GM Mauve's (PFS 2e) Menace Under Otari (Beginner Box Adventure) - Pregen table (Inactive)

Game Master MauveAvengr

Maps and Info

Default Exploration:

Ezren:
Kyra:
Marysiel: Avoid Notice
Valeros:

Hero Points:

Ezren: 1
Kyra: 1
Mary: 1
Valeros: 1


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”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

I don't see any enemies in the room, but I'll assume that's just an oversight. I don't think they re-hid.

Ezren rushes into the room, knowing they'll be picked off if they stay in the corridor. "Kyra, help Mary! Valeros, take these things out!" He waves his staff and electricity arcs out at the two kobolds.

Electric Arc (reflex DC17): 1d4 + 4 ⇒ (2) + 4 = 6

Actions:
1. Move
2/3. Electric Arc


Oops, I forgot to add them to the slides. Added them now! And Mary, you are quite correct. Thanks for reminding me about that.

Reflex, green: 1d20 + 9 ⇒ (1) + 9 = 10 crit fail!
Reflex, blue: 1d20 + 9 ⇒ (8) + 9 = 17

The green kobold isn't paying attention to Ezren, focusing on Mary. As Ezren shoots the arc of electricity, the kobold sizzles! The arc jumps over to the blue kobold who is more prepared and shrugs off the electricity.

-------------------

[u]Round 1[/u]

Blue kobold (-3 hp)

Mary (0/15 hp, dying 1)

Green kobold (-12 hp)

Kyra (21/21 hp)
Valeros (24/24 hp)
Ezren (16/16 hp)

Kyra and Valeros are up!

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Medicine: 1d20 + 7 ⇒ (10) + 7 = 17

Kyra crouches down and quickly pulls out bandages and poultices. Breaking off arrow shafts and applying pressure she's able to stabilize the wounded elf.

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

Watching poor Mary fall, Valeros screams out and charges into the room dodging between the create and the table to strike at the green kobold.

Longsword, Strike 1: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Longsword, Strike 1 Piercing or Slashing: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Longsword, Strike 2: 1d20 + 9 - 5 + 1 ⇒ (13) + 9 - 5 + 1 = 18
Longsword, Strike 2 Piercing or Slashing: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Being so angry Valeros forgets about the protection of his shield.

Stride strike, strike


Kyra walks over to Mary, crouches down, and stabilizes the downed rogue. Mary's breathing returns to normal, but is still unconscious.

Valeros rushes in, angry at the kobolds for downing his friends. He slashes and slices the kobold until it's barely recognizable.

The blue kobold drops it's crossbow, draws its sword, and rushes up to Valeros. "You killed my best friend! DIE!!!"

shortsword: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 ⇒ 3

shortsword: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
damage: 1d6 ⇒ 5

It finds a gap in Valeros's armor and shoves its sword deep, drawing blood. It attempts to stab again, but no luck.

-------------------

[u]Round 2[/u]

Blue kobold (-3 hp)

Mary (0/15 hp, wounded 1, unconscious)

Green kobold

Kyra (21/21 hp)
Valeros (21/24 hp)
Ezren (16/16 hp)

Everyone is up!

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Scimitar, Strike 1: 1d20 + 5 ⇒ (16) + 5 = 21
Scimitar, Strike 1 slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Let's take care of this so I can tend to Mary.

interact, draw; stride; strike


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

Ezren continues to summon lightning from his staff to lash at the remaining kobold.

Electric Arc (reflex DC 17): 1d4 + 4 ⇒ (1) + 4 = 5


Kyra strides up to the remaining kobold in the room. Channeling the power of Sarenrae, she slices the creature across the face. Ezren joins in, summoning an arc of electricity.

Reflex: 1d20 + 9 ⇒ (6) + 9 = 15

And the kobold takes the full force of the electricity.

-------------------

[u]Round 2[/u]

Blue kobold (-10 hp)

Mary (0/15 hp, wounded 1, unconscious)

Green kobold

Kyra (21/21 hp)
Valeros (21/24 hp)
Ezren (16/16 hp)

Mary and Valeros are up!

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

"AAAhhh!" Valeros screams out in pain as the kobold stabs him in the back. But he spins and forces the next strike against him to miss.

Smiling Valeros coldly says "Now it's my turn." And Valeros brigs his blood dripping sword into play.

