Trober Drof |
I'm assuming the elemental is dead so Trober won't need to take an action.
AbadarCorp Entertainment |
Sakorus fails to terminate the reflection as it comes in, but the follow-up attacks do the job, bursting the bubble of the elemental and returning the water to calmth.
Combat over!
Sakorus |
Panting from the exertion of moving around underwater, Sakorus looks around. "Is that all of them? Did we beat them off? Hard to see, in the current conditions! Was anyone injured?"
If it's safe to do so, Sakorus wouldn't say not to a 10 min rest; he's out of Stamina, after those watery jerks. He'd also take a moment to patch his own wounds, via Treat Deadly Wounds.
Treat Deadly Wounds Medicine wtih Adv Medkit, DC 20: 1d20 + 19 ⇒ (17) + 19 = 36
Beat the DC by >5, so would restore 13 HP; back to full :)
Does anyone else need HP Healing?
Atu Vaeyo |
We think we are, mostly, intact. Atu replies to the izalguun. They swim over towards him. Though it was a close call. Are you fine. You seemed to take the brunt of their ire. Bravely.
The spathinae looks about carefully to see if the commotion has drawn any other creatures out from the ruins.
And if not, would suggest a stamina rest.
AbadarCorp Entertainment |
The group takes a moment to recover from the ordeal.
Your original destination was the spire - do you still want to go there?
Trober Drof |
Yes!
"I don't recommend that anyone try to do their taxes on their own. The tax codes these days are so complicated and its always unclear what exactly you can take as deductions as a Starfinder agent.".
For the first time Trober seems at relative ease when talking.
Sakorus |
"You know, Mr. Drof, I've been meaning to ask about that. Do my healing serums count as a business expense? What if I purchase them with the intention of utilizing them on other Starfinders, rather than myself? Abadar only knows why this isn't clearer," the big izalguun says with a look of dismay.
AbadarCorp Entertainment |
The exterior walls of the spire are worn and pitted from the persistent battering of the ocean waves, and coated in barnacles, coral, and countless ocean plants. Beneath the buildup of ages, there remains complex carvings of stars, planets, and constellations, spreading across the spire like
a star chart. Along the lower half of the tower, a series of perfectly circular openings are cut into the rock.
Inside, magical pinpricks of light mimic the same constellations on the outer walls, casting the tower’s interior in dim light. The lower levels are empty and hollow, but a breaching platform halfway up the spire hints to a transition from underwater to above—though today it all remains flooded.
From the landing platform, a ramp spirals up the tower, opening at last to the observatory’s central chamber through a hole in the wall.
A circular arch opens into a submerged observatory cast in eerie red light. A massive hybrid telescope sits in the center of the main chamber, with a series of magical consoles on the west wall and a ramp on the east wall, directly above the entrance. This ramp leads up 20 feet to a mezzanine that encircles the observatory. Three strange magical devices consisting of polished shell, glowing glass orbs, and delicate mechanical components line the mezzanine, each at the center of its own, smaller circular area. Above, three smaller domed ceilings ring a larger domed ceiling, its many roof panels—once capable of spiraling open to provide a view of the stars—are now rusted shut from years of disuse and neglect. Throughout the entire observatory, images are carved into the shell walls: morlamaws swimming through a sea of stars.
Hinevera floats at the control console, turning from her work to glare with glowing white eyes. Foul energy seeps from her every pore, lighting the water around her with a dull glow. She opens her mouth to speak, but a mournful scream pours from her lips, echoing through minds and souls as easily as she slips through the water.
Hinevera is clearly possessed, and releasing her from that possession takes a number of Bluff, Diplomacy, Medicine, or Mysticism checks, each of which would take a standard action
The central chamber is an observatory platform currently 20 feet below the outer mezzanine. At its height, the consoles in the west wall could open the domed roof panels and raise this platform, thrusting the telescope into the air and offering an unparalleled view of the unobstructed skies. Today, the mechanisms that open the dome and raise the platform are damaged and don’t function.
Shari Misraria: 1d20 + 6 ⇒ (7) + 6 = 13
Sakorus Init: 1d20 + 0 ⇒ (20) + 0 = 20
Atu Init: 1d20 + 9 ⇒ (2) + 9 = 11
George 09-23: 1d20 + 7 ⇒ (10) + 7 = 17
Trober: 1d20 + 5 ⇒ (7) + 5 = 12
Celly: 1d20 + 1 ⇒ (6) + 1 = 7
Hinevera: 1d20 + 3 ⇒ (4) + 3 = 7
---
Sakorus
George
Trober
Atu
---
Hinevera
---
Celly
---
Atu Vaeyo |
This is a majestic place Atu intones as they move into the observatory. To see and respect the stars so much even so far in the depths below, where they struggle to be seen, would have involved remarkable craftsmanship...
