The Skull of a Serpent

Game Master D30

Supplement to an existing Serpent Skull campaign.
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I went back through the posts.. we are starting Round 5.. got confused by crazy underground dwarvish record system.


At the end of round 4 Zeke bleeds messily while his faithful servant risks terrible injury to save Zeke's life. Truly a beautiful bond beyond the comprehension of savage apes, for they proceed to attack Werner mercilessly.

Ape AoO 1 on Werner: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 10 ⇒ (8) + 10 = 18
Ape AoO 2 on Werner: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 10 ⇒ (1) + 10 = 11
Theka AoO: 1d20 + 13 ⇒ (7) + 13 = 201d4 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13

The apes strike true, though their giant sized priest misses with an enormous club trailing magical fire.

29 more damage to Werner. Such is the wages of service in Saventh Yhi.

Round 5

Spoiler:

Visiting Winged Ape on 31
Secret Ape Leader on 18
Ape on 17
Borracho & Griselda on 14

Zeki on a 10-
Advanced Girallon on 8
Throgg on 8-
Ape Lieutenant Theka on 7
Werner on 4
Zeke on 3

The blurry winged ape moves watches Borracho go past with one good eye, the other scared and closed shut. It seems to perceive that magic protection is in play on the flying hero. Though not detecting magic long enough to recognize protection from evil is in effect, Borracho was not effected by the confusion aura, and confusion was the planned action. The winged ape delays to see how Theka fares.

Now the remaining apes attempt to take on their deadly foe, Throgg. Raging AC 22

Ape 1: 1d20 + 17 ⇒ (13) + 17 = 301d8 + 10 - 6 ⇒ (5) + 10 - 6 = 9
Ape 1 haste: 1d20 + 17 ⇒ (13) + 17 = 301d8 + 10 - 6 ⇒ (2) + 10 - 6 = 6
Ape 1: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 10 - 6 ⇒ (8) + 10 - 6 = 12
Two hits on Throgg for 15

Ape 2: 1d20 + 17 ⇒ (3) + 17 = 201d8 + 10 - 6 ⇒ (3) + 10 - 6 = 7
Ape 2 haste: 1d20 + 17 ⇒ (4) + 17 = 211d8 + 10 - 6 ⇒ (7) + 10 - 6 = 11
Ape 2: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 10 - 6 ⇒ (2) + 10 - 6 = 6
All miss!

Ape 3: 1d20 + 17 ⇒ (14) + 17 = 311d8 + 10 - 6 ⇒ (1) + 10 - 6 = 5
Ape 3 haste: 1d20 + 17 ⇒ (10) + 17 = 271d8 + 10 - 6 ⇒ (3) + 10 - 6 = 7
Ape 3: 1d20 + 12 ⇒ (5) + 12 = 171d8 + 10 - 6 ⇒ (3) + 10 - 6 = 7
Two more hits on Throgg for 12, total 27. At 126 damage, 181 raging hit points

The apes quail before Throgg, and can barely dare to hit him. He floats above slain chaura-ka and girallon like the Green God reincarnated!

Before Theka can begin to apply righteous might on the group, Borracho strikes! Once, twice and a third time the spear stabs horribly into the ape cleric. With a long pitiful howl Theka drops his club and collapses, dead.

Zeki is up.


Male Gnome

Round: 5, Initiative: 10

Status:
AC: 18 (f15/t14)
HP: 33/64
Weapon Equipped = None
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Bless (2 of 12m)
Focused Trance (3/3)
Hair (11/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing: Zeki
Major healing: Zeki
Wards: Borracho, Werner
Pearl of Power (first 4/5) (second 1/1) (third 1/1)
Cloak of the Hedge Wizard (caster level 1) Endure Elements (0/1) Shield (1/1)
Rod Metamagic Extend (6) (1/3)
Spellguard Bracers (3/3)
Boots of Escape (0/1)
Spells (caster level 12)
Zero (DC 13): Dancing Lights (1/1), Ghost Sound(1/1), Prestidigitation (1/1)
First (DC 14): Comprehend Languages (at will), Speak with Animals (1/1)
Spells (caster level 1)
Zero (DC 13): Create Water, Detect Magic, Ghost Sounds, Mage Hand, Prestidigitation, Read Magic, Resistance, Stabilize
First (DC 14 (3/4)): Command, Cure Light Wounds, Endure Elements
Spells (caster level 11) (Concentration +17 (+2 defensively)) (Spell Resistance Check +13)
Zero (DC 17): Light, Mending, Ray of Frost, Spark
First (DC 18): Bless, Identify, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Second (DC 19): Frost Fall, Glitterdust, Glitterdust
Third (DC 20): Howling Agony, Prayer
Fourth (DC 21): Blessings of Fervor, Dimension Door, Ice Storm
Fifth (DC 22): Hold Monster
Sixth (DC 23): Cone of Cold, Greater Dispel Magic

