Cap'n Voodoo |
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Corliss recognizes the creature as a form of shade. It is more powerful than storied crypt shadows that haunt the darkness incorporeal and innervating. This shade arises from a particularly evil sailor that is not buried at sea and returns to avenge itself. The shade may be accompanied by the spiritual force of a pet or companion that can only be dispatched through the destruction of its undead master.
Kaul rushes in to attack the spectral pirate. 50% miss: 1d100 ⇒ 81 Lopper keens as the enchanted blade tears at the intangible shadow.
Jim up
James "Madman Jim" Patterson |
Jim closes with whatever it is that Kaul is facing, blade flashing out in an attack. "Talk to us, Corliss--what is it we're facing?"
Rapier to spook: 1d20 + 14 ⇒ (16) + 14 = 30
Not sure how much the target is concealed; remember that Jim gets to roll twice due to the Blind-Fight feat (something that'd been on his list since the faceless stalker fight, so good to have it come in handy again).
Rapier damage, if applicable, including shock: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (5) = 16
Cap'n Voodoo |
Not concealed, just incorporeal
1d100 ⇒ 88
Jim moves to Kaul's side bringing forward the crackling light and scent of ozone. The darkness in the form of a sailor is a tangible thing that swallows the light that falls upon it. Jim stabs into the heart of it blasting away temdrils of shade.. The cacophony of barking follows Kaul, but the thug dodges as the sound of teeth clash around him.
The shade of Captain Cujo lets lose a howl of pain and returns the favor with a shadowy claw. The shadowy touch burns and drains the sailor's strength. Jim- 12 negative energy, 5 strength drain
Round 2
Corliss
Kaul
Rnd 3
Jim
The darkness
James "Madman Jim" Patterson |
I thought incorporeal creatures took no damage from nonmagical weapons, half damage from magical weapons (and no chance for crits), and full damage from ghost touch weapons (which can crit) and force effects.
Corliss Blackboots |
Corliss scoots into the cave with his magical rapier drawn, trying to position himself in flanking position opposite either of his two mates.
If he can also get in an attack, I'll roll for that below (without flanking bonus included).
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (16) + 7 = 23 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20; halved damage vs. incorporeal)
"Keelhaul" Kaul |
ROUND 2
As his shipmates shift into strategic spots, Kaul ignores the spectral baying around him and levels another chop at the umbral pirate;
(Flanking?)Melee Attack (Lopper; +1 Keen Adamantine Boarding Ax): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Magic Damage: 1d10 + 5 + 1 ⇒ (6) + 5 + 1 = 12
James "Madman Jim" Patterson |
Jim shifts to flank with Kaul before attacking. The supernatural weakness gripping him fails to impact his accuracy...that's left to bad fortune. Inspired Finesse gives him the benefit of Weapon Finesse with his rapier.
Standard attack, including flanking: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Standard iterative attack, including flanking: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage, if applicable, including STR penalty: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12
Cap'n Voodoo |
Jim shifts and keeps the nimble blade dancing to strike the shadow again. The unseen hounds keep after Kaul and this time, the thug feels teeth rip into his legs tearing away fabric and flesh. Kaul-11 force. The negative space in the form of a pirate steps around to Jim's side and draws so close that Jim can make out dull gray eyes above a canine maw that makes a lapping sound as the revenant touches him again drawing away life force. Jim- 9 negative, 5 strength drain
Round 3
Corliss
Kaul
Rnd 4
Jim
The darkness
"Keelhaul" Kaul |
ROUND 3
As the spectral ankle biters gnaw on his shanks, Kaul hacks with renewed vigour at their umbral foe:
Flanking Melee Power Attack (Lopper +1 Keen Adamantine Boarding Ax): 1d20 + 7 ⇒ (16) + 7 = 23
Damage (Magic): 1d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Cap'n Voodoo |
Corliss Blackboots |
Unable to counteract whatever the shade is draining from Jim, Corliss calls out for the swashbuckler to drop back while he continues to provide a flanking buddy for Kaul.
Corliss Blackboots +1 rapier (flanking): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
Hope everyone had a good holiday season and has a great 2022 going forward!
Dingus Mack |
Cap'n
"Ouch... There is no need for that... however if you insist".
Dingus slowly removes all his clothing, letting Richard slither about his feet if he's available, then talks his snake speaking in Polygot with strange evil hissing accent. He bares his fangs and holds forth his dripping dagger. Friends, servants, Worshipers! I implore you... aid me"!
1d20 + 13 ⇒ (17) + 13 = 30 Intimidate
Haven't played Pathfinder in so long I'm probably going to be a bit rusty... not that I ever was a master at following the rules :-). Dingus plan is to cast Major image in the midst of his jumble of words and have a gigantic Snake like Naga type beast come forth from the well threatening the poor misguided thugs.
