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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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 skims the mud and flies up to get a shot on yellow, assuming she can see it. Taking a Focused Shot, if it is visible to him, Mik looses an arrow.

Focused Shot: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17


Male Gnome Bard 16, Storyteller (aka DM)

Jyord:
You get the sense from badger that he's still not out of the cloud of stink.

Mik:
As you fly forward, you do not exit the cloud of stink where you expect it to end. Actually you are still in the cloud. Also, make a Will Save as start flying over the mud.


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 ⇒ (10) + 8 = 18 Mik also enjoys a +2 vs Spells and Spell-like Abilities that was not added in.


Male Gnome Bard 16, Storyteller (aka DM)

Mik 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.


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)

Auran:
The whole corridor is fill with this wretched cloud, clear out until I can get rid of it. Bollucks, no one can understand me!


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 gags his way up 25'


Male Gnome Bard 16, Storyteller (aka DM)

Goro:
As you start to trudge your way through the 3 foot deep mud, make a Will Save.


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]

not sure if it makes a difference but Goro should be walking above the mud (ring of water walking.)


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 ⇒ (20) + 8 = 28


Male Gnome Bard 16, Storyteller (aka DM)

Goro:
As you enter the room and make your way across the top of the mud, the mud around you seems to come to life grabbing at you, but you easily realize it's only a hallucination.

We are having the inside of the house painted today. We will be staying in a hotel tonight so I probably won't be able to update until tomorrow.


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

Zao fort save: 1d20 + 12 ⇒ (19) + 12 = 31
Eido fort save: 1d20 + 6 ⇒ (1) + 6 = 7
Krom fort save: 1d20 + 6 ⇒ (5) + 6 = 11


Male Gnome Bard 16, Storyteller (aka DM)

ZAO fights off the stench from the cloud while Eido and Krom start hacking and coughing.

Eido and Krom gain the nauseated condition.


Male Gnome Bard 16, Storyteller (aka DM)

The mud elemental pushed forward, Jyord healed up badger and badger started trudging through the mud.

Mik moves up, but still isn't out of the gas cloud.

Goro, moves up, walking on top of the mud. Still in the gas cloud.

ZAO fights off the stench, but his eidolons do not.

Initiative Round 2
ZAO and his nauseated Eidolons, Nauseated Griff
Mephits


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

Moves up beside Badger and Goro (flying up 10ft if possible) and hexes the nearest mephit with the evil eye (-4 to AC for 5 rounds or 1 with a will save vs DC 16).
Eido and Krom: Cough. Blech. Squelch.


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

Moves up beside Badger and Goro (flying up 10ft if possible) and hexes the nearest mephit with the evil eye (-4 to AC for 5 rounds or 1 with a will save vs DC 16).

Eido and Krom: Cough. Blech. Squelch.

As you start to make your way over the mud (flying at the ceiling is considered 5 feet up but you're only 2feet above the muck) ZAO needs to make a Will Save.

Also, Goro and Badger are still in the cloud. You can hear the battle up ahead but are unable to see more than 5 feet in front of you.


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:
,

Caugh, Caugh Jyord says that if everyoune leaves the cloud, he can get rid of it gag hack...


Male Gnome Bard 16, Storyteller (aka DM)

ZAO:
Will Save: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12

As you move over the muck, dripping globs of muck suddenly seem to take on a life of their own and begin crawling up out of the mud. Soon the area in the cloud you can see around you is boiling with tiny mud abominations seeking to climb out of the earthen soup. You see the alcove next to you remains clear.

Will Save: 1d20 + 14 - 4 ⇒ (16) + 14 - 4 = 26 You are able to maintain you composure, but fly into the closest alcove.

DM Screen:
1: 1d4 + 1 ⇒ (1) + 1 = 2
2: 1d4 + 2 ⇒ (4) + 2 = 6

The mephits go:

Mephits:

Yellow:1: 1d20 + 5 ⇒ (6) + 5 = 11
2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Blue:1: 1d20 + 5 ⇒ (12) + 5 = 17
2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

You hear Griff holler something from the other room. Goro, you see ZAO zip right past you, his eidolons hacking and coughing through the cloud. You all hear one mephit flail at the elemental in vain and the other hack and cough (it seems to be moving away).

Mud Elemental AoO: slam: 1d20 + 12 ⇒ (2) + 12 = 14

Everyone but Jyord and Griff need to make Fort Saves (the eidolons already failed, they don't need to make another).

PC Conditions:
Griff: Nauseated R3
Both Eidolons: Nauseated
ZAO: Hallucinating R1

Initiative Round 4:
Party
Mephits


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 ⇒ (11) + 11 = 22


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 will whirlwind once again and clear the corridor as drawn on roll20.

