The Reaping Stone

Game Master Macharius

Wherein the unquiet dead wake to bring terror to Maerh-Varza.

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Reflex: 1d20 + 7 ⇒ (8) + 7 = 15

Naraj looks about and says with mock disgust, "These people need to hire a much better decorator...", as he passes a trained eye across the room, looking for anything dangerous or valuable that might be hidden within.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Naraj carefully examines everything in the room, and to the group's surprise finds a dagger and sheath of very high quality that must have been hidden in the false bottom of a desk drawer before the desk and accompanying drawer were wrecked and discarded down here.

+1 dagger and sheathe worth 500gp


Female Shadowborn Perception +X/Init +X F+X/R+X/W+X Alchemist (Mindchemist)

"How useful! An enchanted dagger. Let us continue."
Good backup weapon in case swallowed!


Naraj smiles, "What can I say? I'm good at finding pretty things."


Unlike the previous room, this room is completely devoid of furnishings. At the far side of the room, the door to the third chamber is closed.

Perception DC 12 or Survival DC 10:
You see a single set of footprints leading out of the room behind you and up to the door in front of you; clearly, someone came this way "recently".

Map is updated.


Male Lizardman Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2 HP 30/30; AC 20 FF 18 T 12 CMD 21; Fort +8 Ref +5 W 0; Init +2 Per +5

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

"Look at these footprints, someone came this way at some point. Let's see who it is!"

Rhulgha gets ready by the door.


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Miraji nods:
Yes, lets find this horrid woman and be gone from this place. I like water, but not water that is polluted in a sewer.


Naraj says, "Let's hope it's the people we're looking for... a spot of revenge would do wonders to salvage our evening."

He stands near the door and slides his bow from his shoulder, raising it with an arrow to fire at whatever might be on the other side.


Assuming Rulgha opens the door but no one moves right away,

A well is set into the northwest corner of this long room. Much of its low retaining wall has collapsed, scattering bits of stony rubble and broken bricks around it. Six dusty oak barrels, all swollen with age, line the south wall. The entire room reeks of rotten meat.

Peeking around the corner, Naraj spots what seems a vast horde of the undead!

GM Rolls:
Skeletons Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Zombies Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Initiative (Naraj): 1d20 + 2 ⇒ (15) + 2 = 17
Initiative (Miraji): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Katie): 1d20 + 4 ⇒ (5) + 4 = 9
Initiative (Rulgha): 1d20 + 2 ⇒ (9) + 2 = 11

Surprise! Round Naraj and Miraji get to act first, then the monsters, followed by the party as a whole, etc.


Female Shadowborn Perception +X/Init +X F+X/R+X/W+X Alchemist (Mindchemist)

Katie is impressed.
"A real undead horde. Let them come to us!"
know religion: 1d20 + 14 ⇒ (7) + 14 = 21
"Arrow won't do much. Bash the skellies and slash the zombie puppets."


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

What type of undead? Skeletons? Zombies? Or something else?

Someone might want to roll a knowledge(religion) before I start firing into DR.

Edit - Just realized I can make untrained knowledge about undead (Favored Enemy)

Knowledge(religion): 1d20 + 2 ⇒ (10) + 2 = 12 <-- might know something about them if they are real weak.


Surprise Round (and sadly, only one standard or move action)

Naraj, seeing the hoarde, drops his bow and casts grease on the floor on the other side of the door. "There, that should help balance out the numbers. We can take up positions and kill them at bottleneck. Beauty and brains, what can I say?"


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Assuming Katie yells something about the skeletons and zombies and their weaknesses.

Surround the door. They are mindless, let them come to us one at a time so that we can encircle them.

Miraji then moves forward next to the door.

I still have my bow in hand, but can make unarmed attacks with my feet, knees, elbows, etc.


A quick assessment shows there to be four zombies and six skeletons.

Miraji figures that blunt force trauma will be most effective against the skeletons, confirming Katie's shouted warning/advice.


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)
Naraj Drost wrote:

Surprise Round (and sadly, only one standard or move action)

Gotta get these Sandals of Quick Reaction. Combine them with the Cleric(Divine Tactician) or Wizard(Diviner) abilities and you get an extra FRA every combat. Good way to start as a full caster.


Since I can't [figure out how to] edit Google Drive through my phone and it's blocked at work, I would appreciate if someone could please move all the undead up to the door.


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Do you want them through the door? There is a single free space on our side of the door.


Sure; they are mindless, after all!


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Actually, our pokey lizardman is still lolly-gagging in front of the door. I will move the undead horde forward.

