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.
Yeah, I know about your Mummy game - I'd posted to express interest, but that's right when "things" started happening and I couldn't even get a character together (let alone, y'know, play the games I'm already in). Okay, so here's the "stich": between work, family, and school the last month+, I haven't had the energy to do much of anything that required any amount of brainpower: I've been able to play Diablo 3 for maybe an hour a night in this time precisely because it's mindless monster mashing (Rulgha's a biotch and has better-geared characters than me; expect his character to die soon in oh-so-sweet revenge). Every single night for the last two weeks especially, "I need to get Reaping Stone updated" just hasn't happened whether due to exhaustion, laziness, higher priorities, undiagnosed SAD, or whatever. But!
So, A great many things are turning around for me, and 2014 is going to a fantastic year. Ambrik House, as part of this game, will resume soon. And by soon, I mean "this week", because I owe it to you guys to sack up and make it happen.
GM Horror wrote: Just to post this here because at least one of you are all in my other games, I have a job interview on Friday afternoon that I will be dedicating the bulk of my "free" time tomorrow and Friday morning to. Yeah, that job didn't work out. On the other hand, I had another interview earlier today that seemed to go very well - which is why I wasn't updating last night. My wife and I will soon be going to the doctor's office for her 8-week pregnancy check-up!! So, today is a good day. :) I hope to update this afternoon.
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
Z2 - 12/12
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!
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.
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
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!!
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
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
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.
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.
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.
It's the Alarm spell; which I dug up this ruling (link) on how to handle - so anyone can feel free to attempt a Disable Device check!
Assuming your new-found loot is appropriately distributed, Looking through the "doorway", you see what appears to be a neglected store room with a very low ceiling. The entire room is packed with piles of broken and damaged furniture, the remnants of shattered barrels and crates, jagged pieces of scrap metal, and miscellaneous other debris, some of which is piled all the way to the ceiling. What do you do?
The boots are Boots of Elvenkind, and the wand is a Wand of Magic Missile (CL 1st, 16 charges). Moving on! You at last reach the end of the map, having endured hours of trudging through the wastes of the city above, numerous attacks by rats, and even a deranged wererat. Before you yawns the portal into what appears to be a building. Update to come tonight, come hell or high water!
Miraji is unable to identify any footprints that may be the lone survivor of the cult. The party decides to investigate the cave. You are forced to crawl along to navigate this cramped, rat-dug tunnel. After winding through the earth for about 20 feet, the tunnel finally opens into a small kidney-shaped cave with a low ceiling. The floor is littered with reeking garbage and all manner of useless junk. Perception DC 15:
You find a small wooden box hidden among the refuse. The box contains the rat-man's treasures: 730 sp, 160 gp, a scroll of Dispel Magic, two potions of Bear’s Endurance, and a potion of Lesser Restoration. A second Perception check, DC 20:
You notice two boots amid the litter of the cave that actually match each other - and somehow haven't rotted away long since. Inside one of the boots is a wand. That completes the current portion of your sewer travels! Next stop: Ambrik House.
Gathering themselves, the party departs the cistern in search of the cultists' safehouse - confident they were nearing the end of this midnight journey through rat infestations and endless depths of urban "after-effects" as the map seemed to be coming to an end. GM Rolls:
Katie Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Miraji Perception: 1d20 + 9 ⇒ (19) + 9 = 28 Naraj Perception: 1d20 + 5 ⇒ (13) + 5 = 18 Rulgha Perception: 1d20 + 5 ⇒ (15) + 5 = 20 A short ways down the passage, Miraji, Naraj, and Rulgha all notice a natural cave passing out of the masonry walls of the sewers.
AoO: 1d20 + 1 ⇒ (5) + 1 = 6 Rulgha successfully navigates the crowded sewer passage as the "battle" remains undecided. Attack: 1d20 + 1 ⇒ (10) + 1 = 11 Rat
The rat and its master both try to bite Rulgha - failing miserably as their teeth chip on the lizardman's steel armor. With Rulgha in front and their miserable attack bonuses, this fight is a non-event and I need to get this game moving for you guys. As such, The party swiftly slaughter their would-be attackers. A search of the rat-man yields mostly trash but a few quality items that might defray some of the cost of having entered the sewers. Loot: 19 arrows, Dagger, Mwk Shortsword, Shortbow, Mwk Thief's Tools
Holy S, it's been two weeks already? I thought it was 1 week. My bad!! So apparently the maps inside the adventure are supposed to be marked with triggers for when/where events are supposed to start... I guess they forgot to tell the cartographer that info, because they're not there which made this encounter a bit easier than it's supposed to be, but oh well. Not to worry, you're almost out of the sewers! And I can plan accordingly. Mwahahaha! As the grim-faced and battle-tested adventurers handily slaughter the dire rats attempting to swarm over them, the rat-man in back screeches with insane hate, drops his bow, and charges toward Naraj! The rat bites at the fiery man. Attack (bite): 1d20 + 1 ⇒ (12) + 1 = 13 Go, go, Gadget-party!
