Troubles in Otari (Inactive)

Game Master Dorian 'Grey'

Campaign "Three Girls, a Tree Fairy and a Soldier"

Having grown up in the small town of Otari, our Heroes are about to venture forth for their initial adventure!

Roll20


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Male Teifling Welcome players! Roll20 Map

Elements of Chaos

Sansaárë the Curious wades a bit into the chamber to have a better look around.

Tannakin the Everbrave decides to further expand her horizons by wading into the semi-flooded chamber to have a closer look at those strange orbs.

Nyswyn the Cautious stands in the still water. The pragmatic dwarf glances a bit into the chamber.
You didn't say you moved, but if you wanted to go ahead.

Leo the Smiling braves the still waters following Tann into the chamber for a closer look.

A rat made of pure fire that emerges from the fire orb as soon as the heroes enter hiss and burns bright!!! He looks aggressive!!!

Initiative!:

Sansaárë Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Tannakin Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Nyswyn Perception : 1d20 + 7 ⇒ (14) + 7 = 21
Leo Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Firey Rat Dude Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Nyswyn watches from the still waters the Firey rat skitter out of the burning orb with certain malice in its eyes!

Ness is up for Round 1!


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë's new account. Still need to redo the character, but too tired tonight. I can't get into my actual account.


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Round 1

Seeing the fiery rat emerge from the fire orb, Ness strode forward through the puddle of water. (◆ stride 20 ft)

Then speaking the words of power and gesturing the ancient arcane symbols, Ness cast Ray of Frost (◆◆) and from her fingertip released an icy blast at the fiery rat. (120 ft range)

Spell Attack with Ray of Frost: 1d20 + 7 ⇒ (7) + 7 = 14
Cold dmg, if hits: 1d4 + 4 ⇒ (4) + 4 = 8


Male Teifling Welcome players! Roll20 Map

Round 1

Nyswyn--being quick on the frosty draw!--point a finger at the Firey rat, pronouncing Nature's wrath on it! The ray of frost sails a bit high and over the orb.
Miss

@Everyone Smoke and Concealed Creatures:

The cinder rat emits a cloud of smoke around itself. This gives it the concealed condition, making it hard to hit with attacks. Whenever a hero attempts a spell attack roll or Strikes the rat, first ask the player to roll a flat check—a d20 roll with nothing added. If the die comes up with a 5 or higher, the hero can attack normally. If the roll is a 4 or less, the attack misses.

Tannkin, Leo and Nyswyn!:
Fetid Fumes: A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a –1 status penalty to all checks and DCs for 1 round.

The Firey Rat takes a look at the frosty ray that was aimed in his general direct. He seems not to like it one tiny bit!

The Firey Rat attempts to take a bite out of the Doordash delivery that just promptly showed up!
◆Tannakin melee Jaws, finesse: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 4 ⇒ (7) + 4 = 11 Fire
Hit!

On your Turn take Persistent Fire Damage: 1d4 ⇒ 4

Persistent Damage:

Whenever the cinder rat hits a hero, that hero catches on fire! This deals persistent damage, a special type of damage that doesn’t happen right away. Instead, that hero takes 1d4 fire damage at the end of their turn (not the rat’s turn). The hero can then attempt a flat check (roll a d20 without adding anything) to see if the fire goes out—if the result is a 15 or higher, the flames are extinguished! If not, they’ll take the damage again at the end of their next turn (rolling 1d4 each time they take this damage), and then roll a new flat check. This happens at the end of every turn until the fire goes out.

There are other actions a hero can use to put out the fire. A hero can spend an action to pat out the flames. If they do, they can roll a flat check right away, before they take the damage, as described above. A hero might also think to go jump in the puddle of water. If they drop to the ground in a square filled with water (gaining the prone condition), the flames go out automatically.

◆The Firey Rat then winks at Nyswyn, as it attempts to get a little bit closer!
It's red rimmed eyes stare up at the druidess, as he attempts to show how big his teeth are!
◆Nyswyn melee Jaws, finesse: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 161d8 + 4 ⇒ (2) + 4 = 6 Fire
Hit!
On your Turn take Persistent Fire Damage: 1d4 ⇒ 1

The Firey Rat does look a bit smug!

Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore: DC 16 Specific Lore: DC 13:
These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Cinder Rat

Everyone else go for Round 1! Ness may post Round 2 actions


Fort: 1d20 + 5 ⇒ (12) + 5 = 17

Losing his smile, Leo calls out "Tis a Flaming Rat!" and begins Coughing and squinting his watering eyes. Realizing the flaming rat had just shot past him he jumps back dropping the blue flamed torch.

Coming to himself quickly, Ambrose safely tucked under one arm, he begins to wave his free hand. Speaking in sylvan "ကျည်ဆန်." he again uses telekinetic projectile. ◆◆ Lifting the palm of his hand, he makes a fist and gestures towards the flaming rat. The blue-flamed torch lifts off the ground and flies butt-end into the smoky haze hopefully towards the rat.

conceal: 1d20 ⇒ 6
Telekinetic Projectile: bludgeoning: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Teifling Welcome players! Roll20 Map

Well posted, Leo. I assume 1st Action was a Step? Remember Recall Knowledge is 1 Action to use. I will give it to you though...lol.

Leo Steps back away from the Cinder rat, speaks the magical phrase, and smacks the rat in the rat face with the trusty torch!
Hit!

Swashbuckler, Rogue and druidess may go!

Step

There are Feats available to expand these things too. Phone posting before work, so no map.


Dorian 'Grey' wrote:
Well posted, Leo. I assume 1st Action was a Step?
Or two, yes the first action was him moving back (I did put the little diamond, that indicates an action? no 5 ft step right? Initially it was going to be two squares, then I made it one, does the rat get an AoO either way? I'd rather prevent the AoO but I want him as far from the rat as reasonable.
Leialoha of the Sugalo wrote:
Smillng at Nyswyn's response, Leo follows Tannakin into the cave, wondering about the nature of the orbs themselves.

Sorry, the earlier post was on the orb, not the rat, I changed my post


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë thinks for a moment.

Arcana: 1d20 + 3 ⇒ (17) + 3 = 20

It's a Cinder Rat.
Look at the spoiler.

◆She then strides 25" and tries to stab at it.

◆Melee(T) +1 Shortsword, flanking: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12
P Traits Agile, Finesse, Versatile S


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"It's a burning rodent! Stab it between its old twitchy sparky smoky eyes, sister!"

◆ One for All to aid: 1d20 + 9 ⇒ (4) + 9 = 13

She then ◆ Moves

and ◆ Stabs

Rapier: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 1 ⇒ (6) + 1 = 7

It's not her best series of moves...


Male Teifling Welcome players! Roll20 Map

Round 1

Sansaárë crunches her face as if thinking of something unpleasant. The rogue recognizes this as a Cinder rat. Dangerous and hostile, full of Firey fervor that....she promptly stabs it in the flaming eye socket!
CRIT! because of Flanking!

Tannakin begins offering advice, but before the swashbuckler can finish, her sister is already smiling at her with her shortsword implanted firmly into the Cinder Rat's Firey eye!
The shocked swashbuckler does come on over to harry the Cinder Rat, but she looks a bit off.

The Cinder Rat appears to be a bit uncomfortable, but it is still hissing and firey!

Nyswyn is up to begin Round 2!


Male Teifling Welcome players! Roll20 Map

Oops! Need DC 5 Flat check from our Rogue. It may be less Crit than we thought...


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

concealed condition: 1d20 ⇒ 20

Nope. It's a crit. :)


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"Stab it..." Tannakin's eyes widen when she sees her sister's blade transfix the cinder rat's skull. "...eye."

She then dives into the water to put out the flames.

Edit of edit: I'm not unconscious after all! Thank goodberryness!


Male Teifling Welcome players! Roll20 Map

Round 1

Sansaárë's aim is true. Smoked the Cinder Rat even in the smoke!

Tannakin decides that being on fire isn't as cool as roasting marshmallows in a fire. She drops prone into the water to put herself out!
Zero fire persistent damage! Nice!

Ness up for Round 2!


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Round 2

The rodent had burned her! Raising her shield to ward off any incoming attacks, Ness began to cast her Ray of Frost spell again. ◆◆

Bypassing concealed condition DC 5: 1d20 ⇒ 19

Spell Attack on cinder rat: 1d20 + 7 ⇒ (11) + 7 = 18 (Not sure if she gets the flanking bonus, here, so I haven't added it, GM.)
Cold dmg, if hits: 1d4 + 4 ⇒ (4) + 4 = 8

To see if fire goes out: 1d20 ⇒ 15 vs DC 15 (Flames extinguished! Zero persistent fire dmg)

Ness was relieved to see that the flames had extinguished and she was no longer on fire.

