The Skull of a Serpent

Game Master D30

Supplement to an existing Serpent Skull campaign.
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Man Stats:
HP 97/97;AC26/16/23;F16/R10/W16;Init: 4;Acro21;Dip15;Fly16;Intim22;KRel9;Perc20;Surv13
Borracho Barondo wrote:
Borracho looks at Zeke and Werner, expecting one of them to have the answer as he most certainly does not.

They are probably awestruck at Borracho's mighty muscles and feats in combat. Such things are common around Borracho.

Borracho twirls the tip of his mustache, waiting for the pair to speak.


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 shakes his head, as if clearing it from some unknown fog.

"The choices we have: I take us stone walking. I shape us a door. Or...I could, if we want to take the time, try to speak to the stone and see if it has any guidance for us before we go through? That takes awhile, though. Do we think we have awhile?"stone tell has a 10 minute casting time, but it would allow Zeke to ask the walls and floor what has passed through this way. Otherwise, I would opt for the stone shape, so we have an exit door.


Male Gnome

"We've a few spells going, but only the Bless would expire, and it's not a such a huge thing after all. Other than that, we are not in any hurry I think. Perhaps while you cast that, the stronger among us could try to shift the stone plug."

"If that doesn't work though, I think the stone shape is preferable. As you imply, we may need to leave quickly and having an egress we can all use is preferable to one that only you can use."

Zeki flies to the ground and prepares to wait for the stone tell if the party choses that option.


Male Human Cavalier (37/142)

Status:

Init +0; Senses Perception +12

AC 26 (t 11, f 26)
hp 142/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions: Bless (12 minutes?)

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.

As Barracho flies into the chamber, Werner surges forward to make sure his shield isn't too far from the mighty one. He spots the new "plug" blocking the way and considers. Assuming he makes it into the room and relatively close to the plug...

"Perhaps with the right dedication, we could move it without magic. Throgg!! is stronger than I. Perhaps I could assist him in trying to move it?" He'll approach the plug cautiously, looking at the 'edges that could be gripped,' wondering if anybody short of a giant could shift it with just a stout heart.

After Zeki offfers his wise counsel -

Upon hearing the Compte's suggestion that Zeke use his uber-Dwarven powers to alter the passage, he keeps an eye on the stone plug, looking for threats or in case they'll need to try and shift anything with simple muscle.


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

"Very well, then. " Zeke moves out the way so that the others might work on the door while he begins casting stone tell.


The room is rather large 1 square = 10 feet and there is plenty of room for both Werner and Throgg to both work their strength on the plug. Zeke stands out of the way and beings casting stone tell while Borracho and Zeki float nearby.

As soon as the two touch the side of the plug to get a grip and try to move it, the entire door topples forward, threatening to flatten them!

Trapped stone door
Perception DC 28
attack Throgg: 1d20 + 15 ⇒ (18) + 15 = 33
attack Werner: 1d20 + 15 ⇒ (14) + 15 = 29
damage if hit: 6d6 ⇒ (6, 6, 2, 1, 1, 6) = 22

Beyond you see the same passage as before, stretching off to the west. It appears completely empty, and unlike this clean and smooth entry room the floor is tracked with mud and dirt

Does Zeke continue the stone tell to gather information? Does anyone heal up Werner and Throgg?


Male Gnome

Zeki steps up and does a major healing on each.

Throgg: 3d8 + 11 ⇒ (6, 3, 5) + 11 = 25
Werner: 3d8 + 11 ⇒ (4, 4, 3) + 11 = 22

"Er, yeah. Watch out for that stone. It might fall."

Zeki's annoyed that he missed that little detail in his examination of the structure.


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

Borracho watches as the stone door falls.

"That door reminds Borracho of the weighty decision on Borracho's mind. Such things weigh heavy upon Borracho...but Borracho knows he will make the right choice. For that is what Borracho does."

Looking at his left hand, he then moves his spear to his right hand, now satisfied that that is the correct hand to carry his spear.

"Borracho is ready to continue when Zeke finishes playing with his rocks."


The stone tells all to Zeke, though its perception is limited.

stone tell:

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.

"You speak! This surprises. Crawlers never speak."

It pauses for a while.

"The new stone has been saying it is about to fall for a time. The other crawlers with you did not listen. It was finally quiet again."

It pauses for a while.

"What would you ask us, crawler that talks?"


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 grinds his teeth slowly, the sounds of gravel shifting vibrating in his throat.

"Thank you for your counsel. We seek information on other crawlers that may have come this way recently. What numbers, and what they may look like."


"Many things crawl. Yesterday was very busy. Furry crawler similar to you reshaped the stone and set door to fall. It did not speak though. Many other furry crawlers dug holes and covered them in mud. Some small, some large."

It pauses for a while.

"Large flyers you fought days past did much cleaning. Scraped us very smooth. And everyone led by large stitched together crawler. Other things inside that did not come nearby though."

It pauses for a while.

"Feel I should tell you more. Special day. Not many crawlers can talk. Another stone could use your help. Old stone, shaped long ago, knows much about they city. Farther inside, the furry ones broke it, rigged it with rope, and defaced it with spells. Fix it, and take from here?"

It pauses for the last time.


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, usually as taciturn as they come, smiles and pats the wall with affection. He grinds his teeth some more.

