
Merisiel Silvari |

Holding the rapier dangerously close to the scared creature, Merisiel looks to see if the group has any further questions. "Anyone else?" If not, she withdraws her weapon and, true to her word, she watches him run off.
Looking around the room, the rogue can't help but spot a chest. Merisiel pretends to be interested in other things, but really, it's all about the chest. She moves over and attempts unlock it.
Thievery: 1d20 + 7 ⇒ (13) + 7 = 20
In case it matters, Trap Finder for passive +8 before unlocking the chest.

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No trap. It's also not locked.
The chest contains trinkets and collected valuables. You find:
a bolt of fine silk cloth worth 5gp
a painting of an adventurer on a horse worth 2 gp
a sack filled with 20sp
a crystal decanter with sour wine (decanter is worth 1gp)
1 jar of oil
1 healing potion
1 ladder feather token

Merisiel Silvari |

Merisiel confidently announces there are no traps on the chest as she fiddles with the unlocked chest. Upon opening the chest, she asks, "Who would like the healing potion?" Sifting through the items, she says, "I'll hang on to this old sack of coins. For safe-keeping of course. And this feather token looks nice too." She stows the coins in her sack, and places the feather token in her bandolier.
When everyone is ready and healed up, "Shall we investigate this area to the south, before heading further into the caves?" She moves to the south passage, and lets Valeros lead the way.

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Valeros's Perception (T): 1d20 + 5 ⇒ (14) + 5 = 19
Merisiel's Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14
Ezren's Perception (T): 1d20 + 4 ⇒ (7) + 4 = 11
Kyra's Perception (T): 1d20 + 7 ⇒ (17) + 7 = 24
While much of this 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 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.
As you are about to enter the room, you notice that the tiles surrounding the fountain are slightly raised.
The x on the map designates the smashed mechanism

Merisiel Silvari |

Merisiel approaches carefully. "Did someone say trap? I'll let you know." The rogue confidently approaches the pool, but getting just close enough for her to see clearly. She checks each corner of the pool: NW, SW, SE, then NE. She stays 10' away ... just in case.
Trap Finder +8

Valeros 20220306 |

I just found out my last two posts didn't get posted.
”Careful everyone.” Valeros says, stilk raising his shield, while Merisiel checks the area for traps.

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The corners of the pool have some sort of mechanism. The SW one is destroyed. (represented by the X)

Merisiel Silvari |

After making a quick circuit around the pool, Merisiel announces, "Each corner has some kind of mechanism. I'll try to disable this one here." Merisiel approaches the one in the NW corner carefully, and tries to disable it from an adjacent square.
Thievery: 1d20 + 7 ⇒ (12) + 7 = 19

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Merisiel - From where you are, you can't disable the mechanism at a distance. You actually have to be standing next to the corner. The colored box on the Area Map denotes the raised tiles Kyra described.

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If you're planning to destroy the mechanisms, make an attack roll please.

Merisiel Silvari |

Merisiel follows the wizard's lead. "You're the intelligent one here, Ezren. I'm game." The rogue draws her bow and attacks the mechanism from where she stands.
Shortbow: 1d20 + 7 ⇒ (19) + 7 = 26
Piercing Damage: 1d6 ⇒ 3
Nice...maybe a crit?
deadly d10: 1d10 ⇒ 9
Shortbow: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
Piercing Damage: 1d6 ⇒ 2
Actions: ◆ Interact (draw), ◆◆ Strike x2

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Ezren sends a snowball at the NW mechanism. It hits, but doesn't appear to do any damage. Merisiel does the same, but her arrow just breaks on impact.
The mechanisms have a hardness value. Sadly, your damage didn't surpass it.

Merisiel Silvari |

Merisiel frowns when the attacks have no impact. "Well, friends, I believe I need to disable the trap from up close." She pauses and adds, "Do we want to spread out in different corners, or shall we stay here?" Once everyone is in place, the rogue enters the area and attempts to disable the NW mechanism.
Thievery: 1d20 + 7 ⇒ (12) + 7 = 19
NOTE: She waits till others have moved before moving into the trapped area.

