| Dungeon Master S - 2e |
While Goliath fails to giant the giant, Charlie helps his companion out to ensure another go.
ROUND 4:
Haldan (36/76): TKP
Tiny (40/108): Double crit kill
-----Þóðᛞrekkr (71/71): Move
Dendillion (62/78): Crit
Kreel (Slow 1): ATK
Chark (56/71): Go
Charlie (59/99): Go
-----Goliath (71/71): Go
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 103 (Slow 1, -3 Will, Perception through Round 10)
| Chark Torrefi |
Chark moves to the far wall, both to get a better angle on Kreel and to keep an eye on the curtain to the next part of the Celestial Menagerie. She sends an orb of bluish flame at the giant. Cast frostbite, DC 25 basic Fort.
cold: 5d4 ⇒ (2, 3, 1, 3, 3) = 12
Stride, Cast a Spell ◈◈.
| Dungeon Master S - 2e |
FORT: 1d20 + 17 ⇒ (3) + 17 = 20 Chark sticks the spell, wounding the already hurting giant!
ROUND 4:
Haldan (36/76): TKP
Tiny (40/108): Double crit kill
-----Þóðᛞrekkr (71/71): Move
Dendillion (62/78): Crit
Kreel (Slow 1): ATK
Chark (56/71): It's cold outside
Charlie (59/99): Go
-----Goliath (71/71): Go
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 115 (Slow 1, -3 Will, Perception through Round 10)
| Dungeon Master S - 2e |
My bad!
FORT: 1d20 + 17 ⇒ (20) + 17 = 37 Chark sticks the spell, wounding the already hurting giant!
ROUND 5:
Haldan (36/76): Go
Tiny (40/108): Go
-----Þóðᛞrekkr (71/71): Go
Dendillion (62/78): Go]
Kreel (Slow 1): TBD
Chark (56/71): TBD
Charlie (59/99): TBD
-----Goliath (71/71): TBD
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 115 (Slow 1, -3 Will, Perception through Round 10)
| "-Tiny-" |
Tiny whistles for Þóðᛞrekkr to step into the flank and take a bite.
chompy face vs FF: 1d20 + 15 ⇒ (3) + 15 = 18
piercing: 2d8 + 3 ⇒ (6, 6) + 3 = 15
Tiny follows up with his own flurry.
Claw: 1d20 + 16 ⇒ (3) + 16 = 19
slashing: 2d8 + 5 ⇒ (2, 7) + 5 = 14
flurry: 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16
slashing: 2d8 + 5 ⇒ (5, 6) + 5 = 16
Finally raising his shield.
AC 27
| Dungeon Master S - 2e |
The giant's thick skin proves enough to thwart the pair.
ROUND 5:
Haldan (36/76): Go
Tiny (40/108): Miss
-----Þóðᛞrekkr (71/71): Miss
Dendillion (62/78): Go
Kreel (Slow 1): TBD
Chark (56/71): TBD
Charlie (59/99): TBD
-----Goliath (71/71): TBD
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 115 (Slow 1, -3 Will, Perception through Round 10)
| Dendillion |
Dendillion continues to musically hurl various bits and bobs in the tent at the giant, knowing that it'll take a plethora of small wounds to bring the brute down.
Telekinetic Projectile vs Giant: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Damage (B): 5d6 + 1 ⇒ (5, 4, 5, 4, 2) + 1 = 21
| Dungeon Master S - 2e |
Dendillion strikes the giant just above the eye with a rock, leaving a bloody mess. The giant is practically out on his feet.
ROUND 5:
Haldan (36/76): Go
Tiny (40/108): Miss
-----Þóðᛞrekkr (71/71): Miss
Dendillion (62/78): Hit
Kreel (Slow 1): TBD
Chark (56/71): TBD
Charlie (59/99): TBD
-----Goliath (71/71): TBD
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 136 (Slow 1, -3 Will, Perception through Round 10)
| Haldan Hadonstar |
Haldan throws a card and then asks Hermann to heal him.
Telekinetic Projectile: 1d20 + 15 ⇒ (6) + 15 = 215d6 ⇒ (6, 2, 6, 1, 5) = 20
Restorative Familiar: 3d8 ⇒ (1, 4, 1) = 6
Wowsa those are some bad rolls.
| Dungeon Master S - 2e |
Haldan's own attempt simply bounces off the giant's forehead.
