Flinders Offendurr |
We are still in initiative.
The ship sustains minor damage, but manages to pull through the stormy weather! The Waverider's Revenge now advances towards the the Infernal Reward, and already the wailing of ghosts can be heard coming from it. You have moments to prepare to confront them...
Rounds 6-8 are spent as you wish before you board the Infernal Reward. You can cast spells or use items to prepare for this confrontation.
Terrill Mayern |
We are still in initiative.
Except rounds 1-5 were just reacting to the ship events, and we never rolled initiative for those actions.
Flinders Offendurr |
Flinders Offendurr wrote:We are still in initiative.Except rounds 1-5 were just reacting to the ship events, and we never rolled initiative for those actions.
That is true!
GM Lithrac |
Initiative order was pointless before because it wasn't a fight. Rolling for initiative now that you've decided to defend Alazario.
Initiative (Darius): 1d20 + 8 ⇒ (3) + 8 = 11
Initiative (Osric): 1d20 + 6 ⇒ (6) + 6 = 12
Initiative (Flinders): 1d20 + 3 ⇒ (19) + 3 = 22
Initiative (Faldoc): 1d20 + 8 ⇒ (15) + 8 = 23
Initiative (Terrill): 1d20 + 7 ⇒ (16) + 7 = 23
Initiative (Ghosts): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Alazario): 1d20 + 12 ⇒ (6) + 12 = 18
The ghosts converge on Alazario, ignoring you for now. Their touch corrupts Caradoc's flesh beyond words. The captain writhes in agony!
Corrupting touch, flanking: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 157d6 ⇒ (3, 5, 6, 3, 4, 2, 6) = 29 vs FF/touch AC
Corrupting touch, flanking: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 267d6 ⇒ (1, 6, 3, 3, 4, 3, 5) = 25
Corrupting touch, charge: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 117d6 ⇒ (2, 1, 4, 3, 1, 1, 3) = 15
Corrupting touch, charge: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 167d6 ⇒ (1, 5, 4, 6, 5, 2, 1) = 24
Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Fort: 1d20 + 7 ⇒ (10) + 7 = 17
Fort: 1d20 + 7 ⇒ (15) + 7 = 22
Fort: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative - round 9
Ghosts
>>> Faldoc
>>> Terrill
>>> Flinders
Alazario (delays, will act after you but before the ghosts)
>>> Osric
>>> Atum
>>> Darius
Everyone can act!
Darius Swiftblade |
Darius uses spellcombat to cast Bladed Dash. He then sprints towards the closest ghost and attacks it 3 times..
Dash Attack: 1d20 + 21 ⇒ (1) + 21 = 22 ..
Attack 1: 1d20 + 16 ⇒ (4) + 16 = 20
Attack 2: 1d20 + 11 ⇒ (14) + 11 = 25
Dam 1: 1d6 + 18 ⇒ (5) + 18 = 23
Dam 2: 1d6 + 18 ⇒ (3) + 18 = 21
Incorp Touch AC is 28
Terrill Mayern |
Terrill hustles across the deck, calling on Desna to guide his blade as he moves. He reaches the closest ghost and strikes at it!
Move to attack southern ghost in middle of ship (#6), activating bane on undead as a swift action (round 1/13 of bane today), then attack.
+1 Keen Curve Blade, Power Attack, bane, divine favor, bless: 1d20 + 14 - 2 + 2 + 2 + 1 ⇒ (16) + 14 - 2 + 2 + 2 + 1 = 33
Curve blade damage, Power Attack, divine favor, bane: 1d10 + 9 + 6 + 2 + 2 + 2d6 ⇒ (2) + 9 + 6 + 2 + 2 + (6, 1) = 28
Crit confirm, Power Attack, bane, divine favor, bless: 1d20 + 14 - 2 + 2 + 2 + 1 ⇒ (12) + 14 - 2 + 2 + 2 + 1 = 29
Crit damage, Power Attack, divine favor, bane: 1d10 + 9 + 6 + 2 + 2 ⇒ (9) + 9 + 6 + 2 + 2 = 28
Atum Nakhti |
Atum calls out to the power of the sphinxes and grows in size, his flesh become hard and stony. He swings his gigantic bec de corbin at one of the ghosts (#2)
+3 adamantine bec de corbin, power attack: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 2d8 + 23 ⇒ (8, 7) + 23 = 38
+3 adamantine bec de corbin, power attack: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 2d8 + 23 ⇒ (2, 5) + 23 = 30
GM Lithrac |
Terrill, incorporeal creatures are immune to critical hits unless the weapon used has the ghost touch property like Darius's.
