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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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

Remaining in her position just above the fray, Ness continued to keep her shield raised (◆) and began to cast, gesturing and vocalising in order to stir the spirit powers into granting her the magic she needed. (◆◆) (Casting Tanglefoot)

From her hand, a vine covered in sticky sap appeared. Flicking her hand toward Xulgath #2 (nearest Airi), it lashed itself to the stinky creature. (30 ft range)

Spell Attack with Tanglefoot on Xulgath #2: 1d20 + 7 ⇒ (17) + 7 = 24

If successful, Xulgath #2 takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against the Spell DC 17 to remove the penalty.

===

Ness' AC is currently 17. She also has Shield Block.


Male Teifling Welcome players! Roll20 Map
Leialoha of the Sugalo wrote:

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

Yes, but if she hits the very hard DC for her current level (1st=DC 14+5=19) she gains Panache.

If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache.


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

Leo: If you were asking if aid failed for you in particular... I think it did fail. Also, I think Aid is a reaction which means I can only One for All One per Turn, but I forgot!


Male Teifling Welcome players! Roll20 Map

Tannakin is correct. She can still Fail to Aid, but also Crit for Panache. Weird but hey!


Male Teifling Welcome players! Roll20 Map

Round 2

Leo begins to give the Evil Eye to the xulgath facing Airi!
evil eye DC(17): 1d20 + 4 ⇒ (2) + 4 = 6

The #2 Xulgath seems a bit cursed by the Witch!
CRIT Fail! Frightened 2

The Witch then expertly drops, tosses, and hits the xulgath with his trusty Everbuning Torch!
Hit!

Nyswyn raises her shield and then calls Nature to tangle the #2 Xulgath's foot(s)!
Success!

The #2 Xulgath (who has apparently peed his pantaloons) shakily raises his club at Airi!
melee club, frightened 2: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 241d6 + 4 ⇒ (5) + 4 = 9
Hit! 9 damage!
melee club, frightened 2: 1d20 + 9 - 2 - 4 ⇒ (2) + 9 - 2 - 4 = 51d6 + 4 ⇒ (2) + 4 = 6
melee club, frightened 2: 1d20 + 9 - 2 - 8 ⇒ (12) + 9 - 2 - 8 = 111d6 + 4 ⇒ (6) + 4 = 10

The #3 Xulgath (with a nice new shiner) decides to pay back Tannakin!
melee club: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 4 ⇒ (6) + 4 = 10
Hit! 10 damage! Tannakin is at Dying 1!
melee club: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 131d6 + 4 ⇒ (1) + 4 = 5
melee club: 1d20 + 9 - 8 ⇒ (16) + 9 - 8 = 171d6 + 4 ⇒ (1) + 4 = 5

Everyone is up for Round 3!

Dying Condition


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

*swooooon*

Did those other club hits beat me into Dying 3 or am I at dying 1?


Male Teifling Welcome players! Roll20 Map

He missed those because you fell...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

Is Tann at -5 HP at present?

===

Round 3

Seeing her wild elf companion fall, Ness immediately tapped into the natural magic surrounding her, feeling her connection through Verdi as the leshy shivered with life restoring energy inside her cloak pocket. Speaking and gesturing, the druidess directed the healing spell toward the unconscious Tann.

(◆◆)(T) Spell Touch Attack (30ft) with Heal on Tann: 1d20 + 7 ⇒ (13) + 7 = 20 <=== not sure if this roll is necessary, but just in case it is required.

Healing a living creature-Tann: 1d8 + 8 ⇒ (5) + 8 = 13 hp returned

(I think that brings Tann back up to 8 HP, if she started at -5.)

Ness then moved/strode 5ft (◆) to the very edge of the cliff to get closer to her friends taking the hits from the Xulgraths; just in case she needed to jump down and help out as best as she could.

===

I know Airi's been hit as well (taken 9 dmg), but if Ness channelled positive energy via the heal spell at this point, then she'd only restore 1d8 HP and to all living creatures in a 30 ft burst, which I assume would also include the wounded Xulgraths and that would undo all the risky work done by both fighters so far. Shrugs.

(If needs be, Tann could use one of her hero points to avoid death. This can be done when your dying condition would increase.)

