
Dungeon Master S - 2e |

Evening the score with Mistress Dusklight proves beneficial to you in many ways. No longer under the cruel ringmaster’s paw, the performers and workers in the Celestial Menagerie scatter in search of other opportunities. Adrivallo and Verinnelle seek passage back to the Verduran Forest with Verinnelle’s sapling. Iolara escorts Hylda and Hera back to their village before embarking on her own travels with Arzo, whom she helps overcome his addiction. Sump Sadie makes for the marshes outside of Escadar, resolved to leave civilization behind forever.
A few performers ask if you'd be willing to hire them; The Amazing Aquakineticist, Evora and Gigi, Fireproof Flynn, The Majestic Mistdancer, The Smoke Dragon
All good things must come to an end, and the Circus of Wayward Wonders can’t stay in Escadar forever. Indeed, the tracker indicates that you've maxed out your prestige in Escadar
Most importantly, is what happens when you're informed that the assets of the Menagerie are now yours. Nearly all of it is used to repair, maintain, and shore up what you need for your circus, but some things stand out and are yours, not the circus's:
Items on Mistress Dusklight
Items in her personal quarters:
By the time the Celestial Menagerie arrived in Escadar, Dusklight’s reputation as a top-notch ringmaster preceded her. Still, she wasn’t content with her lucrative shows and adoring fans. She sought more dangerous prizes, binding azatas, demons, and dragons to her will and exulting in her fantasy of absolute control over these powerful beings. Her increasingly cruel and domineering ways caused a mass desertion recently; several performers and workers fled the Celestial Menagerie to start their own circus far from Escadar. These defectors formed the core of what would become the Circus of Wayward Wonders.
In seeking new help, Mistress Dusklight came to know of the interdicted Moonstone Hall. She dreamed of the holy treasures this temple might hold—treasures she could use to enhance the Celestial Menagerie even further. She quickly learned that xulgaths from the Darklands had crept into Moonstone Hall, but their presence didn’t bother her; she negotiated free passage with a combination of cunning flattery and promises of human sacrifices

Dungeon Master S - 2e |

Most importantly, are the aeon orbs. You have been slowly learning about their history and function:
....You have learned that you must visit the other aeon towers to gain the resonant reflections necessary to restore the network of aeon orbs. The xulgaths’ schemes are as yet unclear, but you are surely bound to encounter more of the brutal creatures in the future....

Dungeon Master S - 2e |

It takes three days to fully dismantle the Celestial Menagerie [ooc]Granting 3 Days of Downtime for those interested in anything other than rest. Ringmaster Myron “Thunder” Stendhal asks to meet with you.
"Escadar has had its fill of circuses for a while. We need a new location. I've been thinking. There's an untapped market back on [b]The Isle of Kortos. We're not far from the northwest coast of the Isle. There's an area there, The Swardlands. It's the breadbasket of Absalom itself. The largest settlement there is a place called Kerrick."
He looks at the map on the table, then back up at you with an expression of confidence, "We could be pulling into the harbor within two days. What say you?"

Dendillion |

"I, for one, am very much done with Escadar," Dendillion says to the Professor. He considers the man's wisdom, glad that Thunder Stendhal had the wisdom to keep the man around. RIP. "Kerrick sounds wonderful in that it is not spelled 'Escadar'. I say we make for it, with our expanded troupe in tow."

Mumbling Charlie |

Charlie nods glancing back at the jail where Dusklight now resides. "Yes, l..l..lets put it all behind us." He is excited for a fresh start to everything. A chance to relax and take his mind off of things now that Dusklight isn't hounding him like the past several years.

Chark Torrefi |

It takes nearly two days before Chark says anything aloud to anyone, even remaining silent during the meeting with Chief Constable Paldreen. It is the appearance of the stragglers from the Menagerie that finally rouses her from her uncharacteristic brooding.
Her eyes are hard as steel as she addresses the erstwhile Menagerie members.
The Circus of Wayward Wonders have rules each of our kin must follow. These rules are: She ticks off her fingers, one by one.
We do not tolerate bullying, harm, or neglect of any member of the Wayward Wonders, be they beast or person.
We do not say things to the members of the Wayward Wonders that are untrue, intentionally hurtful, or purposefully cruel.
We do not cheat or steal from the Circus of Wayward Wonders. This includes refusing to perform, when the Circus is counting on you. Her eyes do not leave the newcomers, but Mordaine looks a little uncomfortable at the gentle admonishment.
If you follow these rules – I daresay you'll find them less onerous than those of your former slavedriver – then you are welcome under our tent to join our family. Break them, and you will no longer be here. There are no exceptions to these rules. Are we clear?
Those who agree are brought to meet the rest of the performers, and Chark smiles for the first time. Know that you are free to leave our family at any time, if your heart chooses, she says, her eyes softening as she mingles with the Circus and her mood lightens. We do not – cannot – harbor a grudge against someone who hears a different call.