===

Current HP: 13/20. Ness' AC is now 17. She also has Shield Block (class feat) which I had forgotten about.


Male Teifling Welcome players! Roll20 Map

Nice post Ness...lol. We are working 11 hours today so probably not post until tonight.


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts
Dorian 'Grey' wrote:
Nice post Ness...lol. We are working 11 hours today so probably not post until tonight.

Thanks, and no worries. Hope the long shift went well, DG.


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Male Teifling Welcome players! Roll20 Map

Round 2 of The Roof, the roof, the roof is on fire!

I believe that you do get Flanking from current positioning.

Nyswyn (determined not to stop, drop and roll, because who wants to really get wet....) decides that the best method of dealing with a Cinder Rat is to blast it with cold!
Hit!

The icy ray strikes the burning, burning love right in the kisser! The Cinder Rat most have Weakness to cold, because that icy ray done did it in!

Combat over! Well done folks!

Detect Magic for Elemental Aid:

After the fight with the rat, the heroes can investigate the other two orbs. Both are intact and appear to be relatively stable. If anyone casts detect magic in this chamber, they sense the presence of magic.

The air orb is filled with a swirling cloud. If anyone touches it, a rush of wind fills the room, carrying a voice like a whisper. It says, “Call upon the wind to gain my blessing and soar through the sky.” This gives the heroes a special ability they can each use once within the next 24 hours. By spending 1 action to call upon the wind, that hero can fly for their next action, moving up to 40 feet. They have to end the movement on solid ground—if they don’t, they fall and take bludgeoning damage equal to half the distance they fell.

If the heroes touch the earth orb, they hear grinding and grumbling, like boulders falling down a hill. In this cacophony, they hear another voice that says, “Call upon the earth to gain its strength.” The heroes gain a second ability they can each use once within the next 24 hours. If a hero spends an action to call upon the earth, all their melee Strikes deal 2 extra damage from a sudden surge of strength. This bonus lasts until the start of the hero’s next turn.

The orb’s magical effects happen only once. If the players come back here again, the orbs are silent and don’t offer any benefits.

Having fully explored this chamber the Heroes do not see another way out, except the way they come.

Treating Wounds and continuing the other way? When ready, please place Tokens where we want to go next....


Being much closer to the dangerous rat than he intended, Leo could almost feel the frost leaving Nyswyn's fingertips freezing the fire rat into deaths embrace. Breathing a sigh, he nods to the dwarf. "thou hast done well." As he moved to pick towards the torch he remembered here were two more globes. Pausing he turned towards them casting detect magic. ◆◆ Pointing from one to the other, he comments, "Yon orbs doest identify as magical."

Tucking Abrose back under his arm, he bends over and picks up the blue flamed torch. Asking as he holds it up, better to illuminate the cave. "Shouldst we see if the orbs mightest be removed and taken?"

hmm looks like walking, casting, and picking up the torch would be two rounds, or does exploration not work that way?


Male Teifling Welcome players! Roll20 Map

Exploration mode is more freeform, so no need to limit to 3 Actions. You are doing great!

Exploration mode

Admittedly, I am being a bit more freeforming...lol.


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Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Even injured from the flames as she was, Tann suffered deeper burns, so together with Verdi, Ness set about calling upon the nature spirits to aid her in transforming three of the berries into healing succour.

Goodberry 1 healing for Tann: 1d6 + 4 ⇒ (5) + 4 = 9 (Takes 10 mins)
Goodberry 2 healing for Tann: 1d6 + 4 ⇒ (2) + 4 = 6 (Takes 10 mins)
Goodberry 3 healing for Ness: 1d6 + 4 ⇒ (2) + 4 = 6 (Takes 10 mins)

Ness then taking a handful of fresh mud from the pouch around her waist began casting her healing cantrip (healing plaster) on Tann and herself to deal with the remaining weeping burn wounds (a cool, plastering agent to help with the healing of burns).

