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)

Seeing francis in peril, Jyord creates a thunder cloud above him and call down a bolt of lightning on the dragonleaf.
DC 20 reflex save for half damage.
Lightning Bolt: 3d6 ⇒ (2, 2, 4) = 8


Male Gnome Bard 16, Storyteller (aka DM)

Francis bites and claws at the Dragonleaf and Jyord calls lighting down upon it.

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14

Though I couldn't find definitive answer, it seems grappled animals gain all attacks while grappled

Iniative Round 3:
Goro, Griff, ZAO, Mik
Dragonleaf (140 Damage Taken)


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 moves up 30' and pops a shot at the plant creature..
ranged attack: 1d20 + 14 ⇒ (3) + 14 = 17 for
damage: 1d8 + 5 ⇒ (1) + 5 = 6


Male Gnome Bard 16, Storyteller (aka DM)

Goro moves up and fires an arrow. The arrow deflects harmlessly off the thick-skinned plant.

Goro also needs to make a WILL save.

Initiative Round 3:
Griff, ZAO, Mik
Dragonleaf (140 Damage Taken)


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 + 12 ⇒ (3) + 12 = 15


Male Gnome Bard 16, Storyteller (aka DM)

Goro:
You start feeling as if the world is closing in around you. The world and all that dwell within it are out to get you Depending on your personality, you start getting more argumentative or more introverted.

You get a -4 on all Will saves and Charisma based checks.
You cannot6 benifit from the Aid Another action.
You cannot willingly accept aid (including healing) from another without making a Will save.

This condition persists until otherwise notified.


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 tumbles through the air, hoping to avoid an AoO, and flies half speed for 30' then shifts for 10' more. Mik then spins in the air, still 15' off the ground and fires a precise shot at the plant thingy.

Acrobatics: 1d20 + 17 ⇒ (13) + 17 = 30

Bow w/in 30': 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15


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 also hazard a quick peak down the passageway but likely can't take in much as a free action.


Eidolon

Eido squeezes off a shot. Attack: 1d20 + 10 ⇒ (14) + 10 = 24 Damage: 2d8 + 1 ⇒ (7, 3) + 1 = 11


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

Zao rides Eido within 20ft pistol range (10ft up) and unleashes both barrels as a single shot. Attack: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10


Oh S~%%, possible crit. Confirmation: 1d20 + 11 ⇒ (12) + 11 = 23 new Damage total: 8d6 + 16 ⇒ (2, 2, 1, 6, 4, 1, 2, 5) + 16 = 39


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

In case will saves are needed
Zao will save: 1d20 + 12 ⇒ (2) + 12 = 14
Eido will save: 1d20 + 2 ⇒ (15) + 2 = 17 (+4 if devotion factors in)
Krom will save: 1d20 + 2 ⇒ (11) + 2 = 13


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 blies through the air with the greatest of ease, fires off two lances of fire(scorching ray)
attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
attack 2: 1d20 + 8 ⇒ (3) + 8 = 11
both vs's touch, and i have precise shot.
Damage 1: 4d8 + 1 ⇒ (1, 7, 6, 1) + 1 = 16
Damage 2: 4d8 + 1 ⇒ (5, 2, 4, 5) + 1 = 17
I didn't ask before, and i should have does it have spell resistance, spell pen: 1d20 + 12 ⇒ (11) + 12 = 23
Let Francis go you overgrown salad!

Will save: 1d20 + 15 ⇒ (16) + 15 = 31

once again plant's are immune to critical hits, that includes bleed, and sneak attack, sorry


Male Gnome Bard 16, Storyteller (aka DM)

Mik fails to tumble past the plant and incurs an AoO.

Bite: 1d20 + 15 ⇒ (1) + 15 = 16

but in it's haste to bite another tasty creature it gets tangled up a bit and misses.

Mik needs to make a WILL save.

Mik fires and arrow and the arrow bounces off the plant harmlessly.

I opened up the map to show what you can see from where you are at. I'll do an explanation later as you take a closer look.