Merisiel Silvari |

When her arrow bounces harmlessly off the mechanism, Merisiel stows her bow, pulls out her rapier, and turns to the group. "It'll have to be disabled the old-fashioned way. With cunning. And thieves tools!" She pats her toolkit. When Ezren calls out a warning, she calmly says, "We were hired to make these caves safe. That means every room." Since everyone has had plenty of time to get in position, Merisiel moves closer to disable the trap on the NW corner.
Tired of waiting around guys ... let's just do this.

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Fountain: 1d20 + 10 ⇒ (12) + 10 = 22
Fountain action: 1d10 ⇒ 5
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Kyra AC 16 (18 w/shield), 20/21
Fountain
Valeros AC 18 (20 w/shield), 20/25 (AC 20)
Merisiel AC 18, 15/15
Ezren AC 16, 16/16 (Mage Armor)
DC 20 Thievery (2 actions) to disable each mechanism or you can simply smash it

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The statue swivels around and sprays Merisiel with a jet of water.
Water Jet, Bludgeoning: 2d6 ⇒ (1, 5) = 6
DC 15 Reflex for half
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
------------------
Those with ** may go
-2-
**Kyra AC 16 (18 w/shield), 20/21
Fountain (NW: NE: SE:)
-1-
**Valeros AC 18 (20 w/shield), 20/25 (AC 20)
**Merisiel AC 18, 15/15 (Guidance; DC 15 Reflex Save pending)
**Ezren AC 16, 16/16 (Mage Armor)

Merisiel Silvari |

I assume the Disable check requires both hands? If so, may as well get an attack in first....
Reflex DC 15: 1d20 + 9 ⇒ (9) + 9 = 18
Merisiel dodges the worst of the water's blast. Then, since she has her rapier out, she attacks the mechanism from up close.
+1 Rapier: 1d20 + 8 ⇒ (10) + 8 = 18
Piercing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Finally, she realizes she has just enough time to attempt to disable the mechanism. She drops her rapier on the ground beside her and calls out, "Thanks for the assist, Kyra!" With the cleric's divine guidance, the rogue sets to work.
Thievery+Guidance: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
◆ Strike, ◇ Drop Weapon, ◆◆ Disable

Valeros 20220306 |

Valeros goes past Merisiel and slashes the mechanism with his longsword.
Longsword Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Longsword Damage: 1d8 + 4 ⇒ (1) + 4 = 5 slashing damage
Longsword Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Longsword Damage: 1d8 + 4 ⇒ (5) + 4 = 9 slashing damage
◆ Stride
◆ Strike
◆ Strike

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Merisiel evades most of the water and stabs at the mechanism. She connects but doesn't do any damage. Finally, she drops her rapier and manages to disable the mechanism. Valeros tries to destroy the NE mechanism. He swings his sword twice at it. He hits with his first blow but his sword doesn't even make a scratch.
Ezren and Kyra, what you up to?

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Fountain: 1d10 ⇒ 7
The fountain spins around again and looks like it's blowing a kiss at Valeros. Except that it spits a jet of water at him instead.
Bludgeoning: 2d6 ⇒ (5, 3) = 8
DC 15 Reflex for half
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
------------------
Those with ** may go
-3-
**Kyra AC 16 (18 w/shield), 20/21
Fountain (NW: Disabled; SE: NE:
-2-
**Valeros AC 18 (20 w/shield), 20/25 (AC 20; DC 15 Reflex Save Pending)
**Merisiel AC 18, 12/15
**Ezren AC 16, 16/16 (Mage Armor)

Merisiel Silvari |

Merisiel calls out to Valeros, "One down. You keep working on yours." She pauses and adds, "Or ... at least keep it busy while I do what I can." She grins and makes her way to the SE mechanism to disable it.
Thievery: 1d20 + 7 ⇒ (14) + 7 = 21
◆ Stride, ◆◆ Disable