Zeki, having seen no further fireball, casts a cure light wounds on himself and plunges back into the cave to survey his friends and allies struggling against the odds. He sees Zeke down, and wishes he’d saved the curing, but he did not know and could not reach him this round in any event… Next round he vows to himself.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Blessings of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


Round 5, continued

Spoiler:

Visiting Winged Ape on 31
Secret Ape Leader on 18
Ape on 17
Borracho & Griselda on 14
Zeki on a 10-
Advanced Girallon - dead
Throgg on 8-
Ape Lieutenant Theka - dead
Werner on 4
Zeke on 3

Throgg is well positioned to attack the remaining apes, and proceeds to do so.

1d20 + 20 ⇒ (17) + 20 = 371d6 + 22 ⇒ (4) + 22 = 26
crit?: 1d20 + 20 + 4 ⇒ (10) + 20 + 4 = 341d6 + 22 ⇒ (3) + 22 = 25
fervor: 1d20 + 20 ⇒ (11) + 20 = 311d6 + 22 ⇒ (4) + 22 = 26
Wounded Charau-ka 1 dies
1d20 + 15 ⇒ (16) + 15 = 311d6 + 22 ⇒ (5) + 22 = 27
crit?: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 221d6 + 22 ⇒ (6) + 22 = 28
1d20 + 10 ⇒ (16) + 10 = 261d6 + 22 ⇒ (6) + 22 = 28
crit?: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 231d6 + 22 ⇒ (1) + 22 = 23
Charau-ka 2 dies

Throgg has taken 126 damage on 137 hp, 181 raging hp

With only one ape standing between him and the party, the winged ape stops delaying and acts. With the casting of dimension door it vanishes!

Werner may finish pouring his potion, then it is Zeke before round 6 and the last remaining foe.


Male Human Cavalier (37/142)

Werner Post

Round 5, Initiative 4

Status:

Init +0; Senses Perception +12

AC 26 (t 11, f 26)
hp 10/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions:

Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.

10/142 hp (latest damage plus an earlier, unrecorded hit)

The knightly dwarfsquire, normally so steady on his feet, staggers a bit under the ape blows, thankful for the frogman's assistance in putting them in their place. Trying to keep an eye out for anything incoming, he finishes pouring the potion into the Dwarf, hoping it's not too late.

Cure Moderate: 2d8 + 3 ⇒ (4, 1) + 3 = 8

Groaning at seeing the Dwarf still unconscious without any apparent enemies immediately upon them, he retrieves another potion. "Come, good companion, it is not yet time to give up the fight!" Of course, it's never time to give up the fight when one's noble and true comrades are at risk!


I have a cold - think this is a good time to call the fight! Well done on your victory, though the vault is not yet yours.


Male Gnome

Zeki watches the last ape fall and he takes a deep breath.

"This vault is perhaps beyond our scope my friends. We've encountered two lots - both of which very nearly bested us. We overcame the first by careful planning and a little luck, and the second we just barely outlasted."

"If we're to continue today, I say we do it with great caution. Now, let's see to some healing."

He begins with himself, taking out the wand of cure light wounds and using it liberally.
CLW: 6d8 + 6 ⇒ (2, 8, 5, 4, 1, 3) + 6 = 29

He also replaces the wards on Borracho and Werner as needed. Then he takes out a pearl of power and replaces his Frost Fall. He also picks up the dagger he dropped in the fight.

