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Bregan sings a merry tune about a sea nymph as the group heads into the marsh to pass the time as they trudge through the muck, however quieting at a signal from their guide as they come close to the old fort.
stealth: 1d20 + 2 ⇒ (15) + 2 = 17
perception: 1d20 + 6 ⇒ (2) + 6 = 8
While relatively quiet, the explosion of flora and fauna keeps him from noticing what they really came to see, midst the numerous new things to see.

GM ShadowLord |

The party scouts the ruins. Scorch marks mar the stones of a dilapidated keep. Vegetation hangs loosely from holes in the partially collapsed ceiling, and the floor is sunken and cracked in several places. A charred wooden door lies on the ground in front of an archway leading west. To the north, a stone trap door peeks out from behind a pile of rubble.
Pendergast's expert eyes catch sight of something unusual and he halts the party before they move into the ruins. Among the walls of the ruined keep, two translucent ghostly figures drift around the ruins seemingly on patrol. Both are dressed in some sort of military uniform.
A K(history) or Prof(Soldier) check will tell you more about the ghosts.

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"Hmmm..."
Knowledge (history): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (6) = 26
"...they appear to resemble soldiers from the time of the Shining Crusade, but I have studied that period rather extensively, and these apparitions have different armor and dress..."
"...we should proceed with caution. The incorporeal undead are a dangerous foe."

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Esh seems very excited.
"Ghosts? You mean evilish-undead-translucid-ghosts? OWWWW I wonder what they feel like on the end of my rapier!"
Player speaking: Woah, we better avoid them. My rapier isn't magical yet...

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Jax is confused by Guaril's choice, but shrugs and follows the crew. When stopped for the ghosts, he raises his eyebrows, "Ghosts, huh? Can we go around? And is the trap door the entrance?"
Where on the map is the trap door? Does that look like the only way to proceed?
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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Bregan catching the comment about the uniforms being from the wrong era, loads his crossbow, "Well, well, dead men wearing the wrong armor, perhaps things are not as they appear.... Should we?

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Knowledge (religion): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (6) = 26
"Although I have never encountered such a foe before, I have read about them substantially while working within the Archives. Spells generally have half their intended effect, and only magical weapons are capable of physically doing harm."
The Inspector pulls out three vials filled with blue liquid and gold flecks.
"These are oils of Magic Weapon. If nobody has the means to enchant their own weapons, I can offer these. I typically coat my bow in one, when I have time, but I feel they may be more useful in your hands for this fight."
Anyone who wants one may use it. I have 3.
Edit: weird, that's the exact same set of dice rolls from last time.

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"Och, thank ye. Will make a difference fer sure."
Trevyn uses one of the oils on his kukri. Thanks Inspector!

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Jax takes one of the oils, but holds onto it. "These ain't cheap. Let's make sure it's necessary to actually use it." He cuts his eyes over at the apparitions, nodding at Bregan's revelation, "Especially if we think there's something fishy about'em."
"You think they're fake ghosts?" He waggles his fingers in a "hocus pocus" sort of way, "Some fake-magic ghost-things would sure keep most folks from looking too close at these ruins." He shrugs, "I'll go find out."
unless someone stops him or suggests another plan, Jax tries to sneak past the ghosts, heading for the trap door.
Stealth: 1d20 + 0 ⇒ (6) + 0 = 6

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Esh raises an eyebrow and says "You're sure it is really effective? Hmm, okay, I'll take one. Thank you Inspector!" Looking at the others, he takes a stealthy stance and follows Jaxin.
Stealth: 1d20 + 3 ⇒ (16) + 3 = 19
Looks like you ninja'd me, inspector. I'll take the oil if you're okay with that and apply it to my rapier.