"Thank you,Gabbro. Yes, if it falls within our power at all - and the Mighty Borracho crawls with us, so I have no doubt that it must- then we will heal the stone and take it somewhere else. It would be an honor. Would you mind if I moved through you for a moment, to see as you have seen? It would help us better prepare to fix the old stone."


Male Human Cavalier (37/142)

Zeki's conjuration restores Werner to an "As right as rain," condition or at least to as right as Werner gets.

He'll spend his time polishing his sword and buffing his shield, proud in the power of his companions and re-dedicating his honor to protecting them.

Despite his day dreaming, he tries to stay alert for danger as Zeke does his stone thing.


Male Gnome

Zeki is impressed with Zeke's stone discussion. That's one language I do not have.

He moves up to the entrance and readies to proceed with the rest of the party.


Can I get everyone's marching order on the map and a note if anyone is flying besides Borracho & Zeki? I'll load up the next map area later tonight.

Zeke, the stone has no complaints if you wish to scout around. It looks like your limiting factor is Crystal Sight, 13' distance and 13 rounds total. If you want to suggest a general plan for how to combine the two to scout I can relate map info for you.

The chamber stretches west 40 feet, then turns north. The floor ahead is covered with fresh mud, in contrast to the well cleaned and smoothed room you stand in now.


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

Throgg!! leads at 5' up and flying, then Werner, Zeke, & Zeki. Borracho will be about even with Werner, but usually 15 to 20' up in the air.

Borracho smiles as Zeke communicates with rock.

It is like he is communicating with Borracho.

Borracho twirls his mustache in anticipation of more adventure finding Borracho.

Taking a deep breath, Borracho readies to move forward.

Borracho does not need air. Air needs Borracho.


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

Nevermind, I'll hold onto that option for later. Let's go see what there is to see.

Zeke relates Gabbro's words to the others, explaining about the mud traps and the stone that he promised to take with them.


Male Gnome

That marching order is fine with me - Zeki will be ~10' up most of the time.


Male Human Cavalier (37/142)

Marching order works for me.

Seeing so many companions take to the air, Werner makes sure his own Potion of Fly is sheathed securely in a belt pouch.

As the sturdy frog-man takes the lead, the Cavalier keeps his eye on him. It's good that this strong, new companion takes it on himself to scout for the others. Still, I must be ready to assist when available.

He keeps an eye on his newest companion who forges ahead, ready to spring forward if necessary.


As you move deeper into the vault, you approach the next muddy chamber. The tunnel slopes downward slightly and ends in a puddle of muck, which is difficult going for those not flying.

Werner, Zeke, Griselda half movement unless you make DC 15 acrobatics.

Part-way down the corridor Werner has a sinking sensation as he stumbles in a small pit trap dug into the floor and covered with mud. These must be the holes mentioned during stone tell.

1d20 + 15 ⇒ (4) + 15 = 19

The experience might bring back unwelcome memories of drowning in the Impenetrable Redoubt of Khalid-SHa, where Werner was encased in a stone coffin and plunged under the oozing muck. Fortunately he evades trap.

There is a row of Footgrabber Punji Traps where the 'H' in H3 is on the map. Werner made it through though Zeke and Griselda will need to deal with them. They will apparently "attack" if you walk over them.

Ahead, peaking around the corners, you see the face of first one, then a second large ape creature. From your long experience battling these beasts you recognize them as Girallons! One of them opens a mouth as if to scream, but there is no sound. Other, smaller apes appear and move forward to attack, again in silence!

Initiative!

rolls:

Borracho and Griselda: 1d20 + 4 ⇒ (10) + 4 = 14
Throgg: 1d20 + 3 ⇒ (5) + 3 = 8
Werner: 1d20 + 0 ⇒ (4) + 0 = 4
Zeke: 1d20 + 2 ⇒ (1) + 2 = 3
Zeki: 1d20 + 1 ⇒ (9) + 1 = 10
Advanced Girallons: 1d20 + 7 ⇒ (1) + 7 = 8
Secret Ape: 1d20 + 2 ⇒ (15) + 2 = 17
Secret Ape Lieutenant: 1d20 + 3 ⇒ (7) + 3 = 10
Secret Ape Leader: 1d20 + 3 ⇒ (15) + 3 = 18
Secret Visiting Winged Ape: 1d20 + 12 ⇒ (19) + 12 = 31

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

Next post : The battle of the furry crawlers!


Round 1

Secret Visiting Winged Ape on 31
Secret Ape Leader on 18

From the darkness far down the tunnel, the ape forces make the opening move in their battle against your group. Underneath your feet spring up a small forest of Black Tentacles!

CMB Round 1: 1d20 + 11 + 4 + 1 ⇒ (2) + 11 + 4 + 1 = 18

No one is grabbed by the ridiculous rubbery tentacles!

20 foot radius, counts as difficult terrain, auto-grapple attempt anyone entering. CMD for escape is 10 + CMB. New grab each caster round.

From the side chambers ahead a wave of apes boil forth! You are reminded of the battle on the wall of Taizon against the ape hordes! And the battle in the temples of Taizon! And the battle in the northern district of Saventh-Yhi! And the battle versus the Gorilla King! (But only because there were a lot of apes hanging around).

