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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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)

reflex: 1d20 + 11 ⇒ (19) + 11 = 30


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)

79 point of acid absorption left on jyord

Jyord casts ativism on Francis.

Muddy slams Big Mud twice.
slam: 1d20 + 14 ⇒ (19) + 14 = 33
slam: 1d20 + 14 ⇒ (10) + 14 = 24
For
dmg: 1d8 + 7 ⇒ (1) + 7 = 8
dmg: 1d8 + 7 ⇒ (7) + 7 = 14

Muddy will dissappear at the end of the round


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Francis sees a whole new shade of red as Jyord casts the spell on him.

Using fortune for the save.
reflex: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
reflex: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
73 points of acid absorption lest

Badger tears into the mud craeture.
bite: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
claw: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
claw: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21

dmg: 2d8 + 11 + 2 ⇒ (8, 7) + 11 + 2 = 28
dmg: 2d6 + 11 + 2 ⇒ (4, 3) + 11 + 2 = 20
dmg: 2d6 + 11 + 2 ⇒ (6, 4) + 11 + 2 = 23


Male Gnome Bard 16, Storyteller (aka DM)

Muddy hits Big Mud twice, the first doesn't seem to phase him a bit, the second does some damage, but not as much as you'd think it would.

Badger enrages and attacks while grappled. Hitting his grappling opponent twice, still not doing as much damage as you'd think it would.

There were 2 breath weapons, but both of you have Acid protection which would negate Sickened even on a failed Save. so I'm not going to pursue the damage or saves for it, but both mephits breath weaponed last round.

Initiative Round 10
Griff, Goro, Mik, ZAO (w/sickened Eido)
Monsters.


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]

Mik will drink what water is still in his hand, can't imaging more than a tablespoon or two and then move to the edge of the stink cloud, all Stealthy like.

Stealth: 1d20 + 17 ⇒ (16) + 17 = 33 +20 if Invisibility helps.


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:
,

Once more, this time with more feeling! "FIREBALL!!!"

Griff launches another fireball at the blue dot marked on the map, it should get all the bad guys and no allies.

Reflex save DC 20
FIREBALL damage: 10d6 ⇒ (2, 3, 4, 2, 5, 6, 5, 6, 6, 1) = 40

I hope that leaves a mark you slimy foul smelling puck pots...Um, no offence Muddy Brady


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 casts gravity bow (standard action) and moves up 25'


Eidolon

Reloads.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Cackles to upkeep hexes already in place. Casts stardust on the big bad muddy.
-3 to Attack & Perception, no save, can't benefit from invisibility or concealment, doesn't effect the sightless

Stardust:
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.


Male Gnome Bard 16, Storyteller (aka DM)

Another firey burst from the half-orc.

Reflex Pink: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex Orange: 1d20 + 8 ⇒ (18) + 8 = 26
Reflex Big Mud: 1d20 + 12 ⇒ (8) + 12 = 20

Pink trys to move out of the way, but takes brunt of the flame.
Orange deftly moves and avoids half the damage.
Big Mud deftly avoids all the damage.

Aquan:
"Get Behind Me you worthless fools!"

Big Mud releases Badger and moves back provoking AoO from both Badger and Muddy Buddy. Yes, Muddy is still there until the beginning of the party's round

Big Mud then smiles and waves at the folks down the hall as a stone wall forms, blocking the hallway on both sides of Griff. The Pink line on the map.

PC Conditions:
Eido: Sickened, Round 3

Initiative Round 11:
Party
Monsters
Muddy blips from existance

Pink is in dire straights
Orange is fairly wounded
Big Mud is still looking strong


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
You drink the water from the fountain. The water is cool, refreshing, and clean. Probably the best water you've ever had. You feel invigorated, your mind clear. You feel as if all your wounds, if you had any would heal, all ability damage would heal, etc. Roll a % die, don't go yet.


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]

DM:
1d100 ⇒ 16 uh oh.


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
All of a sudden you can't see, it's pitch black. Make a perception check.


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)

Muddy AoO: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 1d8 + 7 ⇒ (2) + 7 = 9

Francis AoO: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
dmg: 2d8 + 11 + 2 ⇒ (5, 7) + 11 + 2 = 25

Aquan:
No offense taken, Griiiffff...

Muddy dissolves back into the muck.


Male Gnome Bard 16, Storyteller (aka DM)

Francis swings and his attack bounces off his stony skin.

Muddy seems to hit, but his attack is ineffective.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Goro I can teleport us into the room they're withdrawing into, what say you? Feeling violent and cocky?