Cap'n Voodoo |
Seeing Jim stagger from the phantom's touch as it draws strength from the sailor and takes it into itself, Corliss attempts to interpose himself between sailor and shade. The awkward move foils his strike though. Kaul uses the distraction to swings his incredibly heavy and sharp axe through the silhouette again further rending the darkness.
Rnd 4
Jim
The darkness
Cap'n Voodoo |
Cap'n Voodoo |
Feeling as weak as a child, Jim takes advantage of Corliss' cover and retreats back toward the cave entrance. The baying noise of the harrying hounds is nearly deafening in the small cave, but Kaul quickly shifts and avoids the unseen fangs. The shadow tries to push past Corliss after Jim, but the sea priest's enchanted blade stays it for the moment.
Round 4
Corliss
Kaul
Rnd 5
Jim
The darkness
Corliss Blackboots |
Corliss keeps moving and jabbing with his enchanted rapier, ever mindful of providing Kaul with a flanking opportunity. He speaks with the spirit, hoping to keep it more focused on him than the half-orc and Lopper.
"Ye need to be put to rest, brother," the priest tells the pirate shade. "This be no fate fer a member o' the Brethren."
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (7) + 7 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20)
Didn't bother adding a flanking bonus for Corliss; I figure it's more important that Kaul get that each round, as he's the one of us capable of connecting for real damage.
"Keelhaul" Kaul |
ROUND 4
Kaul avoids further gnashing and levies another hacking swing at the shadow;
Flanking Melee Power Attack (Lopper +1 Keen Adamantine Boarding Ax): 1d20 + 7 ⇒ (9) + 7 = 16
Crim Shady: 1d10 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Dingus Mack |
Cap'n
so basically useless even with a 30. Good to know.
Scratch summoning the Naga from a well. Looks like no victories vs. Morale here...
Dingus takes a 5'step to where the least amount of people can get at him, and casts levitate rising 15' into the air. Not sure if acrobatics can disregard horizontal movement, or if it even applies here but just in case.
1d20 + 3 ⇒ (6) + 3 = 9 Acrobatics
Cap'n Voodoo |
The shadowy undead (that's for you, Corliss) gives a choking laugh at Corliss' plea and the wildly off target atttacks against it. It replies with a growling voice, "I'll put you to rest, fools. Clear the way! It's that traitor, Catarro, that I want." The cacophony of barks falls upon Corliss knocking him back just out of reach of the shadowy hand. Corliss-14 force damage
Rnd 5
Jim
The darkness
Cap'n Voodoo |
Corliss Blackboots |
"Step back, Kaul, iff'n yer next hack don't part yon spirit like a prow through a wave!"
Corliss will delay until after Kaul next round, hoping he'll have a clear shot at the monster.
Dingus Mack |
Flying, leering snake guy
Dingus smiles and flicks his forked tongue out quickly looking at Richard out of the side of his eyes. "Ha! You're smarter than you look! Run away and find someone else to ambush".
He then keeps rising deciding a look about the city wouldn't be a bad idea since he'd already started up.
1d20 + 3 ⇒ (4) + 3 = 7 Perception
Cap'n Voodoo |
Dingus Mack |
Friends in need are friends indeed
"Ah! Cousin... you are a bit late in responding to my call for aid, but nonetheless I appreciate your appearance. Let me clothe myself before we speak. I find the city watch doesn't appreciate my desire to be one with nature".
Dingus redons his robes and lets Richard slither back to his normal place about his shoulders.
"I am referred to as Dingus. Now K'Stallo... what can I do to help you. Do our people need their leader"?
Cap'n Voodoo |
Dingus Mack |
Follow the Minion
Dingus with a big smile immediately rushes to follow his new minion... then hesitates for just a moment remembering the many times his or his ship-mates eagerness got them into hot water.
1d20 + 2 ⇒ (3) + 2 = 5 Sense Motive
What am I thinking. Of course, he is trustworthy. He seeked me out and now wants to help.
Dingus hurries after his guide.
Corliss Blackboots |
ROUND 5
Corliss calls upon the power of Besmara. He opens the palm of his buckler arm's hand, firing a ray of holy light at the undead pirate.
Corliss searing light (ranged touch): 1d20 + 6 ⇒ (2) + 6 = 8 for magic damage (vs. undead creature particularly vulnerable to bright light--if I'm reading the Cap'n's hint rightly): 6d8 ⇒ (8, 1, 5, 2, 8, 1) = 25
If I read the hint wrong and it's just a regular undead, here's the damage instead:
magic damage (vs. undead creature): 6d6 ⇒ (3, 3, 3, 6, 2, 2) = 19
Of course I roll a 2 for Corliss's attack....
Corliss sighs inwardly as again his goddess sees fit to make him play the fool. So be it....