Three hang back and throw javelings at Throgg!

vs Flat AC 20, DR 6

1d20 + 12 ⇒ (12) + 12 = 241d4 + 7 - 6 ⇒ (1) + 7 - 6 = 2
1d20 + 12 ⇒ (6) + 12 = 181d4 + 7 - 6 ⇒ (3) + 7 - 6 = 4
1d20 + 12 ⇒ (8) + 12 = 201d4 + 7 - 6 ⇒ (3) + 7 - 6 = 4

Two more move up with their speed of 40 and attack Throgg with greatclubs! As they get close you can suddenly hear their howling and snarling.

1d20 + 17 ⇒ (17) + 17 = 341d4 + 10 - 6 ⇒ (4) + 10 - 6 = 8
1d20 + 17 ⇒ (20) + 17 = 371d4 + 10 - 6 ⇒ (2) + 10 - 6 = 6
confirm crit?: 1d20 + 17 ⇒ (8) + 17 = 251d4 + 10 ⇒ (1) + 10 = 11

137 HP - 31 = 106

Borracho, Griselda are up followed by Secret Ape Lieutenant & Zeki!


Actually Secret Ape Lieutenant will delay until init 7.


Male Gnome

Round: 1, Initiative: 10

Status:
AC: 18 (f15/t14)
HP: 64/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Bless (1 of 12m)
Focused Trance (3/3)
Hair (11/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing:
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 (4/4)): 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
Fourth (DC 21): Blessings of Fervor, Dimension Door, Ice Storm
Fifth (DC 22): Hold Monster
Sixth (DC 23): Cone of Cold, Greater Dispel Magic

After Borracho and Griselda.

Zeki, seeing a vast array of apes coming at the party, decides to bless them. He casts Blessings of Fervor.


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

Round 1, Init 14

Borracho smiles as the monkeys answer Borracho's challenge. Much like the mighty Borracho, these monkeys seek adventure...even when it will result in the certain death of Borracho's spear.

Borracho readies his spear and spring attacks the lead monkey returning to where he started.

"Throgg! I shall leave you some of these monkeys to fight as well. Few things are stronger than Borracho's skill in battle, and one of those is his generous heart!"

1d20 + 14 ⇒ (19) + 14 = 33 to hit;
1d8 + 17 ⇒ (6) + 17 = 23 damage. (power attack)

Borracho Effects:

AC 28, touch 16, flat-footed 23 (+9 armor, +2 Dex, +1 natural, +3 deflection, +1 dodge, +2 MCPFE10')
hp 97/97

Spells:
Magic Circle Protection From Evil 10' (110 minutes)
Resist Cold (20) (110 minutes)
Invisibility Purge (11 minutes)
Heroism (220 minutes)

Combat:
+8 Bab
+5 Str
+1 Magic
+1 WFocus
+2 Heroism
-3 Power Attack
-----------------
+14 to hit

+7 Str
+1 Magic
+9 Power Attack
----------------
+17 damage


Round 1:

Secret Visiting Winged Ape on 31
Secret Ape Leader on 18
Secret Ape on 17
Borracho & Griselda on 14
Zeki on a 10-
Advanced Girallon on 8
Throgg on 8-
Secret Ape Lieutenant on 7
Werner on 4
Zeke on 3

Borracho strikes an ape solidly, and then boldly flies back amongst the Black Tentacles. -23 damage to ape. Griselda meanwhile guards the entrance of the gave, perhaps fearing that at any moment an ogre magi could de-cloak and attack.

Zeki provides his blessing as a large Girallon moves forward, as if to attack over the smaller apes at Throgg. As it moves up, silences descends upon your chattering opponents. A blue aura should be visible, representing a Silence spell on this Girallon. Even though it takes up most of the tunnel, this "advanced" Girallon has stubby little arms, and can't reach the Grippli barbarian! Reach 5' It can only stand ready to attack, mute with rage (and silenced).

Throgg has no such difficulties reaching his nearest foe, the wounded ape. He rages and power attacks, getting an extra swing in thanks to Zeki's blessing.

1d20 + 20 ⇒ (16) + 20 = 361d6 + 22 ⇒ (2) + 22 = 24
fervor: 1d20 + 20 ⇒ (7) + 20 = 271d6 + 22 ⇒ (5) + 22 = 27
1d20 + 15 ⇒ (15) + 15 = 301d6 + 22 ⇒ (2) + 22 = 24
1d20 + 10 ⇒ (9) + 10 = 191d6 + 22 ⇒ (1) + 22 = 23

potential crit: 1d20 + 20 + 4 ⇒ (11) + 20 + 4 = 351d6 + 22 ⇒ (1) + 22 = 23
potential crit: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 321d6 + 22 ⇒ (5) + 22 = 27

Throgg's first swing critically wounds the injured ape and his fervor'ed follow-up dispatches it! Throgg steps forward five feet and begins chopping up the second ape, his health bolstered by raging vitality. -74 to second ape

The Girallon bites:
1d20 + 18 ⇒ (19) + 18 = 371d6 + 5 - 6 ⇒ (3) + 5 - 6 = 2
It is a mere nibble to the frog. A tickle! 33 damage, 181 raging vitality hit points

Farther down the cave a new chaura-ka appears, this one wearing masterfully crafted hide armor from some alligator creature. Standing outside the zone of silence, it calls a Flame Strike down on the tentacle filled hall.