Undead moved. One Skeleton should get an attack on Rulgha - unless this is still surprise, in which case the skeleton only gets an attack if it could charge.


It's top of Round 1 for the undead - but they also need to make their Reflex saves vs. Naraj's Grease!

Round 1

S1 Reflex DC 14: 1d20 + 2 ⇒ (5) + 2 = 7
S2 Reflex DC 14: 1d20 + 2 ⇒ (16) + 2 = 18
S3 Reflex DC 14: 1d20 + 2 ⇒ (7) + 2 = 9
Z1 Reflex DC 14: 1d20 + 0 ⇒ (12) + 0 = 12

Naraj brings the otherwise terrifying horde of undead low with an incredibly apt Grease spell as all three of the closest monster hit the floor in a shambles.

S2 Acrobatics DC 10 to move through Grease: 1d20 + 2 ⇒ (11) + 2 = 13
S2 Claw: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
S2 Claw: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Nonetheless, the one skeleton able to strike claws at Rulgha in an attempt to bring him down - but fails to inflict injury as the bone claws scrape across his armor without puncturing it.

Party on, Garth!

Zombie in front of Rulgha is upright, the other three in the area of effect are all prone.


Female Shadowborn Perception +X/Init +X F+X/R+X/W+X Alchemist (Mindchemist)

Katie grabs a firebomb and throws it at the center skelly.
"Fire in the hole."

throw firebomb vs touch: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
-4 for Rulgha in way added
scatter if missed: 1d8 ⇒ 6
If miss scatter back and left one square hitting the four in back left
Splash damage fire Save REF 18 for half of 8fire total


OK, monsters are numbered and icons grouped with the number for ease of movement - though status markers are not grouped.

GM Rolls and Info:
Z1 Reflex DC 18: 1d20 + 0 ⇒ (16) + 0 = 16
Z2 Reflex DC 18: 1d20 + 0 ⇒ (16) + 0 = 16
Z3 Reflex DC 18: 1d20 + 0 ⇒ (19) + 0 = 19

S4 hp - 4/4
S5 hp - 4/4
S6 hp - 4/4
Z1 hp - 4/12
Z2 hp - 12/12
Z3 hp - 4/12
Z4 hp - 4/12

Z1 Burning damage: 1d4 ⇒ 1

Katie's bomb is hucked through the crowded doorway and explodes right in the middle of the pack and simultaneously ignites Naraj's Grease. The resulting devastation outright burns down half of the skeletons and sets the nearest zombie on fire as well.

Katie, due to your position on the map I judged you to be out of line of sight of the central skeleton. I instead placed your bomb blast on the now-former S3. Well done!!


Male Lizardman Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2 HP 30/30; AC 20 FF 18 T 12 CMD 21; Fort +8 Ref +5 W 0; Init +2 Per +5

If I can attack from where I am I will, otherwise I will move in.

Rhulgha steps into crane-style and uses his Nine-Section Whip against the skeleton that almost hit him. (Or a target if I have to move in)

PA&FD mw Nine Section Whip (2 Hand): 1d20 + 2 + 4 + 1 + 1 - 1 - 2 + 2 ⇒ (10) + 2 + 4 + 1 + 1 - 1 - 2 + 2 = 17
Bludgeoning Damage: 1d8 + 9 + 3 ⇒ (3) + 9 + 3 = 15

Status Round 1

HP 30/30
AC 24 (FF 19 T 15)
Swift Action Crane Style
Move Action None (or Some)
Standard Action Attack

Effects:

Diseased Unknown Effects (+4 to next Save)
Controlled Rage +4 to Str (22) - Round 2/10
Fighting Defensively in Crane Style -2 to Hit for +3 Dodge Bonus (+1 Shield Bonus with Nine Section Whip)


Rulgha, Katie already blew that skeleton to bits. However, your attack roll is enough to hit the zombie (prone offsetting cover); even after DR, you quite-ably "dealt with it". Also, I don't think you want to walk onto the grease fire on the floor directly in front of you! Also, the disease you're affected with is Filth Fever.

Rulgha's beastly whip quite literally splat!'s the zombie on the floor in front of him, incidentally leaving the party unthreatened.


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Rulgha, back up. Make them come to us.

I believe Rulgha has a 5' step he can make straight back. His call if he does this.

If a skeleton or zombie moves into the square in front of me.