===


Aghast that the wounded lizard hurt his new half elvish friend, Leo 'Cackles' at the Xulgath that harmed Sansaárë. Then turning towards the fallen Tannakin he quickly gestures with his hand telekinetically lifting the blue-flamed torch from the ground and turning the handle forwards sends the projectile ◆◆ shooting towards the Xulath standing over Tannakin.

Telekinetic Projectile: bludgeoning: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Cackle is maintaining the 'evil eye' @ DC(17), I realize the cackle is 'action free' do I still use the action for the 'evil eye.?


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Male Teifling Welcome players! Roll20 Map

@Ness there is not negative Hp in PF2e. I linked the Dying Condition above for you guys.

@Ness there is no need for a Spell Attack roll for Heal. Most Attack spells will have the Attack Trait. Heal away!

@Leo for 1 Action, you may Sustain Evil Eye for 1 minute, which disallows the target to reduce their Frightened Condition lower than 1.

@Leo save your Cackle if you plan to Sustain with 3rd Action?

Round 3

Nyswyn Steps forward better to see the combat. Seeing that Tannakin has decided to take a nap, the druidess slaps him with a Heal spell.
Tann healed 13hp and is Wounded 1

Leo decides that if it ain't broke, toss another projectile!
Miss!

Tannakin and Sansaárë are up for Round 3!

Tannakin is prone and her weapon is lying on the ground.


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 over at her sister and starts to worry about her s. She then strides 25'◆ and strikes out at the Xulgath.

deception to feint: 1d20 + 5 ⇒ (7) + 5 = 12

Take that you devil looking lizard. I hope this hurts!!!

Melee(T) +1 Shortsword, flanking: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14
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

Tan's eyes flicker open. She says, "I just saw my life flash before my eyes. It got really exciting right at the end there!"

She ◆ grabs her sword, ◆ stands, and ◆ stabs.

Stabby: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 1 ⇒ (4) + 1 = 5


Male Teifling Welcome players! Roll20 Map

Round 3

After a few dinners, movies and an appointment with the dentist, our budding Heroes are surprised to find the Narrator once more amongst them!
The family of mice still watching the show from the sidelines seem to be grossly rotund due to the free refills of popcorn and soda.....

Sansaárë winks at her former #2xulgath date, while striding around to better strike at his cheating (it has be known) #3xulgath card shark!

The rogue feints, but it appears that the #3xulgath is prepared for such shenanigans!
Fail!

Her shortsword still proceeds to pierce said #3xulgath in the card holding hand! He apparently was bluffing, since only a hodge-podge of suits and numbers fall to the cavern flooring!
Hit! No Flank (or flat-footed) 9 damage!

Tannakin opens her red-rimmed eyes. The swashbuckler smiles, as she grabs her rapier, stands up and thrust into the place where the #3xulgath was holding his cards.
Miss unless there is a +1/-1 somewhere I forgotten.

Round 4

The former cardholding #3xulgath shrieks in pain and anger! Mostly anger at having been outed as a bluffer.
#3xulgath decides that he has lost the upper hand in this fight, so he looks prepared to leave suit....
He attempts to Trip Sansaárë with his free hand!
◆Athletics to Trip vs Ref DC 17: 1d20 + 7 ⇒ (14) + 7 = 21
Success! Sansaárë has the Prone condition.

Surprised look on his reptilian face, Stumpy (as he will be called) then excitedly begins to ◆Stride away from the violent card game crashers!
Stumpy then attempts to Climb down the next ledge to a lower platform and tunnel.
◆Athletics to Climb DC 15, -2 circumstance for being down a hand: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Failure!

Stumpy appears to be stuck trying to figure out how to climb with only one hand and a club in the other....

#2xulgath looks a bit jealous of anyone messing around with his blonde beauty!
He decides to rejoin her and let her know how much he likes her!
He ◆Strides.
He then swings twice at the rogue!
◆melee club, prone target: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 121d6 + 4 ⇒ (3) + 4 = 7
◆melee club, prone target: 1d20 + 9 + 2 - 5 ⇒ (12) + 9 + 2 - 5 = 181d6 + 4 ⇒ (5) + 4 = 9

The initial strike lands flat, and but his follow-up was a Hit! barely miss because of Leo's Hex!
9 damage to Airi!
Airi is fine thanks to Leo and Evil Eye!