GM ShadowLord |

Jaxin - I updated the map with a picture of a stone trap door in the northeast corner.
Esh moves quietly through the tall grass, but as Jaxin steps on a fallen branch that cracks loudly the ghosts snap to your direction. As they take note of him one of the bellows, "Beware of ancient curses birthed from the belly of the lich king for those that do approach this sacred ground! Turn back before this ill fate falls unto thee!" As he speaks what appears to be four more ghost rise up from the ground between you and he. The four new ghosts are look nearly identical and are connected together by a long glowing chain. The ghosts all stand completely still, all four pairs of eyes boring into Jaxin.
R1: Bregan, Ghosts, Prendergast, Trevyn, Jaxin, Esh, Goran
Ghosts: 1d20 + 2 ⇒ (15) + 2 = 17
Bregan: 1d20 + 5 ⇒ (16) + 5 = 21
Trevyn: 1d20 + 1 ⇒ (11) + 1 = 12
Esh: 1d20 + 3 ⇒ (3) + 3 = 6
Pendergast: 1d20 + 2 ⇒ (13) + 2 = 15
Jaxin: 1d20 + 2 ⇒ (8) + 2 = 10
Goran: 1d20 + 1 ⇒ (5) + 1 = 6

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Bregan begins singing of past Pathfinder notables driving away the undead.
"
With sword gleaming silver in the night,
the companions stood under the light,
Faith in each other to face what came,
the hordes that once lay still in the grave,
Souless bodies driven with insatiable hunger,
For they knew only their master's task.
Yet on they came and fared they for naught,
the companions stood tall that night."
inspire courage round 1/7 +1 attack & damage for all
then moves to the side looping around to the south of the structure

GM ShadowLord |

Ack. I got so wrapped up in my Giantslayer's game today that I forgot to get back to this. My apologies in the delay!
The ghosts closest to the party consider the actions of the party, all four eyes still locked on Jaxin. In the rear both of the ghosts red/orange begin to cast a spell as they move further to the rear of the ruin.
R1: Bregan, Ghosts, Pendergast, Trevyn, Jaxin, Esh, Goran

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Spellcraft to identify spell: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (5) = 26 <== this is creeping me out. That's three 26s in a row.
The Inspector drinks an extract of Shield (AC temporarily 21; 17 vs. Incorporeal Touch) and walks around the outer wall, ending his movement just inside the ruins.
"We are the scouts for a legion of Nirmathi. My companions have this place surrounded. Whatever purpose you serve, it would be best to let us pass below. Our weapons will strike true against your forms."
Linguistics to Bluff: 1d20 + 13 + 1d6 ⇒ (3) + 13 + (5) = 21
Edit: sorry! My speed is 20ft, not 30ft. Moved myself back 10 feet.

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Surprised by the strategy, the ganzi is seduced by the idea and mutters some words, trying to aid the man in his attempt to bluff ghost.
"Yeah... we're from narmithi, nirmatha, natrimi, whatever. We surround the place!"
Bluff (aid): 1d20 + 4 ⇒ (4) + 4 = 8
He takes however an offensive posture, drawing his rapier and getting ready.
Parry and riposte!
+1 Rapier (Parry): 1d20 + 6 ⇒ (19) + 6 = 25 Looks good!
+1 Rapier (Riposte): 1d20 + 6 ⇒ (20) + 6 = 26 Threat!
+1 Rapier (Riposte): 1d20 + 6 ⇒ (2) + 6 = 8 Nevermind...
for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5

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Goran moves to the middle of the cemetery and starts praying.
Great Sarenrae, please bless these disturbed souls with your blessed light to show them the path to eternal rest.
channel energy to harm undead.
channel: 1d6 ⇒ 4

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Trevyn and Arthes move up to the nearest ghost and attack it.
magic kukri: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d4 + 3 ⇒ (2) + 3 = 5
arthes slam: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 2 ⇒ (4) + 2 = 6
Both count as magical, so if they hit they deal half damage to the incorporeal ghost.

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Round 2
Bregan moves into position taking aim at the ghost chanting a spell.will a bit of his arcane magics into the bolt he let's fly.
light crossbow: 1d20 + 3 ⇒ (18) + 3 = 21
damage+AS: 1d8 + 1 ⇒ (5) + 1 = 6