Nature to treat wounds on Tann (DC 15): 1d20 + 9 ⇒ (15) + 9 = 24 (Takes 10 mins)
Nature to treat wounds on Ness (DC 15): 1d20 + 9 ⇒ (17) + 9 = 26 (Takes 10 mins)

HP returned from treat wounds to Tann: 2d8 ⇒ (2, 1) = 3
HP returned from treat wounds to Ness: 2d8 ⇒ (6, 2) = 8

Tann and Ness are both back to full HP.

In between, Ness took time to refocus and restore her nature magic. (She has 2 refocus points, again)

(The whole process takes 50 mins of healing time.)

Ness felt the relief of healthy flesh and was happy to see all of Tann's burns turn from an angry red to her usual skin pallor. Then she *tsked*. "I've only one blueberry left for my healing. If the injuries continue as they have, I'll need more, that's for sure."

===

Leo, Ness healed you whole last time (although you're showing 11/18 currently). And, I don't believe he was injured this combat, unless I missed something. Can you please change your hp to show that on your alias bar as it gets confusing who needs healing and whatnot. Thanks kindly.

===


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

"Thank you berry much, Ness! Now me and my wounds aren't weeping any more."

Tan agrees with Leo: "Let's take these orbs if we can!"


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Ness shook her head at the bad puns and smiled, glad the wild half-elf was back to her usual form.

"If you mean to take them, first check if they'll cause you harm like the fire one. I just told you I'm low on berries for healing folk. I wasn't mucking about."


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë smiles at both Ness and Tann.
Not so sure we should. They look like they may be set here for a reason?

The smiling rogue than waits for the more magically incline to determine it.


Male Teifling Welcome players! Roll20 Map

Go ahead a read the spoiler above, concerning the Orbs. I will move us along tonight after work or tomorrow after work, whichever night that I am not exhausted...lol.


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Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Seeing Leo gave no reason not to touch the orbs other than they were magical, Ness shrugged and sloshed through the water at her feet and moved toward the "earth" orb - feeling a greater affiliation to it than air.

Let's hope this doesn't kill me, she mused inwardly, feeling Verdi rustle inside her coat pocket.

Ness reached out and carefully touched the earth orb on its pedestal before her. Suddenly the sound of grinding and grumbling, like boulders rolling down a hill filled her ears. "Boulders' rolling!" she called out a warning. Ness' eyes darted around the chamber to see if it was indeed falling down around them. It wasn't. Then she heard the ancient voice and she repeated the words aloud, "The orb said, 'Call upon the earth to gain its strength'." (Not sure if all hands have to touch each orb to gain the benefit or only one? And, we don't have to take the orbs to reap the boons. GM please clarify.)

From Earth orb: All the heroes gain a second ability they can each use once within the next 24 hours. If a hero spends an action to call upon the earth, all their melee Strikes deal 2 extra damage from a sudden surge of strength. This bonus lasts until the start of the hero’s next turn.

"Does someone want to touch the air orb to see what it has to say for itself?" Ness looked to her companions, especially Airi who stood before said orb.


Male Teifling Welcome players! Roll20 Map

Well posted, Ness! My players rock...hehe! It reads as if each pc touches each Orb to gain the benefits. Awesome rping folks!


Standing at the side of the odd room, his feet out of the water drying off, Leo raised an eyebrow as he watched Nyswyn plastered the mud on herself and Tann. Relieved that the dwarf had given him the delicious healing berries instead of mud and glad that he hadn't gotten any burns, he holds he torch out as Nyswyn approaches the orb.

Jumping back when he began to hear the sound of grinding rocks, looking from Nyswyn to Tannakin. Relieved that the cave was not, in fact, falling down around them, Leo raises an eyebrow as Nyswyn announced the orbs words. Not exactly sure what the earths strength was, he turned the torch towards the other orb to see if anyone wanted to touch it


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë looks about as both Ness and Leo examine the Earth Orb. The rogue not feeling any rumblings that they feel. So, she decides to also touch the both Orbs.
Then she feels and hears the sounds of boulders falling and a rush of wind fills the room, carrying a voice like a whisper. It says, “Call upon the wind to gain my blessing and soar through the sky.”

Her hair a bit ruffled by the sudden winds, Sansaárë grins.
Well, that was fun! Should we head up the stream next?


Holding Ambrose under his arm while he holds the torch in his other hand, Leo, keeps his distance from the orbs. Nodding in agreement with Sansaárë he adds, "Yes, let's, once't we've crossed yon stream I shall return Amborse to dry ground." He watches and waits for the ladies to proceed, then follows along behind.


