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(I auto aid Vuvu on the diplo)

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You know this reminds me of a story of victory and terror where intrepid adventurers were faced with a threat...
Vuvu backs up about 15ft and his tale begins inspire courage plus discordant voice +3 to hit and damage and fear and 1d6 sonic damage

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"Ah will not permit further des'cration o' the sanctity of our lootin'!"
Duhwoo's surprise attack: 1d20 + 32 + 2 ⇒ (8) + 32 + 2 = 42
20% miss chance due to blinking: 1d100 ⇒ 79
if AC 42 hits, then 2d4 + 30 ⇒ (1, 4) + 30 = 35 points of damage -- halved or whatever for non-corporeal...
Duhwoo's Initiative roll: 1d20 + 2 ⇒ (18) + 2 = 20

drbuzzard |

You folks have certainly been chomping at the bit to kill something. One poor defenseless, and yet friendly ghost shows up and you go to town on it like it's Rovagug.
init: 1d20 + 6 ⇒ (11) + 6 = 17
Duh strikes out at Casper, hitting.
sonic damage: 1d6 ⇒ 5
20 damage to the ghost.
Not exactly sure everyone goes in this surprise round since it wasn't exactly coordinated, but I'll allow it. Avoreall up then Lithuan.

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Two small balls of force form in Avoreal's hands as she chants.. CastingBattering Blast DC 23
Ranged Touch: 1d20 + 18 ⇒ (9) + 18 = 27
Ranged Touch: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 5d6 + 4 + 1d6 ⇒ (3, 4, 5, 4, 2) + 4 + (4) = 26 Force Damage
Damage: 5d6 + 4 + 1d6 ⇒ (5, 3, 5, 1, 2) + 4 + (4) = 24 Force Damage
Bull Rush CMB: 1d20 + 34 ⇒ (7) + 34 = 41
Bull Rush CMB: 1d20 + 34 ⇒ (6) + 34 = 40
No save for the damage, Reflex is to prevent goin prone if bull rush succeeds.. Force damage too btw so no reduction..
School evocation [force]; Level sorcerer/wizard 3
CASTINGCasting Time 1 standard action
Components V, S
EFFECTRange close (25 ft. + 5 ft./2 levels)
Target one creature or unattended object
Duration instantaneous
Saving Throw Reflex partial (see text); Spell Resistance yes
DESCRIPTIONYou hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.
A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.
This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.

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Good, Ghost Salt Arrow: 1d20 + 24 ⇒ (10) + 24 = 34
Damage: 1d8 + 23 ⇒ (8) + 23 = 31 physical +1d6 ⇒ 3 acid +1d6 ⇒ 4 fire +1d6 ⇒ 4 sonic + 2d6 ⇒ (3, 1) = 4 holy

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If by effectively u mean incorpreal it only gets that benifit when its inside an object.. If by others means right on
Miss high good: 1d100 ⇒ 81
Miss high good: 1d100 ⇒ 71

drbuzzard |

Duh swings out a full attack.
first attack: 1d20 + 33 ⇒ (4) + 33 = 37
20% miss chance due to blinking: 1d100 ⇒ 50
50% miss chance due to displacement: 1d100 ⇒ 64
if AC xx hits, then 2d4 + 1d6 + 33 ⇒ (3, 2) + (5) + 33 = 43 points of damage
iterative #1: 1d20 + 26 ⇒ (16) + 26 = 42
20% miss chance due to blinking: 1d100 ⇒ 50
50% miss chance due to displacement: 1d100 ⇒ 11 miss
if AC xx hits, then 2d4 + 1d6 + 33 ⇒ (3, 4) + (3) + 33 = 43 points of damage
iterative #2: 1d20 + 21 ⇒ (3) + 21 = 24
20% miss chance due to blinking: 1d100 ⇒ 91
50% miss chance due to displacement: 1d100 ⇒ 90
if AC xx hits, then 2d4 + 1d6 + 33 ⇒ (4, 2) + (2) + 33 = 41 points of damage
42 damage after incorporeal.
Ok, poor Casper finally get to go.
He steps back 5' and sends out a burst of hellfire. Duhwoo follows him with Step Up. However what follows is a supernatural ability, so it doesn't help.
damage: 14d6 ⇒ (6, 5, 5, 6, 2, 6, 1, 3, 1, 4, 4, 3, 1, 5) = 52
Need a reflex save from everyone
Duh's reflex save: 1d20 + 13 ⇒ (8) + 13 = 21 fail
Duh takes 26 damage (due to blink).

