Troubles in Otari

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

Meanwhile outside the OTARI FISHERY...

Julril arrives in the normally quiet town to witness many (if not almost all) of the town gathered busily outside the Otari Fishery. As the pristine and impressive looking Cleric of Iomedae approaches the outside of the throng, he notices Tamily Tanderveil (owner of the Otari Fishery) waving him over, holding what looks to be a picnic basket.
Julril! Welcome home, my good...well, no longer a boy, but a full fledge Cleric! Congratulations!

Those turning to see what the fuss is about begin clapping, shouting, smiling proudly at the appearance of the long away from home Julril.

Among the bustle and congratulatory slaps and handshakes, Tamily continues her excitedly presented greeting to the young cleric.
Wowsers! What timing is this! We have had a bit of excitement this day. Tannakin, Sansaárë, Nyswyn and their new friend Leo has volunteered to investigate a problem underneath the Fishery. They have been down there for quite some time and I was about to brave the unknown to bring them lunch. And to see how they are faring, of course.

She then smiles at the cleric.
But since you are here, would you mind? There have been some stolen fish and such recently from my larder and they are investigating the why.
She presents the obvious picnic basket to Julril.
I made sandwiches, included some sweet tea and baked a pie.

Pushing the picnic basket (anyone else get Yogi's voice in their head every time you read picnic basket? Yup, just like that!)

Good luck!


Male Teifling Welcome players! Roll20 Map

The Fountain of Dooooom!

Tannakin gets it in the face! And her ears, nose, eyes and a bit in her mouth. Taste like lemonade actually!
Tannakin still has Actions for Round 2!

Leo paces nervously about the initial chamber, wondering what he can do to help against such a hardened adversary!
You could Aid, although you would need to be in firing range. You are not Trained in Thievery, but, you can get creative.

Basic Actions

Sansaárë is up for Round 2! And still owes a Basic Reflex Save.

Jubril may also take his Actions for Round 2! You start at the bottom of the stairs. You see Leo pacing nervously. You also can her female voices shouting, echoing about.


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

reflex DC15: 1d20 + 7 ⇒ (11) + 7 = 18

Sansaárë. starts to dance out of the way of the spray.
Let's see if this next one works.

Sansaárë. tries to disable the north west of the fountain.

◆◆thievery, guidance DC20: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

Sansaárë. looks at Ness and waves a thanks for her help.

◆She then dances over to the southwest corner.

Tann, get out of the fountain and come over and help with these traps.


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril gives a short but polite smile at all the congratulatory greetings he receives from the crowd upon his arrival. However, he can't help but think of all his fallen comrades in arms who didn't make it back home. A brief moment of reserved reverence is interrupted when Julril hears the familiar names of childhood friends. With newfound urgency, he takes up the basket, "Quick, Tam, show me the way."

At the bottom of the stairs, Julril stops at the sound of screams echoing through the cellar. He sets the basket down (action?) and waves down Leo, "Where's the trouble?"


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

Tannakin shakes off the water like a dog and follows Airi to the traps.

"But you'll fix her when we're done, right? I feel like if we could lower the pressure some, she'd be super popular with the kids. An underground water park... Otari will be famous!"

It's hard to tell if she's joking or not. She decides to help Airi the old fashioned way--by calling advice over the young rogue's shoulder during the most delicate de-trapping operations.

One for All: 1d20 + 7 ⇒ (4) + 7 = 11

"Ok... you've got this trap, Airi... easy... easy does it... NOW! DON'T FLINCH! NOW!!!"


Male Teifling Welcome players! Roll20 Map

Meanwhile, the family of mice that has been busily munching popcorn (cheesy, of course) giggle and clap at the Hero's performance!


Mode: exploration: Male Sprite witch 3 | HP 30/30 | AC 18 (M.A.) | F+9/R+8/W+8 | Class DC 19 | Perc + 6 | focus points 2/2 | hero points 3 | Spells: 1st lvl: 3/3, 2nd lvl: 1/2

Hearing Ambrose give a soft 'yap' Leo turns in time to see an armored young man carrying a Picinic basket exit from the stairs. Blinking twice as the fellow sets down his basket and waives, while asking about 'Trouble.' Not really sure where to start or how to explain, he points a finger towards the doorframe where Nyswyn is standing. "Yon fount, tis spraying my boon companions with water, Sansaárë tis trying to stop it whilst Tannakin's aids."


Male Teifling Welcome players! Roll20 Map

Nyswyn overhears Leo speaking to someone just out of her sight.
Jubril and Ness may act in Round 2 and Round 3, respectively!