Ever the spend-thrift, Zeki will heal everyone through his touches first then wand charges. Please heal yourselves as needed. His first touch is good for 3d8+11, his second for 2d8+10 and the rest is d8+1 as usual. Do what you need and I'll track the charges.


Male Human Cavalier (37/142)

Werner is gratified that all his companions survived the heinous assault of the brutes.

He needs, helt, lots of it (down 132 hit points), just passing the Throgg!! drain (126 hit points?), and not quite as deadly as Zeke's 88+ sized hole is.

Is the 3d8+11 and 2d8+10 once for one character in the party, or once for each character. And how many of the d8+1 are available... In any case we'll will blow through the top touches fairly quickly and still be hungry.


Male Gnome

Hrm. We are low aren't we. The 3d8+11 and 2d8+10 are per person.

That said we've only one CLW wand left with 40 charges on it. I think we may need to fall back to our capital just to heal! Zeki will prepare travel spells tomorrow and teleport into town for additional healing resources while the party rests.

So for now, Zeki recommends everyone gets touched twice (5d8+22) by him and we retire... Tomorrow morning, he'll touch everyone twice again, plus the overnights rest before he leaves for the city to buy more wands.

He swears under his breath as he peers into the darkness beyond wondering what else lies in this cavern.


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

The mighty Borracho surveys the defeated monkeydom and shakes the monkeyblood off his spear, not caring (more like not noticing) upon whom the blood splatters.

He gratefully accepts the healing from Zeki, nodding at the smart little man (he is smart, much like Borracho!).

3d8 + 11 ⇒ (8, 8, 1) + 11 = 28 healing
2d8 + 10 ⇒ (8, 5) + 10 = 23 healing

"I hope those monkeys come back with more maidenly womens for Borracho. Their warriors have left Borracho wanting more."


Male Human Cavalier (37/142)

Concerned about his patron and his froggy conpanion, Werener is relieved when the healing energies flow through.

healing: 3d8 + 11 ⇒ (1, 1, 4) + 11 = 17

healing: 2d8 + 10 ⇒ (6, 4) + 10 = 20

Feeling only partially rejuvenated, he grumbles his assent. "Perhaps the Compte is correct.". Of course he's correct, he's a Count!

He tugs at the stirrups hanging from his pack. If I were ahorsed I'd show them a thing or two!. "I knew I should have brought my saddle!"


Throgg, his mighty rage ended, settles back on the ground in exhaustion. Battered, clawed, and terribly wounded he still keeps his fighting spirits about him. "You go on ahead," he suggusts, in between great froggy breathes. "Kill that last ape. I'll catch flying orgres if they try to buzz past."

Poking through the remains you find and identify:

On apes:
Masterwork hide armor x8
Masterwork great club x8
copper armbands x8 (total value 240g)
potion of cure moderate x8

On Girallons:
Nothing

On Theka:
Scroll of Cure Serious Wounds
Scroll of Flame Strike
+2 hide armor
Masterwork heavy shield
+1 flaming club
copper armband (30g - so 9x total for 270)
bone holy symbol of Lamashtu

Among the bedrolls and food supplies storied in the edges of this room your find:
10 gold ingots stamped with the symbol of the Aspis Consortium (total value 500g)
A well preserved toucan feather from ancient Savanth-Yhi(worth 500g)
assorted low grade gems (total value 110g)

Down the tunnel you the outlines of a large Azlanti statue. Zeki you feel this must be the old stone mentioned in your previously talk with a rock wall.


Male Gnome

Zeki takes stock of the various items. He gathers up what he can in his extra-dimensional pack, but shrugs at the excess.

"I'll need someone to come with me to town to help carry all of this."

He sorts through everything and makes a few suggestions to the group. "I suggest we sell most of these things and buy some healing and whatever else we may need. Here, Borracho, you should have this - it suits you." he hands him the toucan feather. "This we should destroy. Any takers?" he holds up the Lamashtu un-holy symbol.