Darius slices through the ghost with ease twice. Terrill assists the magus, and lands a blow that doesn't seem to affect the ghost fully.
Atum grows in size instantly and strikes another ghost twice, although his blows are somehow lessened by the creature's ethereal nature.
Initiative - round 9
Ghosts
>>> Faldoc
Terrill
>>> Flinders
>>> Osric
Atum
Darius
Alazario
Faldoc, Osric and Flinders can act!
Faldoc Tisbane |
Faldoc steps forward and sizes up the ghosts assaulting the captain!
Manyshot: 1d20 + 14 ⇒ (20) + 14 = 34 for Arrow: 2d6 + 11 ⇒ (6, 6) + 11 = 23 and Arrow: 2d6 + 11 ⇒ (5, 1) + 11 = 17
Confirmation: 1d20 + 14 ⇒ (13) + 14 = 27 for Arrow: 4d6 + 22 ⇒ (6, 6, 2, 2) + 22 = 38
Rapid: 1d20 + 14 ⇒ (9) + 14 = 23 for Arrow: 2d6 + 11 ⇒ (6, 2) + 11 = 19
Iteritive: 1d20 + 9 ⇒ (19) + 9 = 28 for Arrow: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Confirmation: 1d20 + 9 ⇒ (12) + 9 = 21 for Arrow: 4d6 + 22 ⇒ (2, 2, 2, 4) + 22 = 32
All arrows are Ghost Salt.
Terrill Mayern |
Thanks for the clarification, GM. I couldn't remember if they were immune or not and looked it up before I posted - but incompletely, it turns out. I looked at the incorporeal condition, which does not mention immunity to criticals. The incorporeal subtype, however, does mention it. Terrill's effectiveness may be less against these guys than I'd like...though I can do 8d6 with a ranged touch attack with searing light.
Atum Nakhti |
Thanks for the clarification, GM. I couldn't remember if they were immune or not and looked it up before I posted - but incompletely, it turns out. I looked at the incorporeal condition, which does not mention immunity to criticals. The incorporeal subtype, however, does mention it. Terrill's effectiveness may be less against these guys than I'd like...though I can do 8d6 with a ranged touch attack with searing light.
You have stumbled upon one of the lesser-known oddities of the PF game system. I discovered the difference between incorporeal condition and subtype a while ago and often have to explain it to others because although most monsters who have one also have the other, there are a few monsters out there who only have one or the other, which may leave them crit-able if they just have the incorporeal condition. Strange distinction, but it's there.
GM Lithrac |
Yes, I agree it's confusing. The PRD entry for the ghost actually has both links (thus accessing both is easy) but for the same linkified word...
Faldoc shoots a peerless arrow, which sends one of the ghost back to the abyss where it drowned. (#4)
Faldoc, how is a 19 a threat with a bow? Your character sheet doesn't mention you having Improved Critical (longbow), as far as I can tell. Could you explain it to me, please?
His two other arrows find their way into the ghost attacked by Atum, which almost suffers the same fate at Faldoc's first quarry.
Osric Longstride |
Osric sends his last ghost salt arrows away.
Only have three. Targeting least injured ghost with Manyshot, then most injured with third arrow.