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Tannakin decides to see if the wind blessing is strong enough for two, pawing at the orb after her roguish companion... regardless of how that turns out, she says:

"Right! Let's go!"

afterwards, heading up the creek.


Male Teifling Welcome players! Roll20 Map

As each of our heroes decide to touch an Orb, each feels and hears the words.

Having been granted those gifts, our heroes decide to continue exploring the other path across the flowing water....

Get to the computer later after job interview.


Leo had not intended on touching an orb, but it's cannon now.

Seeing nothing happened to Tannakin, as Leo followed the others out he leaned toward the 'air' orb brushing it with his elbow. Hearing the strange voice he quietly asked Ambrose, "Ambrose did you hear that?" Crossing the water he holds the torch high so everyone can see.


Male Teifling Welcome players! Roll20 Map

Apologies Leo! No cannons here, so only if you want it. I will endeavor to get a post up today. Sansaárë still cannot log onto Paizo. With us being in different States, it is making it a bit of a challenge. Smiles everyone we shall rise victorious! I do hope everyone is well.


Male Teifling Welcome players! Roll20 Map

There is an overpowering stench in this chamber, like rotten fish mixed with oily sweat. The warm, humid air only adds to the foul atmosphere. Unlike the previous chambers, this one appears to be a natural cavern, dotted with limestone stalactites and stalagmites, making it hard to see where the room ends.

Fort DC 19 or become Sickened 1

A hero who fails this saving throw gets sick and takes a –1 status penalty to all their d20 rolls and DCs (including their Armor Class) until they spend an action to retch.

There are strange gruff voices coming from below the immediate cliff in front of the Heroes. Seated at a rickety table on rickety crates are 3 reptilian creatures playing cards and arguing!

Recall Knowledge (Society): DC 15 or Unspecific Lore: DC 13 or Specific Lore: DC 10:
Xulgaths
The reptilian creatures in the center of the room are xulgaths, reptilian humanoids who dwell underground in large family groups called clutches, fighting others for territory and resources. They’re known for their aggressive nature and their horrid stench—which they’re immune to.

These three creatures are bickering with each other over a piece of meat and haven’t noticed the heroes. Ask the players to roll for initiative while you roll Perception for the creature's initiative.

Initiative!:

Sansaárë Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Tannakin Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Nyswyn Perception : 1d20 + 7 ⇒ (9) + 7 = 16
Leo Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Smelly lizard-like dudes playing cards Perception: 1d20 + 6 ⇒ (3) + 6 = 9

While our beautiful Sansaárë seems a bit preoccupied with fixing her hair (she does pull out a brush), Tannakin, Nyswyn and Leo perceive the creatures below and act before them!

Round 1 for Tann, Ness and Leo! Remember that Recall Knowledge checks usually take 1 Action.


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Round 1

Fort Save (DC 19): 1d20 + 5 ⇒ (5) + 5 = 10

Generally she was good with smells having explored many a stinky place, yet this horrid smell overpowered her senses and her stomach roiled and she almost bent over from the overwhelming feeling of sickness.

Putting a finger inside her mouth, Ness began to retch violently (◆), trying to expel the foulness from her body. She didn't care if she vomited in front of the others.

Once she emptied her stomach, Ness felt better and more like herself, which she was grateful for. When she could look down over the cliffs at the reptilian creatures, she paused to consider what they were.

(◆) Recall Knowledge (Society) (T) DC 15: 1d20 + 4 ⇒ (20) + 4 = 24

Looking to her companions she advised in low voice, "They're Xulgaths. They live underground in clutches, fighting for territory and resources. They're aggressive and have a horrid stench; which they're immune to. How do you wish to act?"

She raised her shield (◆) in order to better protect herself and waited to hear what Tann wished to do with them. (Ness' AC is now 17. She also has Shield Block.)


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Fort: 1d20 + 4 ⇒ (9) + 4 = 13

Tannakin muffles her mouth with her hand and tries to swallow back her gorge, then whispers "Oh wow... They reek. That'll make this easier. I propose acting recklessly and cool."

It's a plan that is best put into motion, alas.

She ◆ Moves to the edge of the cliff and ◆ Leaps over the card game, twisting midair to land gracefully just beyond the Xulgaths, flourishing her sword... and wiping her mouth a bit, smiling weakly through the nausea.