The mud elemental will bull rush yellow once more.
bullrush: 1d20 + 20 ⇒ (9) + 20 = 29
pushing the mephit back 15ft. It follows.


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

fort: 1d20 + 14 ⇒ (15) + 14 = 29
Badger moves forward 15ft and bites at blue in the alcove (If it's still there).
bite: 1d20 + 16 ⇒ (16) + 16 = 32
for
damage: 2d8 + 11 ⇒ (3, 4) + 11 = 18


Male Gnome Bard 16, Storyteller (aka DM)
Quote:
The mud elemental will bull rush yellow once more.

Actually, yellow retreated and is no longer available to be bull rushed. So elemental still gets a 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)

Elemental will give chase up to 30 ft with swim speed (20 ft if he can't swim). Double move to yellow if single move doesn't get there. If he gets there in a single move he'll slam.

slam: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 1d8 + 7 ⇒ (5) + 7 = 12
DC17 fort save against entrap.


Male Gnome Bard 16, Storyteller (aka DM)

Goro and Badger fight of the stench of the cloud. Jyord whirlwinds and blows the cloud away on the stairs. The cloud extends from where Jyord whirlwinded to the green line near the end of your viewable area.

You hear the mud elemental slide easily through the mud (walk not swim, only 3 feet deep) and with a single thud the coughing, hacking mephit is silenced with a thud and a splash.

Badger hits, but blue is still standing.


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

Fort: 1d20 + 12 ⇒ (16) + 12 = 28


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 ⇒ (13) + 8 + 2 = 23 assuming +2 vs poison else subtract 2

Mik will cast Vanish on himself and fly further into the cavern, moving along the wall unless he notices an enemy in front of him. I moved Mik at half speed for 20' of distance (40' movement) and then another 20' once he cleared the cloud, assuming the cloud ended. Not certain if he takes an AoO.


Male Gnome Bard 16, Storyteller (aka DM)

ZAO:
the hallucination is still in effect, but you made the saving throw to be Shaken by it. Besides your eidolons still nauseated, you can act normally. . . err . . . normal for ZAO that is.


Male Gnome Bard 16, Storyteller (aka DM)

Question: How is badger seeing in the dark?

Mik: You fly out of the fog and past the mud elemental just in time to see the mud elemental drop the (Yellow) Mephit, and see 2 more mephits flying, one in an alcove and another just around the bend as the tunnel continues.

Initiative Round 4:
Goro, ZAO and his nauseated companions, Griff (nauseated R3)
Mephits

I'm heading out of town first thing in the morning. I probably won't be able to do a big update until Monday after work, but I'll try to keep things moving the best that I can from my phone. Have a good weekend, and happy Mephit hunting.


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]

Have a save trip. Is Mik still over the mud? This Fly spell won't last forever, you know.


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 double move.


Male Gnome Bard 16, Storyteller (aka DM)
sMik PZ wrote:
Have a save trip. Is Mik still over the mud? This Fly spell won't last forever, you know.

Mik will be over the mud until the Fly spell ends, or you dive down into the muck.


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)
Gimble wrote:
Question: How is badger seeing in the dark?

Way back when, either griff or zao would cast light on his medallion. We gradually got lazy and it became assumed that would happen if needed.


Male Gnome Bard 16, Storyteller (aka DM)
Jyord wrote:
Gimble wrote:
Question: How is badger seeing in the dark?
Way back when, either griff or zao would cast light on his medallion. We gradually got lazy and it became assumed that would happen if needed.

I figured as much, don't want to make a big deal about it. I was just curious.


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]

Yeah, we experimented with Mik's Ioun Torch for Badger and it was funny to watch Badger chase the Ioun stone circling around his head. Funny until Badger realized a horrible trick was being played on him and he then charged the nearest female dwarf. Look who's laughing now.


Male Gnome Bard 16, Storyteller (aka DM)

DM Screen:
1: 2d100 ⇒ (49, 94) = 143
E: 1d4 + 1 ⇒ (1) + 1 = 2
K: 1d4 + 1 ⇒ (4) + 1 = 5

Mik moves out of the fog of eternal stench right by the Blue Mephit just in time to see the elemental drop the yellow mephit. Mik also sees 2 other mephits down the hall a little bit. It seems the mud keeps on down the hall. No AoO. Blue took a swipe at the elemental.

Goro makes his way up between badger and the mud elemental. seeing a similar scene as Mik.

Griff, still nauseated, stays put.

ZAO and company move out of the cloud.

