GM Batpony |
No vulnerabilities, but able to overcome DR 5 by slashing. To hit bonus +10. Any touch attacks from the creature may possibly cause you to be shaken, they have sneak attack, and can move through material objects. @Zero, made a mistake, the DC20 dance is for tier 3-4, you have do a DC24 dance!
Phantom quick on his feet, slashes away one ectoplasmic entity before it even had a chance to move. The other two immediate go towards Kor'sarro and Warpac, pick them up and slam in to them.
slam,warpac: 1d20 + 10 ⇒ (2) + 10 = 12 Miss
dmg,sneak atk: 1d4 + 2d6 + 3 ⇒ (1) + (4, 6) + 3 = 14DC14 Will or shaken for 1d4 rounds
slam,kor'sarro: 1d20 + 10 ⇒ (11) + 10 = 21 Also miss
dmg,sneak atk: 1d4 + 2d6 + 3 ⇒ (3) + (5, 5) + 3 = 16DC14 Will or shaken for 1d4 rounds
Combat Round 1
conditions:()
Phantom
Ghost
Warpac,Kor'sarro,Jorah,Zero,Gronk
Gronk Bloodstone |
Gronk will 5' step, rage, and use some teeth and claws..
"Die Ghostly Abominations!!"
Bite: 1d20 + 16 ⇒ (9) + 16 = 25
Claw 1: 1d20 + 16 ⇒ (13) + 16 = 29
Claw 2: 1d20 + 16 ⇒ (4) + 16 = 20
Dam Bite: 1d6 + 20 ⇒ (4) + 20 = 24
Dam Claw 1: 1d8 + 14 ⇒ (1) + 14 = 15
Dam Claw 2: 1d8 + 14 ⇒ (7) + 14 = 21
Kor'sarro Khan |
Will: 1d20 + 9 ⇒ (16) + 9 = 25
Frowning at the first attack as he sidesteps the Aasimar releases a low growl at the creature before bringing the wrath of Ragathiel down on the ghost.
Attack 1: 1d20 + 14 ⇒ (2) + 14 = 16
Damage Attack 1(power attack): 1d10 + 11 ⇒ (6) + 11 = 17
Attack 2: 1d20 + 6 ⇒ (5) + 6 = 11
Damage Attack 2(power attack): 1d10 + 14 ⇒ (10) + 14 = 24
GM Batpony |
on mobile so can't update map but...
Groom's bloodthirsty nature rips apart completely one of the ghostly figures with ease. Kor'sarro's bark on the other hand, is much stronger than his bite as in his angry state he misses completely the spectres.
Jorah |
Jorah steps up behind Warpac and lays his hand on his shoulder, asking Desna to guide his blade.
Seems this combat is well in hand so just casting Guidance
Warpac |
@Jorah
"Thank you angel."
Swift action to activate Sacred Weapon/Ghost Touch.
+7/1d10+7 Power Attack with Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+4[BAB] +2[str] +1[wpn foc] +1[enh] -2[pwa] +1[guidance]/+2[str] +4[pwa] +1[enh])
To hit: 1d20 + 7 ⇒ (14) + 7 = 21
Damage/Ghost Touch: 1d10 + 7 ⇒ (4) + 7 = 11
"We'll rid this room of the undead in no time."
Attacking the ghost to the southeast of him, moving 5' east if it falls/dissipates.
GM Batpony |
Warpacs hit also holds accurate as it strikes square on the ghostly figure, but it remains standing strong.
Combat Round 1/2
conditions:()
Phantom
Ghost -11
Warpac,Kor'sarro,Jorah,Zero,Gronk
Phantomblade |
Phantom will maintain rage, move to flank and swing
atk: 1d20 + 12 ⇒ (13) + 12 = 25
dmg: 1d10 + 13 + 2d6 ⇒ (8) + 13 + (4, 4) = 29
enemy will take a negative 2 ac from party and a negative 4 from me
-Posted with Wayfinder
GM Batpony |
Enemy is down! Now we have to sort Zero out.
Zero may continuously make 10 checks to see if he passes any dance check, no one can aid another in this check, but spells and other modifiers still can be applied. If he does not pass any of the 10 checks for the DC24, take 1d4 Wisdom damage and be fatigued. This cures when you have rested 8 hours.
Warpac |
How is he doing? Is he able to even come close? I can boost by 1 with a guidance and give him an extra roll with a Lucky Presence, but I'm not going to waste a blessing if it is not even possible for him to do it. Kor'sarro Khan, you have a circlet of persuasion that would help a LOT. Jorah, you have a dispel magic that might help. Warpac has a lesser restoration memorized if he fails which is lower level than the dispel magic so probably not the dispel.
Jorah |
I have no issue using a Dispel if it's something that can be dispelled. I still have all my 3rd level spells so it's not a big deal. I have lesser restoration as well and plenty of 2nd level slots
-Posted with Wayfinder
GM Batpony |
He failed the initial save so the future checks are not saves, but skill checks, hence I don't think he gets +4, per the rules you can't dispel it, but it is a haunt so you can rid haunts with positive energy.