Need saves from Throgg, Borracho and Werner. DC 19 reflex for half damage, damage is half fire half divine, SR applies
Flame Strike DC 19 for half: 9d6 ⇒ (2, 5, 2, 4, 5, 1, 6, 1, 5) = 31

Throgg superstitious reflex: 1d20 + 11 + 5 ⇒ (9) + 11 + 5 = 25

Throgg takes 12 -2 (fire resistance) more points for 43 of 181.

Werner and Zeke are up!


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

Round 1, Init 3

Zeke stomps upon the earth beneath his feet and grumbles to his companions, calling upon the very earth itself to bless this fight. Casts Bless.


Male Human Cavalier (37/142)

Round 1, Init 4

Status:

Init +0; Senses Perception +12

AC 26 (t 11, f 26) {28 with Blessings of Fervor}
hp 111/142
Equipped: Shield
Challenge: 3/4 (1 used on Ogre Mage)

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.

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
The pillar of flame slams into the knight with fury, leaving him singed but angry.

Blessings of Fervor = +2 attack / + 2 AC & Reflex

"You shall not hold my friends!"
Swift action - Greater Tactician grants Coordinated Maneuevers to allies
When adjacent to an ally, all party members have a +2 CMB/+4 break grapple (for 9 rounds)

Having evading the tentacles when they attacked, Werner steps back and sheathes his sword, before retrieving his Potion of Fly from his belt.


Round 2

Spoiler:

Secret Visiting Winged Ape on 31
Secret Ape Leader on 18
Secret Ape on 17
Borracho & Griselda on 14
Zeki on a 10-
Advanced Girallon on 8
Throgg on 8-
Secret Ape Lieutenant on 7
Werner on 4
Zeke on 3

The second round begins with most of the part retreating behind the menacing tentacles, leaving poor Throgg to face off against the last ape army on his own.

Secret Visiting Winged Ape on 31
Secret Ape Leader on 18

From the depths of the cave Confusion is cast upon the barbarian.

superstitious raging frog vs DC 20: 1d20 + 11 + 5 + 3 ⇒ (3) + 11 + 5 + 3 = 22

The black tentacles wiggle and grasp. The spell is a spreading burst and would seem to fill the area on the map.

black tentacle CMB: 1d20 + 11 + 4 + 1 ⇒ (10) + 11 + 4 + 1 = 26

CMD for escape is 10+CMB this round. That CMB will attack anyone moving through their area, a half sphere 20 radius. Looking at how 20 circles fill map squares, there would apparently be no safe space to hover. I moved Borracho back one square since presumably he would not hide in the tentacles like a demented Clown Fish. Feel free to move him back in!

The ape near Throgg is silent but clearly his working himself up into a frenzy, gaining an extra attack.

vs ac22: 1d20 + 17 ⇒ (20) + 17 = 371d8 + 10 - 6 ⇒ (4) + 10 - 6 = 8
vs ac22: 1d20 + 17 ⇒ (3) + 17 = 201d8 + 10 - 6 ⇒ (7) + 10 - 6 = 11
vs ac22: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 10 - 6 ⇒ (3) + 10 - 6 = 7

-11 hp to Throgg bring him to 54 damage vs raging total of 181

The other three reposition and readying for flyby attacks against their ape cleric.

Borracho, Griselda then Zeki are up!


Revising on black tentacles.. previously they are described as 10 tall. And the idea that the tentacles are long in the middle and very tiny on the edge doesn't fit any art I've seen.


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

Round 2, Init 14

Unless otherwise stated, BoF will always be +2 to hit/AC/Reflex.

1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Reflex

Borracho follows Throgg!! and the monkeys deeper into the chasm, spring attacking the lead monkey and ending up 15' up.

1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 to hit;
1d8 + 17 ⇒ (3) + 17 = 20 damage.

AC 30. HP 82/97

Borracho Effects:

AC 28, touch 16, flat-footed 23 (+9 armor, +2 Dex, +1 natural, +3 deflection, +1 dodge, +2 MCPFE10')
hp 97/97

Spells:
Magic Circle Protection From Evil 10' (110 minutes)
Resist Cold (20) (110 minutes)
Invisibility Purge (11 minutes)
Heroism (220 minutes)

Combat:
+8 Bab
+5 Str
+1 Magic
+1 WFocus
+2 Heroism
-3 Power Attack
-----------------
+14 to hit

+7 Str
+1 Magic
+9 Power Attack
----------------
+17 damage


Male Gnome

Round: 2, Initiative: 10

Status:
AC: 18 (f15/t14)
HP: 64/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Bless (1 of 12m)
Focused Trance (3/3)
Hair (11/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing:
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 (4/4)): 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 uses the power of the Blessings of Fervor to cast a Frost Fall in the silence around him. He centers it just beyond Throgg. All the foes in that area take Cold Damage: 2d6 ⇒ (1, 1) = 2 no save. They do get a DC 19 Fortitude or be staggered 1 round. 5’ radius. The spell continues to cover the area for 5 rounds taking further damage on my initiative in future rounds (1d6) if they remain.

Blessings of Fervor: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Spellcraft on the Tentacles: 1d20 + 22 ⇒ (7) + 22 = 29
Does Zeki think the tentacles are going to keep growing? Are they also expanding vertically or just horizontally?