The giant's thick skin proves enough to thwart the pair. The giant simply roars and spinns around like a wild dervish:
Club v. Þóðᛞrekkr: 1d20 + 19 ⇒ (15) + 19 = 34 for 2x DMG: 1d10 + 14 ⇒ (10) + 14 = 24
Club v. Goliath: 1d20 + 14 ⇒ (3) + 14 = 17 MISS
Club v. Tiny: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 MISS
ROUND 5:
Haldan (42/76): Miss
Tiny (40/108): Miss
-----Þóðᛞrekkr (13/71): Miss
Dendillion (62/78): Hit
Kreel (Slow 1): ATK![b]
Chark (56/71): Go
Charlie (59/99): Go
-----Goliath (71/71): Go
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 136 (Slow 1, -3 Will, Perception through Round 10)
| "-Tiny-" |
Tiny presses the assault before his poor cute little totally innocent puppy gets smooshed.
claw vs FF: 1d20 + 16 ⇒ (9) + 16 = 25
slashing: 2d8 + 5 ⇒ (1, 1) + 5 = 7
flurry vs FF: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
slashing: 2d8 + 5 ⇒ (5, 5) + 5 = 15
3rd attack vs FF: 1d20 + 16 - 8 ⇒ (5) + 16 - 8 = 13
slashing: 2d8 + 5 ⇒ (7, 3) + 5 = 15
Tiny whistles and Þóðᛞrekkr takes its own bites.
chomp vs FF: 1d20 + 13 ⇒ (8) + 13 = 21
piercing: 2d8 + 3 ⇒ (1, 6) + 3 = 10
2chomp2furious vs FF: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
piercing: 2d8 + 3 ⇒ (6, 4) + 3 = 13
| Dungeon Master S - 2e |
Tiny rips the remaining giant to pieces. The colors of blood and gore mix with the riotous paint in the room. It's fitting for the Menagerie.
Each performer earns 100 XP.
| Chark Torrefi |
With the hill giant clowns vanquished, Chark starts by drawing out her wand and using it. Cast heal ◈◈◈ using focus spell healer's blessing on Tiny (+8 healing).
healing: 4d8 ⇒ (5, 6, 6, 7) = 24 w00t!
Charlie (83/99)
-----Goliath (71/71)
Dendillion (78/78)
Haldan (66/76)
Tiny (72/108)
-----Þóðᛞrekkr (37/71)
Chark (71/71)
Then, stowing the wand again, she sets to address the group's wounds Treat Wounds, plus refocus, assuming time permits.
healing (Tiny): 2d8 + 10 ⇒ (3, 4) + 10 = 17 Tiny -> 89
healing (Þóðᛞrekkr: 2d8 + 10 ⇒ (5, 6) + 10 = 21 Þóðᛞrekkr -> 58
| Dendillion |
"Take all the time you need," Dendillion says to Chark. "If Dusklight isn't in a rush to come to us, I am equally in no rush to go to her. Let's be ready before we head through the curtain to the north."
| Chark Torrefi |
Medicine DC 15: 1d20 + 15 ⇒ (4) + 15 = 19 success, though not by much, LOL
healing (Charlie): 2d8 ⇒ (6, 4) = 10 Charlie -> 93
healing (Charlie): 2d8 ⇒ (8, 3) = 11 Haldan -> 76
Medicine DC 15: 1d20 + 15 ⇒ (15) + 15 = 30 crit success <- ah, Desna taketh away, Desna giveth
healing (Charlie): 4d8 ⇒ (6, 5, 3, 3) = 17 Tiny -> 106
healing (Charlie): 4d8 ⇒ (2, 2, 8, 3) = 15 Þóðᛞrekkr -> 71
Final results:
Charlie (93/99)
-----Goliath (71/71)
Dendillion (78/78)
Haldan (76/76)
Tiny (106/108)
-----Þóðᛞrekkr (71/71)
Chark (71/71)
| Dungeon Master S - 2e |
Dusklight doesn't make a move, and indeed, in that time a few lower level and new members of the Menagerie make for the gates, aware that something bad is going down.