He smiles fondly at her.

Players are up for Round 4!

If Sansaárë's byline is correct at hp 9/18 then she is down and at Dying 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 looks around to see where everyone is at.

◆ She stands up ◆and strides over to where the devil looking lizard is at.

I hope this really hurts you. We will always win.

Melee(T) +1 Shortsword,flanking, Sneak Attack 1d6: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10 P Traits Agile, Finesse, Versatile S

Thanks Leo for the assist. It always comes in handy. You saved my life oncemore.


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 4

Seeing that her two fighting friends were quite injured and there was still a xulgath remaining, Ness began to draw upon the natural energies around her, weaving the light into healing power to channel out into her friends. With Verdi's help at the top of her pocket, Ness called upon the spirit's grace and strength to exclude the wounded xulgath from the natural healing she was weaving and giving.(◆◆◆) (If this is allowable, using a hero point to exclude the xulgath from the 30 ft emanation of positive energy she is channelling.)

Positive Channelled healing to both Tann and Airi: 1d8 ⇒ 7

(This brings Airi back up to 16/18 HP and Tann to 12/19 HP.)


Smiling, Leo responds, "Thou art welcome Sansaárë ." Seeing Stumpy attempting to escape, Leo begins to fret, "If yon reptile escapes he coulds't return with may acquaintances." Leaning past the debris Leo gives Stumpy the Evil eye, while waving his hand, at the blue flamed torch he ◆◆ telekinetically lifts it off the ground and sends it flying at Stumpy.

'evil eye' @ DC(17),
Telekinetic Projectile: bludgeoning: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 4 ⇒ (3) + 4 = 7


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

Tannakin hollers, "Illegal gambling will not be tolerated! Buy some stocks or find a casino!"

◆ Bon Mot: 1d20 + 6 ⇒ (6) + 6 = 12

Her witticism may fall a bit flat this time...

She ◆ rushes towards the xulgath and tries to kill him before he fritters away his life savings on cards.

◆ Stab: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 1 ⇒ (4) + 1 = 5

"Invest... this!"


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Male Teifling Welcome players! Roll20 Map

You guys are hilarious! Working 3am shift, readying the new homestead, and driving to Florida this weekend, so please bare with me.


Male Teifling Welcome players! Roll20 Map

Round 4

Stumpy can't recall a time where he felt so disliked! Both Sansaárë and Tannakin decide to kick a xulgath while he is down!
Both Hits!

The lifeless Stumpy continues his climb down to the lower landing by falling without grace!

Leo redirects his projectile at the lone remaining xulgath!
Hit!

Neswyn calls upon the healing powers of Nature to soother her friends' wounds!

The remaining xulgath looks at his former card partners, makes a face and decides to run and jump off a cliff!
Athletics to Jump DC 15: 1d20 + 7 ⇒ (4) + 7 = 11 Or he takes 7 damage.

The fleeing xulgath accidentally trips as he jumps off the cliff, falling face first in the dirt 15' below! He appears to be still moving, although from a prone and aching place.

Players are up for Round 5!


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

"Thanks, Ness!"

Tannakin feels much, much better after Ness' healing magicks.

Has she learned to protect that feeling of wellbeing?

Has she matured enough to appreciate that Leo will probably end this from a safe distance?

No.

She's only level one, yet.

◆ Acrobatics to follow: 1d20 + 7 ⇒ (11) + 7 = 18

With a "YEEEHAAAWWWW" and a flourish, she backflips down to the prone xulgath's side and offers it a swift blade and last rites:

If that leap and yell gains panache:

◆ Confident Finisher: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 1 + 2d6 ⇒ (3) + 1 + (5, 5) = 14

Half precision damage on a miss = 5 damage

If no panache...

◆ Less-Confident Normal Rapier thrust: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 1 ⇒ (2) + 1 = 3


Relieved to see Tannakin feeling better Leo is shocked as the half elf dives off of the edge in pursuit of the lizard. Wanting to help as much as he can, he gives the lizard the Evil eye, while waving his hand, at the blue flamed torch. He ◆◆ telekinetically lifts it off the ground and sends it flying at the last lizard.

