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

Is wondering if Eido has a cold


Eidolon

Cough


Male Gnome Bard 16, Storyteller (aka DM)

Welcome ZAO and company.


Male Gnome Bard 16, Storyteller (aka DM)

You guys follow Mik to a rocky islet. An overgrown flat surface sits at the base of a rocky cliff. Through the overgrowth you can spot an opening 20 feet high and 10 feet wide. The face of the cliff is crumbling, and any door or gate that may have once guarded the entrance is long gone, but the overgrowth around the opening is so thick you can't see past a few feet inside.

We are changing hotels tomorrow and looking at a couple houses in the morning. Then in the afternoon, I start my new job. This being said, I probably won't be able to post for a couple days. I'll keep track of the progress, but you guys go ahead and move your avatars to where you want them. Make perception checks if you'd like. On roll20, if you are flying, use the blue circle to show how high off the ground you are. You can fill in your green circle with your HP as well.


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 and francis move close to the cliff's edge.
perception: 1d20 + 19 ⇒ (14) + 19 = 33


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:
Jyord and francis move close to the cliff's edge.

You're looking up the cliff, just to clarify. The opening is right in front of badger. The overgrowth in front of the opening is still too thick to see through but can be pushed aside easily enough to enter.


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't see a thing. Before anyone enters, allow me to bolster your willpower. This vault is undoubtedly warded with the curse as well.

Does badger smell anything familiar?


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 continue to take 10 to check for traps (25) and move up to the plant overgrowth, hoping the plant doesn't attack him.
perception: 1d20 + 13 ⇒ (5) + 13 = 18 for any other movement or items of interest.


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 takes a closer look at the overgrowth at the mouth of the cave.
Knowledge Nature: 1d20 + 15 ⇒ (17) + 15 = 32


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)

minus 4 from that, I only have a +11


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 take a double move up to Jyord to receive one of those tasty will save boosts. Looking for any radical types who may be unsympathetic to our cause.
perception: 1d20 + 20 ⇒ (11) + 20 = 31


Male Gnome Bard 16, Storyteller (aka DM)

Jyord believes the overgrowth is normal for this area.

Waiting on Griff and ZAO to move in. If no post by tomorrow, I'll move them closer, but they will be holding action.


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:
,

Griff will cast (light) on a stone,
Gunther since you're so strong, and your muscle's out weigh mine by 10 fold, would you mind parting the foliage, and throwing this stone into the cave?

Griff holds out a glowing stone about the size of a golf ball.


Male Gnome Bard 16, Storyteller (aka DM)
Griff wrote:
Gunther since you're so strong, and your muscle's out weigh mine by 10 fold, would you mind parting the foliage, and throwing this stone into the cave?

You'll have to hand that stone to someone else. Gunther has wandered off.


Male Gnome Bard 16, Storyteller (aka DM)

Crashing through the overgrowth are giant green jaws chomping down toward sMik.

Initiative:
Monster(s): 1d20 + 8 ⇒ (4) + 8 = 12
Mik: 1d20 + 10 ⇒ (2) + 10 = 12
Goro: 1d20 + 3 ⇒ (7) + 3 = 10
Jyord: 1d20 + 8 ⇒ (11) + 8 = 19
Griff: 1d20 + 3 ⇒ (19) + 3 = 22
ZAO: 1d20 + 6 ⇒ (11) + 6 = 17
I don't see ZAO's Iniative listed. For this encounter I'm using just DEX. Let me know if this is wrong for future encounters.

Knowledge Nature DC20:
Dragonleaf Plant - Is a huge plant with several jaws. It bites and swallows prey smaller than it. Higher rolls will reveal more.

Surprise Round:
The jaws come crashing through overgrowth at Mik.
Bite: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Unable to compensate for the cover the creature's jaws bounce off Mik's armor. Then retract back behind the overgrowth curtain.

Round 1:

Griff, Jyord, ZAO, and Mik
Monster
Party


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)

Badger always gets to act in a surprise round
Knowledge Nature: 1d20 + 11 ⇒ (15) + 11 = 26


Male Gnome Bard 16, Storyteller (aka DM)

I'll remember one of these times. Go ahead Francis, do your thing.

Knowledge Nature DC 25:
It also has Tremorsense


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)

He's good, I was just reminding you. I probably should have said that in the first post.


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]

+4 initiative in favored terrain for Goro
knowledge nature: 1d20 + 10 ⇒ (12) + 10 = 22


Male Gnome Bard 16, Storyteller (aka DM)
Goro wrote:
+4 initiative in favored terrain for Goro

Sorry, I only saw Underground listed on your Character profile. You can go before the Monster as well.


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]

cool, there are 2 favored terrains listed its down further on the list.


