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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Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Gunther looks confused as you use your hand gestures


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]

HandJive:
Spies everywhere. Best to keep a step ahead of Red Mantis. Like bees, strike the hive and you have thousands more

"We should rid ourselves of the Red Mantis once and for all."

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

since everyone is speaking in gibberish and hand motions that look like they are more appropriate in the privacy of a bedroom and not formal discussion Gunther falls asleep.


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:
,

Gunther?... It does appear to be you, how did you get here?
Well it's good to see you no matter the circumstance. would you be willing to put your axe to work for us once again? We are on a grand quest to stop the dreaded serpentfolk from spreading across this land, and to see if we can get rich doing it... Or is that just me

Handjive:
I do believe that the Red Mantis have become more of a problem, and they should be dealt with. When we encounter them, we should focus on the sneaky ones first, the last time some got away.

Griff scratches his head

Thinking:
I wonder if the Red Mantis are being affected by the same curse that we were? Oh well they probably wouldn't believe us... and it would cost too much! Plus they might have some good loot too.

Griff starts to smile


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'm in

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Gunther jerks awake and he quickly draws his axe and begins to sneer.

My axe is always ready for battle and I want nothing more than to slay something


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)

If we're gonna do this we better be smart about it. I'll do a fly over before night falls; see if I can't spot 'em. I'm sure they've moved their camp since we last learned of their location. I'll leave it to you boys to work out the rest of the details.

Jyord walks to the fortress courtyard and wild-shapes into a crow. He begins flying south east over the military district, making wide slow circles once he reaches the vegapygmy boarder. He is flying 100ft up. He carries on until nightfall.


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:
Jyord walks to the fortress courtyard and wild-shapes into a crow. He begins flying south east over the military district, making wide slow circles once he reaches the vegapygmy boarder. He is flying 100ft up. He carries on until nightfall.

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)

perception: 1d20 + 19 ⇒ (1) + 19 = 20


Male Gnome Bard 16, Storyteller (aka DM)

You don't see any sign of the Red Mantis camp.

If the information you got from Karlen and Mufasan is correct, their camp would be well protected by the jungle from sight from above.

I'll mark the map when I get a computer to work on to show you the location.


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 I take a closer look where we were told they are?


Male Gnome Bard 16, Storyteller (aka DM)

I took that into consideration with your 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)

Jyord flys back defeated, his little crow head hung low.


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]

Hey Gunther, I think you might want these where we're going. Guaranteed to make you run faster and smash harder.
Goro hands Gunther his boots of speed..


Male Gnome Bard 16, Storyteller (aka DM)

The location area of the Red Mantis camp according to Karlen and Mufasen is now on the Saventh Yhi map as a red circle (southern part of the city).

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Ah I like being able to smash harder and I will move faster you say? Moving faster means being able to smash more opponents which means more smashing. Yup I like this idea I'll take them. Thank you Goro!


Male Gnome Bard 16, Storyteller (aka DM)

Just a reminder . . . You guys haven't rested since last visiting Jask.

When you're ready to move out, draw the path you're going to take on the Saventh-Yhi map.


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]

"While taking out the Red Mantis is appealing, I think we should focus on getting being first to get the remaining crystals." says Mik when we are away from Amivor and the party is alone.


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)

Does Jyord note the boon granted from the vegapygmy obelisk when he Flys through the area? The one granted from the ring of 7 virtues? If so he'll continue back to camp. If not he flys to the obelisk before returning, lays a claw upon it, and casts cure light wounds to try to activate it.


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]

If we're not going to run a raid on the Red Mantis, then I agree with Griff that we should try to find a spire that may help us ward off the insanity/curse before we delve deeper.


Male Gnome Bard 16, Storyteller (aka DM)

I'll try to get the spire info up this evening.


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:
Does Jyord note the boon granted from the vegapygmy obelisk when he Flys through the area? The one granted from the ring of 7 virtues? If so he'll continue back to camp. If not he flys to the obelisk before returning, lays a claw upon it, and casts cure light wounds to try to activate it.

Yes you notice you have a boon in the vegapygmy district. . . and make 3 Spellcraft checks for your flyovers. You may notice more.

The Spire information is up on the Campaign Info page. The Government District spire (the island) gives a +2 Will Save Boon.


