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Sakorus isn't afraid of no ghost, and strikes hard with the spear, which glows eerily at it hurts the ghost quite badly!
Fort Save vs DC19 Ghostliness: 1d20 + 6 ⇒ (5) + 6 = 11
Sakorus's eyes grow increasingly dull and his face slackens into a bland expression as his personality is chipped away; but he retains enough agency to keep his guard up with the new spear!Okay, down to 3 Cha, lol. I'm beginning to see the weakness in my "ppfft, just look at the ghost" strategy :D
@George any more Space-Magic Missiles? Some guaranteed Force damage sounds good about now!

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The ghost fights on as Shari lands a hit, and swipes angrily at the incoming elementals
Aoo, Blue Elemental: 1d20 + 16 ⇒ (18) + 16 = 3410d6 ⇒ (3, 2, 1, 2, 2, 1, 4, 1, 5, 6) = 27 DC 19 Fort save for half, if that matters
The ghost then swipes at another elemental mumbling Traitors!
Corrupting Touch, green Elemental: 1d20 + 16 ⇒ (14) + 16 = 3010d6 ⇒ (6, 5, 1, 3, 3, 5, 4, 2, 5, 2) = 36 DC 19 Fort save for half, if that matters
---R5
Celly
---R6
Sakorus
George
Trober
Atu
Shari
---R6
Heliotherum (82)
---

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Sakorus goes for the full attack, reckoning that Shari has the ghost off-balance! He has just enough wherewithal to try and avert his gaze this time, though.
Fort Save vs Gaze DC 19: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Crystal Spear #1 vs FF KAC: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Concealment #1: 1d100 ⇒ 52
Crystal Spear P Damage #1: 4d6 + 12 ⇒ (4, 3, 4, 1) + 12 = 24
Crystal Spear #2 vs FF KAC: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Concealment #2: 1d100 ⇒ 27
Crystal Spear P Damage #2: 4d6 + 12 ⇒ (2, 3, 6, 3) + 12 = 26
Welp ¯\_(ツ)_/¯

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Trober sees he's not the main target of Heliotherum, so he continues to fire away with only mild anxiety, as opposed to severe anxiety, about the results. Before he pulls the trigger he steadies his aim by gripping the heavy bipod on this rifle.
Blindmark Rifle vs. Heliotherum EAC: 1d20 + 9 ⇒ (1) + 9 = 10
Sonic (NL) Damage: 2d4 + 5 ⇒ (1, 3) + 5 = 9
"I'm sorry Celly I shot the wall again."

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Since no one else needed that healing, Celestia used it on herself. Plus she's coming down from her rage. It's actually hard for her to stay mad for long.
She swims/hydrojets over to Trober.
That was the ceiling actually. But it doesn't matter. At least you've got a chance. My Mind Thrusts don't work and I was a stupid fool and forgot to waterproof my weapons before we left. So I've got NOTHING except my healing ... she sounds rather bitter but then brightens up (literally) as she gets an idea.
I could always try this and casts Wisp Ally to annoy the ghost.

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Hey, you. ghost possessing bodies! Have you ever heard of people possessing ghosts? And such a person is already behind your back!
Bluff: 1d20 + 15 ⇒ (10) + 15 = 25 - Clever Feint ("If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn.")

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Sakorus averts his gaze, but as both of his strikes miss, he accidentally locks eyes with the ghost
Sakorus
Cha: 1d4 ⇒ 4
Cold: 3d10 ⇒ (7, 5, 6) = 18
Trober hits the ceiling, and as Celly comments on it, she casts a spell. Shari seems to be able to distract the ghost...
---R5
Celly
---R6
Sakorus
George
Trober
Atu
Shari
---R6
Heliotherum (82)
---

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Sakorus's entire body goes slack as the last of his Charisma drains away, and he floats, listlessly and bereft of agency, in the cold waters...
Huh, I guess you go unconscious if you lose all of your Cha. I guess Shari can take the spear, now, if she still wants :D
"If your total damage to one ability is equal to your score in that ability, you cease taking damage to that ability score, but you fall unconscious until the amount of damage is less than your score."
https://www.aonsrd.com/Rules.aspx?ID=126
Really regretting not bringing my khizar, who is blind and therefore immune to gaze attacks, now XD