Longsword, Strike 1: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Longsword, Strike 1 Piercing or Slashing: 1d8 + 4 ⇒ (8) + 4 = 12

Longsword, Strike 2: 1d20 + 9 - 5 + 1 ⇒ (5) + 9 - 5 + 1 = 10
Longsword, Strike 2 Piercing or Slashing: 1d8 + 4 ⇒ (6) + 4 = 10

And swings his shield around to block any other attacks.

Strike ,Strike, Raise shield


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CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Dying, Mary's soul was freed to wander through the ether. At first she felt drawn to a vast river of souls heading to the top of a tall spire in the distance, but after a while, the compulsion left her and she returned. Floating above her body now, she watched without much interest as others fought with the creatures that had tried to kill her. Her mind wandered to happier times stowing away on ships with her old friends; old friends that had grown old and long ago joined the river that had so recently called to her.


Valeros moves to the other kobold and it cowers in fear as the fighter slashes again. The kobold falls to the ground in a heap!

Combat is over! Feel free to heal Mary now.

Perception:

Marysiel: 1d20 + 7 ⇒ (10) + 7 = 17
Ezren: 1d2 + 4 ⇒ (1) + 4 = 5
Kyra: 1d20 + 7 ⇒ (19) + 7 = 26
Valeros: 1d20 + 5 ⇒ (1) + 5 = 6

Kyra peers over Valeros's shoulder at the barricade in the northern part of the room. She sniffs the air... and it's the worst smell she's smelled in ages. Like rotten fish and sweat. She also hears a very faint sound of dripping water coming from somewhere in the distance.

The barricade here is shoddily put together. It's a DC 15 Crafting or Thievery check to take it apart carefully. Failure means the barricade collapses. Or you could destroy it with weapons.

There is also a room to the west. It is too dark in there to see anything of note.


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

Ezren goes to check the kobold bodies while the others secure the room and help Mary. The smell assaults him. "Good gods, what could that be?"


Ezren searches the kobolds. Each has a crossbow with 20 bolts, leather armor, a shortsword, and matching eggshell necklaces.

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

Seeing the egg shell necklaces.
"Are all the shells from the same egg? Do the shells match up?" Valeros asks.


The eggs are similar color and size but don't match up like a puzzle.

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Valeros, make sure they don't get back up.

Kyra channels the full might of her healing allowing it to wash over the party.

Healing Font, 3 actions: 1d8 + 8 ⇒ (4) + 8 = 12

Sitting Mary up Kyra gets to work on her remaining wounds.

Medicine: 1d20 + 7 ⇒ (12) + 7 = 19
Medicine: 2d8 ⇒ (5, 1) = 6


Player Statuses:

Mary (15/15 hp, wounded 1)
Kyra (21/21 hp)
Valeros (24/24 hp)
Ezren (16/16 hp)

Kyra channels the holy power of Sarenrae. Mary's wounds start to close and push out the crossbow bolts buried inside her. The rogue slowly wakes up as Kyra continues to treat her, stitching up any remaining wounds.

Which way does the group go? North through the barrier or west?


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

Ezren points to the west. "Let's see what's in there first." He tries to cover his nose and mouth from the smell.

Mary should lose the Wounded status after being back to full.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Mary’s eyes pop open and it takes her a second to remember where she was and what had happened to her. She quickly grabs hold of her rapier and scrambles to her feet looking wildly around the room for targets. ”Blasted sneaky little kobolds! Where are they? Let me at ‘em.” She notices the two corpses and the lack of concern from her companions and deflates visibly. ”Dang it! I missed all the excitement. I hate it when that happens.” Turning to Kyra, she says, ”Thanks for bringing me back, Kyra. When that second bolt punched into my chest I thought for sure I was a goner.”

Mary then examines the barricade and recoils from the smell. ”Pee-yew! That reeks! I think a lot of those fish of Tamily’s ended up somewhere back there, but I really don’t like the feeling I’m getting from the other side. Smells and sounds like a large creature’s lair or something. I wonder if that’s where the kobolds are keeping their new friend.” She points to the eggshell necklaces hanging from their necks to indicate she means whatever came out of that egg.

”I’ll try to take down this barricade in case we decide to check out where all that smell is coming from later.” Without further ado, she gets down to carefully taking the barricade apart.

Action: Disable a Device
Thievery (Disable a Device) vs Barricade DC 15: 1d20 + 7 ⇒ (17) + 7 = 24

"Practice makes perfect, I guess," she says, remembering the fiasco that resulted when she tried to take down the last barricade.

Ninja'd by Ezren

Mary then does a quick search of the room and its contents.