'evil eye' @ DC(17),
Telekinetic Projectile: 1d1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 4 ⇒ (2) + 4 = 6


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Male Teifling Welcome players! Roll20 Map

Round 5

Tannakin seems to be auditioning for the circus! The daring swashbuckler sumersalts off the 15' cliff, flips and lands on her feet, sticking the pointy end of her rapier into the prone xulgath! With a deft manuever, Tannakin's rapier still pierces the ear of the struggling xulgath!
Success!

The card-cheating xulgath band all fold!

Leo looks on from up high to witness the fanciful acrobatics of the 1/2 elf! The Witch then also realizes that the distance and angles disallow his usage of that particular spell.

Combat Over!

Our Heroes look about, take a breath, and decide where to go next....

After the Fight Perception DC 14:

After the fight, the heroes can check whether the xulgaths have any treasure. If they do, they find a small bag tied to the waist of one of the foul creatures. Inside the leather pouch is a handful of strange coins, minted in some faraway kingdom deep underground—the coins show a tower inside a cave on one side and a sinister-looking elf’s head on the other. These coins amount to 38 sp and 4 gp.

Read Passage into Darkness:

Two passages lead out of this room, other than the way the heroes came in. One leads off the map, heading steadily down, deep into the earth. This tunnel leads into the Darklands, a vast subterranean realm deep underground filled with all sorts of deadly creatures and sinister monsters. This is where the xulgaths came from, but it’s beyond the scope of this adventure.

Once we are ready...
The other passageway exiting this room looks like it was dug recently. This tunnel curves up and around before ending in a thin wall of loose stones and dirt. A tiny hole in the wall allows creatures to look into the room beyond.

Perception DC 15:
If a hero peeks through the wall, they can see the kobolds in that area going about their daily routines. If they spend time listening to the kobolds’ chatter, the heroes overhear a few phrases, including “when we stole the egg” and “more fish for the pet.” A hero who wants to break open this wall can attempt a DC 20 Athletics check. On a success, they break down the wall! On a failure, the wall remains intact, and the kobolds in Area 17 notice the sound and prepare for a fight.


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

Perception 1: 1d20 + 5 ⇒ (3) + 5 = 8

Tannakin buzzes around, yammering about how cool that fight was, hugging Ness and thanking her again for yet another save, high-fiving Sansaárë and congratulating her, and saluting Leo's expert telekinetic thwackings. But she doesn't search for or find any treasure.

Perception 2: 1d20 + 5 ⇒ (17) + 5 = 22

She finds the little hole in the wall and takes a look. Kobolds. More Kobolds. She slinks back to the party and reports that they seem to have some kind of "pet" and that the wall looks smashable.

"I'd run through a wall for a chance to run those kobolds through."

The bloodthirst is strong with her today.


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

Thanks Ness for healing me again. Good job everyone.

perception DC 14: 1d20 + 5 ⇒ (17) + 5 = 22

Hey guys. Over here I found a bag with coins in it. There are 38 sp and 4 gp.

perception DC 15: 1d20 + 5 ⇒ (17) + 5 = 22

We should probably rest for a while before we try to break down a wall and get into another fight. What does everyone want to do?


Dorian 'Grey' wrote:
The Witch then also realizes that the distance and angles disallow his usage of that particular spell.

perception: 1d20 + 4 ⇒ (20) + 4 = 24

perception: 1d20 + 4 ⇒ (12) + 4 = 16

Frowning when he realizes he is unable to get a good angle on the lizard, Leo breaths a sigh of relief when he sees his new friends finish off the last card player ?. Looking around a bit as he picks up the blue-flamed torch, Leo waives it around noticing some of the same things the half-elves had pointed out.

Pointing the torch back the way they came, he asks. "Pray thee, instead of 'running through' yon stony wall, while'st not return the way we came and continue exploring yon cavern?"


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

Tan sighs. Sighing, she realizes that she's still panting with effort after the fight. And still injured. "Thou hast reason in thy speech, Leo. And yeah, that makes sense, Airi."

She tries to repress her desire to bend the kobolds to her will and instead turns with the rest to find some rest.


