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Game Master
FabesMinis
"And have the trolls creep up behind us? Nah, let's smack 'em - I need to unlimber before we meet the pig."
"Reet. Reckon I look toothsome. Don't have to kill them Ghadmyr, just persuade them they're better off letting us pass. So, I'll cross stones casual like, wi' tanglefoot bag at ready."
Do you have a plan, team?
A what?
I say we give the trolls what-for. They don't seem that aggressive anyway - maybe a couple of Intimidate checks. Anyway, I'd quite like to try out some of my powers....
Okay. We'll try the stones.
Faintheart never won fair trollskin. We're going in.
I take it Healaugh is getting a tanglefoot bag from Ynyr and then jumping on the stones. Please see the ruling for that on the page before and make appropriate rolls.
As the brave halfling leaps onto the first stone, a jet of water shoots out of the dam straight at him!
1d20 + 8 ⇒ (18) + 8 = 26 vs Ref.
The jet hits him full on.
1d6 + 2 ⇒ (5) + 2 = 7 Damage.
Healaugh, please make a save to avoid being pushed into the river.
You're now prone, old chap.
Gosh, how jolly.
"What just happened?"
Perception, looking at the dam: 1d20 + 7 ⇒ (17) + 7 = 24
Initiative
Trolls
Ghadmyr
Ddraig
Ynyr
Macmoor
Healaugh
Macmoor spots some strange markings at the openings of the dam.
Arcana check to find out more. Your Perception check was a minor action, Macmoor. Do you want to do anything else?
Macmorr wrote:
"What just happened?"
Perception, looking at the dam: 1d20 + 7
"Fell over is what."
Perception, thievery (1d20+8=11, 1d20+8=23)
"Well now. Interesting that is, don't you think? Here is friend Healaugh pushed over by a water jet. Can we turn them on the trolls, maybe?"
Ynyr has a little furtle around.
Whoa there, it isn't Ynyr's turn yet. Keep those rolls but we'll apply then when it gets to him. Macmoor still has 2 actions left, if he wishes to take them.
Fabes DM wrote:
Whoa there, it isn't Ynyr's turn yet. Keep those rolls but we'll apply then when it gets to him. Macmoor still has 2 actions left, if he wishes to take them. Ooops. Got over-eager and misread Ddraig for Ynyr. I know, I know, it's not his turn either.
The trolls aren't attacking, so I'll wait and see. I'll waive the rest of my round.
Fabes DM
Ddraig moves (to R22) and readies himself to explore!
Fabes DM
Ddraig - entering R23 requires an Athletics check - see explanation of the river previously. You can't leap onto Healaugh's square as he's in it. P24 is your only option at the moment. Do you want to try jumping?
The trolls emerge to see the commotion.
Ddraig to decide on leaping and Ghadmyr to go.
>>>>MAP<<<<
Ghadmyr will delay for the time being.
Ddraig - to leap or not to leap?
With an athleticism that defies belief, Ddraig jumps onto the first stone and keeps his footing!
Initiative
Ghadmyr (delaying)
Ynyr
Macmoor
Healaugh
Trolls
Ddraig
Ynyr the Tinkerer wrote:
Perception, thievery (1d20+8=11, 1d20+8=23)
"Well now. Interesting that is, don't you think? Here is friend Healaugh pushed over by a water jet. Can we turn them on the trolls, maybe?"
Ynyr has a little furtle around.
Ynyr finds a more opportune moment and repeats himself.
Perception is a zero. To use that Thievery check, you're going to have to get close to the dam.
"Well now, better be taking a closer look, hadn't I?"
Double move to V23.
Meant to do this yesterday... Water jet vs Ddraig.
1d20 + 8 ⇒ (14) + 8 = 22 vs Ref
1d6 + 2 ⇒ (2) + 2 = 4 damage
Ddraig, please make a saving throw to avoid being dunked in the river.
I think the river has a higher CR than the trolls.
Any moves, Ghadmyr?
Ack! It's my turn? Okay, move to P21 and yield the rest of my actions.
Well, you've been Delaying, so I wondered if you wanted to go after Ynyr.
Initiative
Macmoor
Healaugh (prone)
Trolls
Ddraig (in current - please see previous posts)
Ynyr
Ghadmyr
>>>>MAP<<<<
Double move and swim to O26. Athletics check = 1d20 + 10 ⇒ (5) + 10 = 15
DC to crawl over the stepping stones?
Healaugh wrote:
DC to crawl over the stepping stones? Deciding not to risk standing up just yet, Healaugh grips the tanglefoot bag in one hand and reaches into his pack for some travel rations in the other. Then he crawls further over the river.
I'll make whatever rolls are needed when I know what they are.
You don't need to roll anything to crawl on a stone, but please be aware that you need to jump from stone to stone or swim from stone to stone.
Remember that each time you land on a stone, you need to make an Acrobatics check.
Yes, you need to make an Athletics check to jump, and then when you land an Acrobatics check to keep your balance, so both are required.
22 to jump from first rock and 16 to land
24 to jump to second rock and 29 to land.
Still dropping prone to avoid any fancy water jets. Still holding grub in one hand and tanglefoot bag in the other. Bet he still falls in with that 16.
You succeed on the first jump.
1d20 + 8 ⇒ (18) + 8 = 26 Water jet vs Ref against Healaugh.
You were hit by the jet, Healaugh...
Damage 1d6 + 2 ⇒ (5) + 2 = 7
Please make a save to avoid going into the river.
Macmoor Taking into account the current, I have placed you as far as you can get.
Save v falling into the water (1d20=19)
"Will tha get move on wi' disablement Ynyr, tha gurt numpty."
Healaugh sounds a little irritable as he gets clobbered by yet another jet of water.
"It'll never catch on as entertainment, tha knows."