Activity: Search - Perception +7 & Trap Spotter, Whisper Elf

When Ezren suggests going west, Mary agrees. "Yeah, I'm in no hurry to run into our large friend just yet." She heads over to the western opening and quietly looks through.

Activity: Avoid Notice - Stealth +7 & Trap Spotter, Whisper Elf

Treat Wounds states that on a success the target's wounded condition is removed. Regardless, waiting around for 10 minutes after regaining full HP will also remove the wounded condition.


Thank you for reminding me about the wounded condition! Completely forgotten about that.

Mary easily dismantles the barrier to the north by carefully unstacking the large barrels. Though it's shoddily built, it does not collapse! Instead of going north, she inspects the room they're in. The crates and barrels in the room are mostly empty, except for some rotten cloth and other worthless items.

Following Ezren's suggestion, Mary peers into the dark room to the west. With the light from Ezren's staff and Valeros's shield, she can see easily into the room. While much of the rectangular chamber is in ruins, the center contains a fountain of pristine water with something glittering at the bottom. In the middle of the fountain is a marble statue of a mermaid, her lips pursed as if she were about to blow a kiss, or maybe a whistle. Each corner of the pool has some sort of mechanism embedded in the stones, but the one in the southwest corner appears to be smashed.

Perception:

Ezren: 1d20 + 4 ⇒ (2) + 4 = 6
Kyra: 1d20 + 7 ⇒ (17) + 7 = 24
Marysiel: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Valeros: 1d20 + 5 ⇒ (6) + 5 = 11

Mary, still lightheaded from her recent bout with death unconsciousness, doesn't notice a thing. But Kyra does. This is a trap! Kyra takes one look at the mermaid. It's not blowing a kiss. It's designed to blow water! Taking a closer look at the fountain, Kyra things that anyone walking near the fountain (e.g. anyone walking within the yellow square) will trigger the mermaid. It could just spray one person, but there is a chance it could spray the whole room. It's possible to disable the fountain. The three working mechanisms can be disabled through a Thievery check or by destroying them.

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Watch your step. Step in front of the fountain and you'll get more than wet.

Mary? Can you disable the triggers in the corners?


Getting to the corners means activating the trap...

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

"You have good eyes Kyra. Perhaps we should walk around and just skip it. Or I can toss a body into the area to trip it and see waht happens."


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

"Wow, Kyra! You seem to have this whole trap-finding thing down pat. Good thing too, as I seem to have gone half-blind or something."

Mary looks over the situation. "So it looks like we need to take out the triggers on the remaining three corners, but without getting too close to the fountain. Unfortunately, for me to disable them I need to get my hands on them, so that's out unless there's no other way to do it."

She thinks a little. "Hey, maybe we can destroy them from a distance? Val, you haven't tried that bow of yours yet. Any chance you can shoot the triggers from here? What about you, Ez? Got a spell in there that can smash them without getting close?"


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

Ezren shakes his head. "Nothing to smash the stones physically, though maybe you could destroy them with force magic." He examines the mermaid statue. "Does it just shoot water? That doesn't seem so horrible..."

Would Magic missile destroy the stones?


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Mary ponders the situation further. She kicks herself for not having brought some sort of ranged weapon. She could throw her dagger, but even if it hit, it would probably end up in the fountain and be unrecoverable. She liked her dagger too much to throw it away so casually.

An idea forms and she snaps her fingers in excitement. "I know! Hold on." She goes back into the room with the kobolds and grabs one of their crossbows and a bunch of bolts before returning to the fountain room. "Kyra, you may want to leave the room while I try this experiment. It may trigger the trap."

Mary loads the crossbow and gives Kyra time to clear the room. "Let's see if this does anything." Taking careful aim, she shoots several bolts at the triggers.

Turns out crossbows are simple weapons and Mary is trained in simple weapons. I'm also assuming that since we are not in encounter mode and Mary can take her time aiming the crossbow that there is no MAP on the shots.

Action: Strike (Crossbow) vs Fountain Trap Trigger.
Crossbow, Strike Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Crossbow, Strike Damage: 1d8 ⇒ 1 (piercing damage)

Action: Strike (Crossbow) vs Fountain Trap Trigger.
Crossbow, Strike Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Crossbow, Strike Damage: 1d8 ⇒ 6 (piercing damage)

Action: Strike (Crossbow) vs Fountain Trap Trigger.
Crossbow, Strike Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Crossbow, Strike Damage: 1d8 ⇒ 1 (piercing damage)

Action: Strike (Crossbow) vs Fountain Trap Trigger.
Crossbow, Strike Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Crossbow, Strike Damage: 1d8 ⇒ 8 (piercing damage)

If the bolts seem to be working against the triggers, then she'll just keep shooting until they're all disabled/destroyed or until the bolts run out.


