
Corliss Blackboots |

Corliss spaces out briefly, perhaps communicating mentally with Besmara--or maybe even daydreaming a bit about Besmara's Bounteous Booty--but then he comes back to the present. Swapping out a couple of low-level spells (detect charm, touch of bloodletting; I obviously didn't update his spell list since Riddleport!), he and his goddess offer Kaul some belated healing.
Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Sorry; had lots of trouble trying to find the conversation the Cap'n and I had about Corliss's healing abilities/limitations. Turns out I was searching the earliest days when I'd joined the campaign, while the healing discussion occurred during the pandemic. I still haven't tracked down ALL the details, but it looks like Corliss can indeed use the spontaneous cure ability. I'll look into this more later, now that I know where to (hopefully) find some final answers.

Cap'n Voodoo |

Beside the background of faint abjuration on the stones themselves to preserve them through the millennia, there is a moderate aura on the weapon in the statue's grasp and a faint aura on the pit.
The faint echoes of a noise like an angry muttering mob arise from the pit.

Corliss Blackboots |

Corliss looks around a bit, absently rubbing the knot on his noggin. He casts detect magic himself and then chats a bit with the snake-mage, trying to help Dingus figure out what's what here. "Never heard o' a magic pit afore," the Besmaran comments aloud, still massaging the bump on his head. "At least I don't think I have."
Corliss Blackboots Perception Check: 1d20 + 3 ⇒ (8) + 3 = 11
Corliss Blackboots Knowledge (arcana) Check (Aid Another--Dingus): 1d20 + 6 ⇒ (8) + 6 = 14 SUCCESS! +2 to Dingus's Knowledge (arcana) check.

Dingus Mack |

1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 Knowledge (Arcana)
1d20 + 3 ⇒ (5) + 3 = 8 Perception
"Well that Polearm is magical... makes things take extra damage, and that pit reeks magically of death Magic".

"Keelhaul" Kaul |

Kaul's beadies shift around the room, and his flat nose wrinkles...
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
... before he pauses and tilts one of his battered ears pitward;
"Hur... Sounds like a bunch o' angry feckers down there. Furious like..."
The brute steels himself, resisting the temptation to jump in headlong and meet the fury with ire and iron...
"We got anything to chuck down on 'em? Oil or p1ss maybe?"
He emits a hacksaw chuckle at the notion of whatever was in the pit being even more angered at being soaked in the crew's brine.

Cap'n Voodoo |

Dingus and Corliss not only sense the aura of evocation on the polearm but more specifically the influence of the Thassilonian Rune of Wrath. The magic used in the creation of the weapon included evil and torture.
As they are engrossed in their discussion, Kaul grows bored and is attracted to the noises emanating from the pit. As he peers inside, he doesn't see the source of the muttering he hears, but only a tangible darkness. The darkness gathers and pours upward from the pit like smoke from an inferno as the angry muttering Kaul heard grows to screams of outrage!
Madman Jim- 1d20 + 3 ⇒ (9) + 3 = 12
Dingus-1d20 + 3 ⇒ (6) + 3 = 9
Corliss-1d20 + 6 ⇒ (19) + 6 = 25
All- Will DC 14 or rage (+2 Str, -2 AC) and attack an ally!
Round 1
Corliss
Jim
Wrathful Wraiths
Dingus
Kaul

Corliss Blackboots |

Not certain of the nature of the threat the crew faces here, the Besmaran invokes a copycat of his handsome self and--in the true spirit of D&D and other fantasy TTRPGS--attacks the darkness!
Corliss Blackboots Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Corliss Blackboots Knowledge (religion) Check (to ID the threat): 1d20 + 6 ⇒ (5) + 6 = 11
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (12) + 7 = 19 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20)

Cap'n Voodoo |

Corliss shakes off the sensation of intense hatred and appears to split into two. His attack against the darkness has no effect and he thinks that whatever this is, it is more a resonance of the pain and torment experienced in this place than any specific entity.
Round 1
Jim (-2)
The Darkness
Dingus
Kaul (-14)
R2
Corliss

Dingus Mack |

1d20 + 5 ⇒ (16) + 5 = 21 Will Save
"Step Away! What is this evil magic"!
Dingus attempts to dispel the magic emitting from the pit.
1d20 ⇒ 15 + Whatever my caster level is with this version of Pathfinder.

"Keelhaul" Kaul |

DC14 Will Save: 1d20 + 2 ⇒ (11) + 2 = 13 Feck
Kaul reels and his eyes distort to the maelstrom beadies he exhibited when first called back from the dead...
Still can't access the mappage so no idea whose near or far... 1-2 Jim, 3-4 Ding & 5-6 Corliss 1d6 ⇒ 5 Sorry Blackboots :S
With murderous intent the bloody bosun advances on his shipmate (Move Action as required and swings his 'orrible 'atchet...
Melee (Lopper): 1d20 + 5 ⇒ (14) + 5 = 19
... but thankfully missing his shipmate!

James "Madman Jim" Patterson |
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DC 14 Will save: 1d20 + 5 ⇒ (8) + 5 = 13
Oops.
Attack Darkness/Dingus/Kaul/Corliss: 1d4 ⇒ 3
Rapier PA: 1d20 + 12 ⇒ (3) + 12 = 15
Consumed with rage, Jim goes after the half-orc. The canny rogue, though, dodges aside at the last minute.

Cap'n Voodoo |

The darkness permeates Jim, turning his eyes to lightless voids, he spins and lunges at Kaul with a furious yell, but the beefy brute has absorbed the rest of the shadow and has already charged the Corlisses.
Dingus wants none of this and casts an enchantment banishing spell 15+6=21 on Jim. It works and the shadow drains from Jim's eyes as he shakes his head clear. That still leaves Kaul who slashes through Corliss! Fortunately, the near miss only takes out his duplicate.
Round 2
Corliss
Jim (-2)
Dingus
Kaul (-14) (raging-new save attempt)
R3