The Mermaid Fountain of Doooom! appears to be rattling and preparing to let loose.....


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

It takes a second for Julril to parse Leo's old fashioned speech, but he seems to get the gist of it. So he runs into the next room (◆ stride 25 ft), "Excuse me Ness," and draws his shield from off his back and onto his arm (◆ manipulate). From there he hesitates, trying to figure out where to best position himself.

Goal here is to try and interpose Julril with shield to provide cover for the girls. But, wanna see where they move first.


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 3

The voice was familiar and then as he strode past her, the man's visage caught her by surprise as he had been away fighting in a war and now he was standing in the warehouse with them. "Well met, Julril," is all she could muster in the moment as she readied herself against the fountain's next spray against her two female companions and now Julril who was inside the chamber with them.

Once again, the druidess ◆ raised her shield high before her to protect her from any stray force of water. (AC is 17 and activated Shield Block.) Then she drew her staff from her back (◆ interact: manipulate) and carefully slipped around the cleric, into the trouble-filled chamber and ◆ strode 20 ft to the opposite side of the pool where the nearest mechanisms had been disabled earlier by the deft Airi.

There, in her place by the jutting rocks, wooden shield held afore her, Ness waited with staff in hand. Since the magic I prepared for the day is almost out, I'll have to fight alongside my friends the old-fashioned way.


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Will use my remaining Round 2 action to move to the south part of the fountain.

Julril shouts, "Get behind me ladies!"


Male Teifling Welcome players! Roll20 Map

Round 2/3 of Playing in the Fountain of Doooom!

The family of mice (munching on that so delicious cheddar cheese popcorn!) watch in absolute wonderment the continual consistency of chance performed by these budding Heroes!

Sansaárë smartly fiddles with another corner. She smiles at the sound of disablement....
Success!

Tannakin splashes about in the water, smiling, laughing, and just being Tannakin.

Leo watches the new comer warily. The cursed fey smiles at the welcome from his new friends.

Julril nods in expectation of the girls getting into trouble. The cleric bravely strides into the Mermaid Fountain (of Doooom!) to intercede on his sisters' behalf(s).

Round 3

Ness waves and points to the fountain, as Jubril makes his presence known. Watching the continued shenanigans from her sisters, the druid raises her trusty shield and enters also!

The Mermaid winks as she starts to rattle and roll!
Mermaid decides to?: 1d10 ⇒ 10

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

The Mermaid Fountain roars water at the entire room! Everybody gets wet!
Basic Reflex DC 15: 2d6 ⇒ (6, 4) = 10
Basic

Everyone is up for Round 3. Ness may post Round 4 Actions whenever she desires...lol.

Ok. So, because you guys are thinking outside the box, I will grant the Evasion Ability to Sansaárë and Tannakin from Jubril's Shield Block. Not RAW but hehe!

Evasion:

Level 7
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril with shield raised should provide Light Cover for anyone behind him. +1 to the Reflex Save. I think he might get +2 with raised shield, but I'm not sure. Anyways, that's the mechanic I was going for, but maybe yours is better!

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
"Blaaaargh!" Julril gets a facefull of mermaid spray.

Round 3
Julril will raise his shield before him (◆ Raise Shield) and continue to interpose himself between mermaid and friends. (◆ Stride to whereever the others go.)

"What sort of trouble are you getting yourselves into?"

Edit: any creature blocking line of effect grants Light Cover, +1 to Reflex Saves. I think raising the shield makes it Cover, +2, but I'm not sure.


Male Teifling Welcome players! Roll20 Map

You are correct. I just wanted to improve it. I will give both their choice of bonus. Evasion or +2?


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

How injured is everybody?


Male Teifling Welcome players! Roll20 Map

Only Tann and Airi pending this last Round. Both tag lines are correct for both.


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

Okay. A quick question. Is Julril's Shield Block different to Ness'?
Shield Block: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Another question: Does the raised shield interfere with the direct water spray on Ness and Julril?


Male Teifling Welcome players! Roll20 Map

No and not by RAW, but your DM is rewarding ingenuity.


Mode: exploration: Male Sprite witch 3 | HP 30/30 | AC 18 (M.A.) | F+9/R+8/W+8 | Class DC 19 | Perc + 6 | focus points 2/2 | hero points 3 | Spells: 1st lvl: 3/3, 2nd lvl: 1/2

With no intention of taking a bath today, Leo is satisfied to stay back and watch the others deal with the fountain. Watching, he realizes that Ambrose is moving forward sniffing. Much to his chagrin Ambrose begins to bark and move toward the doorway. Hurrying forward, Leo scoops up the tiny Corgi and telling him, "No! Bad Corgi!"