Male Gnome Bard 16, Storyteller (aka DM)

Just a reminder, you guys don't have to go in initiative order. You can state your delays in a spoiler if you'd like to wait for someone to do something or I'll resolve everything in the order it's posted. In this case I'll still resolve Francis's Surprise round action first, but to move things along, go ahead and post your actions.

By the way, it's only one space of double movement moving through the overgrowth. And the overgrowth provides cover attacking through 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:
,

knowledge nature: 1d20 + 15 ⇒ (13) + 15 = 28
perception: 1d20 + 14 ⇒ (16) + 14 = 30

If I can see the creature I'll cast a magic missle at it
Magic Missle: 5d4 + 5 ⇒ (4, 2, 1, 3, 2) + 5 = 17
If i can't see it I'll throw the light stone into the cave 10ft past the overgroth.
ranged attack: 1d20 + 7 ⇒ (19) + 7 = 26

P.S. I do have Darkvision. I moved closer, and the attack is -4 for the range, you add the cover.


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 takes a 5' step back (10' from the opening) and casts Burning Hands right up the middle of the opening. 15' Cone Burst for 5d4 damage. Mik also has Darkvision, in case we can see past the foliage. Mik will then shift back another 10' (already moved token on Roll20).

Burning Hands: 5d4 ⇒ (3, 2, 3, 3, 1) = 12


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

Just going to say Francis was full defense during the suprise round.


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 lays a hand on Francis and casts strong jaw.

Druidic:
Hold boy, hold


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 is on the edge of rage, but keeps his composure. He remains fully defensive, granting +4 AC for the round.


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


Mik takes a 5' step back (10' from the opening) and casts Burning Hands right up the middle of the opening. 15' Cone Burst for 5d4 damage. Mik also has Darkvision, in case we can see past the foliage. Mik will then shift back another 10' (already moved token on Roll20).

The foliage catches fire in the opening. You can see the overgrowth start to dissipate. Looks like it'll burn away in a round.

It'll be burnt away for round 2. Anyone moving through it will take some fire damage.

Griff wrote:
If i can't see it I'll throw the light stone into the cave 10ft past the overgroth.

Griff throws his light stone through the opening.


Male Gnome Bard 16, Storyteller (aka DM)

Current Initiative:
ZAO and Goro are up.

Jyord casts Strong Jaw on Francis who is obediently staying by Jyord's side on full defensive,but can't help bearing his teeth letting out a low growl.

Griff throws his Light stone through the overgrowth at the cave entrance.

Mik casts Burning Hands setting the overgrowth at the cave entrance ablaze.


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]

Next round, if nothing attacks us while the overgrowth burns, Mik will cast his third Fly for the day and go up 15' with arrow notched.


Zao casts mage armor on Eido (+4 AC). [b] Eido you shoota whatever tried to bite Mik as soon as you see it within range[\b]
Eido readys an action to shoot as soon as there is an opening within range. He has darkvision in case that comes into play


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

Zao casts mage armor on Eido (+4 AC). [b] Eido you shoota whatever tried to bite Mik as soon as you see it within range[\b]

Does Eido have armor on? If so Mage Armor doesn't stack. For your bold, use /b instead of \b

Also, which feat did you scrap from your eidolons?


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]

Now seems like a good time for Goro to cast long strider (standard action)as the vines continue to burn.
(Move action) to sheath his axe and a (free action) to draw bow.


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

Sorry. Awkward first speaking post. Rapid reload got scrapped to keep Eido in full fighting form.No armor on Eido. But my fixes aren't in yet, so I'm going to say that MageArmor boosts his AC to what is posted currently (26), because I believe that was what the mistake on the transfer from paper was. I already had the mage armor added in because I cast it on him constantly. Making some of the adjustments as we speak


Male Gnome Bard 16, Storyteller (aka DM)

Perfect. Sounds good. I'll take my turn later today.


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

Hey fellas, remember to let me know when you want the fortune hex cast on you. 1/round it lets you reroll any ability check, attack roll, saving throw, or skill check, taking the better result, but you must decide to use this ability before the first roll is made. I can keep it up through a whole encounter by chanting and staying within 30ft of you, but each of you can only have it 1/day. Just yell out that you "could really use the monkey god's help" and I'll lay it on you.


Male Gnome Bard 16, Storyteller (aka DM)

DM Screen:
Roll1: 1d100 ⇒ 96
Roll2: 1d20 ⇒ 15
Roll3: 1d20 ⇒ 14
Roll4: 1d20 ⇒ 4

As the overgrowth burns away you see what must have once been a sizable entrance chamber has seen better days. A portion of the southern wall and ceilng have collapsed, revealing the sky above peaking through the jungle canopy. The rays of sunlight streaming throught this collapse illuminate an old rockslide overgrown with leafy green vines next to a pool of murky rainwater. In an alcove to the North, a darkened passage leads deeper into the hillside. (Those that have the angle) can see the giant plant retreating from the fire toward the western side of the pool. Note: North is toward the bottom of the screen.