Manyshot, favored enemy, deadly aim, good hope : 1d20 + 19 + 2 - 3 + 1 ⇒ (7) + 19 + 2 - 3 + 1 = 26
Damage?: 4d6 + 8 + 4 + 12 + 4 ⇒ (6, 3, 6, 6) + 8 + 4 + 12 + 4 = 49
Iterative: 1d20 + 14 + 2 - 3 + 1 ⇒ (20) + 14 + 2 - 3 + 1 = 34
Damage?: 2d6 + 4 + 2 + 6 + 2 ⇒ (4, 1) + 4 + 2 + 6 + 2 = 19
I already get +1 competence from bracers, so only an additional +1 to hit.
-Posted with Wayfinder
Flinders Offendurr |
I believe Faldoc cast Aspect of the Falcon, which increases the threat range of bows and crossbows.
Flinders yells to Alazario. "Captain! Step northwest!", then readies to cast a spell if the captain moves away.
Ready to cast Glitterdust DC 16 . Should be able to catch all three ghosts, but miss the captain.
Osric Longstride |
So ghost salt can crit? Or just ghost touch? JIC...
Confirm arrow 3: 1d20 + 14 + 2 - 3 + 1 ⇒ (2) + 14 + 2 - 3 + 1 = 16
-Posted with Wayfinder
Faldoc Tisbane |
I misread my favored class bonus, its for confirmations only. Take it away. Hey, but +1 to my actual confirmation roll!
GM Lithrac |
Flinders: When did he do so? I can't seem to find it. During the three preparatory rounds he cast longstrider, hunter's eye and gravity bow.
Osric: Yes, they can! :)
Osric shoots two well-aimed arrows and dispatches two ghosts.
Alazario steps aside, and adopts a highly defensive stance, aware that the simple weapon he's recently recovered cannot harm the ghosts. Total Defense
At the same instant, Flinders showers the two remaining ghosts at the bow of the ship with gold dust, attempting to blind them.
Ref: 1d20 + 5 ⇒ (15) + 5 = 20
Ref: 1d20 + 5 ⇒ (1) + 5 = 6
High affects the creature: 1d100 ⇒ 82
One of them is blinded, and lashes at the empty space occupied by Alazario in vain.
Ref: 1d20 + 5 ⇒ (15) + 5 = 20
Moments later, he regains his senses.
The remaining ghosts attack Alazario and Atum, respectively.
Corrupting Touch (MTA) vs Alazario: 1d20 + 6 ⇒ (8) + 6 = 147d6 ⇒ (1, 2, 2, 4, 1, 3, 5) = 18 Miss!
Corrupting Touch (MTA) vs Atum: 1d20 + 6 ⇒ (9) + 6 = 157d6 ⇒ (1, 2, 4, 6, 6, 6, 4) = 29 Fort DC 18 halves
Initiative - round 10
Ghosts
>>> Faldoc
>>> Terrill
>>> Flinders
>>> Osric
>>> Atum
>>> Darius
Alazario
Everyone can act!
Atum Nakhti |
Fort: 1d20 + 12 ⇒ (16) + 12 = 28 14 dmg
Atum shrugs off the ghost's attack and swings his unwieldy polearm at one ghost and then another!
Attacking Ghost 3; if it goes down, my second attack goes for Ghost 5
+3 adamantine bec de corbin, power attack: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 2d8 + 23 ⇒ (4, 7) + 23 = 34
+3 adamantine bec de corbin, power attack: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 2d8 + 23 ⇒ (4, 5) + 23 = 32
Faldoc Tisbane |
As I said it was just a mistake, no spell was cast. Sorry about that.
Faldoc will now try to eliminate the ghost to the north as Atum has blocked his view to the west! If I can kill that ghost before I finish my attack I'll try to hit the one most to the north of the group to the west, though I'm sure there's cover.