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Sakorus! Atu yells as they see their colleague fall.
Focusing in anger upon the spirit, they try to blast it again while yelling out with increasing frustration: More watery spirits that cannot harm this revenant will not stop it. Only force seems to faze it!
Myst v 20+CR: 1d20 + 17 + 4 ⇒ (11) + 17 + 4 = 32
Attack v flat-footed EAC: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22 for Sonic: 1d8 + 4 ⇒ (4) + 4 = 8 plus Acid: 4d6 ⇒ (6, 4, 3, 3) = 16 if the Myst worked
partial Concealment, low good: 1d100 ⇒ 80
phew: that juuuuuust makes it.
Fort: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28

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As sakorus goes unconscious, Atu manages to land a shot against the distracted ghost.
---R5
Celly
---R6
Sakorus
George
Trober
Atu
Shari
---R6
Heliotherum (94)
---

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It's very bad, Shari says softly, continuing to shoot blindly.
Stunt and Strike: Slight of Hand: 1d20 + 1d6 + 20 ⇒ (16) + (4) + 20 = 40 - DC = 20 + target’s CR; FF vs attack
Shadow Pistol: 1d20 + 9 ⇒ (10) + 9 = 191d10 + 3 ⇒ (10) + 3 = 13 - Cold vs EAC
51+ hit: 1d100 ⇒ 17

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As sakorus goes unconscious, Atu manages to land a shot against the distracted ghost.
---R5
Celly
---R6
Sakorus
George
Trober
Atu
Shari
---R6
Heliotherum (94)
---
I think you mis-bolded here: I believe George is the PC still to act this round

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And of COURSE I can't cast Remove Condition and I DON'T have Restoration Celestia grumbles.
Bah I went back to check, and the hypopens we looted earlier are purple = remove condition = would have been useful with the Frightened party members earlier, lol. But, sadly, no help for Cha damage.

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Speaking of which, Sakorus has another ghost killer fusion, in case people want to get serious about killing that ghost
Shari takes a blind shot, and misses just barely. With Sakorus down, the ghost takes annoyed swipes at the elementals
Touch, Green: 1d20 + 16 ⇒ (7) + 16 = 2310d6 ⇒ (5, 6, 6, 1, 6, 1, 4, 5, 6, 3) = 43 [ooc]Fort DC 19 for half[/dice]
Touch, Purple: 1d20 + 16 ⇒ (10) + 16 = 2610d6 ⇒ (5, 3, 5, 2, 4, 4, 2, 1, 2, 1) = 29 [ooc]Fort DC 19 for half[/dice]
---R6
Celly
---R7
Sakorus
George
Trober
Atu
Shari
---R7
Heliotherum (94)
---

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Celestia swims over to Sakorus to see if there is anything she can do for him ... as well as seeing if he has a resource she can use, such as a waterproof weapon. If she can, she will move him to safety.

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Celestia swims over to Sakorus to see if there is anything she can do for him ... as well as seeing if he has a resource she can use, such as a waterproof weapon. If she can, she will move him to safety.
Nothing per se, but, he does have his apprehension-class capture pole to which we attached that ghost killer fusion we looted, and as a melee weapon that does P dmg, it's not that inhibited by being underwater. He also was most recently using the sentinel crystal spear that Hinevera was holding, which is a nice underwater ghost killer weapon! So you're spoiled for choice, as long as you can use advanced melee weapons?
Beyond that, he's got one Mk 1 Serum of Healing from his own reserves, as well as at least one, possibly two(?) of the Mk 3s we looted earlier.
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The Elementals attempt to resist the bad touch ghost.
Fort save Blue: 1d20 + 5 ⇒ (12) + 5 = 17
Fort save Green: 1d20 + 5 ⇒ (19) + 5 = 24
Fort save Green: 1d20 + 5 ⇒ (11) + 5 = 16
Fort save Purple: 1d20 + 5 ⇒ (3) + 5 = 8
The ghost manages to destroy three of the four elementals. The last remaining elemental floats in place in front of the angry ghost.
The elementals have 20 hit points each so a save can make a difference at times. :)

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George 09-23 jets closer to the battle.
Double Move.