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]

DM:
Perc: 1d20 + 13 ⇒ (5) + 13 = 18 with +2 more vs Traps. I take it this all happened before I flew closer to the green stink cloud?


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
You feel different, but not sure why. No, the lights went out right as you got to the stink cloud.


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]

DM:
Putting one hand on the wall, Mik will hold his breath and move along the wall at half speed. He can easily make the DC 10 Acrobatics check and fly 30' for one move action, trying to be as quiet as possible. Fort save Fort: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 for the stink cloud, if needed. Also don't know if he drifts up or down while flying as he wouldn't have any idea of direction besides along the wall. Can he see after moving? If not, he will continue moving until he reaches the corner and then fly upwards to the corner, hoping it is a safe location. If he can see, she will move to the entrance. Mik will also feel his face and ears, if possible while moving.


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
The stench gets to you this time. You are Nauseated. You only get a move action due to your condition. Your face feels long and thin, your ears are a bit pointier than they used to be.

DM Screen:
1d4 + 1 ⇒ (1) + 1 = 2


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:
,

reflex to avoid being trapped in the wall of stone
Reflex save: 1d20 + 8 ⇒ (1) + 8 = 9


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:
,

Ha ha ha I guess i'm stuck

Griff draw's his adamantine long sword, and takes a swing at the wall using both hands.

damage: 1d8 + 3 ⇒ (7) + 3 = 10

Ignoring hardness


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]

Teleport away.


Male Gnome Bard 16, Storyteller (aka DM)
Griff Olar wrote:

Ha ha ha I guess i'm stuck

Griff draw's his adamantine long sword, and takes a swing at the wall using both hands.

10 damage

Ignoring hardness

You put a sizable crack in the wall, but it's still not breached.

I'm assuming it's the 5 foot square in front of you at the ceiling you're attacking.


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)

Jyord manages to cast bull's strength on badger before the beast bolts after Big Mud.
He then takes a 5 foot step behind Francis after Francis moves.


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Francis moves up provoking an AoO. He try to sink his teeth into Big Mud.

Using fortune
Bite: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21
Bite: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
for
dmg: 2d8 + 13 + 2 ⇒ (8, 8) + 13 + 2 = 31


Male Gnome Bard 16, Storyteller (aka DM)

Francis starts to charge forward toward Big Mud, and as he makes his way across, he loses his footing. He starts to sink in the mud.

Mud Pit:
Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).

Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.

Badger still has a standard action left and his Fortune.

Slam: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23
-4 for Evil Eye. Tremorsense negates the Stardust.

The slam fails to surpass Badger's armor.


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)

what are my options here, it looks like all I can do is make swim checks


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:
what are my options here, it looks like all I can do is make swim checks

Pretty much. I'd give you the attack, but you'd sink under this turn.


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)

Let's do that, at least then I get a little satisfaction from clobbering the bastard.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Chants as loudly as possible as a move action hoping Badger can hear him through the wall. Lays a hand on Goro and casts Dimension Door. He lands Goro in front of the left hand Mephit and himself and Eido to spot out side the green gas and diagonally from Goro.
I can't act until my next turn, but I'm pretty sure Goro still gets his turn


Male Gnome Bard 16, Storyteller (aka DM)

As ZAO and Goro are both paranoid, both need to make Will Saves. ZAO to help Goro, and Goro to accept help. DC17 Don't forget your -4 for the condition.

Badger hits the monster, then sinks below the surface.


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]

will save: 1d20 + 8 ⇒ (6) + 8 = 14


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]

Trades bow for axe and attempts a sunder on wall behind where Goro last saw Griff.
power attack: 1d20 + 17 ⇒ (5) + 17 = 22 for
damage: 1d12 + 18 ⇒ (5) + 18 = 23


Male Gnome Bard 16, Storyteller (aka DM)

ZAO Dimension doors out expecting there to be a buffer between him and the monsters, but instead finds that a paranoid Goro decided not to go with him.

Griff sees an axe break through thewall behind him (the lower wall in front of Goro).

Mik can see a flicker of light bending around the edges of the cloud. Mik can probably see ZAO and Eido. Mik is still invisible by the way.

Eido still has a turn.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

will: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24


Eidolon

Eido uses monstrous insight on big bad muddy (for 1 minute, grants +2 attack and AC for Eido vs mudboy only) and flys up towards the ceiling (if possible, Zao can't take further action, so I don't think Eido can move while carrying him)

Monstrous Insight:
Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.