Mephits:

Blue: breath weapons at Badger and Goro. Acid: 1d4 ⇒ 2 Reflex DC 13 for half.I believe both have Protection from Acid, so subtract this damage from the total. Blue then 5 foot steps down and falls prone completely immersing himself in the mud.

Green: Shoots a bolt of Acid at it's nearest target, Mik, Touch Attack: 1d20 + 5 ⇒ (2) + 5 = 7 and hits the mud below Mik's feet.

Red: Moves up and breath weapons Mik and the Elemental.
Acid: 1d4 ⇒ 4 plus Sickened. Reflex DC 13 for half and negate Sickened.

Saving Throws to be made:
Goro and Badger: Reflex DC 13 for half of 2 Acid Damage
Mik: Reflex DC 13 for half of 4 Acid Damage Evasion? and negate Sickened.
Badger: Fort DC 15 or Nauseated.

PC Conditions:
Griff: Nauseated, Round 4
Eidolons: Nauseated, Round 1 Nauseated conditions starts falling off after moving out of cloud
ZAO: Hallucination, Round 2 Can act normally, but still seeing the hallucination.

Initiative Round 5
Party
Mephits


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]

Reflex: 1d20 + 14 ⇒ (5) + 14 = 19 with Evasion.

"They can see invisible creatures" Mik states to whoever happens to be nearby. At least the mud creature knows that the Ooze Mephits can see us if we're invisible as Mik looks around and doesn't see many allies nearby. Since no creatures adjacent to him, he casts See Invisible and flies 60' deeper into the corridor. Well, unless he sees an invisible creature in her line of sight. Assuming nothing invisible catches her eye she will fly 60'. I was only able to move Mik 30' so please move me another 30' deeper into the pit o' despair. Oh, since I turned a corner, I guess I might stop flying if there is some hazard or what have you around the corner. I should also provoke from amaranth and apple green. See what happens when you turn me into a chick, I say things like 'amaranth' instead of red. Agh, I gotta get a wish spell and soon.


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


"They can see invisible creatures" Mik states to whoever happens to be nearby. At least the mud creature knows that the Ooze Mephits can see us if we're invisible as Mik looks around and doesn't see many allies nearby. Since no creatures adjacent to him, he casts See Invisible and flies 60' deeper into the corridor. Well, unless he sees an invisible creature in her line of sight. Assuming nothing invisible catches her eye she will fly 60'. I was only able to move Mik 30' so please move me another 30' deeper into the pit o' despair. Oh, since I turned a corner, I guess I might stop flying if there is some hazard or what have you around the corner. I should also provoke from amaranth and apple green. See what happens when you turn me into a chick, I say things like 'amaranth' instead of red. Agh, I gotta get a wish spell and soon.

Sorry, they didn't seem to see you, I forgot about you being invisible. You just got caught on the edge of the breath weapon, and you move forward. As you round the corner you see the following:

Mik:
The mud filled hall widens into a domed chamber, also awash in the ever-present muck. It's domed stone ceiling is intact, however. Ceiling is 20' at the center, 10' feet at the edges. Across the room, another corridor exits into darkness beyond. There are 2 more mephits with their heads poking out of the muck looking past you down the hall.

Go ahead and continue your movement.


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

reflex: 1d20 + 8 ⇒ (12) + 8 = 20
74 points of acid protection left
fort: 1d20 + 14 ⇒ (11) + 14 = 25
Badger bites and claws at the mud where he saw the mephit dissappear.
miss chance: 1d100 ⇒ 34
bite: 1d20 + 16 ⇒ (5) + 16 = 21
damage: 2d8 + 11 ⇒ (8, 5) + 11 = 24

miss chance: 1d100 ⇒ 5
claw: 1d20 + 16 ⇒ (3) + 16 = 19
damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18

miss chance: 1d100 ⇒ 98
claw: 1d20 + 16 ⇒ (1) + 16 = 17
damage: 2d6 + 11 ⇒ (4, 4) + 11 = 19


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, narrowly missing ZAO, flys down the hall, clear the rest of the putrid cloud. He resumes air elemental form.

6 rounds of whirlwind left

Muddy Buddy takes a 5-ft step forward and double-slams red.
slam: 1d20 + 14 ⇒ (6) + 14 = 20
slam: 1d20 + 14 ⇒ (20) + 14 = 34
for
damage: 1d8 + 7 ⇒ (1) + 7 = 8
damage: 1d8 + 7 ⇒ (3) + 7 = 10

5 rounds left for the elemental


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)

crit conformation: 1d20 + 14 ⇒ (7) + 14 = 21
for
damage: 1d8 + 7 ⇒ (1) + 7 = 8
Added to the first slam.


Male Gnome Bard 16, Storyteller (aka DM)

Francis bites and claws at the mud, but fails to find the buried mephit. I always consider low numbers bad for the PC.