Male Teifling Welcome players! Roll20 Map

I am going to move us along in the story. We will Bot our Ness until she returns to our game. Hopefully soon. We miss you, Ness!

After defeating the card shark xulgaths, plundering them, and holding an excitable swashbuckler from breaking down a stoney wall, our Heroes decide to follow the wisdom of the Fey and retrace their steps back to the initial chamber and go the other way....

Nyswyn calls upon the power of Nature to heal everyone prior to continuing.

Mermaid Fountain

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.

I placed your Tokens on the map.

Perception DC 20:
The Fountain looks suspicious....more to come.


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

With DG's kindly bot of Ness healing everyone (thank you!) - those who received the healing, can you please change your alias/status lines to show full HP? It helps me keep track of what healing needs to be done in game. Thanks kindly. :)

===

Still concerned with her depleted store of berries, Ness mumbled under her breath yet acknowledged Tann's and Airi's gratitude for the healing she'd provided.

Hearing Tann speak of walking through walls to kill kobolds, Ness clicked her tongue at the sheer lack of self-preservation the dear half-elf possessed. "Lass, stem your wild abandon, I beg thee. My healing work taxes me and Verdi - think of us before you go walkin' through walls. Have mind where you tread. You have my leave to kill the baddest of the kobolds, but do so mindfully." The druidess' eyes twinkled and then she winked at Tann; knowing full well the girl ran at full steam and not have at half sail.

Perception(T) (DC 20): 1d20 + 7 ⇒ (1) + 7 = 8

Ness then glanced at the mermaid statue at the centre of the pool and was caught by the lovely marble creature's features to notice much of anything else.


Blinking a couple of times, Leo couldn't figure out if Tann and Nyswyn were mocking him, or if they had just realized they'd been speaking Taldane wrong their entire life. Shrugging, he called to his Corgi, "Ambrose, come." As he followed behind waving the blue flamed torch about, trying to spell 'Taldane' with it.

perception: 1d20 + 4 ⇒ (4) + 4 = 8
As they approach the new area, Leo, distracted by his torch, almost trips over Nyswyn. Stumbling towards what appeared to be a fountain, Loe is barely able to right himself. He holds the torch high smiling. "Tiss well I caught myself. I hast no idea what would befall yon torch if it were dropped in water."


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

Tannakin smiles and nods at Ness. "I will be more careful soon, I promise! Someday! Thanks for not letting me die!"

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Tannakin walks straight into Leo, three stooges style...


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

Ok guys. Let's get to investigating this room to find a different way to the Kobolds.

Not paying enough attention to where she is walking. She falls over everyone.

perception DC20: 1d20 + 5 ⇒ (14) + 5 = 19

Sansaárë gets up and starts to explore the room.


Male Teifling Welcome players! Roll20 Map

May I presume everyone does indeed enter the Tomb of Horrors! I mean the Mermaid Fountains room?


Dorian 'Grey' wrote:
May I presume everyone does indeed enter the Tomb of Horrors! I mean the Mermaid Fountains room?

Sure, I moved leo into the room, everyone was lined up and I wasn't sure if I should stay or should I go.


Male Teifling Welcome players! Roll20 Map

Initiative!:

Sansaárë Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Tannakin Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Nyswyn Perception : 1d20 + 7 ⇒ (14) + 7 = 21
Leo Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Mermaid Fountain Stealth Initiative: 1d20 + 10 ⇒ (9) + 10 = 19

The sudden sounds of grinding and an immense pressure of water echoes within the Mermaid Fountain chamber!

The statue in the middle of the fountain spins around, shooting a stream of high-pressure water from its mouth. The exact effects are different each round and target random parts of the room.

Nyswyn turns to look at the suddenly dangerous Fountain. The druidess reacts a bit faster than it, but she knows that it is about to release that pressurized water!

Ness is up for Round 1!

◆ Recall Knowledge Craft DC 20:
Mermaid Fountain
Notice DC 20 Perception check
Initiative Stealth +10
Disable DC 20 Thievery on each corner mechanism (must disable all three working corners to disable the trap)

AC 18; Fort +7, Ref +5
Corner Mechanism Hardness 8; Corner Mechanism HP 15

Routine Each turn, the fountain uses 1 action. Roll a d10 and look up the result on the following list to determine which action it uses that round.