Just to post this here because at least one of you are all in my other games, I have a job interview on Friday afternoon that I will be dedicating the bulk of my "free" time tomorrow and Friday morning to. Apparently there are no internal candidates and only four other applicants, so I by-God actually have a chance at landing this one provided I knock their socks off - not that having an internal employee who's part of the team provide me a referral hurt, either!
Rat 1 AoO (Katie): 1d20 + 1 ⇒ (5) + 1 = 6 Rat 1 Reflex DC 16: 1d20 + 5 ⇒ (3) + 5 = 8
Unsurprisingly, Katie's bomb does more damage to the rats than the rest of the party combined. Since Naraj failed his Perception vs. Stealth, he doesn't get to act in the Surprise Round. Unless you disagree, I will instead forgo using your Bardic Performance to move you up and kill the 4th Dire Rat - this his been applied on the map, but easy enough to revert!
Events so far: Shortly after your arrival in Maer-Varza, your chosen in was attacked at approximately midnight by cultists of the Scythe Mother in an attempt to infect as many folk as possible with a terrible disease. You managed to defeat most of the attackers, but the leader escaped into the sewers beneath the city. Giving chase and following a crude map found on one of the bodies of a slain cultist, you've been attacked several times as you make your way through the sewers. Now: Gathering up the loot from underneath the tentacles, slime-covered, and putrid-smelling corpse in the corner, you hasten to evacuate that particular area and get on with your self-assigned mission of dealing with the cultist leader once and for all. Perception DC 12:
While passing underneath a street drain, you dimly hear the bell tolling the local equivalent of 3:00 a.m. Over muck and filth, you've made your way through the sewers for another half hour toward your barely-known final destination. You have entered another large cistern chamber. The landing above the cistern basin borders the chamber’s south and east walls, and is littered with garbage and other refuse that form a collection of garbage mounds that are each taller than a man’s head. The cistern’s water-filled basin is dominated by a bewildering array of mechanical stone gears, grinding brass machinery, and loud water-pumps that are attached to the cistern’s floor and ceiling. This machinery appears to be a complicated sewage pumping system. GM Rolls:
Stealth (monster, favorable conditions): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Perception (Miraji): 1d20 + 9 ⇒ (16) + 9 = 25 Perception (Katie): 1d20 + 4 ⇒ (5) + 4 = 9 Perception (Rulgha): 1d20 + 5 ⇒ (7) + 5 = 12 Perception (Naraj): 1d20 + 5 ⇒ (8) + 5 = 13 Initiative (monster): 1d20 ⇒ 20 Initiative (Naraj): 1d20 + 2 ⇒ (18) + 2 = 20 Initiative (Miraji): 1d20 + 3 ⇒ (17) + 3 = 20 Initiative (Katie): 1d20 + 4 ⇒ (16) + 4 = 20 Initiative (Rulgha): 1d20 + 2 ⇒ (14) + 2 = 16 Surprise Round Perhaps due to their constant, running battles with rats, Miraji is automatically suspicious of another attack upon entering this large, noisy room. Her fear proves wise, as she spots an enormous rat-man hiding in the back of the room and another vicious pack of rats - all of which are coming right at Katie and her! Round 1 The rats, having moved into biting-range, try to take a piece out of Katie. Attack (bite): 1d20 + 1 ⇒ (9) + 1 = 10 Target (1 = Miraji, 2 = Naraj, 3 = Rulgha): 1d3 ⇒ 1 From the back of the room, the mysterious assailant shoots an arrow at Miraji, Attack (Shortbow): 1d20 + 4 ⇒ (8) + 4 = 12 but it clatters harmlessly off the stone walls behind her. Initiative Order: Monsters, the party Dire Rats AC 14 Flat 14 Touch 11
Party up!