Final results:
Charlie (93/99)
-----Goliath (71/71)
Dendillion (78/78)
Haldan (76/76)
Tiny (106/108)
-----Þóðᛞrekkr (71/71)
Chark (71/71)
To the main event?
| Mumbling Charlie |
Charlie gulps. "You really think she is just around the curtain? M..m.m..maybe she fled." He has a sinking feeling he will see her again but hopes a little that she ran away so he never has to.
To the main event!
| Dendillion |
"It seems likely, though it would be a nice change of pace if the villain in this story saw the error in their ways and surrendered to judgement. Alas, that's the sort of thing reserved for the stage."
| Dungeon Master S - 2e |
Beyond the curtain is a large alcove. A single door stands beneath a sign reading “Welcome to the Maze of Mirrors.” The door is slightly ajar, and the dancing reflections of several tiny lights is visible within.
| Dendillion |
"I don't like it. The mirrors. But I could send a helper in to go smashing all of the mirrors. If there's a trick to be had, they'll suss it out."
| Chark Torrefi |
Please, Chark says, wary of the room as well.
| Dendillion |
Dendillion strums his lute, manifesting magic in each note. He hums a harmonic note, controlling the sounds to create the magic he seeks. Seconds later, a sliver of a portal appears.
Summoned by the magic, a tiny, blue-skinned gremlin steps through. The creature brandishes a small sword, looks at Dendillion, and yips in fear at the bard. It cowers, body language suggesting that it expects to be beaten at any moment. "What you want, master?"
"Go through that door. Take that sword and break every single mirror near the door that you see. And call out if anyone else is in there. They'll probably attack you, so you'll want my help."
| Dungeon Master S - 2e |
Seconds after being summoned and entering the maze, the air fills with the sound of multiple gremlins screaming, glass shattering, and once an ear comes flying out of the maze....
Whatever happened, it was violent. There are signs of dozens of gremlins fighting each other. The one Dendillion summoned is gone. The mirrors are mostly shattered, and the place looks quiet now. Additionally, each performer earns 80 XP.
| Chark Torrefi |
Well done, Ringmaster, Chark says with a smile, looking inside the chaotic room for what might lie beyond.
| Dendillion |
"I like to think that I have a good idea now and then. Let's see what's beyond."
| Dungeon Master S - 2e |
The party moves through the ruins of the maze to the last room in the tent.
Bamboo room partitions and crimson velvet curtain sdecorate this large receiving room. Subdued lanterns illuminate delicate paintings of cranes in flight. One of the bruisers who works for Mistress Dusklight is bound on the floor with thick ropes, his club lying just outside of his reach.
The curtain stirs and an armed man emerges into the foyer from a room to the west. The familiar face of deputy constable Darricus Stallit relaxes into a friendly grin. “Thank all the gods it’s you,” he pants, lowering his blade. “She put up quite the fight, that one. If you hadn’t distracted her minions in the gallery, I would never have been able to apprehend her.” Darricus wipes the sweat from his forehead with the back of his hand. “You’ve done enough. I’ll get her transported and booked—she’ll be in a cell by sunrise, along with this goon Cobbin. I’ll make sure the chief knows how much you helped. Now, go get some rest. You’ve certainly earned it.”
| Chark Torrefi |
Chark folds her arms. Ah, Constable Stallit. We were told to expect to see you here by a friend, for you regularly visit the Circus, do you not? I'm sure that information would be of great interest to Chief Constable Andera, as well as a close examination of your personal accounts showing regular payments from Mistress Dusklight. She turns to Dendillion. In fact, why don't we let her know right away, with a sending spell?
| Dungeon Master S - 2e |
"What? That's preposterous! I've been here on assignment FROM Andera to infiltrate. Payments? You must be joking."
| Dendillion |
| 1 person marked this as a favorite. |
Dendillion shrugs. "It is very interesting to find you here, deputy constable Stallit. I'll let her know now."
If Stallit isn't quick to react, the bard continues. "Or, I'd suggest you tell the truth about your affiliations with the circus."
Cast Suggestion. DC 25 Will save please
| Dungeon Master S - 2e |
Will: 1d20 + 14 ⇒ (10) + 14 = 24, "Sigh, fine, if you must know, public service is a terrible way to make a living. Mistress Dusklight pays a fair wage. It's simple really."
The bruiser in shackles hisses.
| Dendillion |
Dendillion absently strums his lute, letting subtle magic flow out towards Stallit. "My friend, I think we have an opportunity here to fix things. Why don't you tell me more about what's going on here?"