1–4 Single Target The statue spins about and sprays water at a single random target in the room. Roll a d4 and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged Strike with +10 to hit. On a hit, it deals 2d6 bludgeoning damage (doubled on a critical hit as normal).

5–7 Corner Spray The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing 2d6 bludgeoning damage. Each hero must attempt a DC 15 basic Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure.

8–9 Half Room The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals 2d6 bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save.

10 Full Room This works just like the half-room attack, but it targets everyone in the room.


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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

Round 1

Recall Knowledge Craft DC 20: 1d20 + 1 ⇒ (7) + 1 = 8

Peering past Tannakin's waist, she saw the fountain spin around and water-jet leap from its mermaid mouth.

"Careful, all! The fountain spins and shoots water, although I've no idea how it works."

Ness raised her shield (◆) in her off hand in order to better protect herself. (She has Shield Block.)

Then she began to cast (◆), her voice clear, calling upon the nature spirits in the Sylvan tongue, to guide the mind/hand of her nearest companion half-elf. "Le do ghliocas agus do ghràs, stiùir i, Wights of the Land, gus an urrainn dhi cruinneachadh an aghaidh a ’chunnart ùr seo."

Common translation:
"With your wisdom and grace, guide her, Wights of the Land, so she can rally against this new threat."

(Cast Guidance on Tann: a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before Ness' turn next round.)


Male Teifling Welcome players! Roll20 Map

Round 1 Fountain of Death!

Nyswyn decides that shields are only useful when used. The druidess also offers Guidance to Tannakin.

The Mermaid Fountain seemingly glares across the chamber at our nervous Heroes!
And the winner is!: 1d10 ⇒ 8

Half Room The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals 2d6 bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save.
Evens West Odds East: 1d20 ⇒ 122d6 ⇒ (2, 4) = 6 bludgeoning

So, it appears that this particular Mermaid Statue is blind! She uselessly spray the West side of the chamber, which no one seems to be occupying!

Players are up!


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

Tannakin, feeling well-guided by her friend Ness, rushes forward and starts trying to break the statue somehow. "It looks like a trap, maybe it works like a trap... Airi?"

She ◆ rushes into the fountain and starts trying to wrestle it into submission.

◆ Thievery: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

She's not sure it's working.

◆ Bon Mot for Airi: 1d20 + 7 ⇒ (4) + 7 = 11

"Airi, this is your kind of puzzle, not mine! Can you jam her tail in her mouth or something? Make her explode?"


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 starts to fiddle around with the mechanisms she found on the corner. ◆◆Then tries to stop it from spraying all over the place.

thievery: 1d20 + 5 ⇒ (15) + 5 = 20

I think that may have stopped the mermaid. What do you guys think?

Smiling, she ◆walks over to the next corner with her tools in hand.


Nodding in agreement with the two half elves, Leo follows along, carrying the blue flamed torch high, he turns back and calls the Corgi. "Comest thou, Ambrose."

As the Mermaid Fountain spins about spraying, Leo stops in his tracks, his eyes wide. Not sure what to do, he backs up ◆? not sure if it's one two or three diamonds out of the water's range, asking, from a distance. "Pray tell, What'st can I do to help?"


Male Teifling Welcome players! Roll20 Map

Round 1 Fountains of Doom, Doom,Doom!

Tannakin thinks that putting a square whatchamacallit where the thingamabober would solve the problem.

Sansaárë thinks putting the thingamabober into the whatchamacallit would work.

Well, not a peep when our Tannakin does it, but a strange lessening of the water pressure does occur after Sansaárë does her fiddling.

1 Success!

Leo scratches his himan hairy head, while backing away.
Stride is equal to your Speed, so whatever you like, sir...lol. So far, you have only seen it spray the West side.

Ness is up for Round 2!


Dorian 'Grey' wrote:
...lol. So far, you have only seen it spray the West side.

But we did see it spin about, yes?


Male Teifling Welcome players! Roll20 Map

Yes, you most certainly did...hehe! Nothing bad could possibly happen...