The rest of my suggestions below...
potion of cure moderate x8 (2 ea to everyone but Zeki)
Scroll of Cure Serious Wounds (Zeki)
bone holy symbol of Lamashtu (destroy)
Toucan Feather (500gp) (Borracho)

Sell all of these at half value for a total of 8,740gp
Masterwork hide armor x8 (165gp ea) 1,320gp
Masterwork great club x8 (300gp ea) 2,400gp
Scroll of Flame Strike 1,125gp
+2 hide armor 4,165gp
Masterwork heavy shield 170gp
+1 flaming club 8,300gp

Sell all of these at full value for a total of 880gp
copper armband x9 (30gp ea) 270gp
10 gold ingots stamped with the Aspis Consortium (50gp ea) 500gp
assorted low grade gems worth 110gp

Total of sold items 9,620gp. 1,500gp for two wands of cure light and we're left with 8,120 or 1,624gp each.

How does that sound to folks? Please feel free to cherry-pick what you want from the pile before we sell it.

Zeki will teleport with one or two others into the city to do the selling and buying of the two healing wands. While in town, he'll buy TWO Aegis of Recovery (1,500gp ea or 3,000gp total) which seem to be keeping him vertical of late. He'll immediately wear one, putting the other in his pack for use after the first round of the next combat. ;)


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)

"Poor man. Rigged you against us, have they? How can we help you?"

Is stone tell still in effect?


Oh that last reminder was for Zeke not Zeki.

So will the party abandon the vault and allow whatever remains to prepare more defenses? If so, for how many days?


Male Gnome

Zeki hopes to return quickly, but with teleportation, that still means day after tomorrow. First thing...

If that's too long, we could return at lunch tomorrow with a leaner spell selection for Zeki (which is fine with him).


Looking at the minutes/level duration, stone tell would probably still be going on.

Zeke, as you move down the corridor you see a large marble statue of a female Azlanti warrior. She is portrayed with her spear raised, poised to attack. The design and detail of this work is stunning. Such ancient works are rarely seen, and rarer still is the magical protection against the passage of time granted by the city.

As you call out to her she responds immediately with a warning:

Nay nay, dwarven stone talker,
take not a step more,
as glyphs dance before you,
while my serpent foe spear,
broken from me and trapped,
would strike you most unkindly.

Looking about you can see someone has rigged the spear to strike down at whatever crosses in front of the statue by means of a tripwire. Thanks to the statue's guidance you note the faint magical tracing of a glyph of warding on the spear tip, though the type remains unknown.

DC 28 disable device, requires trapfinding class feature to disable, read magic and knowledge arcana DC 13 would read the type of glyph.


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)

"Halt. The Noble Warrior warns of a trap. She will be unable to stop her spear if we come any closer. There, see the trip wire. And the end of her spear has been vandalized with some sort of magical graffiti."


Male Gnome

"Good show there Zeke. That stone telling is a trick you must teach me. Is it linguistic in nature or a spell?"

Zeki does have read magic prepared this day, and he uses it to try and ID the glyph.

Knowledge Arcana: 1d20 + 19 ⇒ (19) + 19 = 38

...presuming the glyph isn't something the party wants to enjoy, he'll cast Greater Dispel Magic in the hopes of removing it.

Dispel Check: 1d20 + 11 ⇒ (4) + 11 = 15

Sadly, he's more able to identify it than remove it.


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

Borracho accepts the feather with a smile.

"This is perfect for the mighty Borracho!" Borracho says while sticking the feather in his armor. "I shall use this to help please the many women's who seek to lay with Borracho."

* * *

Borracho waits for the smart little man to tell Borracho exactly what the solution to the statue is because that is probably the exact thing Borracho was going to conclude as well.

While waiting, he practices holding his spear like the statue does.


Male Human Cavalier (37/142)

After pocketing the two new potions proffered by the Compte, Werner now has a nice jingling of similar vials.

Unhappy with the discussion about the spear-wielding statue, Werner retrieves and potion and quaffs it.

Cure Moderate Potion: 2d8 + 3 ⇒ (8, 3) + 3 = 14 (4 CMW potions + 1 CSW remaining)

"Zeke! Perhaps you should let my shield in front of you." As you look more battered than the valiant frog! "And perhaps dust yourself off a bit."