Miraji detects a minor aura of evocation, and a minor aura of conjuration. Inside the pack, she finds 100 feet of silk rope, four vials of holy water, two flasks of alchemical fire, a leather coin purse holding 36 sp and 13 gp, and a leather scroll case holding two scrolls. Successful Spellcraft roll for Evocation:
scroll of Consecrate Successful Spellcraft roll for Conjuration: scroll of Lesser Restoration
Friends, My most sincere apologies for my unannounced and extended period of inactivity in this and all our other shared games. I can only plead the excuse of end-of-semester projects and final exam preparation for my classes on top of my work scheduling actually becoming filled with work. I have a 7-week break until the spring semester begins, but even filled with Christmas and New Year's holidays I will be much more active. I should mention as well that I am only taking one class in the spring, so that I have more time to dedicate to doing well in that one class and finding a new job (a process now in its fourth year...). I will therefore have more time to fulfill all of my obligations both existing (family, work, pbp games) and future (job search). Thank you all for your patience and understanding.
Fifteen minutes following the minor nuisance that was the rat swarm, you enter a large cistern with passages leading off in three directions. Upon entering, the reek of the sewers is immediately dwarfed by the dreadful stench of rotting carrion. The odor seems to emanate from a huge mound of decomposing, grey-green flesh piled into in one of the corners. A 5-foot long, half-eaten tentacle protrudes from the appalling carcass. Across the room in a far corner, you can see two enormous rats - who chitter and squeal loudly at your arrival. Please make a Fortitude DC 15 save or be sickened as long as you're in the room and for 1d4 ⇒ 4 rounds after you leave. GM Rolls:
Initiative (bad guys): 1d20 ⇒ 2
Initiative (Naraj): 1d20 + 2 ⇒ (19) + 2 = 21 Initiative (Miraji): 1d20 + 3 ⇒ (4) + 3 = 7 Initiative (Katie): 1d20 + 4 ⇒ (8) + 4 = 12 Initiative (Rulgha): 1d20 + 2 ⇒ (5) + 2 = 7 Knowledge (nature) DC 5:
The creatures are Dire Rats, which are creatures most commonly found in city sewers and dungeons. Knowledge (nature) DC 10:
A Dire Rat's bite can potentially inflict the victim with Filth Fever Round 1 Party up! Map Monsters AC 14
GM Rolls:
30'
Stealth: 1d20 + 14 + 3 + 2 ⇒ (15) + 14 + 3 + 2 = 34 Perception (Rulgha): 1d20 + 5 ⇒ (17) + 5 = 22 Perception (Katie): 1d20 + 4 ⇒ (16) + 4 = 20 Perception (Miraji): 1d20 + 9 ⇒ (1) + 9 = 10 Perception (Naraj): 1d20 + 5 ⇒ (1) + 5 = 6 25'
20'
15'
10'
Initiative
Leaving the poo-puddle behind, you continue your making your way through the sewers according to the map's directions. After nearly an hour of trudging and occasionally wading through the undercity, the babbling flow of sewer water is slowly drowned out by an ever-increasing series of pips, squeaks, and chaotic skittering. Suddenly, a massive pack of sewer rats appears behind you, quickly and inexorably moving toward you. Surprise Round The rats attack the rear of the party, biting at Rulgha who - for once - doesn't have to worry about closing to melee. Damage: 1d6 ⇒ 5 and a Fort save against DC 12. Round 1 Blocked by Rulgha, the rats continue flooding up against the mighty warrior in a tide of sharp, tiny, diseased teeth! Damage: 1d6 ⇒ 1 and a Fort save against DC 12. If you passed the first one, obviously! Party up! Rat Swarm AC 14
Otherwise, my apologies for not getting a post up last night as I'd desired. We're having company stay with us this coming weekend and our guest room was still in a shambles from the house projects this summer so we spent all evening cleaning up - and then my son (who turned 2 on Monday) started waking up every hour through the night because, it turns out, he has an ear infection in both ears that the doctor said rates a 9/10 for puffy, swollen, and painful. Mama and papa didn't get a lot of sleep last night, either....
My only PFS character was going towards Arcane Archer before I realized I don't enjoy PFS. I agree that, functionally, that type of character is a one-trick pony. Consensus on the Advice/General Discussion portions of the website is that monks are lame - EXCEPT for the Zen Archer. I'll leave it up to the other players to debate what combination of classes will best synergize with the party, but the concept of monk/inquisitor is the one that most appeals to me of the options you listed as being considered.
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