The plant is 15 feet in diameter with 4 20 foot stalks growing from the center each with 7 foot wide jaws on it.

Iniative:
Party
Dragonleaf Plant


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 casts Animal Growth on Badger.

Druidic:
Attack!

He then moves to the mouth of the cave to get a better line of sight on the Dragonleaf.


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

The instant Jyord gives the command Francis enrages and charges toward the huge plant, taking a bite at it as soon as he's in striking distance.
Gimble, if you would be so kind to move badger appropriately when you make him large, thank you.
Bite: 1d20 + 16 ⇒ (7) + 16 = 23
For
Damage: 2d8 + 11 ⇒ (4, 8) + 11 = 23


Male Gnome Bard 16, Storyteller (aka DM)

As Francis moves in, one of the Dragonleaf's jaws snap at him.

Attack of Opportunity: 1d20 + 15 ⇒ (20) + 15 = 35
Critical Confirmation: 1d20 + 15 ⇒ (1) + 15 = 16

hitting for Damage: 1d8 + 7 ⇒ (6) + 7 = 13 points damage.

As the strike hits Badger it attempts to grab him.
Grapple: 1d20 + 22 ⇒ (5) + 22 = 27
but Badger is able to push through the grapple and bite the plant creature, hitting for 23 damage.

Iniative Round 2:
Griff, ZAO, Mik, Goro
Dragonleaf 23 Damage Taken


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

As badger has 10ft reach cold you move him down 5 ft please.


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:
,

Griff floats 5ft closer(should be within 30ft) then casts scorching ray (2 rays)
"Yoga Flame!"
Ray 1: 1d20 + 8 ⇒ (17) + 8 = 25
Ray 2: 1d20 + 8 ⇒ (7) + 8 = 15
(Vs thoch AC. Not sure if it is vulnerable to fire or not?)
ray 1 damage: 4d6 + 1 ⇒ (4, 4, 4, 3) + 1 = 16
ray 2 damage: 4d6 + 1 ⇒ (3, 5, 5, 3) + 1 = 17


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 cast his third Fly for the day and fly up 15' (30' of movement) and then seeing Francis charging in the cave, moves his remaining 30' of movement into the chamber, hoping he doesn't become plant food.


Male Gnome Bard 16, Storyteller (aka DM)

Griff fires 2 scorching rays into the plant singeing its leaves a bit.

Mik casts and flies to the mouth of the cave.

Iniative Round 2:
Goro, ZAO
Dragonleaf Plant (56 Damage Taken)

We'll be moving into the new place tomorrow. We should have internet by the time I get home from work, but we'll be busy the next couple days. I should be able to keep up, but might be a little slow on the posting.


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 takes a 5' step in and readies an action to attack if unfriendly(s) come into view. (60' darkvision)


Eidolon

can't get the roll20 map up Moves within 50ft gun range (while flying 10' off the ground) and fires at the planty beast. Attack: 1d20 + 10 ⇒ (18) + 10 = 28 damag: 2d10 + 1 ⇒ (5, 9) + 1 = 15


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

Casts Shield on Eido. Double checked the AC and 26 was correct before the spells earlier. This boosts Eido's AC to 34 currently (with Mage and Shield)


Eidolon

+ bleed damage: 1d6 ⇒ 4. If the planty is susceptible.


Male Gnome Bard 16, Storyteller (aka DM)

As ZAO buffs Eido even more, Eido flies to the cave opening and takes a shot at the plant creature with his hackbut hitting it and opening a wound from which it oozes. . .whatever plants ooze.

The plant then turns its attention to the badger in front of it. All 4 jaws bite at Francis.

Bite: 1d20 + 15 ⇒ (19) + 15 = 34
Bite: 1d20 + 15 ⇒ (17) + 15 = 32
Bite: 1d20 + 15 ⇒ (14) + 15 = 29
Bite: 1d20 + 15 ⇒ (16) + 15 = 31

Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Grapple: 1d20 + 22 ⇒ (20) + 22 = 42

The Dragonleaf hits Francis with several successful bites and keeps hold of him after the first bite.

Badger is grappled.

Initiative Round 3:
Party
Dragonleaf (75 Damage Taken)


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

Badger furiously tears into the plant with everything he has.
Bite: 1d20 + 14 ⇒ (19) + 14 = 33
Claw: 1d20 + 14 ⇒ (19) + 14 = 33
Claw: 1d20 + 14 ⇒ (17) + 14 = 31
For:
Damage: 2d8 + 11 ⇒ (6, 8) + 11 = 25
Damage: 2d6 + 11 ⇒ (1, 3) + 11 = 15
Damage: 2d6 + 11 ⇒ (2, 4) + 11 = 17

I'm uncertain whether I can do both claw attack with one claw, as the rules say I can't do anything requiring two hands. Ignore the second claw if it's an issue

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