Werner will try to position himself between Zeke and the pointy end of the statute's weapon.


Zeki can easily tell this Glyph has been set up to unleash a blast of sonic energy that would cause terrible damage and probably disintegrate the statue spear and spear arm.

Unfortunately Zeki did not dispel it, as he would need to beat a DC 20 check.

The adventurers (minus Throgg, who is guarding against ambushes) can step over the tripwire now that it is visible, just as the apes have done as they move about their lair.

To the south the vault corridor continues about 90 feet and opens up into a small cave. The walls have been heavily scratched by clawed beasts, and there well gnawed bones on the ground. The air smells strongly of an animal order, similar to that of the Girallons you fought previously. There are no exits.


Additional note about the statue... it is worth about 1500 gold, or 5000 if the arm is repaired (and the trap removed of course). Statue weights 1000 pounds so there is the question of transportation.


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

The mighty Borracho is sad to see his follower Throgg!! stay behind, but Borracho has no competition when it comes to killing monkeys or womens.

He laughs to himself as he flies over the tripwire, and admires the breastwork on the statue.

She longs for Borracho. It is clear from her pouty lips as she holds her spear.

Borracho presses on, counting on his luck and spear skill to lead his friends to victory and exploration.

Invisibility Purge should still be up.


Male Human Cavalier (37/142)

Watching the Mighty Borracho step past the tripwire, Werner seizes Zeke's shoulders , preventing the dwarf from moving forward. "You're not going anywhere until we get you a bit more healthy." I lost my horse, so I can't lose a liege, too. That would be almost as bad. At least I saved the saddle.

He hands Zeke a potion of Cure Moderate Wounds.

Zeke should now have something like 12hp + 3d8 + 11 + 2d8 + 10 + 2d8 + 5 if he takes the potion.


Male Gnome

"Are you all mad? I thought we were falling back to heal? If you insist on pressing on, then by all means let us drain this wand and these potions - but know that I cannot help you if you fall."

Zeki scowls at the idea of pressing on this day, unprepared to face the horrors that must surely lie below considering what the door guards have been like.

Nonetheless, if it is the parties will, he goes over his spells one more time, takes to the air, and flies over the statue and glyph trap following the others deeper into the ground.


Perception rolls

Borracho: 1d20 + 20 ⇒ (8) + 20 = 28
Werner: 1d20 + 12 ⇒ (10) + 12 = 22
Zeke: 1d20 + 4 ⇒ (9) + 4 = 13
Zeki: 1d20 + 10 ⇒ (6) + 10 = 16

In what seemed like the final empty room, Borracho discerns a well hidden secret. By looking at the scratch patterns along the south wall, he sees the outline of a secret door where areas without marks form a door-shaped outline. In the negative space of the scratch covered wall, the hidden is made visible.


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)

Clarifying Zeke's healing
from zeki: 3d8 + 11 + 2d8 + 10 - 5 ⇒ (8, 6, 6) + 11 + (8, 6) + 10 - 5 = 50

cure mod from Werner: 2d8 + 3 ⇒ (5, 5) + 3 = 13
mass clw from Zeke (to any that need: 1d8 + 12 ⇒ (4) + 12 = 16


Male Human Cavalier (37/142)

Satisfied that Zeke is looking much better, Werner nods at the Compte.

"We're not mad, just eager! Look how the carnage trembles before the mighty Barracho!"

hp 77/142


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)
Werner von Taggan wrote:
"We're not mad, just eager! Look how the carnage trembles before the mighty Barracho!"

Zeke rushes forward to heal Werner. "I'm so sorry, son. I didn't realize you'd been hit quite so hard."

cure serious: 3d8 + 12 ⇒ (2, 8, 6) + 12 = 28


Male Human Cavalier (37/142)

After being healed by Zeke, Werner flexes his sword.
"Nothing can stop us now, I'm sure! Although, if there is still magic in that wand..." hp 105/142 - 6 charges @ 5.5 hp per charge should bring Werner near full

"The Compte has my greatest confidence, as one does not get to be a Compte without it! However, Barracho has cleverly discovered a hidden entrance. Zeke, I, of course will follow your lead." Now that you are healed.

