Serpent's Skull: False? Gods and Monkeys With Guns (Inactive)

Game Master Eric Sklavos

The continuing adventures of Cerberus, Jyord, Griff, Mik, and Zeromus.

Roll20 Map
Saventh Yhi

Scrying Spell has Been Cast


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Appears Human

Discussion post reset. Let's start fresh and have some fun.

Have fun this weekend Goro. If the cause for rapid shot comes a calling I'll go ahead and roll for you if you don't post in a 24 hour period.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

What happen to Gunther? I want a meat stick between me and the enemy.
More than one is preferable, but we take what we can get.


Appears Human

Creative differences. He chose not to play. Let's leave it at that.


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

You can always cast Hold Person on the Dwarf/Elf abomination but it's a one-time use kinda thing.


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Do you want a list of our prepared spells for the day? We could add to our character sheets if you like. I can create a spreadsheet and copy the data over to make it easy on myself.


Appears Human

It's probably a good idea to help keep track of what you've used.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Speaking of keeping track of spells, did everyone accept the owl's wisdom? Jyord mentioned it but no one came and got it. Do we just want to assume that happened before the fight started?


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Okay, as no one is weighing in on this i'm going to assume we took care of it before the battle started, as was my intent. We can change it if we need to.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Goro got one just before initiative began.


Appears Human

That's fine. Just remember out doesn't stack with other enhancement bonuses such as magic items that boost Wisdom.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Make that a DC18 reflex save.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

19! 19!


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

I'm just wondering, since Gunther isn't with us any more, did Goro keep the boots of speed?

and Yess I would like some Owl's Wisdom. and thank you very much! 8)


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Regarding plant traits, this is from the prd;
"Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun."
Nothing about crit and bleed.


Appears Human

I assume Goro kept the boots and Jyord is correct on the plant traits.

Also double-barreled pistols make separate attacks when fired, both shots at a -4 when using the same action to fire from both barrels.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Eric, in the game info could you change the curent active spire to the government.

your devoted follower, Coop.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Somebody...post...something...


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Something. What an odd request.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Don't toy with me Paul, I need my fix!!!


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Something, something...FIREBALL?


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Isn't anyone curious about that person waiting for us when we exit this place? I wonder what they are up to.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Looks pretty shifty to me


Appears Human

I'll update when I get home tonight. I'll NPC ZAO and Griff if they haven't gone. ZAO will retreat out of the fog and Griff will still be nauseated where he's at holding action.


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Oh, great, now there are two of those shifty, ugly creatures waiting for us outside.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Oh for f u c K s sake! Really?


Male Gnome Bard 16, Storyteller (aka DM)

I must say, that was probably the best encounter of the entire campaign thus far. Great job everyone.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Gameball goes to Owlbear hands down.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Oh, going camping today be back on Sunday. No cell reception till then.


Male Gnome Bard 16, Storyteller (aka DM)

Have fun. Good timing on the end of combat. If you need to resolve anything else here, we can do it out of turn when you get back.


Male Gnome Bard 16, Storyteller (aka DM)

Now that we've gone through the first full dungeon, I want to know what everyone thought of how it went. Did it flow well? Comments? Suggestions? What did you like? What didn't you like?


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

I think the dungeon crawl went great. Having a detailed map is super sweet, I still find for me at least that initiative order is a factor in what actions to take. All in all a success and who doesn't like waking up and seeing (messages x3)


Appears Human

For initiative, do you mean the factor of not having a set turn order among the party?

I'm not sure what else we could do for initiative order that won't bog down combat more than PbP naturally does already. Though I'm open to suggestions and we could always try something for a combat to see how it works.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Right just with party order, it's a non issue really.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

I really enjoyed the combat. I thought it flowed well. The only thing for me(being a true spellcaster) sometimes the initiative would be nice to have an order in the party, I realize that would bog it down.

I was wondering if we could find a day and try the Roll20 audio chat for a combat, and see how that would go. Mik and I have had several conversations. I also agree that waking up and seeing (messages x3) is very cool!

Lastly ... I LOVE THIS SHOW!


Appears Human
Griff Olar wrote:

I really enjoyed the combat. I thought it flowed well. The only thing for me(being a true spellcaster) sometimes the initiative would be nice to have an order in the party, I realize that would bog it down.

I was wondering if we could find a day and try the Roll20 audio chat for a combat, and see how that would go. Mik and I have had several conversations. I also agree that waking up and seeing (messages x3) is very cool!

Lastly ... I LOVE THIS SHOW!

One thing we can try is splitting initiative into smaller increments of the party. 2 or 3 at a time, instead of the whole party at once. You can always delay action, and come up with an order you guys want to go in.

