Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Climb: 1d20 ⇒ 4
Silvanthur tries to climb onto the shelves, but fails and sighs deeply, holding his sword out of the water and wading through.
"I begin to believe that I have angered the Master of Scrolls in some way."
As the Pathfinders clamber around on the bookshelves trying to stay out of the water, the light moves faster through the water. It is as if whatever is creating the light is getting more excited. As Tanniralirul draws his daggers a whirlpool of water shoots from the darkness. As the creature from the whirlpool shows itself, the Pathfinders can see it is some sort of worm looking creature.
Maps are updated. Make sure you move your pieces for your actions too. I will resolve combat in the order they are posted to make things easier and to keep it moving.
Doran: 1d20 + 4 ⇒ (12) + 4 = 16
Tannarilirul: 1d20 + 5 ⇒ (6) + 5 = 11
Silvanthur: 1d20 + 3 ⇒ (13) + 3 = 16
Grast: 1d20 + 1 ⇒ (3) + 1 = 4
Lars: 1d20 + 1 ⇒ (14) + 1 = 15
Aelin: 1d20 + 2 ⇒ (1) + 2 = 3
Voidworm: 1d20 + 5 ⇒ (1) + 5 = 6
The worm is actually a voidworm. They are very agile magical creatures. They are resistant to electricity, sonic and acid.
Combat round 1
Bold may action
Knowledve, Planes: 1d20 + 6 ⇒ (15) + 6 = 21
Staying on the shelving, releasing her stored spell of sleep dc16 10+1+5
While shouting out [b]"sleep you damned Voidworm, making me damn well useless with your electric, acid and sonic resistance
sorry my apologies, place this in on my turn
"Damnable shelves and water!! When I get to you I'm gonna make you bait!."
Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18
Grast advances on the worm thing and trys to climb onto the next bookshelf where the creature is and
Climb: 1d20 + 1 ⇒ (18) + 1 = 19 he makes it back on the shelf.
I am not sure on the action economy of that but I am assuming I cannot attack after climbing around in the water and shelves.
Moving Acrobatics DC 5: 1d20 + 9 ⇒ (19) + 9 = 28
First Jump Acrobatics DC 10: 1d20 + 9 ⇒ (3) + 9 = 12
Second Jump Acrobatics DC 10: 1d20 + 9 ⇒ (3) + 9 = 12
Running and leaping from shelf to shelf, Tanniralirul closes with the worm.
Will save: 1d20 + 4 ⇒ (13) + 4 = 17
Tail slap: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d3 ⇒ 2
Lars crossbow bolt lands solidly on the warm opening a massive hole in its side. Tanniralirul jumps easily from shelf to shelf. The others move closer to the worm.
Aelin narrowly misses with her sleep spell. The worm lashes out with its tail at the nearest Pathfinder(Grast), but misses.
Combat round 2
Bold may action
Doran I moved your token closer. The worm is now surrounded.
Tanni takes advantage of positioning and starts stabbing at the creature rapidly.
Full TWF attack with flanking.
Attack1: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (7) = 9
Attack2: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (7) = 9
"Trying to bite me ya little beast!"
Scythe To Hit: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Grast takes a sweeping swing but knowing his companions are close the swing may have been to cautious.
whispers and mutters to herself a bit Acid, Cold, and Electric, and me without fire.... what to do, what to do...
makes her steps back, and delays
I am now considered useless against this beast, so I will delay my turns till it is dead or I am attacked
As the worm maneuvers between the Pathfinders it looks for its next bite. Aelin and Lars keep moving to avoid any worm teeth sinking into their flesh. Doran and Tannar narrowly miss there swings at the grotesque worm.
Tail Slap: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d3 ⇒ 3
The worm tries to get a bite of its next meal(Tannar), but misses.
Combat round 3
Bold may Action
The dice module does not like any of us enought, not yet at least.
Tanni refuses to give up this prime position, and daggers slash.
Attack1: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (5) = 7
Attack2: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (7) = 9
Confirm Crit: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24Crit Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Loads a crossbow bolt and fires with a light crossbow
Attack: 1d20 - 2 - 4 ⇒ (19) - 2 - 4 = 13
the 19 on the die is a crit threat, though that minus 4 into melee sucks lol
Confirm Threat: 1d20 - 2 - 4 ⇒ (2) - 2 - 4 = -4
that wont confirm
Damage: 1d8 ⇒ 4
Tannar's blades slice deep into the worm finally finishing it. As the worm falls into the water Lars and Aelins crossbow bolts barely miss the now dead worm.
You notice on one of the shelves two waterproof brass cases. Inside the cases are scroll of magic circle against chaos and scroll of slow.
From here it is up to the group on which room you wish to explore next. I would recommend exploring them all. You can do it one of several ways if you so desire.
1. I can hold a random lottery for the room you go to.
2. You can move all your pieces to a room.
3. You can just tell me what room you want to go to, but roleplay.
4. Something else of your choosing.
The rooms are B2,B3,B4,B5.
"Well that was no fox. Lets check each direction. Maybe start over there" Grast points south west "and work our way around?"
I ut a red X for my proposed starting point. Assuming we need to check the shelves down each of those narrow aisles.