Dot


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Female shield 20/20 Hero Points 3/1, Condition 1/2 elf Rogue (Ruffian) 3 HP 34/41; AC(T) 20 ,Fort(T) [+7],Ref(E) [+9],Will(E) [+7]| Perception(E)+7 Low-light vision| Speed: 25 ft Exploration Mode: Search

Sansaárë smiles.
Guess who's back....


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

Did Leo back out/away from spitting fountain - right into the middle of the other chamber? Just saw that he's icon is moved on the map and trying to figure out why he's so far into the other chamber.

====

Round 2

Seeing Airi had done some good with her fiddling of the mechanisms, Ness called out, "I'm not good at such fiddlin', so I'll leave that up to you and Tann! I'll try to aid ye in another way."

◆ Raising her shield in place, again, in order to better protect herself (she has shield block), hoping the spot she was standing on within the doorway would grant her further protection from the immediate water spurts, ◆ Ness began to cast, again, calling upon the Wights of the Land to guide Tann's hand or mind against the fountain's foul folly. The druideess then ◆ cast a second time, this time targeting Airi, hoping to aid her in the cause of fiddling with the new whatchamacallit.

Cast Guidance on both Tann and Airi: a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before Ness' turn next round.


Male Teifling Welcome players! Roll20 Map

Round 2 of The Fountain of Blind Dooooom!

I do believe that Leo stressed 2 Actions of Striding far, far away...lol!

Nyswyn wisely stays in the small hall between the chambers. The druidess calls upon the Natural powers to grant Guidance to Sansaárë.
Guidance The target is then temporarily immune for 1 hour.

! Action still for Ness then...

The Fountain of Blind Doooom begins to vibrate, throttle, shaky, shakey heart about to burst in the direction of...
Who gets wet?: 1d10 ⇒ 10

Full Room This works just like the half-room attack, but it targets everyone in the room.

Sansaárë and Tannakin get sprayed by the angry, boisterous, gleefully laughing (well rattling) Mermaid Fountain!
DC 15 basic Reflex save: 2d6 ⇒ (2, 4) = 6 Bludgeoning

The Heroes are all wet behind the ears!
Everyone get to fiddling that fountain for Round 2!

For those attempting the Thievery checks.


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 amendment

Oops. Sorry, I forgot about the one hour immunity thing. Duly noted now. Okay. Trying to figure out what she could do that would take 1 action. I'll have her Take Cover, by pressing her body against the wall to the left of her in the small hallway (taking better advantage of the cover provided). Ness isn't sure how far the water sprays reach exactly and she's trying to stay out of their immediate fire line.


NG Human Cleric of Iomedae 3 | HP 39/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Meanwhile...

Julril looked upon the port of Otari with weary eyes as the ferry pulled into dock. He was returning home from his first tour with the Eagle Garrison, driving off the Whispering Way and their hordes of undead from the Isle of Kortos. He had left home two years ago a mere acolyte, but is now returning a full fledged Cleric of Iomedae. But, memories of the horrors of the battlefield humbled any sense of pride. As he stepped off the ferry and back onto solid ground, all he could think of was the simple pleasures of home, a warm meal and soft bed.

His stomach growled, and before making his way to his childhood home to see his parents, he opted instead for the Fishery with a craving for Tammy's famous trout almandine. But, as he arrived, he noticed a crowd had gathered around the large warehouse, with some further commotion inside. He stepped up to the nearest bystander and politely asked, "Excuse me, but what's all this ruckus about?"


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

Ref: 1d20 + 9 ⇒ (3) + 9 = 12

Tannakin takes the full force of the water jet straight to her face. She splutters and laughs, "Oh my gods, Airi! Don't break the mermaid, she's too fun! At least... don't break her permanently!"


Standing a distance behind Nyswyn, Leo realizes the dwarf is trying to use her magic to aid the two half-elves. Nervously considering the limited amount of magic this accursed human form held, he could not fathom anything he could do to be of assistance. Stepping closer, but not close enough to endanger himself. He fretted hoping his newfound friends would be ok. He considers sending the blue-flamed torch to bludgeon the stone mermaid, but reconsiders when TAnnakin says not to damage it. Turning towards his Corgi he shrugs his shoulders.

I have no idea what to do other than to delay.

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