"You're wise enough to take me through stone, to pull me from a drowning sarcophagus, I'm sure you're wise enough to decide." If I had my saddle with me, there would be no question!


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

Borracho mightily points to the entrance, flexing his muscles as he does.

"There are many complements for 'Eyes of the Eagle', but it really should be for the 'Eyes of Borracho'! For Borracho's mighty eyes see so much!!"

Borracho waits for Werner to open the door.


Male Human Cavalier (37/142)

Stepping carefully over the tripwire, Werner advances cautiously and tries to open the door. Shield is ready, sword is sheathed so he has a free hand to open.


Male Human Cavalier (37/142)

If I'm reading the map correctly, I assume we just came through the secret door at the top of the map and entered H7.

Once the door is open, Werner pulls his sword and advances, peering ahead with determination, only a little spooked by the foul beasties fallen behind them and the missing comfort of his saddle underneath him.


That is correct, you are entering at the top-right of the map.

As you enter you see the follwoing scene before you...

"Dozens of candles stand on recessed stone shelves lining the walls of this chamber, many of them burnt down to puddles of dried wax, the rest providing a dim, flickering illumination. An opulent bedchamber and sitting area have been created here on a grand scale out of stolen furniture, crates, and camp gear; the room contains a huge bed draped with netting, a large table cobbled together from crates, and shields and pieces of armor set out as dishes and serving platters."

In addition there is the lone scout of the Gorilla king, a winged derhii that unlike all others cast spells with an alarming effectiveness against your planned defenses.

Initiative!
winged ape: 1d20 + 12 ⇒ (17) + 12 = 29
nothing to see here: 1d20 + 3 ⇒ (20) + 3 = 23
Boraccho: 1d20 + 4 ⇒ (3) + 4 = 7
Werner: 1d20 + 0 ⇒ (7) + 0 = 7
Zeke: 1d20 + 2 ⇒ (5) + 2 = 7
Zeki: 1d20 + 1 ⇒ (12) + 1 = 13

initiative order:

Suspicious Winged Ape
Kaava Bush Devil
Zeki
Boraccho
Zeke
Werner


Throgg: 1d20 + 3 ⇒ (8) + 3 = 11

Initiative:

Suspicious Winged Ape
Kaava Bush Devil
Zeki
Throgg
Boraccho
Zeke
Werner


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

Borracho coughs, adjusts his underrocks to a better fighting position, and readies his spear.

Just refreshing the campaign lest it go to inactive.


When we left off for summer, the adventurers had pressed to the final room of the final vault, looking for the final teleportation crystal to realms far below. All that stands between them and searching this room is the strange spellcasting winged ape.

From across the candle lit room a winged ape passes and scowls at you, collecting arcane energies in its meaty paws. Feathers in array, fur matted, and one eye sealed shut and seeping, it is like no other ape creature you've encountered so far.

Looking through our recent history, it appears everyone healed up after the previous encounter. Map set up, and winged ape was first:

As before, it seeks to control the battle, calling forth black tentacles!.

Grapple attempt: 1d20 + 11 + 5 + 1 ⇒ (16) + 11 + 5 + 1 = 33
If grappled:
squeezing damage: 1d6 + 4 ⇒ (2) + 4 = 6

Still nothing you have not faced before... until you find this monkey had one more clever strategy, a force held in reserve. Charging from the darkness, invisibility stripped away by Borracho's invisibility purge, an armored flesh golem made from large mandrill charges into view.

It slams into Werner with a rhine hide armor charge!

1d20 + 2 + 25 ⇒ (14) + 2 + 25 = 413d8 + 6 + 2d6 ⇒ (2, 2, 2) + 6 + (6, 2) = 20

Zeki is up!


Throgg weaves between the tentacles, Reflex: 1d20 + 11 ⇒ (15) + 11 = 26, but fails to escape. He shrugs off the damage, but curses as the Golem bears down and he struggles to free his leg.


Throgg!! wrote:
Throgg weaves between the tentacles, [dice=Reflex]1d20 + 11, but fails to escape. He shrugs off the damage, but curses as the Golem bears down and he struggles to free his leg.