ZAO moves in and fires twice, the first shot crits for 19 points damage.
I was looking up the critical rules for the double-barreled pistol, and it seems that when you fire both barrels as a single attack action you make 2 attack rolls, both with a -4. I used your rolls (attack and crit confirmation) and the first 4 D6 rolls in your crit damage +8 for damage done. You still have one more shot to fire.

ZAO for WILL save:
You start feeling as if the world is closing in around you. The world and all that dwell within it are out to get you Depending on your personality, you start getting more argumentative or more introverted.
You get a -4 on all Will saves and Charisma based checks.
You cannot6 benifit from the Aid Another action.
You cannot willingly accept aid (including healing) from another without making a Will save.

For ease of mechanics, this penalty won't count towards your attitude to your eidolons.

You know from previous experience badger and eidolons were not affected by this and do not need to make saves.

This condition persists until otherwise notified.

Griff fires 2 bolts of fire at the plant, the first hitting, the second missing.

Griff for WILL save:
You feel as if the world around you is closing in and everyone is looking at you, but realize it's not the case. You gain a -1 on skills and attacks for this round

Iniative Round 3:
ZAO's 2nd shot
Dragonleaf (175 points Damage Taken)


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

I did add in the -4. Good to know on the rest. Seemed kind of uber-evil on a crit
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 1d6 + 2 ⇒ (1) + 2 = 3


Eidolon

Will reload 1 round in Eido's hackbut.


Male Gnome Bard 16, Storyteller (aka DM)

After ZAO's 2 shots and Griff's Scorching Ray, the creature falls. All attacks were needed to fell the creature before it got to go, by the way.

A little Houda Houda reveals a magical aura in the corners of the alcove on the far side of the room. A bit of digging through some dried mud reveals the skeleton of a human adventurer clad in a rusty but servicable magical breastplate.

The stairs descend into the darkness.

I'll need Jyord to make a Will save as he enters the dungeon.


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)

Will Save: 1d20 + 14 ⇒ (3) + 14 = 17


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:
,

oops my mistake, sorry.


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]

Will: 1d20 + 8 ⇒ (12) + 8 = 20 and +2 if I have the benefit of Jyord's Owl Wisdom.


Male Gnome Bard 16, Storyteller (aka DM)

Jyord:
You start to feel as if the world around you is closing in and everyone is looking at you, but realize it's not the case.

Mik:
You start to feel as if the world around you is closing in and everyone is looking at you, but realize it's not the case.

You gained a -1 on skills and attacks for that round (making you miss your shot. It had AC 22).

XP updated


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 badger to calm him, and francis' s rage fades away.
This brings badger's hp to 36/92
He retrieves his wand of cure moderate and applies 4 charges healing francis for:
Wand of Cure Moderate: 8d8 + 20 ⇒ (1, 5, 5, 4, 1, 6, 8, 3) + 20 = 53

Let's get moving while we have the benefit of Francis' s enlarged state.


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

He retrieves his wand of cure moderate and applies 4 charges healing francis for:

Wand of Cure Moderate: 8d8 + 20 ⇒ (1, 5, 5, 4, 1, 6, 8, 3) + 20 = 53

With the rerolls of 1's and 2's, Badger is at full HP.

I'm off to work, I'll be updating about midnight my time and maybe at breaks. This will be the regular schedule. One major update a day at about midnight Monday thru Thursday and 1 major update sometime between Friday and Sunday. Questions, comments, let me know. Happy adventuring.


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:
,

while Francis is getting his love taps, Griff will attempt to identify what the magic on the brestplate is.
spellcraft: 1d20 + 20 ⇒ (6) + 20 = 26
after putting it into a bag Griff will start moving further into the vault.


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

while Francis is getting his love taps, Griff will attempt to identify what the magic on the brestplate is.

spellcraft: 1d20 + 20 ⇒ (6) + 20 = 26

It is +2 Breastplate.