Cast Charm. DC 25 Will save.
| Dendillion |
And because Dendillion can't help but deliver a quip, he adds, "It's a good thing too, else I think we've have a lot of awkward questions about what kind of proclivities you have... given the shackled bruiser you have there."
Bon Mot (Diplomacy) vs Stallit's Will DC: 1d20 + 15 ⇒ (9) + 15 = 24
| Dungeon Master S - 2e |
Will: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 "Yeah, look. I don't mind telling you the truth about my income, but there's a limit there. Look, I've got this. Best you report in."
| Dendillion |
I would like to Sense Motive, with the goal of finding out whether the man will follow through. Modifier is +12
| Dungeon Master S - 2e |
1d20 + 12 ⇒ (20) + 12 = 32
Not only is he full of merde, but the bruiser's cuffs aren't even locked. This man is stalling as long as possible in order to acheive some goal...
| Dendillion |
Dendillion sighs. "This would be easier if you weren't the worst kind of liar, Stallit."
To the group he says, "Those cuffs aren't even locked, I'm afraid."
| Chark Torrefi |
Every liar is the worst kind of liar. Especially when so closely affiliated with the Celestial Menagerie. Chark turns to Stallit, a fire in her eyes. Your soul and conscience can be had for so small a price? I'd pity you, were you worth my pity. As it is, you have as much merit as anyone who knows Dusklight and takes her coin anyway.
Chark will kick off initiative by casting a spell: electric arc, targeting Stallit and his accomplice. DC 25 basic Refl. If this waits until my turn in Encounter mode, so be it.
electricity: 5d4 ⇒ (3, 2, 4, 4, 3) = 16
| Dungeon Master S - 2e |
Stallit expected this, and he's no rube. He's ready. "you're no better, plundering to line your pockets. I at least enforce the law!" He's also fast, REAL fast.
He squeezes around the kneeling brute, closes to the other corner, and gets his bastard sword ready..
Charlie is Scouting
Hostiles: 1d20 + 17 ⇒ (16) + 17 = 33
Charlie: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 (Scout)
Chark: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 (Search)
Dendillion: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 (Detect Magic)
Haldan: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 (Seek, Keen Eyes)
Tiny: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 (Search)
ROUND 1:
Stallit: Prep
Dendillion (78/78): Go
Thug: TBD
Haldan (76/76): TBD
Tiny (106/108): TBD
-----Þóðᛞrekkr (71/71): TBD
Charlie (93/99): TBD
-----Goliath (71/71): TBD
Chark (71/71): TBD
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
Kreel (Red): 136 (Slow 1, -3 Will, Perception through Round 10)
| Dendillion |
"You must see the humour in this. No? Well then, I ask you this," Dendillion strums his lute, playing a jaunty little riff. "How many Kuthites does it take to light a torch? Zero, because they abide in eternal darkness!"
Cast Laughing Fit, DC 25 Will save. He has -2 still from Bon Mot.
Dendillion then layers on more music, the magic within filling his friends with courage.
Lingering Composition vs DC 23: 1d20 + 20 ⇒ (3) + 20 = 23
Success. Courageous Anthem is up for 3 rounds
| Dungeon Master S - 2e |
| 1 person marked this as a favorite. |
Dendillion delivers a famous joke by Tasha, and Will: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22. "Hehe. Funny, but shut up." Solid play, as Readied actions are reactions. Take a Hero Point.
With pretenses erased, the thug stands up, grabbing the club he had with him and tries to bash Chark's head in:
ATK: 1d20 + 20 ⇒ (2) + 20 = 22 for DMG: 2d10 + 10 ⇒ (7, 10) + 10 = 27
"Now THAT'S funny boss."
ROUND 1:
Stallit: Prep
Dendillion (78/78): Bard fu
Thug: Hit
Haldan (76/76): Go
Tiny (106/108): Go
-----Þóðᛞrekkr (71/71): Go
Charlie (93/99): Go
-----Goliath (71/71): Go
Chark (44/71): Go
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions: Trapeze are DC 15 to move around on.
Enemy Conditions:
| "-Tiny-" |
Tiny drops into his stance as he tumbles around into position and claws at the thug.