Diplo for Bon Mot: 1d20 + 6 ⇒ (10) + 6 = 16

Bon Mot again because if I have to look it up, you probably do too

"YOU STINK!" she yells at the closet Xulgath.

"You stink, but I think you'll be interested in my colleague's flanks. Airi? Airi, when you're done with your hair, we have customers."

Hoping either Bon Mot works or the leapover is swashy enough to earn panache, DG!


Male Teifling Welcome players! Roll20 Map

I really like this Table.

@Tann give me an Acrobatics check for Panache too. Just in case. You can Stride and Tumble Thru so we will count it.

Sickened 1 mean -1 penalty to all checks.


fort: 1d20 + 5 ⇒ (20) + 5 = 25

'Is that fish?' sniffing the air, Leo, asks Abrose, "မင်းငါးနံ့ရလား။" Do you smell fish? as he puts the corgi back down on dry ground.

As Ambrose trots forwards, Leo notices Nyswyn retching. Realizing it's probably the smell of fish that has upset the dwarves constitution; He's not surprised knowing dwarves, being a race from the underground, probably don't have much of a chance to smell fish. As he reaches out and pats Nyswyn on the back, "There, there." He hears Tannakin blurt out something about a reek. Looking curiously at Nyswyn he hears her softly explain that the smell is something called a 'Xulgath.'

Seeing Ambrose had gone to the edge of the cliff and was barking at something, while Tannakin had jumped to the ground below; Apparently telling someone they stunk and they'd be interested in Airi's 'Flanks'. Leo looked at Sansaárë for the briefest of moments wondering if he should ask her which part was the 'Flank.' Deciding it was against his 'better judgement' to ask an elvish women to identify her body parts, he walks ◆ 25 ft to the cliffs edge to see what all the fuss was about.

Seeing the 'Xulgaths' below and apparently Tannikin, rapier drawn, was preparing to fight them, Leo calls down in his best Taldane, "Oy, Fish boy!" glairing at the Xulgath to the south, giving it the evil eye. ◆Spell DC(17)


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Acrobatics for Panache, I hope!: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15

Tan tries really hard to stick the landing despite a funny feeling in the pit of her stomach. A very literal one.


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

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F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Fort DC 19 or become Sickened 1: 1d20 + 5 ⇒ (12) + 5 = 17

Sansaárë carefully brushes her long blond hair 3 more strokes, while smiling at Tannakin. The rogue puts it away and sighs as she notices her sister jumping carelessly over a cliff and into trouble...again.
You cheat!

The laughing and puking rogue follows her impetuous sister out and over the smelly Xulgath!
◆Acrobatics(Dex)(T): 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22

Airi then brandishes her shortsword winking at the surrounded stinky creature!
◆Overextending Feint, Deception(Cha)(T): 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16

She then stabs it!
◆Melee(T) +1 Shortsword, flanking: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 161d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 P Traits Agile, Finesse, Versatile S


Male Teifling Welcome players! Roll20 Map

Hot Jumping Jacks! Round 1

Let it be said that a bit of a cough, some phlegm and just a gallon, or so of vomit has never halted our two wildling elves!

Nyswyn, Tannakin and Sansaárë feel that the air in this chamber definitely does not agree with them!

Nyswyn every bit determined to push through (by sticking a finger down her throat), does indeed recognize these reptilian creatures as Xulgaths. The druidess probably even knows their names!
CRIT!

She then raises her shield from any projectiles that may shoot up from the mess down there.

Tannakin heaves! The 1/2 elf then smiles as she tumbles down and over the closest Xulgath.
Success! Panache!

The quick quip seems to have garnered a bit of reproach from said Xulgath, because it's mean red eyes focus on the swashbucker!
Success! -2 Will and Perception

Leo watches all the spontaneously thrown vomit being chaotically projectiled about, looks at Ambrose and shrugs.

Approaching the edge of said chaos bravely (Ambrose mostly), Leo stares hard at the offending Xulgath!
Will DC 17, Bon Mot: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Crit Failure!

The Xulgath blinks back sudden memories of a painful egghood.


Male Teifling Welcome players! Roll20 Map

Round 1

Sansaárë decides that her sister can't have all the shananagins!
Success!

She lands into a Flank with Tannakin (while her left eye winks at Leo) and fakes out the Bon Motted, Evil Eyed and now Over Extended Xulgath!
Success! You guys really debudffed him well!