Borracho flies forward and skewers the second ape, striking it down like a wrathful god. He does find himself at the edge of the party's light source, with only the shadowy concealed figure of the Girallon visible.

Zeki, the clever little arcane caster that he is, knows that the black tentacles never grow higher than 10 feet, and he can safely fly above them. Oceania has always been at war with Eurasia.

His casting however does not seem to produce the expected results. The apes take no damage from the frost and so have no risk of being staggered. It is almost as if they are resisting the cold energy!

The silent Girallon attacks Throggvs AC 22:
bite: 1d20 + 18 ⇒ (1) + 18 = 191d6 + 5 - 6 ⇒ (1) + 5 - 6 = 0
upper left arm: 1d20 + 18 ⇒ (8) + 18 = 261d4 + 5 - 6 ⇒ (1) + 5 - 6 = 0
upper right arm: 1d20 + 18 ⇒ (5) + 18 = 231d4 + 5 - 6 ⇒ (2) + 5 - 6 = 1
lower left arm: 1d20 + 18 ⇒ (13) + 18 = 311d4 + 5 - 6 ⇒ (3) + 5 - 6 = 2
lower right arm: 1d20 + 18 ⇒ (2) + 18 = 201d4 + 5 - 6 ⇒ (2) + 5 - 6 = 1

Four more points of damage to 58 damage... good to have DR!

Now Throgg is up:
1d20 + 20 ⇒ (19) + 20 = 391d6 + 22 ⇒ (5) + 22 = 27
crit confirm: 1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 331d6 + 22 ⇒ (3) + 22 = 25
fervor: 1d20 + 20 ⇒ (9) + 20 = 291d6 + 22 ⇒ (1) + 22 = 23
1d20 + 15 ⇒ (1) + 15 = 161d6 + 22 ⇒ (3) + 22 = 25
1d20 + 10 ⇒ (12) + 10 = 221d6 + 22 ⇒ (5) + 22 = 27

102 damage outgoing... vs 6 incoming.

The Ape Lieutenant cast Blindness on Borracho. DC 17 or Blind.

Werner and Zeke are up!


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

Round 2

Zeke begins mumbling to himself, "פאטער, פעטער, בובעלע, מומע, קום און קאַמף בשעת אנדערע ס קענען ניט."

dwarven:
"Father, Uncle, Granny, Aunt, Come and fight while other's can't."

casts ancestral guardian summoning two spiritual ancestors on the far side, both currently attacking the same creature as Throgg.

guardian 1: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 4 ⇒ (3) + 4 = 7

guardian 2: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 4 ⇒ (5) + 4 = 9

He then addresses Werner (if he is still within touching distance), "Perhaps we should go join them?" using his move action and the speed of blessing of fervor, he will earth glide through the floor to the other side, taking anyone with him(Werner?) that is within touching distance. (2 minutes/12)


Male Human Cavalier (37/142)

Round 2
He'll stow his potion and move to Zeke while re-drawing his sword. Once he reaches the Dwarf, he'll catch a ride on Zeke's earth gliding journey.

If anything attacks Zeke when they emerge from the glide, Werner will try to use his Saving Shield against the biggest, nastiest thing that attacks Zeke. (Immediate action which would give +2 shield AC bonus to Zeke)


The dwarven ancestors arose and attack the Girallon for 16 damage, while Zeke and Werner glides through the earth and arrive on the other side. Arising from the ground they find themselves the target of charau-ka fury, as their movement provokes attacks. Unfortunately for these apes they had their javelins out, expecting a fly by attack, so they bite with filthy teeth:

AoO vs Zeke: 1d20 + 10 ⇒ (6) + 10 = 161d3 + 3 ⇒ (2) + 3 = 5
AoO vs Wener: 1d20 + 10 ⇒ (14) + 10 = 241d3 + 3 ⇒ (2) + 3 = 5

From their new location they see a curious creature.. one of the winged apes that the Gorilla King used as scouts and heralds. The outline of this one blurs and shimmers by magic, and surrounding it you see the faint arcane symbols hovering in the air, suggesting the shape of a magical dome.

Round 3

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 on 7
Werner on 4
Zeke on 3

From under that dome the visiting winged ape casts a spell, and a small red dot flies past Zeke, Werner, the Girallon, Throgg the unstoppable all the way back to Zeki, where it grows and washes over you with light and heat.

Fireball DC 19 Reflex half: 10d6 ⇒ (6, 6, 1, 4, 3, 1, 1, 4, 3, 5) = 34

Appears Borracho, Griselda, Throgg and Zeki can be hit without the Girallon.

Throgg frog flex: 1d20 + 11 + 5 ⇒ (1) + 11 + 5 = 17
34 -2 damage for 32, bringing him to 90/181. I believe Throgg would save Eater of Magic for now.

Unknown and unseen, the secret ape leader readies an action.