Mary pulls out her crossbow. She takes careful aim and each of the corners. Taking her time, Mary fires a bolt! But no luck. Each bolt hits, but the bolt doesn't make a dent, nor does it activate the trap.

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

"Nice shooting Mary, but your bolts didn't even mark them. So I don't think my arrows will do much better.
Ezren I guess it is up to you. Do you have that magic hand spell I heard of before. You know it is like a floating hand you can pick things up with?"


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

"Yeah, I think you're right, Val. We're probably not going to smash those triggers with normal missiles. I suspect that Ez's magic bolts and invisible hand probably won't work either. Dang it!"

Mimi's eyes scan the room for possible options and then fall onto the glittering object at the bottom of the pool. "Not sure I see many options here; either I get my hands dirty and take a mermaid shower or we skip past the whole thing." Her eyes try to make out what the glittering object might be. "I don't know about you guys, but I am mighty curious about whatever is at the bottom of this pool, so I'm inclined to take my chances here."

She prepares her thieves’ tools. "Ok now. Anyone who doesn't want to take a shower with me should clear the room." Mary waits for the others to move out of the room before moving into position near the southeastern trigger (green arrow). "Here goes nothing," she says and steps lightly but carefully up to the corner of the pool (red arrow).

Action: Stride (30 feet)
Action: Step

If Mary is still standing after whatever water-based attack comes her way...

Mary says, "How refreshing. Time for the plumber to turn you off I think," and gets to work disabling the trigger.

Action: Disable a Device
Thievery (Disable a Device) vs Fountain Trigger DC ??: 1d20 + 7 ⇒ (18) + 7 = 25

Trap Spotter:
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against traps, and to saving throws against traps. Even if you aren’t Searching, the GM rolls a secret check to see if you find any traps where you are.


Everyone exits the room as Mary steps forward towards the fountain. But before Mary has a chance to do anything....

Initiative time! Will just add Mary and the Mermaid. If anyone else wants in, please let me know. This is *before* Mary has a chance to disable the mechanism.

Initiative:

Mary: 1d20 + 7 ⇒ (8) + 7 = 15
Mermaid: 1d20 + 10 ⇒ (5) + 10 = 15

Mermaid: 1d10 ⇒ 8
Even or Odd: 1d2 ⇒ 1

Bludgeoning damage: 2d6 ⇒ (6, 3) = 9

The Mermaid starts spinning, spraying the eastern half with water. The water sprays at Mary as she takes 9 points of damage. (Mary can attempt a DC 15 basic Reflex save).

(Disabling each of the three mechanism costs two actions.)

(Will let Mary keep her roll to disable if she wants to do that on her turn. )

----------

[u]Round 1[/u]

Mermaid

Mary (6/15 hp or 11/15 on a successful save)

Mary is up (and anyone else who wants to join).


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Mary is expecting some sort of waterworks to take place once she steps onto the trap, but even so, the speed of the mermaid's reaction catches her a little by surprise. "Uh oh. Duck!"

Basic Reflex Save with Trap Spotter vs DC 15: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24

As the spray of water shoots her way, Mary's sharply honed reflexes kick in and she unconsciously ducks under the worst of the onslaught. Spitting out a mouthful of water, she says, "Phew! That could have been worse." She immediately gets to work disabling the trigger before another spray from the Mermaid comes her way.

4 HP of damage it is. I will indeed keep her previous disable roll. Here it is again.

Action 1 & 2 (◆◆): Disable a Device
Thievery (Disable a Device) vs Fountain Trigger DC ??: 1d20 + 7 ⇒ (18) + 7 = 25

Assuming she disabled the SE trigger...

"Done, and gone!" Once the trigger is disabled, Mary decides that discretion is the better part of valor and high-tails it out to join the others in the next room...

Action 3 (◆): Stride (30 feet)

...where she stays until the mermaid shower stops and the trap resets.

Can Mary tell what DC was needed to disable the trigger?


Is anyone else interested in joining Mary? And Mary can tell that this will be a moderate check for her, it's rather tricky. (i.e. she needs to roll somewhat high)

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Medicine: 1d20 + 7 ⇒ (1) + 7 = 8

Kyra looks Mary over but nothing comes to mind for relieving an overly aggressive shower.

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

Valeros volunteers to go in with Mary and be bait if she wants to try again.