GM ShadowLord |

Goran, Trevyn and Arthes all assault the ghosts before them. While each of them feel confident that their attacks should hit, the magic, blades and energy slip through the translucent ghosts for some reason.
Trevyn, Arthes, Goran - Make a DC14 Will Save please
You don't have a shot at the rear ghosts from your spot, from where were you shooting? I'm assuming even with cover your 21 will hit however.
Bregan's bolt slams in the rear most ghost who gasps and grabs his chest where the bloody bolt is protruding.
The two men finish reading their scrolls (see below) and suddenly two wolves appear in the ruins. Snarling and snapping they take no time at all to orient themselves against the party. The female ghost order the wolves to halt and look around frantically, "W-what do you mean we are surrounded by the Nirmathian army? What's going on-"
The male ghost cuts her off and snaps, "Shut it Dathnien! Send your wolf now! And, Er," his voice takes on a wailing shrill quality and he shouts, "-prepare for the wrath of the ancient spirits!"
The wolves spring into action and move towards the party. The one adjacent to Esh snaps at his ankles but comes up short. The other moves to Goran and wraps his jaws around the ankles of the cleric and tries to bring him to the ground but loses his grip. Looking down at his wound, Goran sees a vicious deep gash on his leg (5 damage).
I foobed the actions of the two casting ghosts last round, they don't actually have the ability to cast those spells - they are supposed to be reading scrolls instead.
The female ghost steps out from behind the ruins and casts a spell on Goran. Dazed - DC13
The male ghost pulls out a wand and thrust it towards Goran as he shouts some phrase. Magic missiles burst from the wand and slam into Goran (5).
R2: Bregan, Wolves, Ghosts, Pendergast, Trevyn, Jaxin, Esh, Goran
R3: Bregan, Wolves, Ghosts, Pendergast, Trevyn, Jaxin, Esh, Goran
Concentration DC19: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Wolves: 1d20 + 2 ⇒ (13) + 2 = 15
SM: 1d20 + 0 ⇒ (11) + 0 = 11
W1: 1d20 + 2 ⇒ (11) + 2 = 13
W2: 1d20 + 2 ⇒ (19) + 2 = 21
W2 trip: 1d20 + 2 ⇒ (7) + 2 = 9
W2 damage: 1d6 + 1 ⇒ (4) + 1 = 5
MM damage: 1d4 + 1 ⇒ (4) + 1 = 5

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They're not ghosts! It's a trap!
Goran, his leg slashed by the wolf and then hit by the magic projectile grits his teeth through the pain and swings his weapon at the wolf.
attack: 1d20 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (8) + 1 = 9
He then takes a 5ft step to the left.
on phone atm...cant move token...

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@GM, sorry was posting from phone, when I posted "Bregan moves into position taking aim at the ghost chanting a spell" I was intending for him to move around the wall so that he could see those in the rear, pretty much on the exact opposite side
Reloading Bregan takes aim at the 'ghost' across the courtyard from them.
swift action - imbue w/arcane strike
light crossbow: 1d20 + 3 ⇒ (1) + 3 = 4
damage+AS: 1d8 + 1 ⇒ (8) + 1 = 9
However in his hurry he only manages to skewer a pigeon scared up from the sudden ruckus.

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Will: 1d20 + 6 ⇒ (1) + 6 = 7 +2 more if this is a spell or spell-like ability
BAH!
Arthes Will: 1d20 + 4 ⇒ (5) + 4 = 9 Double BAH!

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Jax scowls at his inability to find a simple path to an actual opponent, then his eyes narrow on the two ghost-casters at the back. "Fine," he mutters, heading around the wall, "I'll go for them."
Double move, ending adjacent to Orange.

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"A trap, you say? Err... I don't follow. But let's get rid of the wolves first! Shahaha!"
Esh is quite confused but still enters a trance. As his eyes become white and his skin begins to shift between scale and flesh quickly, he attempts to hit the wolf beside him but fails to.
+1 Rapier, IC: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for Piercing: 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Parry and riposte!
+1 Rapier, IC: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 for Piercing: 1d6 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
+1 Rapier, IC: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 for Piercing: 1d6 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10
Well, why even try? xD

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Trevyn pulls out his wand of cure light wounds, since his kukri is being mostly useless, as per normal, and casts from it.
touch: 1d20 + 3 ⇒ (4) + 3 = 7
positive energy: 1d8 + 1 ⇒ (6) + 1 = 7
Arthes slams twice at the ghost in front of her.
slam, PA: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d8 + 4 ⇒ (4) + 4 = 8
slam, PA: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Seriously dice roller, WTF?