The spathinae is excited when Hinevera's form appears, but halts aghast as they take in the dark forces enveloping her.
They focus blunting energies into thier weapon Move action imbue weapon with Acid and the merciful fusion as they call out towards the morlamaw:
I do not know what you are in there, but Depart! Hinerva's body and spirit is their own - you shall not have purchase there!
Mysticism: 1d20 + 17 ⇒ (3) + 17 = 20
The priest tries to imbue some Hylaxian exorcism rites as well, though that is far from their area of specialty.
you know what: possession sucks. Using Promotional boon re-roll on that.
Mysticism: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
...well I guess it's techincally better
George 09-23 |
George 09-23 attempts to begin to break the enchantment with a mystical counter. He then engages his hydrojets and moves away from the rest of the party.
Mysticism, +2 on one skill roll/day: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Trober Drof |
As soon as Trober sees Hinevera he lets out a low moan that alerts everyone to danger. Alert the Herd, everyone gets a +4 bonus to their initiative roll, so Celly can go before Hinevera.
"Celly! What do we do? She's clearly possessed!"
Mysticism: 1d20 + 10 ⇒ (8) + 10 = 18
Trober just stands next to Celly, frozen in fear.
AbadarCorp Entertainment |
Atu's attempt at extraditing the possession is just met with a snarl, but when George weighs in, it becomes a bit more of a pained growl. Trober's attempt are a bit too hesitant to make progress.
---
Sakorus
George
Trober
Atu
---
Hinevera [1 success]
---
Celly
---
Sakorus |
Sakorus has a moment of intrusive thoughts, thinking about the specifically anti-morlamaw mutagen he's previously prepared, but decides that no, now is the time for helping, not harming, his fellow Starfinders. He'll try a physiological approach to curing possession.
Medicine: 1d20 + 19 ⇒ (4) + 19 = 23
T-Shirt re-roll time!
Medicine re-roll: 1d20 + 19 + 4 ⇒ (16) + 19 + 4 = 39
That's more like it!
Just by way of flavour,Sakorus fires a medicinal dart at the possessed Hinevera, loaded up with a cocktail of hormones and RNA quick-actors, all devised to overload the morlamaw's synpases and spark her nervous pathways. "That should become a very unpleasant body to be wearing, in short order."
AbadarCorp Entertainment |
Hinevera seems to fight herself, a deep guttural vocalization offering a hint of the great internal struggle going on.
The vocalization turns into a bone-chilling moan, and the cold, dead-eyed gaze of the morlamaw seems to drain heat from the water itself.
- DC 18 will save or become frightened
- DC 18 fort save to avoid taking Charisma damage: 1d4 ⇒ 3 and to halve Cold Damage: 3d10 ⇒ (10, 10, 8) = 28
---R1
Celly
---R2
Sakorus
George
Trober
Atu
---R2
Hinevera [2 successes]
---
Sakorus |
Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Will: 1d20 + 4 ⇒ (2) + 4 = 6
...of course Dicebot specifically waited until right after I used my t-shirt re-roll to hit me with the ol' two-three XD
Frightened and drained, Sakorus yells, "Trober's right, reason dictates we flee!" and run-swims away.
How long does the Frightened last for?
Atu Vaeyo |
Will: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Agreed! Atu replies as they too begin to swim rapidly back and out of the observatory.
Celly |
will: 1d20 + 8 ⇒ (8) + 8 = 16 v DC 18
fort: 1d20 + 3 ⇒ (19) + 3 = 22 v DC 18
Celestia also ducks out the door.
Oh by the ghods ... that's creepy cold
AbadarCorp Entertainment |
Frightened, Sakorus: 2d4 ⇒ (2, 4) = 6 rounds
Frightened, Atu: 2d4 ⇒ (4, 1) = 5 rounds
Frightened, Celly: 2d4 ⇒ (2, 4) = 6 rounds
---R1
Celly [F 6]
---R2
Sakorus [F 6]
George
Trober
Atu [F 5]
---R2
Hinevera [2 successes]
---
Sakorus |
Ironically, Sakorus's neurotransmitter booster would let him grant those afeared a new save, at +4...we're he not himself afraid XD
Trober Drof |
Trober uses a paradox (17) to pass the will save.
Fortitude Save: 1d20 + 2 ⇒ (17) + 2 = 19
"Why is everyone running away without me!!!"
Trober begins running away also.
"Hinevera stop, please!!!"
Trober uses a paradox (14) + 10 for a 24 on his Mysticism roll.