The apes re-position, dropping their javelins and drawing wicked masterwork spiked clubs. They go to work on the newest targets of opportunity. They seem to be entering a shrieking frenzy inside this are of silence, though don't manage to get their full attacks off this round.

vs Zeke: 1d20 + 17 ⇒ (4) + 17 = 211d8 + 10 ⇒ (7) + 10 = 17
vs Zeke: 1d20 + 17 ⇒ (6) + 17 = 231d8 + 10 ⇒ (6) + 10 = 16
vs Werner: 1d20 + 17 ⇒ (17) + 17 = 341d8 + 10 ⇒ (8) + 10 = 18

Still need a DC 17 will save from Borracho or blind.

Borracho, Griselda & Zeki are up!


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

1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 Fort save
1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Reflex save

Griselda cries, insisting that Borracho remember who Borracho is! Using Griselda's reroll for nat 1 save (Inexplicable Luck).

1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 Fort save

Borracho remembers, he always remembers...even as he is burning from fire.


Male Gnome

Round: 3, Initiative: 10

Status:
AC: 18 (f15/t14)
HP: 30/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Bless (1 of 12m)
Focused Trance (3/3)
Hair (11/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing:
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 (4/4)): 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 watches the fireball forming, and tries to duck - in mid air - and fails as his eyebrows are singed and burned along with the rest of him.
Reflex save: 1d20 + 6 ⇒ (1) + 6 = 7 vs DC 19 or 34hp fireball.

In an attempt to end the life of the big tough in the middle of the party slamming poor Thogg, Zeki gives him the evil eye.
Evil Eye: -4 to AC, Will DC 20. Lasts 1 round, 8 rounds on a failed save.

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

DM_Ruthazek, I have low light vision, so I should be able to see twice as far with the light sources out there. Is there anyway to do that in RollD20? If not, I’ll survive, but I thought I’d check.


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

Round 3, Init 14

Borracho's smile wavers briefly in the face of the magical onslaught, but since his beautiful eyes were not damamge

Borracho 5' flaps closer to the big ape, the girillion, and gives him the full Borracho.

1d20 + 14 ⇒ (15) + 14 = 29 to hit;
1d8 + 17 ⇒ (5) + 17 = 22 damage;

BoF:
1d20 + 14 ⇒ (7) + 14 = 21 to hit;
1d8 + 17 ⇒ (2) + 17 = 19 damage;

1d20 + 19 ⇒ (15) + 19 = 34 to hit;
1d8 + 17 ⇒ (7) + 17 = 24 damage;

Borracho Effects:

AC 28, touch 16, flat-footed 23 (+9 armor, +2 Dex, +1 natural, +3 deflection, +1 dodge, +2 MCPFE10')
hp 48/97

Spells:
Magic Circle Protection From Evil 10' (110 minutes)
Resist Cold (20) (110 minutes)
Invisibility Purge (11 minutes)
Heroism (220 minutes)

Combat:
+8 Bab
+5 Str
+1 Magic
+1 WFocus
+2 Heroism
-3 Power Attack
-----------------
+14 to hit

+7 Str
+1 Magic
+9 Power Attack
----------------
+17 damage


Zeki - Light sources are tied to objects and either the object has vision on it or all players do. I don't see how I could make Werner's light low light effect extend twice as far just for you. If anyone knows a way let me know. I checked Zeki's vision & he can see all the way down to to the winged ape.

The great girallon cannot handle the full Borracho, and after such a display falls down dead.

Note, the dead girallon still has silence on it - the blue aura. Tinted the icon red to indicate it is dead.

Before Zeki's eyes the monster falls, allowing our gnome a chance to reconsider his actions. Evil eye something else or another action?

After Zeki comes the other Advanced Girallon then Throgg!


Male Gnome

I'll go ahead and evil eye the other advanced Girallon for now to keep things moving. :)

Also, now the map shows only black for me. I'm blind! I'm blind! :D


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

With a wink of his gnomish eye, the other Girallon is hexed, and now a much easier target.

That same beast slides forward to stand next to Zeke and unload four armed fury on the dwarf:
bite: 1d20 + 18 ⇒ (5) + 18 = 231d6 + 5 ⇒ (6) + 5 = 11
upper left arm: 1d20 + 18 ⇒ (13) + 18 = 311d4 + 5 ⇒ (4) + 5 = 9
upper right arm: 1d20 + 18 ⇒ (6) + 18 = 241d4 + 5 ⇒ (2) + 5 = 7
lower left arm: 1d20 + 18 ⇒ (14) + 18 = 321d4 + 5 ⇒ (4) + 5 = 9
lower right arm: 1d20 + 18 ⇒ (19) + 18 = 371d4 + 5 ⇒ (1) + 5 = 6

Do they all hit vs AC 21?

As the Girallon flails it manages to graps Zeke and rend him mightily!
1d4 + 7 ⇒ (2) + 7 = 9

If they all hit total with rend is 51 points

Throgg sees his allies appear and a new foe. He wonders, in his froggy mind, what to do?

1d4 ⇒ 1

Loudly he croaks, "Boraccho was right to attack with flight! Do as grand Borracho!" Unfortunately the magical silence cloaks this profound eruption.

With his magical flying boots he soars over the corpses before him and charges the girallon mauling poor Zeke.

1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 321d6 + 22 ⇒ (4) + 22 = 26

Throgg is basically in the air above Zeke.. I placed him on the Girallon for easy token access.