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)

Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10


Male Gnome Bard 16, Storyteller (aka DM)

Sorry Jyord, those are not good enough. You know all you know.


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]

"I think the island is the next stop." says Mik when Jyord returns.

Didn't Griff make a stone bridge to the island? Mik will go see if it will hold her weight on the following morning, with the Ring of Feather Fall in place and a triggered Fly spell at the ready. -2 to AC without Ring of Prot +2 in place.

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Wait do we get to smash things on the island? Gunther is confused one moment little dwarf female wants to fight then does not want to fight but now wants to go to an island. Huh sounds like a typical response from cowardice magic user who prefers to hide then fight. It is ok. Just know you can sleep peaceably in your bed at night only because Barbarians stand ready to do violence on your behalf.

With that, Gunther frustratedly stomps up to Goro.

Orc:
Is there anything on the island I can smash or is little woman just trying to get us to go there to hold hands and sing songs?


Male Gnome Bard 16, Storyteller (aka DM)
Mik wrote:
Didn't Griff make a stone bridge to the island? Mik will go see if it will hold her weight on the following morning

Yes Griff completed the bridge and it seems sturdy.

I will assume you guys rest up for the night then.


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]

Orc:
Ha, I see your confused for they speak of war but do not know its true language. Look closer and you will see as the gnome scurrys about his flock of monkeys, notice the way the wizard pours over his spell book, notice the badger's paws twitching as he fights for Jyord in his dreams. Yes, the signs of battle are there if look close enough. Sleep well warrior of Mendev, for tomorrow the time for talk is over.

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Orc:
Yes little female began beating the drums of war but seems to have tired herself out and has since laid down the drum. I am glad to see that you carry your own drum and are not afraid to cry havoc and let slip the dogs of war. I will sleep well tonight for to soon we fight!


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]

If the island is like the other two crystal areas, there will be plenty of things to smash. Probably some cowardly magic using creatures, too. I think the Red Mantis are drawing us into a trap if we seek them out. The insanity curse is because we are on sacred ground and the sooner we find the crystals that will guide us on the path to the vile serpent god, the sooner we leave the curse behind us. Mik says quietly the next morning as she straps on her gear and heads to the bridge leading to the island to check out Griff's handiwork.


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 meditates and prepares his daily compliment of spells while he awaits mik's scouting report.


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 haunts the morning cooking fires waiting to pounce on any carelessly dropped meat.


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 wakes up at first light and prepares himself and his spells for the day. With an army to feed Goro grabs a quick bite and heads out for a morning hunting trip, informing the group on his way out of camp.

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Gunther wakes up as the sun strikes him on the face. He stretches his 6'5" frame to loosen up his muscles and joints. As he is in the process of cracking his neck, he sees Goro gathering up his things and getting ready to head out. Not wanting to be left out of a hunt Gunther quickly grabs his things and catches up to Goro.

Orc:
Where are we off to and what are we hunting?


Male Gnome Bard 16, Storyteller (aka DM)

Everyone is rested and at full health.

Until he checks in, ZAO is going to be training his charau-ka army. You can go ahead and use him to activate the spire if you'd like. Draw the path you take on the Saventh-Yhi map. Never know what monsters lurk where. I probably won't post much this weekend, and next week might be tough. We're close to getting a place to live, then we might have some time before we get our internet up and running. I'll keep posting from my phone, but it'll be tougher to control any encounters until I have a real computer to work with. In the mean time, you guys are doing well getting yourselves to the next dungeon. Keep it up. I'm enjoying the banter, and it keeps me somewhat sane out here.

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Goro, Gunther and who ever joins us hunting, are the green line on the map. It is roughly an hour of travel.


Male Gnome Bard 16, Storyteller (aka DM)

Good practice on path drawing. I'm assuming Goro has a hunting routine. Not too worried about finding food at this point. The survival checks aren't an issue anymore.


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 heads to Griff's bridge, taking 10 on Perception (23/25 vs Traps) once he leaves the camp. He is scouting for any traps as well as looking for signs of movement on the bridge. If all seems safe, he moves to cross the bridge, Ring of Feather Fall donned and a triggered Fly spell. Moving across the bridge, satisfied it will bear her weight, he completes the Fly spell and does a quick circuit around the center island until he makes it to where the crystal is located. He will look for a place to land up high that is within sight of the building. He will then spend an hour or three observing the building with the crystal for any movement. If no movement or anything else of interest, Mik will eventually get bored and then Fly back to camp to report what he sees.