Muddy Buddy gracefully moves forward and slams Red once in the head, then hits it with an uppercut, squashing it against the ceiling. I believe that's round 4 for muddy buddy. Attack, Bull Rush, Bull Rush, Attack.

Jyord whirlwinds away the rest of the fog of stench. Does Francis need to make a couple saves to avoid damage?

Jyord needs to make a Will Save DC17 I believe this is the first time you've crossed into the muddy hallway

Initiative Round 5:
Mik (Standard Action left), Goro, Griff (Nauseated), ZAO (Nauseated Eidolons)
Mephits


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: 1d20 + 14 ⇒ (3) + 14 = 17
Francis is big enough to avoid the save


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 continues his trek across the domed chamber, finishing up his move action which should complete his turn. She had cast See Invisible as her Standard Action just prior to moving.


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 the 2 damage!


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 up and
manyshot: 1d20 + 8 ⇒ (1) + 8 = 9 for
damage: 1d8 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 5 ⇒ (5) + 5 = 10

rapid shot: 1d20 + 8 ⇒ (16) + 8 = 24 for
damage: 1d8 + 5 ⇒ (4) + 5 = 9

iterative: 1d20 + 3 ⇒ (12) + 3 = 15 for
damage: 1d8 + 5 ⇒ (1) + 5 = 6
At "green"


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
You fly further into the hall and see another short 15' hallway open up into another mud covered hall with pillars. Once you move into the room, you notice the Mephits in here are larger than the ones in the muddy hallway you came through.

Goro takes a 5' step up and misses with his Manyshot, Hits with his Rapid shot, and misses with hi iterative shot.

Still haven't heard from ZAO and Griff. . .

ZAO, with 2 nauseated eidolons and still halucinating will go full defensive in the spot he's in.

Griff, still nauseated, moves forward to see around the corner.

Mephits:

Blue attacks badger from below the surface:
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Miss%: 1d100 ⇒ 58
Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Miss%: 1d100 ⇒ 3
Nothing of which touches Badger.

Green dives below the surface of the mud.

Location of both blue and green on the map is where they were last seen above surface.

PC Conditions:
Griff: Nauseated Round 5
Eidolons: Nauseated Round 2
ZAO: Hallucinating Round 3

Initiative Round 6
Party
Mephits

Blue has taken 18 Damage
Green has taken 9 Damage


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

Moves up behind Badger and parallel to Goro and hexes the blue mephit with the evil eye (-4 to Attack for 5 rounds or 1 with a will save vs DC 16).
Eido and Krom: continue to Cough & Blech & Squelch.
Sorry about slow posts. Reapplying myself to graveyard shift still


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

Moves up behind Badger and parallel to Goro and hexes the blue mephit with the evil eye (-4 to Attack for 5 rounds or 1 with a will save vs DC 16).

Eido and Krom: continue to Cough & Blech & Squelch.
Sorry about slow posts. Reapplying myself to graveyard shift still

No worries, I just moved you out of harms way. You couldn't see anything until this turn anyway.

You can't see blue, both mephits are submerged below the mud surface.


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 zip down the hallway into the next room. I moved him 60' but not sure if anything in there would give him pause and stop his flying at the entrance to the room or to cause him to fly up higher. Is there still mud on the ground? I know Mik cast Fly at just before we entered and fought the plant thingy. I assume his 60 rounds are still going but uncertain. His Vanish spell was cast on Round 4 and lasts 6 rounds so still has a few rounds left. See Invisible lasts for an hour so he should be good for a while.


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 Buddy will move 20 ft down the hallway. If his tremorsense (30ft) pinpoints the mephit he'll attack it. Let me know if that will need a miss chance. If no mephit he comes across, he'll double move down the hall towards the circular chamber.


Male Gnome Bard 16, Storyteller (aka DM)

Mik:
Stone pillars line this long, mud-covered hall. Their once-fine polished finish are now spattered with many layers of hardened, dried mud. Their is still wet mud on the floor like the previous chamber and hallways.At the end of the chamber, a glass fountain jets a silvery fluid into the air which falls back into the basin with a light tinkling ring, like chimes. In front of that fountain is what looks like a larger version of Jyord's Muddy Buddy. I'm leaving him off the map for now. You can move Mik to where you would have gone too. I'm assuming you wouldn't have flown right up in his face.

2 minutes passed between you casting fly and Round 0 of this fight. So you're at the 2 1/2 minute mark as of this round.

Muddy Buddy moves up 10 feet. Go ahead and attack.

Initiative:
Jyord, Goro, Griff (nauseated), ZAO (standard action left)
Mephits

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