'Zero' |
Heh, finished everything but my part...
I do not believe I can get a DC24 dance check, so...
Wisdom damage: 1d4 ⇒ 3 + Fatigue
When she finally comes to her senses, Zero will smack her temples in an effort to clean her mind physically.
"Show's over," she pants, trying to regain her breath and composure.
Jorah |
Jorah goes over to Zero to calm him, and taking his hand, says a short prayer in the celestial tongue, "Here, let Desna's light into you, and heal your soul."
Removes fatigue and 1d4 ⇒ 1 Wis damage. I don't mind using another casting if you would like to try to remove more of the Wis damage.
'Zero' |
"Thanks. Sometimes the Song is a bit too much, I suppose," she half-thanks, half-apologizes. "Shall we?" she adds, offering her hand in a 'lead-the-way' gesture of sorts.
Warpac |
Warpac, observing the outstretched hand, smiles wryly.
Almost like inviting someone to dance. Ironic.
With the disruption of the undead gone, Warpac gives the room a once-over.
GM Batpony |
During the ordeal with the dancing, Tzur-Vaal attempts to be useful trying to pull Zero out of his dancing trance but to no avail, at the end, Zero ends the trance after tirelessly dancing for a minute or so. The other spirits in the area continue about their party ways, ignoring whatever just happened.
Over by the fireplace, a sword is observed, the long sword is thin and very well decorated, the ectoplasms killed forms on the ground a green gooey like liquid which shapes itself as an orb. (so 3 orbs)
this fluid, if refined, could be used to fight against incorporeal creatures. However, the refinement requires reagents and tools that the you are not currently carrying.
Once you are satisfied with this room and are ready to venture deeper into the labyrinth, make a survival check following the same rules as earlier.
Kor'sarro Khan |
Spellcraft: 1d20 + 2 ⇒ (17) + 2 = 19
While waiting for zero to snap out of it he makes his way around the ballroom and regards the blade for a moment before lifting it up and taking a few expert swings with it, once done with it he turns to the rest of the group. "Not sure if we have someone who is proficient with longswords, but this one might come in handy, it has the effect of being stronger against ghost like forms..."
No survival skill for Kor'sarro
Phantomblade |
Warpac |
No knowledge arcana.
Cast guidance before moving out again.
Survival: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
"You know, if we are going to have to be dealing with these ghost things, this armor is not going to help much. Anyone have one of those fancy wands that cast mage armor handy that is willing to spare a charge?"
Gronk Bloodstone |
Surv: 1d20 + 14 ⇒ (16) + 14 = 30
"It's this way over here!"
Assuming that roll is enough lol..
"If noone is going to use the sword I will take it.."
Warpac |
Warpac does not need the sword so you are welcome to it from his perspective."
'Zero' |
"Feel free. Strike down the next creepy spirit that wants to dance with me, if you would," Zero remarks, the bitterness in her voice not leaving anytime soon.
Survival: 1d20 + 9 ⇒ (9) + 9 = 18
GM Batpony |
Those survivals are enough to get us through! Just waiting on Jorah now to make sure he's okay to move on. No one has arcana :o
Jorah |
Kn Arcana: 1d20 + 6 ⇒ (10) + 6 = 16
"You are welcome to the sword. I'm afraid I have no skill with such a blade. Perhaps we should take these orbs of goo with us, just in case."
Phantomblade |
out of field
-Posted with Wayfinder
GM Batpony |
Definitely passed, just required to make sure Jorah wasn't going to do anything that held the group back in the current room.
The party again finds themselves in another similar maze of sorts, with creepy shadows moving inside the walls, floors, and ceiling. Navigating the room takes roughly an hour again as Gronk steadily is able to make out right from left with ease. This leads the pathfinders to another door. Inside leads them to another chamber.
This chamber is furnished to resemble the parlor of an upscale brothel, but it is covered in a thin layer of dust. Shelves holding various trinkets, ships in bottles, and decorative glassware line the walls. A table and three large chairs, all made of fine mahogany, sit in the southern end of the room. Garlands of dried flowers surround a fancy ceramic urn on the table. To the north, a short flight of stone steps extend to a raised area obscured by an emerald-colored lace curtain. Bronze statues of women in sailor’s garb with hollow eye sockets stand at the base of the dais. Each of the statues is covered in a green patina. Sad, brooding music fills the chamber, emanating from a quartet of ghostly musical instruments that float several feet off the floor.
A lady ghost, floats around this room. He face slightly disfigured but you can tell once it was a face of a beautiful lady. A long thin scar is observed straight across her neck. Three statues across the room, turn their heads and look at you, observing you closely. The statues look that of beautiful curly hares warriors, holding swords, dressed in short robes, they however look odd, as they have hollow eyes. The ghostly lady approaches you.One round again before she approaches you, map will be updated soon.