Manyshot: 1d20 + 14 ⇒ (12) + 14 = 26 for Arrow: 2d6 + 11 ⇒ (4, 5) + 11 = 20 and Arrow: 2d6 + 11 ⇒ (3, 6) + 11 = 20
Rapid: 1d20 + 14 ⇒ (3) + 14 = 17 for Arrow: 2d6 + 11 ⇒ (1, 4) + 11 = 16
Rapid: 1d20 + 9 ⇒ (16) + 9 = 25 for Arrow: 2d6 + 11 ⇒ (4, 2) + 11 = 17
Darius Swiftblade |
Darius uses spell combat in conjuction with bladed dash again to move up on the sw ghost and attack..
BD: 1d20 + 21 ⇒ (2) + 21 = 23
A1: 1d20 + 16 ⇒ (11) + 16 = 27
A2: 1d20 + 11 ⇒ (14) + 11 = 25
Dam BD: 1d6 + 18 ⇒ (1) + 18 = 19 full dam vs incorp..
Dam A1: 1d6 + 18 ⇒ (4) + 18 = 22
Dam A2: 1d6 + 18 ⇒ (4) + 18 = 22
Flinders Offendurr |
Sorry, I was misremembering Hunter's Eye, as Aspect of the Falcon.
Flinders watches to to see what ghosts are destroyed before trying to help the Captain.
Note that Glitterdust is a Will Save, not that I think it mattered.
Osric Longstride |
Osric sends some arrows away, aiming first for the one near Alazario, then switching to hit the farthest ones first.
Deadly Aim, Favored Enemy, and Good Hope in each roll. Mundane Cold Iron arrows from +2 bow.
Manyshot, Rapid: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 4d6 + 8 + 4 + 12 + 4 ⇒ (3, 2, 2, 4) + 8 + 4 + 12 + 4 = 39
Rapid #2: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 4 + 2 + 6 + 2 ⇒ (1, 4) + 4 + 2 + 6 + 2 = 19
Iterative: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d6 + 4 + 2 + 6 + 2 ⇒ (6, 3) + 4 + 2 + 6 + 2 = 23
GM Lithrac |
Yes Faldoc, I was actually answering Flinders's reply. And sure about the Will save, it's +7 instead of +5.
Atum strikes the ghost twice, but it doesn't vanish. Darius finishes it off, however.
Faldoc's ghost salted arrows banish the northern ghost!
Osric's arrow are less potent against those incorporeal undeads, and are unable to destroy the ghost.
Terrill and Flinders can act!
Flinders Offendurr |
Attack: 1d20 + 10 + 2 + 2 ⇒ (13) + 10 + 2 + 2 = 27
Damage: 1d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6
Flinders circles to the north and fires a single ghost salted arrow at the remaining undead.
Terrill Mayern |
His feet made more nimble by his goddess, Terrill darts up the stairs past Darius and stops behind Alazario, laying a hand on the pirate's shoulder. Suddenly, both men vanish and reappear under the protective reach of Atum.
Use Agile Feet to get up the stairs quickly, then Dimensional Hop to get Alazario out of danger (assuming we still need him, he's been hit pretty hard. Have used 5/16 of my 5' increments of Dimensional Hop.
GM Lithrac |
Terrill springs the pirate captain to safetly while Flinders shoots and hits the last ghost.
The last ghost, only half-dead (the other part being... half-deader?), attacks Darius with his incorporeal touch, but the kensai proves elusive.
Corrupting Touch (MTA): 1d20 + 6 ⇒ (17) + 6 = 237d6 ⇒ (5, 3, 3, 2, 6, 1, 4) = 24
Moments later, the ghost is taken care of and sent back to the deep seas it should never have left.
End combat, well done!
Instantly, the ghost Infernal Reward ignites in supernatural flames and sinks swiftly into the sea.
Alazario coughs and catches his breath. "It looks like the list of my debts to you only increases as we go further! Thank you for saving my skin, now that we have reached our destination, nothing forced you to do so. I guess old Azario's charms have worked their way into you after all! Anyway, I want you to have these."
He hands to you two items in sign of his gratitude - a cloak of the manta ray and a bottle of air.