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 leapfrog Griff and peek around the corner. Can she maintain 15' or does she need to fly lower. If all is clear, Mik will wave Griff up, giving him the "Clear" signal in Handjive.

Hmm, wonder if the floor is trapped? ponders Mik.


Male Gnome Bard 16, Storyteller (aka DM)

As Mik moves down the stairs into the darkness (no traps detected);

The stairs descend into a morass of sticky mud. A hallway stretches into the darkness, with recessed alcoves opening alon its length on either side. the mud is thick and black, and continually drips from oozing cracks in the walls and ceilings.

The hallway down the stairs is 10 feet up. The stairs disappear into the mud, and the hallway with the mud is about 7 feet above the mud.


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 follows sMik to the bottom of the stairs and casts detect poison over the mud. Francis follows.
If it is poisonous, here's the check to know what kind.
Wisdom: 1d20 + 6 ⇒ (8) + 6 = 14
And a perception with stonecunning along the way to notice anything unusual.
perception: 1d20 + 19 ⇒ (14) + 19 = 33
I never seem to memorize the right spell for these situations


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 moves up. Seeing a hallway full of sticky mud, he reaches into his handy haversack and pulls out his ring of water walking and trades it for the ring of sustenance.


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]

perception: 1d20 + 18 ⇒ (8) + 18 = 26


Male Gnome Bard 16, Storyteller (aka DM)

DM Screen:
Roll: 1d20 ⇒ 15
Roll: 1d20 ⇒ 6
Roll: 1d20 ⇒ 5
Roll: 1d20 ⇒ 18
Roll: 1d100 ⇒ 2
Roll: 1d100 ⇒ 5
Roll: 1d100 ⇒ 75
Roll: 1d100 ⇒ 97

Jyord wrote:
Jyord follows sMik to the bottom of the stairs and casts detect poison over the mud. Francis follows.

No poison detected.


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 moves over and casts detect magic, and looks down the hallway.
spellcraft: 1d20 + 20 ⇒ (12) + 20 = 32
Goro, Fyi it takes 1 week to reactivate the ring of sustenance


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]

Flying a couple of feet above the muck, Mike slowly moves down the hallway, looking for traps. 5' per round and taking 10 to spot traps or other nasties. Perc 23/25 vs traps. Any movement or disturbance in the mud? Anything sticking out or mounds in the mud?


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

Zao makes his way over to the stairs with the mud and gives it a quick look over from the top. Then turns around and covers the group in case anything comes from behind. Meanwhile reloads are taking place as time allows.
Perception: 1d20 + 22 ⇒ (19) + 22 = 41


Male Gnome Bard 16, Storyteller (aka DM)

The green line on the map is where the stairs disappear into the muck.

Goro sees two small heads duck below the muck down the hall.
ZAO was unable to see all the way down the hall to see what Goro saw

Initiative:
Mik: 1d20 + 10 ⇒ (19) + 10 = 29
ZAO: 1d20 + 6 ⇒ (10) + 6 = 16
Griff: 1d20 + 3 ⇒ (10) + 3 = 13
Goro: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Jyord: 1d20 + 6 ⇒ (14) + 6 = 20 This is taking you underground at this point
Monsters: 1d20 + 6 ⇒ (15) + 6 = 21

Initiative: Surprise Round
Francis, Goro


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 enrages and moves to the edge of the mud. He is in total defense.


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]

Is anyone able to make a knowledge check at this point?


Male Gnome Bard 16, Storyteller (aka DM)
Goro Carrick wrote:
Is anyone able to make a knowledge check at this point?

Since you're the only one to see it, and you don't have the required knowledge skill . . no. Plus you only saw a head drop below the water. It's out of view at the moment.


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 goodie


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 spends his standard action to cast barkskin..


Male Gnome Bard 16, Storyteller (aka DM)

Francis moves up and Goro casts barkskin

Round 1
Mik
Monsters
Party


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]

So Mik doesn't see them and doesn't know that they are there, correct? If so, Mik will continue to move 5' and check for traps in front of him. Not sure if Mik notices the enraged Badger behind him or Goro casting Barkskin. If Mik notices anything, he will likely scan for any movement and if none seen, retreat around Badger and seek cover from the corner.