Mermaid: 1d10 ⇒ 3
Who?: 1d2 ⇒ 2

The mermaid focuses it's nozzle. Instead of spraying the entirety of the eastern room, it targets just one creature: Mary. Being in the other room does not stop it from targeting, but Mary does have the benefit of some cover.

Strike: 1d20 + 10 ⇒ (8) + 10 = 18
bludgeoning: 2d6 ⇒ (6, 3) = 9

And only due to the cover of the hallway, Mary *barely* escapes the stream of water.

----------

[u]Round 2[/u]

Mermaid

Mary (11/15)
Valeros

Mary and Valeros are up! (As well as anyone else who wants to join in.

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

I don't know what's going on with this thing, but let's shut it down.

Kyra enters the room and takes a step to the west of the entryway before lifting her shield.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Mary thought she was pretty safe around the corner in the other room, but the spray of water that powered through the doorway nearly took her head off. "Sheesh! Can't a girl get a break?"

She turns to Kyra and the others. "Looks to me like she's randomly targeting people she can see. I think you've just been lucky up till now Kyra. I'm not sure I can finish the job before she takes me out unless some of you go back in there with me and distract her."

When Val volunteers, she says, "Thanks, Val." Then to the others, she adds, "I could probably use your help in there too guys, the water hits hard but we should each be able to take at least one hit before going down."

Mary is hoping to get everyone's buy-in on storming the room together before she heads back in. Given the rather tricky DC involved (I'm assuming 18-20) and Mary's Thievery +7, she has about a 50% chance of success. She'll need about 3-5 rounds to disable the last two triggers.


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

"Let me try this first. A little application of ingenuity..." Ezren tries to fire a cold ray at the mermaid statue to freeze the water coming out of it.

Ray of Frost: 1d20 + 7 ⇒ (13) + 7 = 20
Cold Damage: 1d4 + 4 ⇒ (1) + 4 = 5

I know that's probably not how it's supposed to work, but it seems like a fun solution. If he can freeze the water in the opening and clog it up, then that would buy time for Mary to disable it.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

I just noticed that my last post was ninja'd by Kyra. Looks like she was reading my mind.

"Way to go bat for the team there Kyra. Ok, you're up Val."

Mary watches as Ezren fires a cold ray at the mermaid. It looks like a good shot, but she's guessing it won't be enough to freeze the wet girl in her tracks.

"All right, Ez. I'm going in again. If I end up in the Boneyard, then at least I'll be clean.

Action 1 (◆): Stride (30 feet)

Once in position, she gets to work disabling the trigger before the mermaid starts spraying again.

Action 2 & 3 (◆◆): Disable a Device
Thievery (Disable a Device) vs SE Fountain Trigger DC ??: 1d20 + 7 ⇒ (14) + 7 = 21


Ezren takes aim at the mermaid and blasts it with a blast of cold air. Unfortunately, it doesn't seem to be effective - the water is too fast.

(Great idea! But don't think a cantrip could freeze the water. The mermaid is blasting the water out.)

As the wizard takes aim, Kyra moves in to the room and raises her shield(where do you want to move? Doesn't look like your token moved. )

Then Mary strides in and disables the northeast mechanism! Only one more to go.

----------

[u]Round 2[/u]

Mermaid

Ezren
Kyra
Mary (11/15)
Valeros

Valeros is up!

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

moved

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

With his shield up, he ready's for the blast.


Valeros moves in with his shield raised.

Mermaid: 1d10 ⇒ 4
Who?: 1d3 ⇒ 1

Water blast vs Kyra: 1d20 + 10 ⇒ (14) + 10 = 24
Bludgeoning: 2d6 ⇒ (6, 3) = 9

The Mermaid focuses in on Mary and blasts her with a spray of cold water!

----------

[u]Round 3[/u]

Mermaid

Ezren
Kyra (8/21 hp)
Mary (11/15)
Valeros

Everyone is up!


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Mauve wrote:
The Mermaid focuses in on Mary and blasts her with a spray of cold water!

Ha ha. Poor Mary can't catch a break. I'm going to assume that by Mary you actually meant Kyra here...

After successfully disabling the trigger, Mary prepares herself for the inevitable blast of water. Fortunately for her, the mermaid decides to go after Kyra instead. "Thanks for taking that one for me, Kyra. Let's see if I can turn this thing off once and for all."

Mary quickly slides across to get to the last active (NW) trigger.

Action 1 (◆): Stride (30 feet)

And once again gets to work on trying to disable it. "Fingers crossed. Here goes."