Courageous Claw vs Thug FF: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
slashing: 2d8 + 5 + 1 ⇒ (4, 6) + 5 + 1 = 16
Flurry claw vs Thug FF: 1d20 + 16 + 1 - 4 ⇒ (3) + 16 + 1 - 4 = 16
slashing: 2d8 + 5 + 1 ⇒ (5, 8) + 5 + 1 = 19
Meanwhile Þóðᛞrekkr barks and howls as he independently moves into the room.
| Mumbling Charlie |
Goliath and Charlie push past into the room, Goliath blocking the path to the exit and pinning Stallit against the corner of the room. Goliath stands on his hind legs and snarls biting at the man.
Jaws: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Hunter's Edge Precision Damage: 1d8 ⇒ 7
◆ Stride
◆ Hunt Prey
◆ Command Goliath
◆ Goliath Stride
◆ Goliath Strike
HP 93/99
AC 24 (26 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Snarecraft Snares Used: Biting Snare x3
Focus 0/1
Hero Points 1/3
Goliath
HP 71/71
AC 23
| Dungeon Master S - 2e |
It doesn't take long for the party to pile up on the thug. Tiny and Þóðᛞrekkr team up to draw first blood.
Stallit can't help but giggle a bit as the party moves freely. When goliath bites down, it's to devastating effect.
ROUND 1:
Stallit: Prep
Dendillion (78/78): Bard fu
Thug: Hit
Haldan (76/76): Go
Tiny (106/108): Hit
-----Þóðᛞrekkr (71/71): Move
Charlie (93/99): Lead
-----Goliath (71/71): Bite
Chark (44/71): Go
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Thug: 16
Stallit: 36
| Dungeon Master S - 2e |
My bad!
Still laughing to much to seize the opening, Stallit just giggles as Chark's spell goes off.
Stallit REF: 1d20 + 15 ⇒ (9) + 15 = 24 FAIL
Bruiser REF: 1d20 + 15 ⇒ (14) + 15 = 29 PASS
chark's spell also zaps him pretty hard!
ROUND 1:
Stallit: Prep
Dendillion (78/78): Bard fu
Thug: Hit
Haldan (76/76): Go
Tiny (106/108): Hit
-----Þóðᛞrekkr (71/71): Move
Charlie (93/99): Lead
-----Goliath (71/71): Bite
Chark (44/71): Arc
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Thug: 24
Stallit: 52
| Haldan Hadonstar |
Haldan strides in and decides to go straight to the joy buzzer since he finds himself so close.
Shocking Grasp: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 342d12 + 1 ⇒ (6, 5) + 1 = 12
| Dungeon Master S - 2e |
Haldan steps in and gives the man a solid shock. Electricity arcs across his chain armor. The man turns and spits, eager to make Haldan even shorter with a greatclub to the head...
Stallit doubles down and focuses as he swings his blade in a wide arc, going after Chark:
Bastard Sword: 1d20 + 21 ⇒ (14) + 21 = 35 for DBL DMG: 2d12 + 9 ⇒ (6, 5) + 9 = 20
Bastard Sword: 1d20 + 16 ⇒ (13) + 16 = 29 for DMG: 2d12 + 9 ⇒ (3, 5) + 9 = 17
when Chark goes down he looks at the others, "Come on! Just lay down your weapons, I'll get you a fair deal!"
To emphasize his point, he turns on Goliath
Bastard Sword: 1d20 + 11 ⇒ (20) + 11 = 31 for DBL DMG: 2d12 + 9 ⇒ (1, 7) + 9 = 17
"Death or surrender!"
ROUND 2:
Stallit: So many hits
Dendillion (78/78): Go
Thug: TBD
Haldan (76/76): TBD
Tiny (106/108): TBD
-----Þóðᛞrekkr (71/71): TBD
Charlie (93/99): TBD
-----Goliath (37/71): TBD
Chark (0/71): Dying 1
-----------------------------
Location: Celestial Menagerie
Tactical Map
Tracker
Party Conditions:
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Thug: 36
Stallit: 52
| Dendillion |
Dendillion wastes no time switching tunes to deliver a riff that soothes Chark's wounds.
Soothe (3rd) on Chark: 3d10 + 12 ⇒ (4, 6, 2) + 12 = 24
He continues to sustain a humorous jig, keeping Stallit's funny bone tickled.