 12 ⇒ (14) + 12 = 26
Sonic dmg: 3d4 + 12 ⇒ (1, 2, 4) + 12 = 19

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Undaunted by gravity effects, Terminatrix swings his blade twice at the undead.
wrack devastation blade: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
slashing: 2d8 + 11 ⇒ (6, 3) + 11 = 20
wrack devastation blade: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
slashing: 2d8 + 11 ⇒ (6, 2) + 11 = 19

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With his combat tracking fully online, and his position at least somewhat secure, he strums his koto, unleashing two quick thunderous blasts from the thunderstrike rifle.
Full attack
Thunderstrike attack 1 w/ multiattack vs. EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Thunderstrike rifle damage (sonic): 1d10 + 6 ⇒ (1) + 6 = 7
Thunderstrike attack 2 w/ multiattack, vs. EAC: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Thunderstrike rifle damage (sonic): 1d10 + 6 ⇒ (3) + 6 = 9
"Out of tune," he grumbles.

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Castana is still stuck but she does hit ((V:-81))
No, it's not an Eek. An Eek is a small furry rodent on a planet in the Vast that has a tendency to run away from danger going 'Eek' a lot. This sets off all the others in the vicinity and the combined Eeking and running has been known to cause disorientation and sonic damage.
Alkekenji also hits ((V:-100))
Terminatrix also scores a hit ((V:-119))
Both of Flenn's shots miss.
Crushing damage:
Castana: 2d8 + 8 ⇒ (2, 6) + 8 = 16
Terminatrix: 2d8 + 8 ⇒ (6, 2) + 8 = 16
Alkekenji: 2d8 + 8 ⇒ (5, 7) + 8 = 20
Fort DC 16 for half.
pull: 1d20 + 19 ⇒ (8) + 19 = 27
Again Flenn holds his ground.
The creature lashes out at Castana
claw: 1d20 + 19 ⇒ (3) + 19 = 22 slashing: 2d8 + 14 ⇒ (6, 6) + 14 = 26
Everyone is up.

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Castana huffs and puffs. She senses this thing is near death. Just.
advanced core hammer: 1d20 + 11 ⇒ (8) + 11 = 19
electricity/fire: 3d6 + 11 ⇒ (3, 3, 6) + 11 = 23
fortitude: 1d20 + 7 ⇒ (12) + 7 = 19
strength to escape: 1d20 + 4 ⇒ (19) + 4 = 23
Reattune Photon 2
noting for myself, Castana is down 81. Can probably last one more turn.

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Castana just barely misses - and she still cannot break free.

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Flenn continues firing his koto, hoping to hit the right frequency modulation.
Thunderstrike attack 1: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Thunderstrike damage (sonic): 1d10 + 6 ⇒ (8) + 6 = 14
Thunderstrike attack 2: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Thunderstrike damage (sonic): 1d10 + 6 ⇒ (6) + 6 = 12

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Flenn manages to do so on the second shot and the creature collapses into it's own singularity before disappearing.
Defeating the creature end the threat once and for all. The Revelry fully enters the Material Plane with a sudden flash of light and motion and the area of warped Drift space vanishes. Freed from the vorthuul’s grip and the Drift’s strange energies, the ship seems to come alive, as if roused from a deep slumber. Energy crackles in the air, and you can feel the subtle hum of the engines coming online beneath your feet. The life support system resumes pumping clean, warm air into the ship. The remaining undead wither away, crumbling to ash as a warm breeze sweeps across the ship’s decks.
What now?

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After checking to make sure their fellow Starfinders are alright, Kenji would move to check on Aurinkar.
"Are they alright? Momo, you did great helping this poor soul." Kenji is mostly relieved that things ended well, but is also a little bit spooked that Aurinkar was, briefly, some sort of living singularity, and is concerned it could happen again?

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Aurinkar! Momo says and shouts He's still alive, hoping that is indeed the case. She rushes back to the fallen Solarian to check on him.
And never truly in need of a reason to leave the (now apparently no longer haunted) ship, she suggests I think he needs some help... let's get him to the medical bay!

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Terminatrix, who had only light injuries, is likewise concerned of what happened to Aurinkar. "Presumably worst danger is now over and our mission here has succeeded."

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Flenn stows his gun and walks over to a computer terminal. "I'm guessing there are no life signs remaining on this ship, but I'll double check. Gotta see what kind of autopilot this thing has, because it's definitely designed for more crew than we have."
Revelry is larger than the two Starfinder ships, right? Is there a docking bay or something where we can land those ships in this one and fly the Revelry back? Or do we need to somehow fly all three ships back?

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Aurinkar is indeed alive, but deeply unconscious.
It doesn't take you long to realise that you have comms back with Absalom Station and a trained crew can be dispatched to bring the Revelry home. Flying this ship is a lot more like flying the Master of Stars. If you have a second pilot, you could bring the Vigilance back otherwise, another pilot can be dispatched to do that.
You can also transport the bodies of the Vigilance's crew over to their ship (or yours if you prefer). As you do so, Lulora's ghost materializes once more to thank you. Ghostly tears form in her eyes as she asks you to give her and her crew a proper Starfinders’ funeral. She then bids you farewell as her spirit is finally released from the ship.
Aurinkar remains unconscious for a week, before finally coming to. They’re somber and relatively uncommunicative—they refuse to speak about their experiences aboard the Revelry or anything frivolous, though they will speak briefly about their fondness for their crewmates and ask to be left alone to mourn. They spend much of their time in fitful sleep. Upon returning to Absalom Station, they thank you for saving them, before being whisked away for medical assessment.
Ixthia debriefs you upon your return to Absalom Station. A few days later, a memorial service is held, and many of Lulora and her crew’s former colleagues join to mourn her and her crew.
That is basically the end of the scenario. Dayjobs please

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Day Job (Lab Technician): 1d20 + 18 ⇒ (15) + 18 = 33

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Day job (mercenary): 1d20 + 10 ⇒ (13) + 10 = 23

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None here. Thank you for running!

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day job, dancer: 1d20 + 11 ⇒ (16) + 11 = 27
Momo stays close to Aurinkar while he is recovering, hoping to make the shock of waking up to a lost crew more bearable… and to stop him from any relapses into imploding.

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Kenji tries to be stoic about this whole ordeal. "All Starfinders know the risks when they set out, but I don't think anyone is prepared for what happened to Lulora and her crew. I pray they find peace, in their afterlives." They would take great care with the personal effects recovered from the Vigilance, particularly the gaseous plankton.
Profession Herbalist: 1d20 + 16 ⇒ (20) + 16 = 36
Thanks for running, phaeton_nz, and thanks for playing, everyone else! This was fun :) See a bunch of you tomorrow, for Outpost!!

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Game has been reported. If you need your Chronicles in a hurry - please let me know

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Thanks for running and everyone for playing!