"Now for the harder part - diving to recover the disks. My ship has sunken below where we are, though I have no idea how deep."
Faldoc Tisbane |
Oh goodie, here's the part I become near useless, LOL.
So, any of you fellas adept at diving?
Terrill Mayern |
"If I drink these potions I brought along, I'll be better at it than I am now," responds Terrill. "I'd take this nice cloak, though, make me even better at it," he adds, accepting Alazario's proffered cloak.
"And you're welcome," he says in response to the pirate's eloquent gratitude, "you're more gracious than I'd have expected in such circumstances."
I'll take the cloak if no one else wants it, but I can get by with the potions as well. Shall we take a swim?
Faldoc Tisbane |
Faldoc will take his Potion of Water Breathing and use a scroll of Freedom of Movement just before the journey into the depths.
Atum Nakhti |
Once everyone is ready, Atum drinks his potion of water breathing and gets ready to canonball off the side of the ship.
GM Lithrac |
Underwater combat rules reminder
Swim skill rules
Since the waters are calm, you're able to swim without making checks as long as you manage to reach DC 10 with a Take 10 Swim check. You move at half land speed. If you have a swim speed (due to touch of the sea or other similar effects, no swim checks are reuired and you swim at the indicated speed.
Through the water’s murk, the charred hulk of the Infernal Reward enters view. Two outer masts stand defiantly against the depth’s pressure while the central mast lies snapped and toppled, resting on the ship’s deck. The sails and rigging sway back and forth in the icy water’s current. A mighty rock formation pierces the proud pirate vessel, splitting the forecastle askew. The Infernal Reward lies broken at the bottom of the sea, skewered by jagged rocks. A macabre scene waits on the ship, for coldly-preserved corpses fill the ship’s interior. Cloudy water fills the area in and around the ship, so vision is reduced to 40 feet.
Atum Nakhti |
Atum leads the way, swimming around the outside looking for danger, checking first the front of the ship and then the back. He is particularly looking for the best means of entry.
Osric Longstride |
Osric downs a water breathing potion then joins the others. As he descends he activates his Wayfinder to see if it makes a difference.
-Posted with Wayfinder
Flinders Offendurr |
After packing his gear in a wwaterproof sack, Flinder has Darius use his scroll of water breathing on him, then uses his scroll of moving freely. Sitting on the rail of the ship, back to the water, Flinders lets himself fall backward into the water, like he'd read how the Oagon bell divers do it.
Splashing into the water, Flinders orients himself, then looks toward the sea bottom, following Atum.
Perception: 1d20 + 17 ⇒ (7) + 17 = 24
Terrill Mayern |
After swooping through the water joyously, the manta wings of his new cloak propelling him with no effort, Terrill calms down and joins the party at the wrecked ship. He gestures to the opening created where the spire of rock has broken it open and shrugs, as if to say, Guess that's where we're going in.
He then waits for the stalwart Atum to lead the way.
Darius Swiftblade |
Sorry ive been busy today..
Dariud downs his water breathing potion and uses his wand of freedom of movement before diving down..
UMD: 1d20 + 20 ⇒ (4) + 20 = 24 gtg..
He follows Atum down as well..
Once near the the ship he'll cast Monstrous Phy II morphing into a Tikbalang and gaining: Gain Darkvision, Low-Light Vision, Scent, Pounce, Bite and 2 Hoove Attacks, +4str/+4na/-2dex.
Perc: 1d20 + 12 ⇒ (15) + 12 = 27
Faldoc Tisbane |
Faldoc draws his longsword and goes down with the others. I had Longstrider already cast on me, does that carry over with the Freedom of Movement?
GM Lithrac |
No worries Darius, there's no rush.
Faldoc, the spell description tells:
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
It affects land speed, not swim speed (which you actually don't have). You swim at one-quarter your actual speed, so longstrider indeed allows you to move more quickly (you'll move 10 ft. with a move action instead of 5ft without the spell, 20 ft. with a full-round action instead of 15 ft.