Having caught the dog, he observes that he is standing in the doorway. Realizing the fellow seemed to know everyone he calls to his new dwarven friend. "Pray tell, Nyswyn does't thou know the young man?"

Just a little fluff, since he's convinced he can be of no help


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Same Shield Block, but we don't have to use a Reaction if we don't want to, right? All I was trying to do was create cover so the thievery inclined persons can do their thing.

So I was excited to use this Battle Medicine feat, but it looks like I need two hands to use the Healer's Tools. Makes sense I guess. Oh well, I'll do it the old fashioned way.

Julril uses his free hand to draw a healing sigil in the air, then lays his hand on fresh bruises. (◆ Cast, somatic)

Heal Thy Self: 1d8 ⇒ 5


Male Teifling Welcome players! Roll20 Map

You are doing great, Julril! @Leo Apologies, but it does happen on occasion. What? Leo doesn't want to get wet...haha.


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

Tann sees the jet of water flying to her face:

Ref: 1d20 + 9 ⇒ (7) + 9 = 16

This time, she reluctantly dodges it.

One for All Airi: 1d20 + 7 ⇒ (1) + 7 = 8

"C'mon, Airi! Turn her off already! For now..."

She tries her luck herself, trying to jam the mermechanism with rocks, bits of rope, etc.:

◆ Thievery to Disable: 1d20 + 4 ⇒ (18) + 4 = 22

"Uh, wait, maybe... I think I broke her."

She flips her wet hair back and ties it out of her face with a bit of cloth and sighs.

If the mermaid does stop, Tan will give her a pat. "I will come back for you, my dear."


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Retcon!

Julril dips his free hand into a satchel at his side and pulls out a dollop of tiger balm, which he expertly applies to bruised muscles. (◆ Battle Medicine)
Medicine DC 15: 1d20 + 6 ⇒ (9) + 6 = 15
"Ahhh..."
1 more d8: 1d8 ⇒ 7


Male Teifling Welcome players! Roll20 Map

Round 3 with Playing in a Fountain of Doooommmmm!

Julril smiles in the face of water pounding his face! The cleric raises his shield once again, as he strides to cover the trappers.
Fail! 10 Bludgeoning damage. Ouch!

The experience soldier then patches himself up a bit.
Success! regains 7hp! Nice!

Leo watches in horror (or jealousy?) the wild and wet water washing over his wiry friends!

Tannakin dodges a bit behind the offered cover from Julril just in time not to actually get wet this time!
Success! Evasion for this one, so zero damage!

The swashbuckler then raspberries Airi, before shrugging and attempting to disable the devise herself.
Success!

The Mermaid Fountain of Dooommmm is no more! The loud applause of the family of mice can not be heard by anyone in the room, because well they are mice clapping behind some stone walls and such. Sounds plausible....

Combat Over! Well done everyone!

Perception DC 10:
Looting the Fountain
Once the trap is deactivated, a hero can easily climb into the fountain and get the coins. The water is only 1 foot deep, and while it’s very cold, it’s not dangerous. Inside the fountain are 28 cp, 8 sp, and 2 gp.

There is a short hallway leading to a door in the North section of the Fountain room....

Sansaárë still owe a Basic Reflex save, but can choose either Evasion ability for the roll; or +2 cover bonus.


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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

Basic Reflex Save DC 15: 1d20 + 4 ⇒ (12) + 4 = 16 (5 dmg. Is this then mitigated by her upraised shield as per the description of Shield Block? Or is the bludgeoning water not considered a 'physical attack' and the shield is only good against weapon dmg? Just trying to figure out these rules via the wording. Thanks! I'll play out any dmg she may need to heal if she is hurt (1/2 dmg) in my next post. I guess Ness and Julril will have to work out the healing of allies in game as both are healers.)

====

Even with her short and sturdy stature, Ness managed to turn just the right way at the right moment, with her shield raised, to waylay the true force of the water sprayed at her. It was a small miracle in itself that didn't turn turn her thick ankle at the Tann-esque-styled feat of grace. Ness laughed out at triumph! "Well, I'll be. It seems I can be light o' foot when truly put upon." The leaf leshy inside her pocket shook with laughter at her mistress' jest. Verdi climbed up over the rim of the pocket and looked out, pleased to feel the air on her small, pretty face, eager to see the new man.