Whoops. That should be against CMD. He fails anyway. :(


Male Gnome

Round: 1, Initiative: 13

Status:
AC: 18 (f15/t14)
HP: 58/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Hair (1 of 10r)
Focused Trance (3/3)
Hair (10/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing: Zeki
Major healing: Zeki
Wards: Borracho, Werner
Pearl of Power (first 4/5) (second 0/1) (third 0/1)
Cloak of the Hedge Wizard (caster level 1) Endure Elements (0/1) Shield (1/1)
Rod Metamagic Extend (6) (1/3)
Spellguard Bracers (3/3)
Boots of Escape (0/1)
Spells (caster level 12)
Zero (DC 13): Dancing Lights (1/1), Ghost Sound(1/1), Prestidigitation (1/1)
First (DC 14): Comprehend Languages (at will), Speak with Animals (1/1)
Spells (caster level 1)
Zero (DC 13): Create Water, Detect Magic, Ghost Sounds, Mage Hand, Prestidigitation, Read Magic, Resistance, Stabilize
First (DC 14 (0/4)): Command, Cure Light Wounds, Endure Elements
Spells (caster level 11) (Concentration +17 (+2 defensively)) (Spell Resistance Check +13)
Zero (DC 17): Light, Mending, Ray of Frost, Spark
First (DC 18): Bless, Identify, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Second (DC 19): Frost Fall, Frost Fall, Glitterdust, Glitterdust
Third (DC 20): Howling Agony, Prayer, Prayer
Fourth (DC 21): Blessings of Fervor, Dimension Door, Ice Storm
Fifth (DC 22): Hold Monster
Sixth (DC 23): Cone of Cold

Looks like I’m outside the tentacle radius on the map, BUT the tentacles have a 20’ radius so I presume I’m in them and therefor cannot cast spells. I also don’t see the winged ape on the map so I presume he’s out of my line of sight.

Very nearly totally neutralized by the wizard-killing tentacles, Zeki wonders if this is the bridge too far. They should have listened to me.

Frustrated, he does little but extend his hair and study the new arrival for weaknesses.
Knowledge Arcana (constructs): 1d20 + 19 ⇒ (18) + 19 = 37

DM_Ruthazek:
Zeki would like to know DR, Immunities, and Special Attacks in that order depending on the roll. I'll immediately share what I learn with the group so no need to spoiler your response. Also, Grapple specifically says any spell casting requires a concentration check. Does that also apply to Verbal only spells? The way it's written it does, but that seems odd to me. Let me know and no biggie either way - thanks!


Frustrated at being entangled, Throgg flies into a rage and digs deep into his hatred of magical beasts. With one hand, he crashes his falchion into the tentacles trying to send the magic back from whence it came.

One-handed, raging spell sunder with a barbarian strength surge: 1d20 - 2 - 4 + 9 + 3 + 15 + 3 ⇒ (7) - 2 - 4 + 9 + 3 + 15 + 3 = 31
-2 grappled
-4 one handing 2-hander
+9 strength surge to sunder
+3 Falchion
+15 CMB
+3 Rage bonus to strength

If the sunder works, he moves toward the Golem.


Throgg!! wrote:

Frustrated at being entangled, Throgg flies into a rage and digs deep into his hatred of magical beasts. With one hand, he crashes his falchion into the tentacles trying to send the magic back from whence it came.

[dice=One-handed, raging spell sunder with a barbarian strength surge]1d20 -2 -4 + 9 + 3 + 15 + 3
-2 grappled
-4 one handing 2-hander
+9 strength surge to sunder
+3 Falchion
+15 CMB
+3 Rage bonus to strength

If the sunder works, he moves toward the Golem.

That should be a 34. The strength surge gives plus 12. When did we get to such a high level!


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)

CMD, 20 or fail: 1d20 ⇒ 7

Zeke curses monkeys, apes and all their mothers in rapid succession as he is grabbed by the tentacles. -6 from tentacles

On his init...