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Vuvu Steps forward and lets his whip do his talking.
1d20 + 16 + 3 + 2 ⇒ (16) + 16 + 3 + 2 = 37 fpr 1d4 + 5 + 3 ⇒ (2) + 5 + 3 = 10 +1d6 ⇒ 4 shock+ 1d6 ⇒ 1 sonic +1d6 ⇒ 1 acid Total 16
1d20 + 11 + 3 + 2 ⇒ (18) + 11 + 3 + 2 = 34 fpr 1d4 + 5 + 3 ⇒ (3) + 5 + 3 = 11 +1d6 ⇒ 4 shock+ 1d6 ⇒ 2 sonic +1d6 ⇒ 6 acid total 23
if both hit 39

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Reflex: 1d20 + 18 ⇒ (3) + 18 = 21
Ouch
Deadly Aim + Rapid Shot + Arcane Strike + Point Blank (+inspire courage + discordant voice)
Attack 1, Good+Ghost Salt, Manyshot (2 arrows): 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d8 + 48 ⇒ (1, 2) + 48 = 51 physical +2d6 ⇒ (4, 2) = 6 acid 2d6 ⇒ (1, 1) = 2 fire +2d6 ⇒ (4, 5) = 9 sonic +4d6 ⇒ (6, 6, 6, 5) = 23 holy
Attack 2, Good+Ghost Salt: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 1d8 + 24 ⇒ (3) + 24 = 27 physical +1d6 ⇒ 3 acid +1d6 ⇒ 6 fire +1d6 ⇒ 1 sonic +2d6 ⇒ (2, 2) = 4 holy
Attack 3, Good+Ghost Salt: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d8 + 24 ⇒ (7) + 24 = 31 physical +1d6 ⇒ 6 acid +1d6 ⇒ 2 fire +1d6 ⇒ 2 sonic +2d6 ⇒ (2, 1) = 3 holy
Attack 4, Good: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 24 ⇒ (2) + 24 = 26 physical +1d6 ⇒ 5 acid +1d6 ⇒ 3 fire +1d6 ⇒ 2 sonic +2d6 ⇒ (4, 4) = 8 holy
33<AC, no damage
21<AC<33, 78 physical, 9 acid, 8 fire, 10 sonic, 27 holy
16<AC<22, 109 physical, 15 acid, 10 fire, 12 sonic, 30 holy
AC<17, 122 physical, 17 acid, 11 fire, 13 sonic, 34 holy

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No, it's included in my calculations

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Gone being relative... until he reforms, somewhat annoyed

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Vuvu stops his story and moves forward. Then he tells a story of relaxation. He tells it for 4 rounds and then everyone is healed
soothing performance all healed 3d8 + 14 ⇒ (2, 3, 2) + 14 = 21
and again
soothing performance all healed 3d8 + 14 ⇒ (4, 2, 7) + 14 = 27

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Religion regarding ghosts: 1d20 + 10 ⇒ (13) + 10 = 23
Do any of you bear inspiration of how to put this soul to rest before it returns?

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Avoreal pulls out her wand o infernal healing and taps the party with a charge each once every 10sec, after a 1 min everyone get 60hp back..
Inbetween that she'll ID any items found
Spellcraft: 1d20 + 30 ⇒ (16) + 30 = 46
Spellcraft: 1d20 + 30 ⇒ (4) + 30 = 34
Spellcraft: 1d20 + 30 ⇒ (3) + 30 = 33
Spellcraft: 1d20 + 30 ⇒ (19) + 30 = 49
"Let's see if the coffin is still in the carriage.."
Additionally i gave Duhwoo a full wand of cure light when we started this.. I also have an extra should we need it.. Vuvu do you need to carry my 2nd one? And save ur BP for when we dont have plenty of none combat time.. Thats what wands are for!
Know Religion: 1d20 + 25 ⇒ (4) + 25 = 29

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sure I can do that. I figure use the free stuff before blowing through consumables. Looks like you have the knowldge handled on the ghost. and the spellcraft

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I did not use the wand. i do not have lingering, but I have 37 rds of BP. If I can use them to heal no problem. If we get close to me being worried then I will make you use your wands.

drbuzzard |

You find a coffin. However it does not appear to have been designed for the man's body. It reveals a scent of both flowers and decay. The impression on the padding inside appears to be that of a slight woman.
On the body you find:
Ghost Touch Bracers of Armor +2
Cloak of resistance +2
ring for force shield
Jewelry worth 203 GP
None of your knowledge religion checks indicate how to prevent the ghost of rejuvenating. You are, however, aware that it will be back in 24 hours.
Of course the module doesn't mention how either as far as I can tell.

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Word.. 1 charge a piece to all but Vuvu should get us back to max..
"Interesting Bracers.. Shall we see whats in the coffin? My guess is a Vampire.."

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I know right? I think that must be a mistake or something.. Bracers of AC spefically says they provide a force like effect like mage armor.. Should work vs Incorps anyways..
"Ok well i guess thats all here.. Where too next?"

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Duhwoo strides towards the building I labeled as #8, which I have speculated is the visitor's center...
"let's go see if'n they gots a haunted house-type ride or sumpthin'!"

drbuzzard |

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Duhwoo stops 10' short of the door, and examines it from that distance.
Duhwoo's Perception check: 1d20 + 19 ⇒ (6) + 19 = 25
"Ah don't see no sign tellin' us whut hours th' vis'tors center is open. I hope they's gotta good snack bar! "
Does Duhwoo see anything noteworthy?

drbuzzard |

You note nothing amiss on the door. You open it and proceed in.
Inside, 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.
As you can see there are passages to the east and west.

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Head West?