With the mermaid fountain finally stopped from its rather forceful spitting, Ness stowed her staff across her back and moved down toward the others.

Leo wrote:

"Pray tell, Nyswyn does't thou know the young man?"

Not having had the time to answer Leo's question for she'd entered the chamber and left him in the other, Ness turned now to the man and corgi and answered, "Aye, he's a childhood friend. A returned warrior priest of the Light of the Sword, Iomedae."

Catching her breath, the druidess glanced back and down in the water of the fountain.

Perception (T) DC 10: 1d20 + 7 ⇒ (7) + 7 = 14

Something shiny caught her eye. "There's coins in the fountain. Wonder who made some wishes - perhaps to beg to stay alive against the thing. (28 cp, 8 sp and 2 gp) Tann, dear, your legs are longer than mine, can you step in and retrieve them. The water's not deep for you, although it looks cold."


Male Teifling Welcome players! Roll20 Map

Someone is up early! Haha! Good question actually. Let me get back at you, but either way, you are correct that it will be moot after you Treat Wounds.


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

reflex DC15: 1d20 + 7 ⇒ (1) + 7 = 8

I will take evasion please.
hero point,DC15: 1d20 + 7 ⇒ (8) + 7 = 15

Sansaárë looks at their friend that just entered the room.

Welcome back Julril and thanks for the assist. How long are you here for?

Sansaárë then looks at her sister and starts laughing.

Tann, please get out of the water. We have things we need to do...You know, Kobolds? We will see about having the fountain fixed at a later date. Let's go!


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Treat Wounds heals 2d8 hp, so I added the 7 to the 5 I rolled earlier, so I'm back at full just as quickly as I was down by half. Just can't do the same trick on myself for the rest of the day.

Julril lowers his shield and eyes the mermaid fountain warily. He looks to his old friends and their strange companion "Well, Aeri, Tam sent me down here with lunch. I heard you were getting into trouble, but I didn't expect this! What's this you say now about kobolds?"

He suddenly remembers the picnic basket dropped in the other room, "Oh, And there's pie."


Mode: exploration: Male Sprite witch 3 | HP 30/30 | AC 18 (M.A.) | F+9/R+8/W+8 | Class DC 19 | Perc + 6 | focus points 2/2 | hero points 3 | Spells: 1st lvl: 3/3, 2nd lvl: 1/2

Relieved that the nasty mermaid had stopped spewing water, Leo returns Ambrose to the cave floor as Nyswyn explains the newcomer was someone they knew from the village. With the mermaid now subdued, he walked to the edge of the fountain and observed the coins in the water. Scratching his head, the fountain did not look like any wishing well he's seen before. He was about to ask how the fountain had come to be is such a strange place, but he heard Julril mention lunch at the same time his belly gave a rumble. Turning towards the holy man he asks, "Dids't thou say pie?"


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

"Well, pie does sound good, but first we fix the injured. Come, Airi and then Tann. I'll let the girls explain about the scaly nuisances as I tend to their wounds."

Once the coins were retrieved from the fountain, Ness set her pack down and removed her healer's tools and pouch containing her herbs and began tending to their dreadful bruising with a keen and familiar practice. Tann's wounds were worse than Airi's as the wild girl seemed to have taken the brunt of water spray. (Ness spends 10 mins treating each girl for a total of 20 mins.)

Nature Check to treat wounds on Airi (T) (DC 15): 1d20 + 9 ⇒ (14) + 9 = 23
Treat Wounds on Airi: 2d8 ⇒ (3, 6) = 9 (Brings Airi to full HP)
Nature Check to treat wounds on Tann (T) (DC 15): 1d20 + 9 ⇒ (12) + 9 = 21
Treat Wounds on Tann: 2d8 ⇒ (3, 7) = 10 (Brings Tann to 18/19 HP)

===
(DG, I know you were thinking on the Shield Block taking the 5 dmg otherwise sustained by Ness (she made her reflex save). Please let me know your ruling and if I need to make rolls to treat Ness' own wounds. Thanks!)


Male Teifling Welcome players! Roll20 Map

Let's handwave it for now. I will research tonight. I had a lot of posts yesterday to do....I still need to do acouple...lol.


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril fetches the picnic basket and distributes the sandwiches and pie. He himself had been hoping that trout almandine would be his first meal back, but cold cuts with old friends seems satisfying enough. He watches with quiet appreciation as Ness tends to the injured, and listens intently to what Tann and Airi have to say about their adventure so far.