Ready action: Attack-unarmed - 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Lizardman Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2 HP 30/30; AC 20 FF 18 T 12 CMD 21; Fort +8 Ref +5 W 0; Init +2 Per +5

Rhulgha is good backing up a step


Naraj draws his longsword and positions himself near the door, then waits for a target worthy of a slash. Move, then readied action


Round 2

GM Rolls:
Z4 Acro DC 10: 1d20 ⇒ 8 fail
Z3 Acro DC 10: 1d20 ⇒ 14 pass
S5 Acro DC 10: 1d20 + 2 ⇒ (11) + 2 = 13 pass
S6 Acro DC 10: 1d20 + 2 ⇒ (14) + 2 = 16 pass
S4 Acro DC 10: 1d20 + 2 ⇒ (19) + 2 = 21 pass

Z4 fire damage: 1d6 ⇒ 3
S4 fire damage: 1d6 ⇒ 5
S5 fire damage: 1d6 ⇒ 2
S6 fire damage: 1d6 ⇒ 2

Z2 - 12/12
Z4 hp - 1/12
S5 hp - 2/4
S6 hp - 2/4

The visible zombie charges through the grease fire to attack Rulgha! Behind it, the remaining skeletons and zombies try to follow - with one of the skeletons falling and burning up entirely. The other two skeletons catch flame, but do not fall yet.

Naraj and Miraji both get an AoO against it so I won't bother rolling its attack just yet! Especially since Naraj has his Readied Attack to roll as well. lol

Otherwise, Party on, Wayne!


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

AoO: 1d20 + 3 ⇒ (5) + 3 = 8 -- Miss, most likely.
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

I also had the readied attack, but only did 2 damage with that one.


Readied: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d8 + 4 ⇒ (2) + 4 = 6
AoO: 1d20 + 7 ⇒ (17) + 7 = 24 for 1d8 + 4 ⇒ (6) + 4 = 10


Naraj handily dismembers the charging zombie before it can eat Rulgha's face.

Pary's turn!


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Miraji waits once more for the next mindless undead to wander to its destruction.

Readied Attack-unarmed: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Female Shadowborn Perception +X/Init +X F+X/R+X/W+X Alchemist (Mindchemist)

"I could throw another acid flask or holy water vial in there, but it would be a waste."
Katie moves up and readies a longsword attack only against zombies.

att/damage: 1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 3
conf/damage: 1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 1

move diagonally right and down. Std=longsword attack.

"I don't want to insult anyone's fighting skills. Plus we could use the practice mopping them up old school!"


Male Lizardman Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2 HP 30/30; AC 20 FF 18 T 12 CMD 21; Fort +8 Ref +5 W 0; Init +2 Per +5

Rhulgha will delay until there is a target to hit (Not ready)


Ok, seriously, I dropped a brick when I saw it's been almost two months since I updated. Because this encounter is effectively over anyways,

GM Rolls:
1d20 ⇒ 9

Between the four of them, the party handily destroy the remnants of the zombie horde before them. Moving into the room that now smells of burning oil and charred objects in general.

Perception DC 20:
One of the barrels against the south wall partially hides a small niche in the wall about a foot off the floor. Clearing the debris out of the way, you remove a small oilcloth-wrapped bundle from its hiding place that contains six vials and a wand.


Female Undine Gestalt Monk(Zen Archer) 2 -- Ranger(Trapper) 1/Sorcerer(Celestial(Empyreal) Bloodline) 1/Cleric(Divine Tactician) 0/Arcane Archer 0 -- (HP: 26/26 - AC18;FF14;T18 - F+5;R+6;W+8 - Init+3 - Per+9/10)

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Miraji's sharp eyes quickly spot the hiding place.

Hey, look what I found.

No spellcraft for me, someone else will have to identify it.


Female Shadowborn Perception +X/Init +X F+X/R+X/W+X Alchemist (Mindchemist)

spellcraft wand: 1d20 + 9 ⇒ (7) + 9 = 16
spellcraft/perception vial: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 4 ⇒ (2) + 4 = 6
spellcraft/perception vial: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 4 ⇒ (4) + 4 = 8
spellcraft/perception vial: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 4 ⇒ (17) + 4 = 21
spellcraft/perception vial: 1d20 + 9 ⇒ (14) + 9 = 231d20 + 4 ⇒ (20) + 4 = 24
spellcraft/perception vial: 1d20 + 9 ⇒ (13) + 9 = 221d20 + 4 ⇒ (18) + 4 = 22
spellcraft/perception vial: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 4 ⇒ (12) + 4 = 16

"A wand and vials. I like vials."


Naraj whistles, "Nice find, Miraji. Hopefully whatever that is wasn't damaged by whatever resulted in the burn damage out here."

He chuckles at Katie's comment as she opens the pack and says, "I only like the vials that are filled with the good magic or valuable, personally. But I guess that's why I'm no alchemist."

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