GM ShadowLord |

A rough go of it lately Trevyn, ouch. You get two more will saves as per the previous interaction with the ghosts since you've interacted with them.
The group of ghost soldiers don't seem to react to Goran, Trevyn and Arthes, instead stoically staring at them intently. The two summoned wolves disappear and vanish. The ghost in front of Jaxin takes a step back and raises her crossbow and fires a bolt that slams into his chest (4 damage).
The ghost in the rear thrusts his wand at Goran and pummels him with tiny missiles again (3 damage).
R3: Bregan, Ghosts, Pendergast, Trevyn, Jaxin, Esh, Goran
R4: Bregan, Ghosts, Pendergast, Trevyn, Jaxin, Esh, Goran
MM: 1d4 + 1 ⇒ (2) + 1 = 3
Crossbow: 1d20 + 3 ⇒ (19) + 3 = 22
Crossbow confirm: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 ⇒ 4

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Jax grunts at the impact as he takes a following step, readying his shield.
"My turn," he mutters as he responds with his own attack, punching the ghost square in the nose.
5’ step right (map updated), Move action to ready shield, then unarmed strike Orange.
Unarmed: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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Esh, not seeing the ghosts in front of him as threats, double moves to threaten the reddish ghost.
Parry and riposte!
+1 Rapier, IC, PARRY: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
+1 Rapier, IC, RIPOSTE: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 for Piercing: 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

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Will: 1d20 + 6 ⇒ (5) + 6 = 11
Will: 1d20 + 6 ⇒ (3) + 6 = 9

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Bregan rushes forward to join Esh on the right side of the map, drawing his rapier as he goes.
double move to new position on map
***Edit*** only BAB 0, so no double move, move action and drawn rapier, light xbow left behind******

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Trevyn tries again to deliver his cure light wounds spell to the nearest ghost. Arthes slams it twice as well.
touch: 1d20 + 3 ⇒ (14) + 3 = 17
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
arthes slam: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 4 ⇒ (2) + 4 = 6
arthes slam: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 4 ⇒ (7) + 4 = 11

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Round 5 if needed
Bregan completes his movement, spinning trying to avoid the casters weapon as he moves within his reach to set up a flanking position with Esh if he 5' steps. Fusing just a bit of his magic into the blade.
Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6 well that wasn't good
Rapier: 1d20 + 3 ⇒ (8) + 3 = 11 And that's not much better +2 if Esh is flanking now
Damage+AS: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

GM ShadowLord |

Arthes and Trevyn's efforts on the ghosts have absolutely no effect. The ghosts are still in the same exact place they were when they first appeared, staying into the void motionless. The spell and the attacks strike through the ghostly images. Nice work, more will saves please. I'm feeling like this is your lucky attemp!
The female ghost before Jaxin and the inspector takes a step backwards and moves her hands in intricate circles before muttering a few words and thrusting them out towards them in blinding colors.
Color Spray at Pendergast, Jaxin and Goran DC14.
The other ghost takes a 5' step away from Esh and bops his wand toward him, sending tiny missiles that impact into his chest (1d4 + 1 ⇒ (1) + 1 = 2)
Bregan steps up and swings, but misses.
Party up!

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"Hey! Stop that, ghosty!" shouts Esh, jumping towards the ghost, a spell and his rapier ready to strike.
+1 Rapier, IC, Spellcombat: 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16
for Piercing: 1d6 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
Shocking grasp (vs Touch), IC, Spellcombat: 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15
for Electricity: 2d6 ⇒ (3, 1) = 4
+1 Rapier, IC, Parry: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
+1 Rapier, IC, Riposte: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
for Piercing: 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Sigh...

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Will, DC 14: 1d20 + 4 ⇒ (17) + 4 = 21
Did Jax’s last attack hit the orange ghost? Did it affect her?
Jax shakes his head, quickly blinking away the explosion of sparkles. "Well now that just ain't nice," he growls as he takes another following step, followed by another fist to the nose.
5' step to follow, then attack (with Oil of Magic Weapon active)
Unarmed: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 <— crit?
damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
crit confirm: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
add'l damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6