George 09-23 |
George 09-23 attempts to resist the monster's evil gaze.
Will save, +2 vs Mind Affecting (not included in this roll): 1d20 + 7 ⇒ (11) + 7 = 18
Fort save: 1d20 + 5 ⇒ (20) + 5 = 25
George 09-23 resists both effects and his Thermal Capacitor in his armor kicks in to shield him partially from the cold (Resist Cold 5).
The android stays in place and attempts to break the spell on the Morlamaw.
Mysticism: 1d20 + 14 ⇒ (10) + 14 = 24
If a 25 is the target number to succeed on the check than George 09-23 will expend his daily use of his luck stone. :)
Shari Misraria |
Shari jumps into battle, finish writing another working email a couple of tiers below. Of course there's no connection to send it right now, and that's a problem because it's a very urgent email and she forgot to send it earlier when there was a connection, but... This means that she will be able to send it as soon as the connection appears! The text is already ready. In the meantime...
Be gone, vile spirit!
Mysticism: 1d20 + 13 + 1d6 + 1 ⇒ (4) + 13 + (3) + 1 = 21
AbadarCorp Entertainment |
Trober pleads with Hinevera, and something quite dramatic happens! A ghostly figure emerges from the morlamaw, ejected by the concerted effort of the Starfinders. It is itself a morlamaw in form, but ethereal as ghosts are, screeching a Vile interlopers! My life’s work is not yours to steal! as Hinevera collapses onto the ground, dropping a sentinel crystal spear that seems to disturb the ghost in some way. (In other words, the spear seems to be effective against the ectoplasmic being)
As Trober is about to run away, Shari appears back on the scene.
I will need a Will save for Shari, though...
---R2
Celly [F 5]
---R3
Sakorus [F 5]
George
Trober
Atu [F 4]
Shari [Will save needed]
---R3
Heliotherum
---
Trober Drof |
"What is that? It might be a ghost!!! Mistress Shari what do we do???"
Trober swims for cover. His fear manifests itself magically as an energy shield that surrounds his body. Reflecting Armor
As he settles behind cover he fumbles with his rifle, but manages to prime the firing mechanism on it in case he has to use it.
Sakorus |
I'm not 100% sure if there's a way out of the tower - looking at the map, there's no obvious doors in or out? Given that's the case, I'm assuming Sakorus stops feeling in terror, and cowers in the corner of the tower, as far away as possible?
"Ghosts, why did it have to be ghosts, at least giant enemy crabs have physiologies, but no, ghosts don't even have blood, well maybe ectoplasmic plasma, note to self research injecting ethereal darts into ectoplasmic plasma, but why ghosts, oh dear oh dear..." he cowers to himself in the corner of the tower.
AbadarCorp Entertainment |
That rim is the upper level, and it is surrounded by a wall, so no way out (there is an undrawn way out on the lower floor). Cowering in the corner works for me.
Trober takes cover, standing his ground while most of the rest of his team flees.
---R2
Celly [F 5]
---R3
Sakorus [F 5]
George
Trober
Atu [F 4]
Shari [Will save needed]
---R3
Heliotherum
---
Trober Drof |
Is there a wall surrounding the inner chamber of the observatory?
Shari Misraria |
Will: 1d20 + 9 ⇒ (17) + 9 = 26
I don't know if ghosts can become invisible, but we'll fix this problem in advance. Shari snaps her fingers and purple light surrounds the ghostly figure.
Limning Light (Su): As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location. This effect lasts for a number of minutes equal to the drow level. This ability has a range of 100 feet.
Then she carefully floats out of the room so as not to fall under some kind of attack. Trober, stop hiding, come here!
Trober Drof |
"Mistress Shari I'm not hiding, I'm running away."
Still, Trober's obedient nature causes him to follow her command.
I reread the description of the area. Tell me if I'm understanding this properly, but Trober is on the mezzanine level above the submerged observatory. I moved his token to an appropriate square if he was to run away with the others.
AbadarCorp Entertainment |
Yes, Trober is reading it correctly. There's an inner part and a mezzanine level. The entry is at the bottom of the (lower) inner part
Shari resists the frightful presence, and casts a spell outlining it and making it look even spookier.
Can I have an action for George?
Sakorus |
Very open to others' thoughts, but, this seems like the perfect use case for some space-magic missile!
Bot-George Full Round Magic Missile with Harmful Spells: 3d4 + 6 ⇒ (4, 3, 1) + 6 = 14
George 09-23 |
Sorry for the delay. Real life issues cropped up that needed my immediate attention. I would have used MM anyways so good bot. :)
AbadarCorp Entertainment |
With half the team cowering in fear on the mezzanine, George blasts the ghostly morlamaw with missiles.