Male Gnome Bard 16, Storyteller (aka DM)

ZAO, you can move up to 15 feet off the ground on Eido's turn if you'd like. The room has a 20 foot ceiling. The hallway between the rooms is a 10 X 10 hallway.

Aquan:
"Go take care of that elemental! Come forward, my pet and rid me of this pest beside me."

The mephits move up and attack Jyord:

Claw-Pink: 1d20 + 13 ⇒ (10) + 13 = 23
Claw-Orange: 1d20 + 13 ⇒ (17) + 13 = 30
Damage-Pink: 1d6 + 3 ⇒ (5) + 3 = 8
Damage-Orange: 1d6 + 3 ⇒ (6) + 3 = 9

Big Mud:

Smiling he looks at the air elemental then looks at the Mud Pit where Badger's head just went under and You see the area where Badger is turn to stone, then sink below the surface.

Big Mud then retreats back a bit into the hallway, just entering the room.

Jyord:
You feel that Badger is completely helpless and cannot move as the mud around him has solidified. He's 5 feet below the surface and sinking fast.

ZAO and Mik:
You hear a faint sloshing of movement coming from deeper in the room, then appearing next to you in the fog is a bigger version of Jyord's Muddy Buddy. His head peaking out of the spherical cloud. He looks right at ZAO. Double move to get there

PC Conditions:
Francis: Holding Breath, Round 1
Mik: Nauseated Round 1

Initiative Round 12:
Party
Monsters


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]

Mik, still being sickened by the stink cloud, moves Stealthy-like to the upper corner of the room. And he tries to not lose his cookies and giving his position away. Does Mik notice that the smaller mud creature has anything around his neck, say a necklace of blue crystals, maybe the crystals we are looking for? Do we know what color should be in this area, by chance?

Stealth: 1d20 + 17 ⇒ (1) + 17 = 18 and hoepfully +20 for being Inv. Not sure what minus for being green.


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)

Which is pink and which is orange? The colors aren't showing up in roll20.


Male Gnome Bard 16, Storyteller (aka DM)
sMik PZ wrote:

Mik, still being sickened by the stink cloud, moves Stealthy-like to the upper corner of the room. And he tries to not lose his cookies and giving his position away. Does Mik notice that the smaller mud creature has anything around his neck, say a necklace of blue crystals, maybe the crystals we are looking for? Do we know what color should be in this area, by chance?

[dice=Stealth]1d20 +17 and hoepfully +20 for being Inv. Not sure what minus for being green.

It's hard to see the smaller mud creature as he's shrouded in the corner of the fog. (He seems to be unaffected by it though)

You are Nauseated. No penalty for stealth, but only 1 move action aloud per turn right now.

Rob, I put big dots on them for you. The left one is orange.


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)

Jyord flies up to the ceiling, being careful not to incur an AoO. He then dismisses animal growth (reluctantly) as a standard action.

Come on boy, plenty more filthy monsters for ya


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:

Jyord flies up to the ceiling, being careful not to incur an AoO. He then dismisses animal growth (reluctantly) as a standard action.

Come on boy, plenty more filthy monsters for ya

He's still trapped inside, but can move a bit. Still a bit cramped though.


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Francis, suddenly finding his stony tomb a little more roomy, spends a move to burrow out. He then swims for the surface.

Swim: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Did Badger hear my Chant before I teleported? If so, Badger can reroll that swim check


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

HOLY S!*#! Hey, uh fellas... The one we've been fighting was like-ah, how-do-you-say? The Baby... and Momma is in here with me.


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:
,

Hi Goro, great to see ya. Now could you help me with this part of the wall?
Griff swing's again two handed at the same wall section he hit last time(marked by the blue line)
damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Gnome Bard 16, Storyteller (aka DM)

DM Screen:
1d6 ⇒ 3

Loosened by the enlarge dismissal, Badger digs his way through the stone coffin, but in his confusion as he tumbled down, he swam into a wall. He'll be able to discern up from down next round as he'll be more focused and aware of his surroundings.

ZAO Zenkrikk Azler Oz wrote:
Did Badger hear my Chant before I teleported? If so, Badger can reroll that swim check

Through 2 walls of stone, and his head under water? No. Plus he was more than 30 feet away from you.

Griff takes a mighty swing, and he hits like wizard. The wall is cracked, but not quite breached. Still assuming that's the upper 5 feet of that blue line?

Initiatiave Round 12:
Goro, ZAO
Monsters


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

I'm being denied a standard/move action why?

Gimble wrote:
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

It never says it's a full round round action.

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