The rogue than does what any rogue would do in this tasty situation. Hair brush! No? Oh, she stabby stab stabs the bewildered Xulgath!
Hit!

All 3 Xulgaths look a bit startled and perplexed (one of them is holding a pair of Aces!). After the dazzling display of recklessness, all 3 spring into action by ◆standing up and ◆grabbing weapons off the table (one is still holding his pair of Aces!)

First to swing it's club at Sansaárë is the bewildered Xulgath!
◆#1 Melee club, f&#%ed up beyond recognition penalties: 1d20 + 9 - 2 - 2 ⇒ (6) + 9 - 2 - 2 = 111d6 + 4 ⇒ (3) + 4 = 7
AoN is being wonky, so if CRIT fail Evil Eye is more than -2, I will adjust.
CRIT Fail!

The next Xulgath #2 ◆Steps closer to the nicely hair brushed rogue.

The #3 Xulgath (number 3 really because he is horrible at partnered gin rummy so is almost always the last taken) takes a nice friendly club swing at Tannakin!
◆Melee club: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 4 ⇒ (3) + 4 = 7
CRIT! 14 damage to Tann!

The #3 Xulgath seems to be vying for a promotion!

Everyone up for Round 2!


swash | .5lf lev. 3| 10/41 | ac 20 | per 7 | f 8 r 11 w 7| hero points 3

Tannakin blinks the stars out of her eyes. "I think my skull just joined the club..."

She tries to put down the already wounded xulgath if she can reach it... if not, she goes for the closest flanked one. If she has to ◆ step, she will.

◆ Confident Finisher Flanking: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 201d6 + 1 + 2d6 ⇒ (2) + 1 + (4, 1) = 8

She calls out encouragement to her companions:

◆ One for All Airi: 1d20 + 10 ⇒ (16) + 10 = 26

Possible crit success and panache gain? Maybe?

"Serve them (in the) ribs, as usual, Airi!"

If she didn't step earlier, she sends further heartening advice to Leo.

◆ One for All Leo: 1d20 + 10 ⇒ (2) + 10 = 12

"Requesting your deadliest fairy magic to this fella's face, Leo!"


Female Dwarf (Strong-Blooded) Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

DG, with Ness nat 20 re the Xulgath, does she know more re their strengths and weaknesses? Plus, re the Stench, do we have to keep rolling fort saves within their vicinity or is once enough?


Male Teifling Welcome players! Roll20 Map

Any Crit on Recall knowledge I am posting the link for your knowledge check. In the Spoiler above. All may look at it since you did Crit.


F Human(1/2 elf) Rogue (Ruffian) 1 HP 18/18; AC(T) 18 ,Fort(T) [+5],Ref(E) [+7],Will(E) [+5]| Perception(E)+5 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë sticks her finger down her throat

Fort DC 19: 1d20 + 5 ⇒ (10) + 5 = 15

Sansaárë looks at her sister.

Let's try to end this one

◆Overextending Feint, Deception(Cha)(T): 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5

She then tries to stab the Xulgaths.

◆Melee(T) +1 Shortsword, flanking: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14

P Traits Agile, Finesse, Versatile S


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Male Teifling Welcome players! Roll20 Map

Round 2

Tannakin's eyes water and blur a bit from the head banging! But the swashbuckler still confidently stabs the Xulgath with her rapier!
Hit!

The fancy smack-talking swashbuckler then gives Sansaárë some useful advice.
CRIT! Panache!

Sansaárë listens carefully to her sister's advice by stabbing the smelly Xulgath in the eye!
[ooc[Hit![/ooc]

That particular #1 Xulgath has now been demoted to dead!

Leo and Ness are up for Round 2!


If I read Aid correct, the DC for the aid (one for all is 20?

As Ambrose stands at the edge of the cliff Leo watches as Tannakin and Sansaárë attack the fish boy he was eyeing. As the creature went down, Leo realized each of his friends were being threatened by another of the Xulgath. Yelling at the Xulgath attacking Sansaárë "Leave her alone!" he gives the creature the evil eye. ◆Spell DC(17) While dropping the blue flamed torch, he waives his hand turning the torch into a telekinetic projectile ◆◆ sending it shooting toward the creature threatening Tannakin.

Telekinetic Projectile: bludgeoning: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 4 ⇒ (6) + 4 = 10

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