Male Gnome Bard 16, Storyteller (aka DM)

How long are you flying around. The Fly Spell only lasts 1 minute per level.


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]

I start flying just after crossing the bridge and take an indirect route to where I think the crystal is located so I can briefly look for any inhabitants on the island. Once I reach where I think the crystal is located, I want to find a place up high where I can spy on the building or wherever I believe the crystal is located,such as a building across the street or court. I have 6 min of Fly and if I can do all of this in 6 min, great. If not, I will use a second Fly spell. I will either do this in 12 min max and, if I can't, I will use a third Fly spell to return to camp. I normally have 3 Fly spells memorized (curse these short dwarven feet) and can cast a fourth one with my ring, if necessary.


Male Gnome Bard 16, Storyteller (aka DM)

You fly around the island which is eerily quiet. You circle back to where you think the crystal is based on the map room information. Just as you are about to make another pass and recast fly, you get a glimpse of an opening in the side of a rocky islet. The face of the cliff is crumbling, and any door or gate that may have once guarded the entrance is long gone. You find a spot to perch yourself (stealthily I'm assuming), and see no movement for however long you're there. You then cast your second fly and head back to camp.

Roll 20 map updated


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]

When Mik returns, he looks for Griff in his WizCave and says "Wanna go to the island?" and then makes his way through camp to see if Gunther and Goro have made it back from their romp in the jungle. When everyone is together, Mik says "Griff's bridge is solid. Island is quiet and I think the crystal is near the water. There is a sea monster that wants to play with some half-orcs, unless it is too scary for them. All of the inhabitants on the island are invisible so plenty of cowardly spell casters to slay."

HandJive:
Didn't see any movement on island


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 think that a trip to the ISLAND would be splendid. Once Zao rallies his troops we shall go and activate the spire, then deal with the sea monster, or would it be a lake monster? anyways we should continue with the quest!

we gather or troops, and go forth to the Island. first to activate the spire, then to tackle the vault.

the spire will give us a +2bonus to will saves


Male Gnome Bard 16, Storyteller (aka DM)
Griff wrote:
we gather or troops, and go forth to the Island. first to activate the spire, then to tackle the vault.

DM Screen:

1: 1d100 ⇒ 86
2: 1d20 ⇒ 20
3: 1d20 ⇒ 2

After gathering the troops and activating the spire, the ZAO and his army head back. The spire is now activated. All creatures gain +2 on their WILL saves.


Male Gnome Bard 16, Storyteller (aka DM)

As you guys move to the cave entrance. Go ahead and move your tokens to where you want them to be in Roll 20


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]

I'm assuming the black is water and D1 is the 5' opening. Mik moves up with bow in hand and a triggered Fly spell to be activated if anything jumps out at us. Are we on difficult terrain?


Male Gnome Bard 16, Storyteller (aka DM)
Mik wrote:
I'm assuming the black is water and D1 is the 5' opening. Mik moves up with bow in hand and a triggered Fly spell to be activated if anything jumps out at us. Are we on difficult terrain?

The black is what you can't see. The opening is ahead as you enter the forested part. The D1 is nothing important. I'll have a better description for you in a while.


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]

Looking at the map a little closer, i just realized that. Mik cautiously moves up along the top side, taking 10 for traps (25) along the ground in front of her, moving where he can get a better look at the opening. He is also Stealthing in the shadows, moving quietly, taking 10 (27). It looks 10' wide. How tall is the opening? Is it worked stone or natural formation?

It is so peaceful without that pesky gnome chattering all the time although the constant grunting of that massive half-orc could wake the dead. How I miss running with my people. thinks Mik.

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Gunther is finally happy to see the little dwarf making bold moves and heading toward a honorable fight. Gunther falls in behind trap finding little one.

Gunther is looking forward to playing with your sea creature. Nothing is to scary for me. As for the cowardly spell caster, I look forward to seeing my axe covered in the bright red blood of the enemy!

Stealth: 1d20 + 15 ⇒ (18) + 15 = 33 To follow behind little dwarf and not ruin the surprise but ready to surprise any victims that come close with his axe.


Eidolon

Cough

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