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Merisiel successfully disables the SE mechanism as well.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
------------------
Those with ** may go
-3-
**Kyra AC 16 (18 w/shield), 20/21
Fountain (NW: Disabled; SE: Disabled; NE:)
-2-
**Valeros AC 18 (20 w/shield), 20/25 (AC 20; DC 15 Reflex Save Pending)
Merisiel AC 18, 12/15
**Ezren AC 16, 16/16 (Mage Armor)

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Both Ezren and Kyra continue to wait and watch.
Valeros Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Valeros dives out of the way and avoids the water jet. He strikes with his longsword once before retreating.
Longsword vs Mechanism: 1d20 + 9 ⇒ (15) + 9 = 24
Slashing Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Fountain: 1d10 ⇒ 9
Which Half: 1d4 ⇒ 1
The statue spins around and sprays the east side of the room.
Bludgeoning Damage, DC 15 Reflex: 2d6 ⇒ (1, 3) = 4
Save Results - CS: 0, S: 2, F: 4, CF: 8
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions:
------------------
Those with ** may go
-4-
**Kyra AC 16 (18 w/shield), 20/21
Fountain (NW: Disabled; SE: Disabled; NE:)
-3-
**Valeros AC 18 (20 w/shield), 20/25 (DC 15 Reflex Save Pending)
**Merisiel AC 18, 12/15 (DC 15 Reflex Save Pending)
**Ezren AC 16, 16/16 (Mage Armor)

Valeros 20220306 |

DC 15 Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9
Valeros takes the full damage, and notices the cleric and the wizard just looking at them. ”Do you mind helping?” he tells them. ”We're drenched here. Maybe a magic can help stop this?” He then steps and slashes the mechanism twice.
Longsword, Strike 1: 1d20 + 9 ⇒ (18) + 9 = 27
Longsword, Strike 1 Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
Longsword, Strike 2: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Longsword, Strike 2 Slashing: 1d8 + 4 ⇒ (8) + 4 = 12
Step
Strike
Strike

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Valeros doesn't get out of the way in time and gets hit with the water. He swings his sword at the mechanism and manages to put a small dent in the thing. Ezren and Kyra continue to look on.
Yes, you probably figured out by now that the mechanism has a hardness of 8...
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions:
------------------
Those with ** may go
-4-
**Kyra AC 16 (18 w/shield), 20/21
Fountain (NW: Disabled; SE: Disabled; NE: -2)
-3-
Valeros AC 18 (20 w/shield), 16/25
**Merisiel AC 18, 12/15 (DC 15 Reflex Save Pending)
**Ezren AC 16, 16/16 (Mage Armor)

Merisiel Silvari |

Merisiel doesn't concern herself with Ezren and Kyra watching from the sidelines. The soggy rogue laughs, "I'm not sure it's the most heroic thing you've ever done, but hopefully you're enjoying a good show!" She turns to Valeros, "Let's finish this, shall we?" Just then, another blast of water heads towards her.
Reflex DC 15: 1d20 + 9 ⇒ (17) + 9 = 26
With her rogue reflexes, she dances and tiptoes to avoid the blast completely!
Merisiel then moves to the last mechanism and tries to disable it while Valeros smashes it.
Thievery: 1d20 + 7 ⇒ (18) + 7 = 25
◆ Stride, ◆◆ Disable

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Merisiel ducks the water jet and successfully disables the last mechanism, rendering the fountain harmless. Searching the fountain itself, you enter the water in the middle of the fountain and find 28 cp, 8 sp and 2 gp. The water is cold, but it's only a foot deep.
Welcome to Lvl 2
Leveling up instructions are in the instructions linked above, starting on Slide 13 based on your character class. I'll allow you to rest overnight to get your new spells in place. The next encounter is essentially the last one, unless you want to play the optional encounter, which could result in a TPK. I'll leave that to you.