Looks a bit pissed at the dead worm and kicks it a couple times, before turning her attention to a room and makes her way there
When there she takes a look around the room "I will head this way, follow if you want"
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
heading to where the red X is
"Its called a voidworm, they live in obviously the void, most conjurers love to use them as their pets or other things, they are a little nasty piece of work really"
Mutters at herself still a bit pissed at the beast being here
"why this thing is here I dont know, and hopefully its the only one, otherwise I am useless against them really"
The Pathfinders have swift and decisively dealt with the voidworm. Now they move to explore the rest of the Archives.
The door to the Dictionarium bears a simple lock and requires a Disable Device DC20 to open.
Water from the corridor rushes in. Strength DC 15 to close. You must also erect a barrier or use magic to stop the water from damaging anything. You can use bookshelves to dam the door.
The dictionarium contains many language primers, Linguistic treatises, and records of inscriptions.
On a shelf you notice a travelers dictionary for translating Sylvan to Common.
Tanni gets to work on the lock.
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28
The door is opened, and water starts rushing into the dictionarium.
Strength: 1d20 ⇒ 14
"A little help here? I'm not exactly built for brute force, you know?"
Lars, seeming angry that a door should stop them puts his shoulder to the wood and pushes it with all his might, encouraging others with a song full of vim and vigor
Str: 1d20 + 1 ⇒ (18) + 1 = 19
Arrraggggh! Can't let a stupid door win...
GM: I use my raging song to give a temporary +2 to STR/CON, so a +1 to the STR checks done so far
As the Pathfinders successfully deal with the door they grab the travelers dictionary off a shelf. They still work on building a dam before moving onto the next room.
We will move onto the next room tonight. I will need to get on my computer to upload a few things you need. So deal with the dam and I will give an update tonight.
The the Pathfinders notice a fey scroll fragment pinned to the door with a dagger. The door is being held shut by water on both sides.
A thin waterfall drops from a grate in the ceiling fteen feet above, creating a curtain in the doorway to this ooded room. Beyond, mounted animal heads glower from virtually every inch of every wall. Stuffed specimens also lurk beneath the dark water, their antlers, horns, and claws breaking the surface here and there. In the eastern corner, a large gilded cage sits mostly submerged, its waters thick with embalmed birds bobbing at the surface.
In the corner you notice a partially submerged cage surrounded by stuffed birds.Disable Device DC20 In the cage is Virml. He appears as though he is missing most of his teeth.
In the room there are three flying creatures.
One of the tooth fairies is Lady Gorganelle. She is perched on a stuffed gorgon head on the ceiling. The other two are her daughters.
Tooth fairies are fey created when a willful child’s tooth (or, rarely, a whole child) is buried in a place with strong connections to the mysterious realm of the fey. Wicked and capricious, tooth fairies delight in spreading fear and pain, and have a perverse need to steal the teeth of humanoid creatures.
Each night, gangs of tooth fairies stalk humanoid settlements, using their magic to confuse and distract their victims, and reveling in the looks of horror on their victims’ faces as the fey suddenly appear out of the darkness with their dirty, bloody pliers. The fairies then lull their targets to sleep and get to work at claiming their prizes. Some cautious fairies bite their targets to paralyze them and ensure the victims can’t wriggle away from the fairy’s grasping pliers; others enjoy the sounds of creatures awakening to their own screams as the fairy torments them with harsh pinches and painful tugs on fingers, teeth, or eyelids.
Tooth fairies use stolen teeth either to replace their own lost teeth (if the stolen teeth are small) or to decorate their dwellings, which usually lie inside abandoned buildings or knotholes in trees. Used as stools, carved into minuscule sculptures, or worn as crowns, the prized teeth serves as trophies of their successful raids
Combat Round 1
Bold may post
Doran: 1d20 + 4 ⇒ (11) + 4 = 15
Tannarilirul: 1d20 + 5 ⇒ (3) + 5 = 8
Silvanthur: 1d20 + 3 ⇒ (15) + 3 = 18
Grast: 1d20 + 1 ⇒ (16) + 1 = 17
Lars: 1d20 + 1 ⇒ (6) + 1 = 7
Aelin: 1d20 + 2 ⇒ (10) + 2 = 12
Gormandelle: 1d20 + 5 ⇒ (7) + 5 = 12
Daughter 1: 1d20 + 3 ⇒ (6) + 3 = 9
Daughter 2: 1d20 + 3 ⇒ (10) + 3 = 13
Knowledge, Planes: 1d20 + 6 ⇒ (9) + 6 = 15
Looking at the creatures, she groans quietly to where the group around her can hear "And here we have a prime example of the truth about tooth fairies, they love to appear of out darkness with their pliers, they also scream when they torment with harsh pinches and painfull tugs on fingers, teeth, or your eyelids. Thankfully as the name suggests, they are Fairies, they just are extremely crazy about teeth"
She readies a Color Spray Spell at Lady Gorganelle, holding it till one of the creatures is in range, then speaks in Sylvan "We mean you no harm, leave us as we are now, no harm, or foul and we will leave you with no harm or foul, and continue to on our way"
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
[ooc] DC 16 on Color Spray if they come in range, and hopefully they will listen and leave us be