Kor'sarro Khan |
Knowledge Religion (assist Jorah): 1d20 + 2 ⇒ (8) + 2 = 10 Success! barely
Making their way into the new room with the statues and the floating ghost he was already on high alert, letting his eyes go over the statues he frowned as he pointed little things out to Jorah in hopes of helping him identyfing the creatures. Also letting the power of Ragathiel flow through him to see if there were any evil being in the room.
Swift action: Detect evil
GM Batpony |
No evil detected in here. I'm actually currently in another game where we are discussing if you can technically "assist" knowledge that someone knows, I've always ruled it as no. But I'm waiting on feedback of a more experienced GM. Would also like to hear other's thoughts on this.
GM Batpony |
1 person marked this as a favorite. |
So the other GM has gotten back that he shares a similar thought, that knowledge checks should be what you know, and hence with that rationing you can't really aid another in assisting them to know something in their brain per say. And am going to rule it as such. Where you could aid another would likely be in cases of research type activities where it makes sense.
'Zero' |
Zero narrows her eyes in a rather outputting snarl.
"Fool me once, shame on me...," she trails off, focusing her gaze on the approaching ghost (studied target) and calls to Jorah to "...have the Captain's wand ready..."
Jorah |
1 person marked this as a favorite. |
Kn Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Jorah pulls out the candle they recovered earlier, and lights it, not wanting to take any chances after their last encounter. "While we mean no harm here spirit, I'm taking protective measures for our safety."
Diplomacy: 1d20 + 17 ⇒ (18) + 17 = 35
Using the Candle of Spirit Protection from earlier. Area protected marked on the map.
Warpac |
Guidance +1
Kn Religion: 1d20 + 7 ⇒ (15) + 7 = 22
"Good idea."
Note: If Jorah did not take the green orbs, Warpac did.
GM Batpony |
Gronk readies his sword to attack anything that comes close his way, however Jorah's quick thinking to light a magic candle puts the spirit away. She stands back seeing that there is a bit of a hold back, but waits and see. She calls out to you, in a sweet low voice.
"So what brings you here? What do you think about my lovely music?"
Kor'sarro Khan |
Perception: 1d20 + 0 ⇒ (10) + 0 = 10
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
With a calm eye he regarded her for a brief moment, muttering just beneath his breath for a moment "She is impressed with the music, anyone able to entice her some more to sooth her so we can pass without deciding to raise holy hell?"
GM Batpony |
It would be beneficial if you produced a magical instrument, but in the even you don't, I'll still accept singing and aid another, won't penalize for low rolls in aid checks, but I'd like to be clear who is lead and who is aid.
Jorah |
Without a bard, I doubt we have anyone with any ranks in Perform. Jorah probably has the highest Charisma and we can add on guidance. I don't mind attempting the lead if the others concur.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
Jorah notices the Paladin's reaction to the candle, but decides it best to deal with the matter at hand first. "Your music is wonderful my lady. Can you tell us who you are and what you're doing here?"
'Zero' |
Perception: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Sense Motive: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Kn: Local: 1d20 + 4 ⇒ (20) + 4 = 24
"It's an old sailor's tune," Zero offers, humming the next four bars to prove it. "From the Shackles, maybe even Lirgen itself," she adds, guessing at its origin. "She seems to be wishing for accompaniment," she says, shaking her hands in a suggestion of "someone else."
Warpac |
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Sense Motive: 1d20 + 7 ⇒ (17) + 7 = 24
Noticing the Paladin flinch Warpac muses, Could the paladin be possessed? That certainly would explain a lot.
Warpac is not able to sing, but perhaps he could add a little rhythm?
Perform Percussion: 1d20 - 2 ⇒ (5) - 2 = 3
but gives up pretty quickly.
GM Batpony |
Jorah |
Seeing nobody else come forward, Jorah mumbles a few words to Desna, takes a deep breath, and does his best to sing along with the melody.
Guidance
Perform Sing: 1d20 + 7 ⇒ (16) + 7 = 23
Phantomblade |
perception: 1d20 + 9 ⇒ (7) + 9 = 16
aid perform: 1d20 + 1 ⇒ (8) + 1 = 9
GM Batpony |
Zero guides Jorah in recognising the tune as he attempts to sing to impress the ghostly figure. She listens and looks to be put to ease as ahe is satisfied by the melodious and beautiful singing coming out Jorah's vocals. From afar she speaks "I applaud you for your refined taste, I tell you what, I shall answer for you three, and only three questions, should you agree with my deal. I want my urn here, to be taken out of this place, and my ashes spread into the sea. This shall put my spirit at rest."
Warpac |
"Jorah, looks like you won a friend, though if things go well she will soon pass. Still, a friend is a friend. I expect she will be taking the questions from you."
GM Batpony |
Just to be clear, although only impressed by Jorah, she addressed all of you regarding the deal, so anyone can speak on behalf of the group, and or ask the questions.