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Atu's many component's eyes look in partial disbelief as they see the android simply swimming about. There are two unconscious allies and rising. Shoot the incorporeal ghost with magic missiles! they call out as they themselves work to channel Hylax's power into a shot while slowly continuing to try and jet out of gaze range.
Myst v 20+CR: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35
Attack v EAC: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16 for Sonic: 1d8 + 4 ⇒ (5) + 4 = 9
Plus Acid: 4d6 ⇒ (4, 1, 5, 1) = 11 if that Must roll worked
Partial Concealment, low good: 1d100 ⇒ 20
fort: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Sadly, their weapon fire does not automatically hit and the shot goes wide.

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Trober desperately fires away with his rifle.
"Somebody do something!!!"
Blindmark Rifle vs. Heliotherum EAC: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Sonic (NL) Damage: 2d4 + 5 ⇒ (4, 1) + 5 = 10
Blindmark Rifle vs. Heliotherum EAC: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Sonic (NL) Damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9

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Myst v 20+CR: 1d20 + 17 + 4 ⇒ (11) + 17 + 4 = 32
Just a thought, but - you're level 7, right? Can't you use specialization skill mastery to be taking 10 and mostly auto-tricking
And yes, please, @George if you have any spell slots left, fire off some magic missiles! As a space-wizard with Harmful Spells, your guaranteed force damage without a concealment chance (because no attack roll) should be carrying this fight :D
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I believe Atu is talking about Hinevera and Sakorus
Sakorus is dragged to safety by Celly, while George moves closer to the battle. Atu and Trober continue to provide cover fire, but without hitting anything.
Can I have an action for Shari?
---R6
Celly
---R7
Sakorus
George
Trober
Atu
Shari
---R7
Heliotherum (94)
---

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DICEBOT LOVES YOU! Botting for Shari
Stunt and Strike: Slight of Hand: 1d20 + 1d6 + 20 ⇒ (14) + (4) + 20 = 38 DC = 20 + target’s CR; FF vs attack
Shadow Pistol: 1d20 + 9 ⇒ (6) + 9 = 151d10 + 3 ⇒ (10) + 3 = 13 Cold vs EAC
51+ hit: 1d100 ⇒ 98

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The murderous ghost flinches as Shari's shadow pistol scores a near miss. It focuses its anger on the last elemental in range
Touch: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 2310d6 ⇒ (3, 2, 6, 3, 4, 3, 2, 6, 1, 2) = 32
Touch: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 2610d6 ⇒ (2, 2, 1, 1, 6, 3, 3, 6, 4, 2) = 30 DC 19 Fort for half, on both attacks
---R7
Celly
---R8
Sakorus
George
Trober
Atu
Shari
---R8
Heliotherum (94)
---

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Hate to tattle on myself GM, but gotta play fair: as Atu’s only partially averting eyes at the moment, I think you’ve missed the last two rounds of gaze damage to them: made the first save failed the second, but never saw the damage results from that.
Continuing to jet as fast as they can away from the ghost with the shape of the room really not helping with that :p Atu continues to fire, desperately praying that this mute and unrelenting or expanding ghost may fall…before they do.
Take 10 on Myst to succeed on that check - thanks for the point out Sarkorus!
Atrack v EAC: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19 for Sonic: 1d8 + 4 ⇒ (6) + 4 = 10 plus Acid: 4d6 ⇒ (2, 5, 6, 3) = 16
Partial Concealment, low good: 1d100 ⇒ 9
Fort: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22

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Trober awkwardly pulls the battery from his rifle and inserts a new one. With a look of trepidation on his face he aims his weapon at Heliotherum and again and hopes for the best, but expects the worst.
Blindmark Rifle vs. Heliotherum EAC: 1d20 + 8 ⇒ (9) + 8 = 17
Sonic (NL) Damage: 2d4 + 5 ⇒ (4, 2) + 5 = 11
The chances of me rolling double digits on a 1d20 are approximately 3,720 to 1.

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Aim for the ghost Trober Celestia exclaims as she tries to get the unconscious morlamaw to safety ... and also check to see if she has something useful.