As for freedom of movement, it's a tricky case left to interpretation. The spell mentions that "The spell also allows the subject to move and attack normally while underwater", and Jason Buhlman, the rules designer at paizo, said his interpretation was that it would allow to move at the speed mentioned by the Swim skill rules without any need for Swim checks, and that it doesn't allow to move at your full land speed underwater. Hence, longstrider is moderately useful to you.
GM Lithrac |
Dark water churns around the jagged rocks that ripped the proud vessel in two. The powerful current pulls debris down into the chasm’s depth, and a black, gloomy tear in the ship’s hull dares any to wade into its sightless depths. Nothing of interest can be found here.
The area between the fore end of the ship and its main section as difficult terrain. In addition, vision is further obscured, as if this area was under the effects of a darkness spell. The rest of the ship is unaffected, since the waters are clearer.
Going deeper, you reach the second underdeck. Descending into the hold brings a morbid sight, for many bloated, festered corpses float on one another. Diseased fragments of flesh drift throughout this chamber bringing the putrid taste of death. Floating, bloated corpses fill this level and drift around a shrine dedicated to Urgathoa. This shrine erupts from cracks in the floor piercing myriads of defiled bodies.
Treat movement through this area as difficult terrain.
In the murky waters, Atum manages to see something coming your way - a patch of darkened water.
Knowledge (religion) to identify.
Initiative (Darius): 1d20 + 8 ⇒ (20) + 8 = 28
Initiative (Osric): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative (Flinders): 1d20 + 3 ⇒ (12) + 3 = 15
Initiative (Faldoc): 1d20 + 8 ⇒ (11) + 8 = 19
Initiative (Terrill): 1d20 + 7 ⇒ (14) + 7 = 21
Initiative (S): 1d20 + 5 ⇒ (8) + 5 = 13
Initiative - round 1
>>> Darius
>>> Terrill
>>> Faldoc
>>> Osric
>>> Flinders
Greater Shadow
Atum
Everyone except Atum can act!
Terrill Mayern |
Religion, Monster Lore: 1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25 No time for a proper post now, but maybe we can learn a bit about the shadowy thing in the water?
Terrill Mayern |
Defenses/immunities and special attacks, please. Going to post an action, since this spell is meant to hurt undead.
Recognizing the creature, Terrill calls on Desna to protect him, then uses the goddess' divine power to blast the shadowy horror with a beam of searing light.
Activate Judgment of Protection for +2 AC, cast searing light.
Ranged touch: 1d20 + 8 ⇒ (16) + 8 = 24
Searing Light damage: 8d6 ⇒ (3, 6, 6, 3, 2, 2, 3, 4) = 29
Status: 62/62 hp, AC is now 25/16/22
Faldoc Tisbane |
Screw it, let's try the longbow anyway.
Faldoc will delay, waiting to see if the shadow moves closer.
Flinders Offendurr |
Flinders begins lecturing on the nature of reality and whether things can truly be incorporeal, if they, indeed, are a part of reality and composed of the aether of the multiverse.
Cast Ghostbane Dirge DC 16 Will
GM Lithrac |
Keep in mind that Terrill will be unable to communicate what he knows to his companions unless he has some kind of telepathic mean; however I didn't see anyone cast message, so please keep things private.
Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
As for special attacks, its touch drains strength from its victims, and those who die to them turn into shadows.
Terrill shoots a beam of searing light at the creature, which appears to smolder, surrounded in bubbly foam.
Will: 1d20 + 7 ⇒ (18) + 7 = 25
Flinders tries to bring the creature on the material plane, but it resists!
Initiative - round 1
>>> Darius
Terrill
>>> Faldoc (delay)
>>> Osric
Flinders
Greater Shadow
Atum
Darius and Osric can act!
Darius Swiftblade |
Cant get the map to work atm..
It seems we went down pretty quick after the ghost fight.. My weapon enchant lasts 2 mins so let me know if my ghost touch is still active..