Male Gnome Bard 16, Storyteller (aka DM)
sMik PZ wrote:
So Mik doesn't see them and doesn't know that they are there, correct? If so, Mik will continue to move 5' and check for traps in front of him. Not sure if Mik notices the enraged Badger behind him or Goro casting Barkskin. If Mik notices anything, he will likely scan for any movement and if none seen, retreat around Badger and seek cover from the corner.

I'm pretty sure you'd notice a large angry badger move up right behind you and you recognize Goro's spell as well. So what is it you do? I'll be home in a couple hours to update.


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 isn't the wisest creature out there but he's pretty smart and when Badger gets mad and his fur goes up, he's pretty certain there is something there. If it is alright, Mik will use a move action to notice these things and then another move action to back up a few squares.

I moved Mik's piece on Roll20 but uncertain if that's a legal space. If not, I can easily move another 5' back.


Male Gnome Bard 16, Storyteller (aka DM)

Seeing the giant badger move up behind him, and start growling, Mik senses trouble and retreats behind Francis.

Just as Mik moves back, 2 small, ugly humanoids appear in the first 2 alcoves in front of the party and fire 2 green bolts at badger. Then four other heads peek above the muck down the hall and 3 more green bolts fire at badger.

Knowledge Planes DC 13:
These are Mephits. They have spell like abilities and a breath weapon. With a DC28 Knowledge you can look up Ooze Mephit in the Beastiary.

Ranged Touch: 1d20 + 6 ⇒ (10) + 6 = 16
Ranged Touch: 1d20 + 6 ⇒ (4) + 6 = 10
Ranged Touch: 1d20 + 6 ⇒ (1) + 6 = 7
Ranged Touch: 1d20 + 6 ⇒ (12) + 6 = 18
Ranged Touch: 1d20 + 6 ⇒ (13) + 6 = 19

3 of those green bolts hit the giant badger.

Acid Damage: 2d4 ⇒ (3, 2) = 5
Acid Damage: 2d4 ⇒ (4, 2) = 6
Acid Damage: 2d4 ⇒ (4, 4) = 8

The 6th conjures a dense cloud that smells horribly of garbage and sulfur. The stench starts to make those inside it (marked by the orange lines) feel nauseous. The cloud is so dense that you can't see more than 5 feet in front of you. Everyone but ZAO and company need to make a Fortitude Save (bonuses vs. Poison are applicable).

Failed FORT DC 15:
You are nauseated.

Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Jyord:
You get a sense from Francis a continued burning sensation.

I've outlined the creatures in different colored auras to designate which one you're attacking. This will help keep the damage straight as well.

Initiative Round 1:
Party
Little 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]

Fort: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

Having the dwarf hardiness (+2 save vs poison) comes in handy. thinks Mik.


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

Only two of those hit, Badger has a touch AC of 17 while in full defense.
Fort Save: 1d20 + 14 ⇒ (6) + 14 = 20


Male Gnome Bard 16, Storyteller (aka DM)
Francis, Badger Extraordinare wrote:

Only two of those hit, Badger has a touch AC of 17 while in full defense.

Sorry about that. The first one didn't hit, so the damage from the first one is negated. Only 14 points of damage.

Those that make their save have no penalties, but still feel the effects of the stinky cloud. Another saving throw would need to be made for those that remain in it.

Initiative Round 1
Party
Little Monsters


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]

fort save: 1d20 + 11 ⇒ (10) + 11 = 21


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)

Knowledge Planes: 1d20 + 4 ⇒ (4) + 4 = 8
Jyord is immune to poison. If he still needs to make the save,
Fort Save: 1d20 + 12 ⇒ (13) + 12 = 25

Druidic:
Francis, guard

Jyord begins to cast summon monster V in place of his last 5th level spell.

Francis remains totally defensive.

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