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Thanks for pointing it out. I will only retcon for last round, the other's are too long ago
Last round's gaze damage for Atu
Cha: 1d4 ⇒ 4
Cold: 3d10 ⇒ (8, 4, 4) = 16
Celly pulls the morlamaw to safety, and finds she wearing a Abadarcorp travel suit (not quite her size) and has a perihelion laser pistol.
Atu fires and misses by a hair, while Trober misses by a lot more.
---R7
Celly
---R8
Sakorus (DOWN)
George
Trober
Atu
Shari
---R8
Heliotherum (94)
---

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Stunt and Strike: Slight of Hand: 1d20 + 1d6 + 20 ⇒ (10) + (6) + 20 = 36 - DC = 20 + target’s CR; FF vs attack
Shadow Pistol: 1d20 + 9 ⇒ (12) + 9 = 211d10 + 3 ⇒ (10) + 3 = 13 - Cold vs EAC
51+ hit: 1d100 ⇒ 72

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Sakorus floats, listless and uncaring, bereft of agency, purpose, and self-awareness...
"This isn't so bad," some small part of his subconscious thinks to itself.

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George 09-23 keeps his eyes open as he blasts the ghost with force based missiles.
Magic Missile, Full Round Action, Harmful Spells: 3d4 + 3 + 3 ⇒ (4, 4, 1) + 3 + 3 = 15

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Shari manages to get on-target, and puts the ghost on the wrong footing. Her cold blast hurts the ghost. George fearlessly lets loos a battery of forceful missiles, which are very effective against the undead haunt.
George
Cha damage: 1d4 ⇒ 4
Cold damage: 3d10 ⇒ (10, 7, 9) = 26 DC 19 fort for half
It is also sufficient to draw the attention of the ghost, who lights up the technomancer with an eerie aurora.
Bludg + Fire: 5d6 + 5d6 ⇒ (4, 3, 3, 4, 1) + (2, 5, 5, 6, 4) = 37DC 19 fort for half, stunned 1 rnd if save fails
---R8
Celly
---R9
Sakorus (DOWN)
George
Trober
Atu
Shari
---R9
Heliotherum (115)
---

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Trober steadies his aim with his rifle's heavy bipod and fires again.
"Maybe if I close my eyes this time I'll hit it..."
Blindmark Rifle vs. Heliotherum EAC: 1d20 + 8 ⇒ (18) + 8 = 26
Sonic (NL)Damage: 2d4 + 5 ⇒ (3, 2) + 5 = 10

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We almost won! Just a little more!
Stunt and Strike: Slight of Hand: 1d20 + 1d6 + 20 ⇒ (16) + (6) + 20 = 42 - DC = 20 + target’s CR; FF vs attack
Shadow Pistol: 1d20 + 9 ⇒ (4) + 9 = 131d10 + 3 ⇒ (1) + 3 = 4 - Cold vs EAC
51+ hit: 1d100 ⇒ 85

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That's it Trober ... you're doing good.
I really should stop picking on Trober
She grabs the perhelion laser pistol, and fires.
fire: 1d20 + 6 ⇒ (6) + 6 = 12
concealment (>51 = hit): 1d100 ⇒ 10
It's quite probable she missed.

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As the ghost gets properly peppered by some attacks, Atu finally is able to jet far enough to the south to ficus their aim fully at the damaged spirit.
Attack v EAC: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19 for Sonic: 1d8 + 3 ⇒ (5) + 3 = 8 plus Acid: 4d6 ⇒ (6, 5, 6, 6) = 23
$&%*$& they curse as their shot presumably goes wide again

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Trober lands a shot, and the ghost looks the be on the verge of losing touch with this plane. Neither Shari, Celly nor Atu manage to deal the killing blow, though...
---R8
Celly
---R9
Sakorus (DOWN)
George
Trober
Atu
Shari
---R9
Heliotherum (120)
---

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George 09-23 tries to resist the malign forces of the evil undead creature.
Fortitude DC 19 vs Gaze Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Fortitude DC 19 vs Inferno Attack: 1d20 + 5 ⇒ (4) + 5 = 9
George 09-23 is battered heavily by both attacks but his armor enhancements helps to blunt the blow (5 Fire Resistance, 5 Cold Resistance and DR 5/- reduce the total damage by 15 points).
The space wizard almost falls under the onslaught of the ghost but holds on long enough to throw three more missiles.
Magic Missile, Full Round Action, Harmful Spells: 3d4 + 3 + 3 ⇒ (4, 2, 3) + 3 + 3 = 15