"Consider that a warnin' shot, friend," the Besmaran priest growls. "The next one goes through yer black heart!"
Corliss Blackboots Bluff Check: 1d20 + 7 ⇒ (15) + 7 = 22
Cap'n Voodoo |
Oof. Can't put a shine on that roll, but yes, it is extremely light sensitive.
With Jim and Kaul clear of the shade, Corliss calls forth a blast of divine light! And misses by a mile! However, the flash of the intense light causes the creature to shrink back and freeze in abject terror for a moment.
Round 5
Corliss
Kaul
Rnd 6
Jim
The darkness
SSSSSSSSSSSS
No real reason to keep spoiling and likely informational and entertaining for all.
Dingus happily follows the hooded figure assured beyond a doubt that his great destiny lies ahead. The creature leads him into the Temple District and northward along the Pious Walk around Spire Hill and the Cathedral of Pharasma to an old stone statue in the middle of the road that stands nearly ten feet high and depicts a heavily cloaked figure gazing to the southeast down Revelation Way. The statue seems incredibly old and covered in guano so that the figure's face is hard to make out.
K'Stallo leads the way to the back of the statue and leans close whispering to the stone. He turns back to Dingus and begs him to follow as he steps into the stone through no door that is apparent.
Dingus Mack |
1d20 + 1 ⇒ (20) + 1 = 21 Untrained Knowledge Roll
Dingus looks up at the statue and remembers rumors about what the statue is of... then remembers he did some research, and all the rumors were BS.
He then shrugs and follows his new minion into the chamber. He scratches his initials into the grime on the statue before he takes his leap of faith... just in case...
Cap'n Voodoo |
Dingus feels a cool tingling sensation like stepping through a curtain of fine silk and he is in a small dark space on a ramp that tightly spirals into the ground where a dim green glow emanates. Following, he quickly finds K'Stallo waiting.
The figure has pushed his hood back revealing a serpent's head upon a long slender neck. The head bobs in greeting. "I can take you to the Temple, if you wish, but first I must ask, how did you acquire a Fang of Ydersius?" He gestures to the jade dagger.
Corliss Blackboots |
Corliss winces as his searing light ray flies wide of the mark. With a shrug, he presents his holy symbol to the shade.
"Well, on to Plan B! Bessie, don't be stingy with yer undead-fryin' positive energy!"
Corliss Blackboots channel positive energy #1 of 3: 4d6 + 1 ⇒ (5, 3, 6, 6) + 1 = 21 (Will DC 16 half)
Cap'n Voodoo |
Not trusting his aim, Corliss raises the Pirate Queen's emblem and evokes her wrath against the seaman's shade. A howling sound comes from the heart of the darkness rising above the tumultuous doggy din. The phantom barking stops, but the shade remains. A growling voice from the persisting shade swears, "Queen be damned, I will have my revenge!"
Round 5
Kaul
Rnd 6
Jim
Capt. Cujo
"Keelhaul" Kaul |
ROUND 5
As the phantom pirate issues a challenge, Kaul growls in reply and lumbers back into the fray swinging Lopper wildly at the umbuchaneer;
Charging Power Attack (Lopper +1 Keen Adamantine Boarding Ax): 1d20 + 9 ⇒ (11) + 9 = 20
Slim Chance o' Hitting Shady: 1d10 + 9 ⇒ (1) + 9 = 10
Kauly at -2AC after the charge
Dingus Mack |
Dingus feels a cool tingling sensation like stepping through a curtain of fine silk and he is in a small dark space on a ramp that tightly spirals into the ground where a dim green glow emanates. Following, he quickly finds K'Stallo waiting.
The figure has pushed his hood back revealing a serpent's head upon a long slender neck. The head bobs in greeting. "I can take you to the Temple, if you wish, but first I must ask, how did you acquire a Fang of Ydersius?" He gestures to the jade dagger.
"Oh this old thing? I've had it since I was a baby. Why do you call it a Fang of Ydersius"?
1d20 + 14 ⇒ (12) + 14 = 26 Bluff
Cap'n Voodoo |
It is hard to read any emotion on the face of the serpent-headed humanoid, but his voice registers shock. "Your parents gave a baby a cursed dagger? Who were your parents? Ydersius is the old god of the Serpentfolk. He was beheaded by Savith long, long ago before Earthfall, but He was not killed. Many of our people seek to reunite his head and body so that his power is restored to lead our people in conquest of the surface world, but I am not one. He is mad with vengeance and will only destroy our last remnants, not rebuild our lost empire."
"The jade daggers that bear his name and venom are also keys to his hidden shrines, but the cursed weapons often drive those that carry them to madness and murder..." He looks speculatively at Dingus. "I think that you may have already experienced its negative qualities."