
Corso Altaire |

"It's been my experience that undead will rise up when you come near them. I'd guess if they were going to, they would have done so by now." Moving to the mummified corpse, Corso will remove his ring and secure his bones before saying "You're right though. We should probably get this one's body buried, at the very least. I would guess that this is hallowed ground, but I'm no expert." Turning to Valeria, he adds "You're part angel. Can you tell us if the land here is sanctified, or are we asking for trouble by burying him?"
I will sheath my tonfa to pick up the corpse, and will find a grave to bury him in if I get the thumbs up from the group.

GM Choon |

As soon as the ring is removed, a shimmering form appears above the body. It's clothes are that of a Carriage Driver. He does not attack immediately, but he does eye you hostilely and demand in an unnatural voice Who dares enter here, the Necropolis of my forebears!

Valeria Ingrid Bridgette |

@Corso
"I would not say this place is sanctified, as it has a stink about it.
But it would be fine to bury him, or given the buildings here a spot in one of the tombs."
@?? Adella
"We are looking for the family sword, Infensus Mucro, and any proof that could reverse the damnatio on the family name."
Dip: 1d20 + 21 ⇒ (4) + 21 = 25

Corso Altaire |

"My name is Baron Corso Altaire, and I was going to lay your body to rest, unless you wish that something else be done with your remains."

GM Choon |

The ghost doesn't get angrier with you, but he doesn't get nicer either. You can't reverse a Damnatio, She-angel. My family is gone. All that remains is here, and should remain so. I'll give you this one chance. Depart from here with whatever you've already looted, and don't come back. I'll not have my dear sister disturbed by intruders.

GM Choon |

LIARS! He bellows. You wish to take advantage of my sister! Die!
Corso: 1d20 + 3 ⇒ (1) + 3 = 4
Ferod: 1d20 + 14 ⇒ (19) + 14 = 33
Omar: 1d20 + 7 ⇒ (14) + 7 = 21
Rathis: 1d20 + 3 ⇒ (12) + 3 = 15
Valeria: 1d20 + 5 ⇒ (4) + 5 = 9
Ghost: 1d20 + 6 ⇒ (18) + 6 = 24
Ferod to act. Updating map above now

GM Choon |

The Ghost howls in fury and releases a curtain of flame and corruption that washes over youall.
14d6 ⇒ (5, 3, 4, 6, 3, 2, 1, 4, 2, 2, 2, 5, 5, 3) = 47
Each of you take 47 damage, Reflex 24 for half. Half of this damage (23) is fire, the other half (24) is raw, unholy power.
Rest of the party up, then Ferod again for start of round 2

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relex save: 1d20 + 19 ⇒ (5) + 19 = 24 with ring of evasion, zero damage
deadly aim, rapid shot, point blank shot, many shot, haste, ghost salt arrows, ranger focus on target
to hit: 1d20 + 26 ⇒ (7) + 26 = 33 damage: 2d8 + 38 + 2d6 ⇒ (5, 8) + 38 + (3, 2) = 56
to hit: 1d20 + 26 ⇒ (9) + 26 = 35 damage: 1d8 + 19 + 1d6 ⇒ (7) + 19 + (4) = 30
to hit: 1d20 + 26 ⇒ (14) + 26 = 40 damage: 1d8 + 19 + 1d6 ⇒ (2) + 19 + (2) = 23
to hit: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 1d8 + 19 + 1d6 ⇒ (8) + 19 + (4) = 31
to hit: 1d20 + 16 ⇒ (14) + 16 = 30 damage: 1d8 + 19 + 1d6 ⇒ (4) + 19 + (1) = 24
148 physical damage. 16 acid

Corso Altaire |

Reflex Save: 1d20 + 12 ⇒ (5) + 12 = 17
Corso will drop the body, draw his tonfa, 5' step adj. to him, and hit him with his tonfa:
Attack roll: 1d20 + 23 ⇒ (2) + 23 = 25
Damage Roll (the last 2d6 are the holy damage, assuming he's evil): 1d6 + 11 ⇒ (1) + 11 = 122d6 ⇒ (2, 2) = 4

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I think you are off on a few things first, in pathfinder you don't roll for incorporeal to see if it hits or not anymore, it is simply 50% damage (as long as it is magic). Secondly, I mentioned using Ghost Salt arrows (created using ghost salt weapon blanche which is listed on my sheet as being applied to arrows). Those do full damage to incorporeal things without the penalty.