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With the last volley of missiles, Heliotherum makes a turn, moves up and plunges into the control panel.
The control consoles power up, causing illusory stars and planets to spring to life, spiraling through each of the observatory’s four domed areas. Heliotherum’s voice, peaceful and sad, echoes through the room. “Four worlds spread across four sytems. Ibra’s gift to my people for our dedication… our veneration… our dreams. We dove from our home on Padrisine, swimming across the stars like a sea, plunging deep into the waters of new worlds… new homes… like this one. Here, in this tower, was the catalyst—the dive point through the galactic ocean. And when the walls of this tower crumbled around us, and I realized we were doomed, I cut it off… I severed the current to protect the wider worlds, isolating us here, so far away from home… Shattering Ibra’s gift… Will you leave our history to rot, submerged beneath the waves? Or will you fix what has been broken, even if it takes lifetimes? What course would you chart for Arniselle?”

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I guess there's no real option to quickly heal Cha damage, so, Sakorus is more or less dead weight for this scene, yeah? I'm sure he'd appreciate if someone could tow his comatose body back to the sub, at least XD Hey, at least it's a lot easier underwater than it would be on land?
Sakorus continues to float aimlessly, his eyes unfocused and his tongue lolling out of his vertical-slit mouth, within his environmental protections.

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the moment the ghost finally retreats Atu jets down towards the fallen Sakorus and Hinevera. If the morlamaw want to fix this and discover their past of course they'll fix it you #$%$hole. they buzz angrily as they assess the two large fallen Starfinders. And we'll help. You're talking NOW? We would have come for your in fellowship without you hijacking your species' present and trying to kill us to rot here.
Examining the unconscious agents, the spathinae casts Stabilize on both figures before pulling out a medkit and serum of healing.
Since they've felt the mind-damaging effect of the ghost's gaze themselves, I think Atu probably would be able to asses that's what's keeping Sakrous insensate - and sorry but I don't have a lesser restoration-esuqe option at the moment :( Something to put on the immediate shopping list, unless perhaps Hinerva might have something.
Could Atu use Medicine to see if Hinerva's out of it due to damage, mental ability damage, or something else? If seemingly just week/damaged they would try to use a healing serum to get her up.
Medicine: 1d20 + 16 ⇒ (19) + 16 = 35
Oh now the dice feel like giving high numbers: not other points during a month+ of the fight

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Of course we'll salvage yoiur history. Not just for us, but for the morlamaw too.
She takes images.
And I can assure you that I know someone who would gladly come here and get this place going again. She's gonna be fascinated by all of this when I tell her.
diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
She makes a note of the name Padrisine, then checks her datapad.
Does the world named Wealdriad mean anything to you? And what's the name of the fourth?

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Unfortunately, not even some of the treasure is helpful here...
We'll see the ghost says in response to Atu's expletive-laden plea. As Atu moves to stabilize Hinevera the console goes silent.
Meanwhile, Celly manages to answer her own question: the device in the northwest corner on the mezzanine seems to be pointing to Wealdriad, suggesting some significance.
Rhe central chamber and each of the three magic devices on the mezzanine are star chambers—when activated and calibrated, these devices emit an illusory depiction of a solar system the device is tied to, as viewed from a specific planet in that system. While the starcharts and telescope could function for the star chambers to provide transport, the tower would need to be raised above the waves and realigned completely. This work could take years—perhaps even a decade.

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It's amazing, we're still alive.
Mysticism: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (4) = 35
Celly, look! The central chamber and each of the three magic devices on the mezzanine are star chambers—when activated and calibrated, these devices emit an illusory depiction of a solar system the device is tied to, as viewed from a specific planet in that system. While the starcharts and telescope could function for the star chambers to provide transport, the tower would need to be raised above the waves and realigned completely. Hmmm... This work could take years—perhaps even a decade.

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Hopefully the engineers will bring a proper exorcist with them. Atu comments as they carefully inject their healing serum into Hinevera to wake them.
Healing: 1d8 ⇒ 5