Shari is not the only one illuminating someone: the ghost draws an aurora of light to engulf George
Damage, George (F+B): 5d6 + 5d6 ⇒ (2, 5, 3, 2, 3) + (6, 3, 3, 1, 4) = 32 DC 19 Fort for half, and to avoid being stunned
---R2
Celly [F 4]
---R3
Sakorus [F 4]
George
Trober
Atu [F 3]
Shari
---R3
Heliotherum (14)
---
Sakorus |
Sakorus continues blubbering away in the corner.
Unless someone else can do anything about it, I don't have a way to snap out of Frightened on my own ¯\_(ツ)_/¯
Atu Vaeyo |
Oh! GM: was the moan a 'magical effect'? If so, I realize Atu actually did have a chance to get out of it last round: the Experiential Learning Expolit they get from their specialization.
Will: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
...well, worth a shot.
As sound of further violence and unholy undergoings continue to echo in the enclosed and flooded observatory, Atu stays pressed against a far wall terrified.
Shari Misraria |
Hearing George's groan of pain, Shari shouts at him, Hold on, help is close! The cavalry is coming! (+15 stamina to George) Trober! It's you in the role of the cavalry that will save everyone! ATTACK!
Trober Drof |
"As you command Mistress Shari," Trober says with no confidence at all.
Moving up to the edge of the mezzanine, Trober takes a hand off his rifle and summons a sphere of temporal distortion. He then makes his best attempt to fling it at the ghost.
Chronosphere vs. Ghost EAC: 1d20 + 8 ⇒ (1) + 8 = 9
Force Damage: 2d12 ⇒ (6, 5) = 11
"Oh god, I knew that wasn't going to go well."
AbadarCorp Entertainment |
Atu, despite his training, remains cowering in a corner, as does Sakorus. Through sheer force of intimidation, Shari keeps Trober and George in the fight, even though Trober is completely off-target.
---R2
Celly [F 4]
---R3
Sakorus [F 4]
George
Trober
Atu [F 3]
Shari
---R3
Heliotherum (14)
---
George 09-23 |
George 09-23 tries to resist the fiery onslaught.
Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
The android's armor upgrades absorbs a good deal of damage (5 Fire and 5 Blunt are prevented) but is stunned by the magical effect.
Thanks for the Stamina boost! :)
Celly |
Not only is Celestia dealing with her fear, being an empath, she's also dealing with everyone elses. Currently she's curled up in a little ball, cowering in the corner, whimpering a bit, and her glow is completely off.
It's probably a bit late, but would the Soothing Telepathy feat be any help?
Shari Misraria |
Ahh... I have one or two games left before the level-up, and I would be able to suppress such conditions... But no. We're not there yet, and we need to survive.
Well done, Trober! You almost hit the target!
R4:
Shari, meanwhile, carefully studies the ghost and thinks, thinks, thinks...
Mysticism: 1d20 + 13 + 1d6 + 1 ⇒ (18) + 13 + (1) + 1 = 33
First of all, I'm interested in special vulnerabilities (what if it's afraid of the light, for example?) and especially can it be blinded (in the sense of getting such a condition)?
My R4 turn is not over yet, I will choose what to do depending on the answers. By the way, what are the rules for throwing objects (grenades) in the water?
AbadarCorp Entertainment |
While Celly cowers in fear, George get stunned physically by the ghosts' light effects.
Shari knows about ghosts, and this one seems to be a former mystic, retaining some abilities. The ghost has not specific weaknesses, is incorporeal and has all the immunities of an undead creature(including being immune to anything that needs a fort save)
The creature also has a frightful gaze effect (30 feet) that will make you whither as you watch it...
Oh, bloody hell. Gaze works every turn.
I'm going to assume those cowering in fear are avoiding gazes, but for Trober, George and Shari I have a couple of options:
- Look normally and roll a Fort save again cha damage and cold damage
- Look obliquely and get a +4 on the save (but the ghost gets concealment)
- Block your vision (meaning the ghost gets total concealment)
The ghost scan the area, and this time selects Celly for the aurora effect, lighting up the aasimar with a hellish glow.
Fire + B: 5d6 + 5d6 ⇒ (4, 6, 2, 3, 2) + (1, 2, 1, 3, 6) = 30 DC 19 Fort for half, and to avoid being stunned for 1 round
Soothing telepathy would have helped. Did anyone fail their save by 2 or less?
---R3
Celly [F 3]
---R4
Sakorus [F 3]
George
Trober
Atu [F 2]
Shari
---R4
Heliotherum (14)
---