Action 2 & 3 (◆◆): Disable a Device
Thievery (Disable a Device) vs NW Fountain Trigger DC ??: 1d20 + 7 ⇒ (16) + 7 = 23

Yay!

Grand Lodge

NG Female Human Cleric 2 | Speed: 25' | HP: 29/29 | AC: 17 | Perception (T): +8 | F: +7 R: +5 W: +10 | Exploration Activity: ? | Status: Potency Rune| Hero Points: 1

Kyra focuses on spreading healing through the room.

Heal, 3 actions, 30 ft radius: 1d8 ⇒ 8

Horizon Hunters

NG Male Human Fighter 2 | Speed: 25' | HP: 18/36 Shield HP 11| AC: 18 (20 with Shield Raised) | Perception (E): +6 | F: +8 R: +8 W: +4 | Exploration Activity: ? | Status: | Hero Points: 1

Still moving around the room. Valeros move to be in front of the mermaid to try to use his shield to redirect the water blast else where.

move, Raise shield. Reaction to shield block and unable to move my token


Oops! PaizoCon has fried my brain. Been non-stop gaming the past two days! Yes it hit Kyra not Mary.

Player Statuses:

Ezren (16/16 hp)
Kyra (16/21 hp)
Mary (15/15)
Valeros (24/24 hp)

Mary manages to move in and disable the last of the triggering mechanisms for the mermaid fountain. She looks into the fountain and see the shimmers of several coins down at the bottom. The water is very cold and about 1 feet deep.

Kyra channels Sarenrae and everyone's wounds slowly stitch up.

If someone goes into the water to retrieve the coins:
You find 28 cp, 8 sp, and 2 gp

There is a door to the north.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

After a quick rest and more of Kyra's ministrations, Mary looks into the pool to see what the mermaid was so assiduously defending. She sees some coins and gets excited. "Come to mama," she says and since she's soaked anyway, hops in and wades over to collect the loot.

Holding the puny haul in her hands for all to see, she frowns and purses her lips. "That's it?! I am seriously disappointed." Nevertheless, she pockets the coins and gets out of the cold water to dry off.

She notices that Kyra's bruising from the water blast wasn't completely taken care of by her spell. "Kyra, come over here. Let's see if I can do anything about that damage." Assuming Kyra is willing, Mary pulls out her healer's tools and gets to work.

Action: Treat Wounds on Kyra
Medicine (Treat Wounds) vs DC 15: 1d20 + 5 ⇒ (19) + 5 = 24
Medicine (Treat Wounds) HP recovered: 2d8 ⇒ (3, 1) = 4

"There. That took care of most of it."

If Kyra pulls out her own Healer's Tools and successfully tries to Aid Mary's attempt to Treat Wounds (DC 20?), that will make it a crit success for the following additional healing.
Medicine (Treat Wounds) HP recovered: 2d8 ⇒ (1, 4) = 5

She makes one more loop of the fountain room to make sure they didn't miss anything.

Activity: Search - Perception +7 & Trap Spotter, Whisper Elf

"OK, I guess we're done in here. Let's move on." Mary then pulls out her rapier and heads quietly to the northern entrance expecting her companions to fall in behind her in the usual manner.

Activity: Avoid Notice - Stealth +7 & Trap Spotter, Whisper Elf

I don't see a door on the map, but if there is one, then Mary does her usual Trap Spotting, Whisper Elf listening, and then door opening.


Weird. For this adventure, there are mini maps for each room as you go from room to room (which is actually very cool). The mini map has a door leading north. But the large map of the whole floor doesn't show a door here. Assume there is a door to the north.

Mary picks up the scattered coins throughout the fountain, but a chill runs down her spine as the water is barely above freezing.

She attempts to heal Kyra, who is still somewhat wounded. Kyra's bruises slowly start to fade as the two of them work.

After taking some time to relax (what do Ezren and Valeros do in the mean time?), the group decides to check out the door to the north. Does not seem trapped or anything of that nature.


”Reaching Rings” | NG Small Leshy Rogue 3 | HP 38/38 | AC 20 | F +7 R +11 W +9 (+1 vs emotion) | Perc +9 (Darkvision) | Default Exploration (????) | Speed 25ft | Active Conditions: None

While Mary and Kyra heal, Ezren examines the fountain, interested to see if the kobolds mad this too. This did not seem to be their style.

Crafting +7

Once they are ready, the wizard takes up a position near the door. "Excellent. Onward to see what these kobolds have down here."

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