Zeke calls upon his ancestors to free him from this hideous embrace. casting liberating command. Once free, he sinks into the ground and moves forward blindly.

concentration check vs ? : 1d20 + 12 ⇒ (6) + 12 = 18
attempt to break free: 1d20 + 12 + 20 ⇒ (19) + 12 + 20 = 51


Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13

Round 1

Borracho avoids the worst of the grasping tentacles (either because he's flying above them or via his travel power) and lets loose with a manly primal scream, as if he's been cooped up too long.

"Monkey man and strange metal flesh man, you are facing Borracho and his lesser underlings who love Borracho with all their hearts! Borracho has slain many monkeys...and now will show those who love Borracho how Borracho kills monkeys."

Borracho charges at (spring attack) the golem, driving forth with his mighty spear...and moving towards the monkey!

1d20 + 14 - 3 + 2 ⇒ (19) + 14 - 3 + 2 = 32 to hit; (power attack, heroism)
1d8 + 14 + 6 ⇒ (7) + 14 + 6 = 27 damage.

Confirm crit?:
1d20 + 14 - 3 + 2 ⇒ (9) + 14 - 3 + 2 = 22 to hit;
2d8 + 40 ⇒ (4, 4) + 40 = 48 more damage.


Male Human Cavalier (37/142)

Round 1
hp 118/142

It looks like Werner is not in the Black Tentacles. if he is... Break Grapple: 1d20 + 12 ⇒ (12) + 12 = 24 He is probably grappled and can't get out. Assuming he is not in the spell...

Werner glances at the arms grabbing at his friends. He considers wading into assist, the the solid hit on his frame impels him in the other direction.

He looks contemptuously at the charging foe, shrugging off the hurt.
"Vile creature! You shall fall before my challenge!"
Swift action - Cavalier Challenge on the Golem; Allies are +4 on melee attacks on the golem when Werner threatens it.

The knight steps forward and swings against the foe.

Sword: 1d20 + 15 ⇒ (16) + 15 = 311d8 + 15 ⇒ (3) + 15 = 18
2nditeration: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 15 ⇒ (4) + 15 = 19
3rd iteration: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 15 ⇒ (7) + 15 = 22


initiative:

Suspicious Winged Ape
Kaava Bush Devil
Zeki
Throgg
Boraccho
Zeke
Werner

Zeki cast a wise eye at the creature, and can tell that many things about the mandrill flesh golem. It is clearly resistant to all weapons besides adamantine, obviously immune to magic attacks while possessing construct type traits, and Zeki's keen observation can tell it has no special attacks besides many combat feats.

37 - 10 -14CR = 13, so three questions. Also I seem to recall verbal spells could be cast while grappled. Would Zeki like to cast?

Throgg is bound up by magical tentacles, though they are no match for his froggy rage! With a might sunder Throgg shreds the very magical threads making the tentacles ensnaring the party! Boraccho, Zeke and Werner are unbound.

Spell sunder target of 15 + CL of 11 = 26. Also I am told that in knitting "frogging" is to rip out previously stitched work!

Boraccho hits though does not confirm a crit, despite the golem being vulnerable to critical hits. Was this 27 damage from admanatine?

Zeke can optionally revise or continue to glide forward under the earth.

Werner thrashes the mandrill over and over, though the blows cannot seem to land and do enough damage.


Male Gnome
DM_Ruthazek wrote:
37 - 10 -14CR = 13, so three questions. Also I seem to recall verbal spells could be cast while grappled. Would Zeki like to cast?

I'll keep my last round action, thanks. Research and hair extension. And now I'm free! Thanks Throgg!

"Hey all, it's a mandrill flesh golem! It's resistant to adamantine, immune to most magics, and it's a construct. Of course he has no special attacks, but he's a tough one so watch yourselves!"


stuff:
AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)

Zeke, freed from the tentacles by the Mighty Throgg's quick thinking, casts summon ancestral guardian instead. They each wield a warhammer, attacking the flesh golem immediately.

Zeke then sinks into the ground, much to the chagrin of his ancestors.

Great Grandpa Zippy Kazmulke: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 261d8 + 4 ⇒ (8) + 4 = 12

great Aunt Zassy Zekford: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 231d8 + 4 ⇒ (8) + 4 = 12

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