Rathis Thrice-Scorned |

The extra boost from Ferod's spell lending him preternatural quickness, Rathis ducks under the flame, clenching his teeth as he can't completely escape the flame. A feral growl issuing from his throat, he rushes forward, clawing at the spirit.
Reflex: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Claw, power attack, amulet, haste: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (2, 2) = 4
miss chance, high is good: 1d100 ⇒ 71

GM Choon |

The ghost half floats half walks toward youall. He pulls back and slings his whip forward along the wrecked carriage at Omar.
HP:28
Will+resist: 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
The whip snaps inches from Omar's ear.
Party up, then Ferod for Start round 3
_________________________
This poor ghost. It has rolled so well in my other games so far, but not here. :([/ooc]

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Time for Omar to light him up again.
high is good
to hit: 1d20 + 26 ⇒ (11) + 26 = 37 damage: 2d8 + 38 + 2d6 ⇒ (5, 2) + 38 + (5, 6) = 56 miss chance: 1d100 ⇒ 20
to hit: 1d20 + 26 ⇒ (6) + 26 = 32 damage: 1d8 + 19 + 1d6 ⇒ (2) + 19 + (3) = 24 miss chance: 1d100 ⇒ 26
to hit: 1d20 + 26 ⇒ (6) + 26 = 32 damage: 1d8 + 19 + 1d6 ⇒ (4) + 19 + (6) = 29 miss chance: 1d100 ⇒ 4
to hit: 1d20 + 21 ⇒ (15) + 21 = 36 damage: 1d8 + 19 + 1d6 ⇒ (4) + 19 + (3) = 26 miss chance: 1d100 ⇒ 15
to hit: 1d20 + 16 ⇒ (19) + 16 = 35 damage: 1d8 + 19 + 1d6 ⇒ (5) + 19 + (3) = 27 miss chance: 1d100 ⇒ 33
so much for that.

Rathis Thrice-Scorned |

Rathis tears into him, again calling on the speed imbued by Ferod's magic, hoping to fully end the threat before it can do any more harm.
Claw, power attack, amulet: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (5, 6) = 11
Miss chance, high is good: 1d100 ⇒ 39
Claw, power attack, amulet: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (1, 1) = 2
Miss chance, high is good: 1d100 ⇒ 93
Bite, power attack, amulet: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
1d8 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (4, 5) = 9
Miss chance, high is good: 1d100 ⇒ 17
Claw, power attack, amulet: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (4, 2) = 6
Miss chance, high is good: 1d100 ⇒ 46
Claw, power attack, amulet: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (2, 3) = 5
Miss chance, high is good: 1d100 ⇒ 80
Bite, power attack, amulet: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
1d8 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (2, 1) = 3
Miss chance, high is good: 1d100 ⇒ 89
Bonus attack thanks to haste
Claw, power attack, amulet: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (5, 3) = 8
Miss chance, high is good: 1d100 ⇒ 51

Valeria Ingrid Bridgette |

"May you rest in Peace."
a few moments later
"Since he mentioned his sister, and I'm guessing this is her coffin. That we are going to run into her as an undead.
What kind, I'm not certain of yet."
Know(Religion): 1d20 + 9 ⇒ (18) + 9 = 27
"I'd likely say a Vampire, so It would be a good idea to destroy this coffin."

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Omar will check around for any useful loot.
perception: 1d20 + 29 ⇒ (17) + 29 = 46
Then he will chop the coffin in kindling with his adamantine kukri (with or without any help).
"Ok, I think we're done here. Where do you want to go next? There seems to be a good number of buildings to check out. "

GM Choon |

You find several magical items on the skeleton. A pair of fine leather bracers (Ghost touch bracers of armor+2), a ring of protection (ring of force shield), a cloak of protection (resistance +2), the whip, and the gold Adellas family ring (worth 250gp).
More of the map revealed.

GM Choon |

More map revealed. Now in area D1
This dull gray granite building looms in the center of the necropolis. Its entrance has a domed ceiling that rises to a height of twenty feet, and is decorated with intricate geometric designs. In the center of the chamber’s floor, a carved medusa crest stares endlessly upward. To the north, a pair of stained-glass windows depicting a handsome man and a beautiful woman look on. A motto engraved around the circumference of the medusa engraving on the floor reads, “A Blade Answers Even the Most Vexing Question.” The antechamber to the north is empty.
and Arazni as they appeared while they were human.