The cleric Theka calls upon his clerical domain of madness and beings emitting an aura of madness!

madness:
Because when you think about it, why would an ape cleric wear an alligator skin suit when he can wear armor? Is he cosplaying an alligator? Or could furry creatures like apes dream of having cool, smooth skin... And what about those fangs on the hat, wouldn't those be scratchy?

Orange aura added.. Theka's enemies must make a DC 18 will save of be Confused while in the aura. Only one save needed per day.

Throgg: 1d20 + 9 + 3 + 5 ⇒ (2) + 9 + 3 + 5 = 19

Within the zone of silence and facing the last hope of the surface ape forces, Zeke, his ancestors, and Werner are up! (Need save versus madness from both).


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

Round 4, Init 3, 12/88 HP

Ouch. Yes, they all hit.

will save: 1d20 + 9 ⇒ (2) + 9 = 11
madness: 1d100 ⇒ 66

Zeke screams and begins tearing at his hair. His dorn dergar wraps round his face, scratching his nose.

self mutilation, just cuz....: 1d8 + 3 ⇒ (6) + 3 = 9


Male Human Cavalier (37/142)

Round 3, Initiative 4

Status:

Init +0; Senses Perception +12

AC 26 (t 11, f 26)
hp 124/142
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.

The evil one tries to cloud Werner's mind...
Will: 1d20 + 5 ⇒ (20) + 5 = 25
...but he is apparently single-minded in defense of his companions.

Seeing Zeke so incredibly bloodied, the noble squire flurries his sword against the little beast between him, Zeke and the four-armed Gorillon.

"Zeke! Get out of here!"

Power Attack
Longsword: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 131d8 + 3 + 8 ⇒ (2) + 3 + 8 = 13
2nd: 1d20 + 15 - 4 - 5 ⇒ (3) + 15 - 4 - 5 = 91d8 + 3 + 8 ⇒ (7) + 3 + 8 = 18
3rd: 1d20 + 15 - 4 - 10 ⇒ (7) + 15 - 4 - 10 = 81d8 + 3 + 8 ⇒ (6) + 3 + 8 = 17
Blessing of Fervor Attack: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 281d8 + 3 + 8 ⇒ (6) + 3 + 8 = 17

Arrgh. At least last one is a crit threat.

Confirm Crit: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 241d8 + 3 + 8 ⇒ (6) + 3 + 8 = 17

If he drops the little one, he'll step forward and move to threaten the four-armed Gorillon.


Werner places a well aimed strike that wounds, but does not kill, an ape foe.

Zeke executes a confused strike against his own face, while the two summoned ancestors look on.

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

As the party presses their advantage into this final vault, the ape leaders carefully consider what is needed. Despite the terrible damage being traded, the defensive line still holds.

Visiting Winged Ape on 31
Secret Ape Leader on 18

Another fireball flies from the blurry winged ape. It sails to the back ranks, catching Borracho, Griselda and Zeki.

Fireball DC19 Reflex for half: 10d6 ⇒ (6, 3, 1, 4, 2, 1, 2, 6, 3, 6) = 34

The apes meanwhile work into a hasted frenzy, and attack Zeke and Werner. The shrieking would be very annoying if not for the silence.

Ape 1 vs Zeke: 1d20 + 17 ⇒ (19) + 17 = 361d8 + 10 ⇒ (1) + 10 = 11
Hasted Ape 1 vs Zeke: 1d20 + 17 ⇒ (15) + 17 = 321d8 + 10 ⇒ (4) + 10 = 14
Ape 1 vs Zeke: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 10 ⇒ (2) + 10 = 12

Two hits on Zeke for 25 damage?

Ape 2 vs Werner: 1d20 + 17 ⇒ (16) + 17 = 331d8 + 10 ⇒ (5) + 10 = 15
Hasted Ape 2 vs Werner: 1d20 + 17 ⇒ (15) + 17 = 321d8 + 10 ⇒ (3) + 10 = 13
Ape 2 vs Werner: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 10 ⇒ (3) + 10 = 13

Two hits on Werner for 28 damage?

Ape 3 vs Werner: 1d20 + 17 ⇒ (11) + 17 = 281d8 + 10 ⇒ (3) + 10 = 13
Hasted Ape 3 vs Werner: 1d20 + 17 ⇒ (2) + 17 = 191d8 + 10 ⇒ (3) + 10 = 13
Ape 3 vs Werner: 1d20 + 12 ⇒ (5) + 12 = 171d8 + 10 ⇒ (8) + 10 = 18

One hit on Werner for 13 damage, total 41?

Borracho, Griselda, and Zeki up! Need reflex from all three.


Male Gnome

Round: 4, Initiative: 10

Status:
AC: 18 (f15/t14)
HP: 24/64
Weapon Equipped = None
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Bless (1 of 12m)
Focused Trance (3/3)
Hair (11/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing:
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 (4/4)): 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 watches another fireball coming in and silently curses out loud.
Reflex save: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 vs DC 19 or 34hp fireball.

...and with that Zeki drops, briefly, as his amulet again breaks I'm going through too many of these he thinks to himself as he crawls instantly back to consciousness.
Amulet of Aegis: 2d8 + 3 ⇒ (3, 1) + 3 = 7

Zeki falls back behind Griselda in the darkened hallway (I can't see the map, but he moves 20'-40' back down the tunnel depending on what he can see with low-light from the light spell and the light from the cave entrance) and heals himself a bit more. If he's truly in darkness he only makes it 20' down the hall, if he can see a little, 40'.
Minor Healing: 2d8 + 10 ⇒ (5, 6) + 10 = 21

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


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

Round 4, Init 14

1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 Reflex
1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Reflex -Gris

"That one there is making Borracho very angry."