Male Teifling Welcome players! Roll20 Map

As it happens, Julril does indeed find trout almandine nicely wrapped under the fruit tray.


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Must be my lucky day."


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

"Heeeey! Julril! I didn't know you were back!"

Tan starts munching. "Weren't you going to the wars... or something?"


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

"Yes, something."

Julril gets a distant look in his eyes for a moment, before he shakes his head clear.

"I'm sorry. I've been stationed with the Eagle Garrison of Absalom, driving out the Whispering Way from our lands. It's good to be back home and amongst friends. I'm happy to be of help with your little quest here."


Mode: exploration: Male Sprite witch 3 | HP 30/30 | AC 18 (M.A.) | F+9/R+8/W+8 | Class DC 19 | Perc + 6 | focus points 2/2 | hero points 3 | Spells: 1st lvl: 3/3, 2nd lvl: 1/2

Listening to the conversation between Tann and Julril, Leo understood that the man had been some sort of Flying brigade that specialized in driving out whisperers. As the young man handed him what appeared to be a couple of slices of bread with something in between, Leo spoke loud and clear, making sure not to whisper. "Thank You."

Carefully he lifted the top piece of bread, it appeared to have some sort of yellow juice that smelled like horseradish smeared on it which had gotten on the first thin slice of meat. There were a couple more slices of meat, and what appeared to be some sort of white cheese slice as well. Putting the top piece of bread back on the thin piece of meat, he paused long enough to see how the others were eating their bread with filling.


Male Teifling Welcome players! Roll20 Map

Allowing some introduction rp. Will move us along tomorrow.


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

Verdi moved to stand her leafy self atop Ness' shoulder as the druidess moved to return tools and pouch to pack and place her shield upon her back. Looking across at Tann, the druidess watched her briefly with the priest and then in the Sylvan tongue she quietly mumbled, only for Verdi's ears, "Bidh an fheadhainn òga sin a ’dìochuimhneachadh am modh. Chan e facal taingealachd prìs àrd airson pàigheadh airson slànachadh."

Sylvan translation:
"These young ones forget their manners. A word of gratitude is not a high price to pay for healing."

I'm just go ahead and assume Tann picked up the coins from the fountain as Ness asked and holding them in safekeeping. ;p

Ness made her way toward the basket and food and collected a little of the trout and fruit as well as a small radish for Verdi. Taking out the pouch, that held some of the good soil she used for their healing, she placed some on the floor of the cavern and cutting the small radish into smaller pieces, mixed them into the soil. She placed Verdi atop the soil and radish mixture, so the nature spirit could take in some nourishment.

Ness had heard Julril speak of the war, and then asked in her usual forthright manner, "If you wish to join our wee quest, then you're welcome. Will you remain in town or will you be returning to war shortly?"


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

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Tannakin notices that Ness isn't happy and, while a fool sometimes, isn't such a fool as to ignore it. She realizes she's forgotten to get the coins and starts to fish them out. Only belatedly does she remember to thank the druidess... and to apologise.

"Thanks and sorry, Ness!"

She then turns back to the chat with Julril: "Little quest! We've been taking out an evil coven of kobolds! They be dragons, they'll have you know."


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril answers Ness, "I'm on leave until whenever Absalom calls on me again."

To Tann, "My apologies, I did not mean to downplay the importance of your task. I can asure you, the townsfolk are heavily invested in the outcome of this venture. A crowd gathers outside the fishery as we speak. But, dealing with kobolds sounds far more pleasant to me than a cult of necromancers. Shall we?"


Male Teifling Welcome players! Roll20 Map

As the Heroes discuss the whats what and where's where to Julril, the thunderous sounds of crashing tidal waves begin to erupt from the Mermaid Fountain!

Well, that is what will happen if I wrote this, but I did not, so we are left with deciding what to do about the door to the North.
Our Heroes did think that it may lead them to the group of kobolds that they spied through a walled up pathway.....


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril speaks in hushed tones, "What's your plan regarding these kobolds?"


Mode: exploration: Male Sprite witch 3 | HP 30/30 | AC 18 (M.A.) | F+9/R+8/W+8 | Class DC 19 | Perc + 6 | focus points 2/2 | hero points 3 | Spells: 1st lvl: 3/3, 2nd lvl: 1/2

Enjoying the 'sandwich' while the others chat, Leo occasionally slips some of the meat to Ambrose. As the group finishes picking up coins and eating their meal, Leo approaches the Cleric, gesturing towards himself and then his corgi. "Greetings, I am Leo and yon is my brave mount, Ambrose. We art new to the community, befriended by these three ladies."