I'm not sure I'm ready to try a full Roll20 combat yet. If we're going to do that, I'd rather play a full campaign day with everyone. Skyping in and playing Benny's new campaign (hint, hint). Was that too subtle? I would like to try and run a Roll20 adventure at some point. I was thinking of doing Emerald Spire as a trial. We could do just the first floor or something, but that won't be for a while.


Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

I think it went well. I agree that the party initiative was rather jumbled and it seems to pay to post early so you leave the gnome facing the big bad elemental all on his own. Was rather pleased with the results and I like that we can move our tokens on roll20.


Appears Human
Goro Carrick wrote:


I don't appear to have access to the roll20 map.

If this happens go to Roll20.com and re-login


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Yeah, i'm not going to role play the curse anymore. It's a terrible mechanic that only acts to bog down gameplay, and in the pbp setting it's slow enough as it is. It's not fun. Let me know when we get to jask so I can spend more gold to get rid of it.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

AHH hahahahhah We're being gassed by the SCARECROW !

Or something like a GOD died under the city, and it's decaying body (it takes thousands of years for a god corps to decay completely... right?) is slowly gassing the tombs of this city... Pure speculation, or course


Appears Human

A couple things about the mechanic of the "Scarecrow Gas"

1. Yes, it is meant to slow you guys down a bit. It gives the DM a chance to put some story in your roll-play from more than just the little world of you 6.

2. I actually think PbP makes it easier, and gives more opportunity for roll-playing your character.

3. The PbP gameplay outside of combat will move as fast as you guys post. My job as DM in this case is just to facilitate the story, complete interactions from NPCs, and intervene when you run into something. It's OK to do multiple things in one post. We can always backtrack a bit if something stops you from doing something, or another action changes your direction a bit.

On another note, I've been toying with the idea of Mythic Tiers in a few levels. You guys are pretty powerful anyway, and as you battle the rise of a god, it might be fitting. What do you think?


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Yess "Scarecrow Gas"

1. that's imposable the 6 of us are the world.

2. Ditoe!

3.True.

Yess "Scarecrow Gas" MMMaaahahahahaha


Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

I have to disagree with Griff, we are the center of the universe, not just this meager world. :D I also like that I can re-read the story line to get a better judge on the happenings. As for Mythic Tiers, is this the Mythic Adventures found at http://www.d20pfsrd.com/mythic ? I am game to try but Mik kinda thinks of himself as a minor diety already and ZAO definitely thinks he is a god. Ha.


Male Gnome Bard 16, Storyteller (aka DM)
Mik PZ wrote:
I have to disagree with Griff, we are the center of the universe, not just this meager world. :D I also like that I can re-read the story line to get a better judge on the happenings. As for Mythic Tiers, is this the Mythic Adventures found at http://www.d20pfsrd.com/mythic ? I am game to try but Mik kinda thinks of himself as a minor diety already and ZAO definitely thinks he is a god. Ha.

Yes, it's also in the Paizo PRD HERE.

Then you might want some of the power to go with it, plus Badger is pretty Mythic already. We'd only be dabbling a little in it. Probably only a few tiers by the end of it all. But, something to think about. Maybe which roll you'd want to take on. I'd also prefer only 1 PC per roll.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Unless the group has their heart set on mythic tiers I'm going to say I'm happy with where Goro's at and where he's goin. He's also my first pathfinder character so I look forward to seeing him and the group go thru their natural progressions :)


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

I'm good with staying the way we are as well.


Appears Human

That's fine, we'll keep it as is. It was just an idea I was toying with. It's one of those things I plan in my head while running parts at work.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

I read through some of the Mythic stuff, and it seems interesting. I do think that it is alot more paperwork for all.

Still I'm good either way. 8)


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

One more thing I really think that our group should have a name. something like the Francis followersor The Spell swingers.
"Spell Swingers" I LIKE IT!!!

Feedback, cast your vote


Male Elf Rogue(Scout)4,Wizard3,Arcane Trickster3|HP64/64|AC22,20w/oShT15F19|Init:+11|Fort+6Ref+15Will+8|Perc:+15/ +17vsTraps|
Active Spells:

Spell Swingers? But not all of us swing spells. How about Griff's Company or The Jungle Bungle or ZAO's Horde or The Ferocious Five or The Badger's Bane or The Vengeful Villains or Protectors of the Jungle or Karma in Action or The Sinister Six (counting Badger) or Goro's Hit Squad or The Baneful Legion or StormTroopers or Mik's Malevolent Men or The Flying Crew (although Goro rarely flies, go figure) or The Five Elements or Justice League or THe Hammer's Strike or Jyord's Jesters, just to name a few.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Can we just have all of that?

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