Borracho will move spring attack the caster, staying out of an AoO from a jerkgorilla, activating his judgement as he goes.

1d20 + 14 + 3 ⇒ (3) + 14 + 3 = 20 to hit;
1d8 + 17 ⇒ (4) + 17 = 21 damage.

Borracho's wounds heal a bit. He will be 5' above the caster to the left.


Round 4 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 on 8
Throgg on 8-
Ape Lieutenant Theka on 7
Werner on 4
Zeke on 3

Borracho flies forward and attacks one of the troublesome casters, immune to the confusion aura thanks to protection from evil 10'. Added aura to map. His spear strike is good!

Meanwhile Zeki, who hopefully has vision restored after the third attempt, barely survives the casting duel that was plastering him with fire.

Griselda has taken 68 hp so far

The advanced Girallon attacks Throgg!

bite: 1d20 + 18 ⇒ (19) + 18 = 371d6 + 5 - 6 ⇒ (4) + 5 - 6 = 3
upper left arm: 1d20 + 18 ⇒ (9) + 18 = 271d4 + 5 - 6 ⇒ (3) + 5 - 6 = 2
upper right arm: 1d20 + 18 ⇒ (16) + 18 = 341d4 + 5 - 6 ⇒ (1) + 5 - 6 = 0
lower left arm: 1d20 + 18 ⇒ (19) + 18 = 371d4 + 5 - 6 ⇒ (4) + 5 - 6 = 3
lower right arm: 1d20 + 18 ⇒ (15) + 18 = 331d4 + 5 - 6 ⇒ (2) + 5 - 6 = 1

For all its great accuracy, the monster can barely hurt the flying frog.

-9 to throgg for 99 damage out of 181 health

Now Throgg's turn begins...

1d20 + 20 ⇒ (13) + 20 = 331d6 + 22 ⇒ (1) + 22 = 23
fervor: 1d20 + 20 ⇒ (19) + 20 = 391d6 + 22 ⇒ (3) + 22 = 25
fervor crit: 1d20 + 20 ⇒ (5) + 20 = 251d6 + 22 ⇒ (5) + 22 = 27
1d20 + 15 ⇒ (1) + 15 = 161d6 + 22 ⇒ (3) + 22 = 25
1d20 + 10 ⇒ (20) + 10 = 301d6 + 22 ⇒ (5) + 22 = 27
first miss on a 1
crit: 1d20 + 20 ⇒ (2) + 20 = 221d6 + 22 ⇒ (2) + 22 = 24

... and Girallon's life ends.

Throgg is still flying above where Zeke was standing, so is in range of two other apes.

Theka snarls at Borracho and attempts to defensively cast a spell:

concentration DC 25: 1d20 + 13 ⇒ (15) + 13 = 28

It is filled with Rightous Might and grows monstrously large!

Next up, Werner and Zeke. Who I believe is unconscious?


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

round 5, init 3,-14/88

stabilization check: 1d20 + 3 ⇒ (18) + 3 = 21

Zeke continues to bleed....


Male Human Cavalier (37/142)

Round 4, Initiative 4

Status:

Init +0; Senses Perception +12

AC 26 (t 11, f 26)
hp 83/142
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.

Seeing his bossdwarf drop, Werner growls and steps over Zeke's prostrate form. He drops his sword and with his free hand retrieves a potion, beginning to pour it down Zeke's throat.

I assume he'll use the "Start full-round action" to begin pouring a Cure Moderate potion this round (which provokes), and then finish it next round (if Werner is still conscious then).


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

Round 5, Init 14

Borracho cheers for Throgg!!, the little green man doing his best to be like Borracho. Borracho 5' flaps back and tries to do his best Borracho impression. Swift to bane. Round 1/11

1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 28 to hit;
1d8 + 17 + 2d6 ⇒ (3) + 17 + (1, 2) = 23 damage;

BoF:
1d20 + 16 + 3 ⇒ (16) + 16 + 3 = 35 to hit;
1d8 + 17 + 2d6 ⇒ (6) + 17 + (5, 3) = 31 damage;

1d20 + 11 + 3 ⇒ (16) + 11 + 3 = 30 to hit;
1d8 + 17 + 2d6 ⇒ (6) + 17 + (4, 3) = 30 damage.

Borracho heals a bit but can't believe how much punishment/hp Throgg!! can take.

Borracho Effects:

AC 28, touch 16, flat-footed 23 (+9 armor, +2 Dex, +1 natural, +3 deflection, +1 dodge, +2 MCPFE10')
hp 51/97

Spells:
Magic Circle Protection From Evil 10' (110 minutes)
Resist Cold (20) (110 minutes)
Invisibility Purge (11 minutes)
Heroism (220 minutes)

Combat:
+8 Bab
+5 Str
+1 Magic
+1 WFocus
+2 Heroism
-3 Power Attack
+2 Bane
-----------------
+14 to hit

+7 Str
+1 Magic
+9 Power Attack
----------------
+17+2d6 damage

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