He leans in conspiratorially, "I believe the 'plan' tis to convince yon kobolds to depart the subterranean district of our fine town."


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

Julril grasps Leialoha's arm in a firm shake, "Well met Leo. A friend of theirs is a friend of mine."

He nods his head in agreement to the plan, "Sounds fair enough."

With shield back on his arm, he approaches the door and takes a look, "Kobolds are sneaky buggers. Always with the traps."

Perception+Guidance: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13


Male Teifling Welcome players! Roll20 Map

Going to move us forward. Please post anything prior if you like.

Rested, relaxed, and filled with delicious picnic lunch, our Heroes--having recruited an old friend--begin to venture forth to confront those pesky kobolds that have become a Menace In Otari!

Having readied themselves for what they are certain will be a fight, the "Three Girls, a Tree Fairy and a Soldier" prepare for the worse!

Kobold Warren

As the door opens, the smell of rotten fish and mold wafts out. On the west side of this vast room is a large table with benches on either side. Old food scraps, dirty knives, and broken plates cover the table. Off to the east side, burrows have been dug into the wall to make small sleeping chambers filled with straw mats. This must be the kobolds’ warren!

Seated at a table of wood, a trio of kobold look threateningly at our Heroes!
Whos' its dat dares ta disturbings us mighty dragons!

Initiative!:

Sansaárë Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Tannakin Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Nyswyn Perception : 1d20 + 7 ⇒ (14) + 7 = 21
Leo Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Jubril Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Kobolds! Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Well, it seems that our Heroes get to decide what to do about these Mighty Dragons! Everyone is up for Round 1!


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

If anyone wants to make a diplomatic overture, Julril can cast Sanctuary on them.


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

Over her years, she'd smelt worse, yet the stench was still ripe in the underground chamber.

Ness, by weaving side to side to see past the taller companions standing before her, noted the trio at the table and she grumbled how she'd wished they were just proper lizards because then would be able to deal with them. As it was, she couldn't speak to the reptile men in their own old dragon tongue - only Tann could. She'll have to teach me, once we're out of this place. Fortunately they were speaking in the Common tongue this time. Ness made a face and almost spluttered at the creatures calling themselves mighty dragons

Round 1

In quieter voice, the druidess complained/chided/instructed,

"Too squishy in this hallway. Move forward, if you please."

Then muttering to herself, "Tann's better than all of us in talking with these pests." Then a little louder (although not loud enough for the kobolds to hear her) to the wild half-elf girl, she offered, "If ye need help charming these three, I'll do what I can. They ain't full animals, so my powers of persuasion won't do. However, my dwarven charm may do nicely," winking at Tann at the slight jest.

Waiting for Tann to break the silence of their group, Ness tossed in quickly,

Diplomacy (T) aid to Tann with the kobolds: 1d20 + 4 ⇒ (8) + 4 = 12 "Hello! Come out peacefully, mighty dragons, and we'll give you some proper fish tributes. No need for fighting, what do you say?"

Once the others in front had become moving forward, she would move too (taking an action to move 20 ft maximum this round, following the leaders/three in front, so for now delaying then moving(◆) when she can.) Ness drew the shield from her back (◆ retrieving: manipulating an item), readying some protection, in case the pests didn't want to talk nicely and then she waited, hoping to gauge any reply/nervousness/body language etc after Tann and she had spoken. (◆Sense Motive on kobolds. It says GM secretly rolls for us... so DG, you're' it!)


NG Human Cleric of Iomedae 3 | HP 35/41 | AC 18 (20 w/ shield) | F+9/R+6/W+10 | Perc +8 | DC 18 | HP 1/3 |

As it looks like Tann will be the one taking point trying to reason with the kobolds, Julril draws a holy sign of abjuration over her with his free hand while whispering a prayer to Iomedae (◆◆ Cast Sanctuary, V, S, on Tann). He tacks on a request for the Inheritor's guiding hand at the end of his prayer (◆ Cast Guidance, V, on Tann).


Male Teifling Welcome players! Roll20 Map

Round 1

Nyswyn peers at the trio of kobold with an arched eyebrow.
Perception to Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20

Sense Motive

Nyswyn is most certainly certain that they really want to preform violence. It appears that they are targeting our Heroes with malice!

Juril prepares Tannakin for her upcoming comedy special....

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