Dungeon Master S - 2e |

The Extinction Curse
Book III: Legacy of the Lost God
10 Gozran 4720
The Story Thus Far
Despite its modest size, Kerrick is a busy port, shipping the provender of its hinterlands by boat to the city of Absalom and beyond. The docks are bustling as your vessel arrives, and while the ship’s master tends to the business of docking, you must arrange for room and board for yourselves and the circus as well as find a venue where the show can set up and begin its new run in the Swardlands.
Through the bustle of the town docks, a distinctive figure appears. He is a human of medium height and middling age with thinning salt-and-pepper hair swept back from his brow above bushy eyebrows, thick mutton chop sideburns, and a neatly trimmed moustache above a smooth-shaven chin. He wears the somber formal garb of a solicitor or an undertaker. The small flower pinned to his lapel is a sullen shade of purple. His eyes sweep the crowd as if searching out someone, only to alight on you, and he immediately smiles and raises his ornate walking cane in salutation.
The man is Opper Vandy, and he quickly introduces himself as “the master of the Kerrick Grange and mortician to the good people of Kerrick and its surroundings.” He enthusiastically shakes everyone’s hands as he confirms that you are in charge of "the wonderful circus from Escadar". Once he’s certain he has the right people, Vandy mops his brow with a handkerchief of the same color as his boutonniere, clearly relieved. Vandy explains, "Word of your coming had reached me from Escadar, and as head of the local agricultural association, I thought that having a traveling circus in the area would be wonderful for both the economy and the morale of the people of the Swardlands. Times are bad enough lately that the chance for a little good, wholesome fun might be just the thing to put the spring back in people’s step. In light of that, I have taken it upon myself to help get things arranged for the circus’s stay in Kerrick and the surrounding area!"

Dungeon Master S - 2e |

He looks at you, hoping for you to take him up on his plans of facilitating things.

Mumbling Charlie |
1 person marked this as a favorite. |

Charlie looks to the others. "Might be a good idea? We could use a little relaxation now that Dusklight is gone." His voice seems a bit more relaxed, confident even. His stutter lessened eve after the stress of the Mistress chasing him day and night is now behind bars.

Dungeon Master S - 2e |

The man's smile widens, and he doesn't wait for anyone else to chime in.
Vandy quickly arranges for the dockmaster to see to the unloading and temporary housing of the circus personnel, equipment,
animals, and assorted paraphernalia until it can get itself organized on land. He then guides you to a market square on the outskirts of town that holds seasonal festivals and market fairs. He informs you that "...the market grounds belong to the Kerrick Grange, but I've arranged for you to be let out to the circus for the bargain price of 5 sp per night provided the circus purchases its supplies and labor needs locally and cleans up after itself." Once arrangements have been made, Vandy politely takes his leave. Before going, however, he invites you to dinner at his home, Vandy House, at nightfall. "I want to celebrate your arrival and help you as you plan your travels around the Swardlands region, much of which falls within the territory of the Kerrick Grange. Okay? Alright! I'll see you tonight!"

Dungeon Master S - 2e |

Well.... It's been some time. You've got an opportunity to get a show going here. In fact, the island can handle 4 shows. You can do one each in Kerrick, Matten Cleave, Castinlee, and Turpin Rowe. the first step is always [b]Purchasing Advertisements. No need to use your own money, the circus has it's own account.

Dendillion |

Having set aside the task of getting to know the new circus mates, Dendillion spends the time traveling to Kerrick recovering from his many wounds and converting their adventures to musical tales. Although never anti-social he spends more time alone than is typical of the loquatious bard.
Upon arrival, he returns to his duties as quasi-elected ringmaster. "We'll see you there, Mister Vandy! With appetites to spare!"
With the group settling in, Dendillion makes a few suggestions about how to proceed. "We're new here, and I'd like us to make a big splash. Plaster the walls of every building with ads, get street urchins passing out flyers to every passerby. That sort of thing. And maybe we can spring for those disposable binoculars? I saw them once and think they'd be fun for people to use at our show. Thoughts?"

Dungeon Master S - 2e |

Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: 250 Gp = 16 Anticipation Need to know where this is coming from. If you are using circus funds and then some, let me know.
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 6/6
Charlie: 6/6
Dendillion: 6/6
Tiny: 6/6
Haldan: 6/6
[url=]https://docs.google.com/document/d/1xt8MygO0lhlikYrPn4KxPChvbdekom6tIgCMgOx Q64A/edit?tab=t.0Quickpost Link

Mumbling Charlie |

I don't have near that amount of gold to donate so I will have to spend some time advertising.
Broke, but a little higher in spirits Charlie is excited for the first show without the Mistress setting up nearby as well. He heads out inot the town and passes out flier after flier as Goliath even helps holding hime in a satchel across his back. His presence alone draws in a sizeable crowd.
Using my downtime to promote
Promoting the Show Society DC 23: 1d20 + 9 ⇒ (20) + 9 = 29

"-Tiny-" |

Tiny will spend his time perfecting his performances, and trying to earn a few coins on the side.
Earn Income(Circus Lore) lvl 5?: 1d20 + 9 ⇒ (3) + 9 = 12
Assuming level 5, that's a fail and 1.2gp of Profit for Tiny)

Dungeon Master S - 2e |

Tiny plies his trade, while Charlie CRUSHES it! Crit = 14 Anticipation
Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 6/6
Charlie: 4/6
Dendillion: 6/6
Tiny: 0/6
Haldan: 6/6
[url=https://docs.google.com/document/d/1xt8MygO0lhlikYrPn4KxPChvbdekom6tIgCMgOxQ64A/edit?tab=t.0]Quickpost Link

Chark Torrefi |

Haldan is our best PC at Society (+12). Den and Chark are both +10.
If Haldan has other ideas for Downtime, that's fine; Den and Chark can handle the Promote the Circus activity. Can one of us attempt an Aid Another check spending the same days on it?

Mumbling Charlie |

Charlie continues to spend the week passing out flyers as he gives small sneak peeks of his performance with Goliath to help draw in the crowds.
Earn Income (Performance) lvl 5: 1d20 + 9 ⇒ (9) + 9 = 18

Dungeon Master S - 2e |

Chalie makes a little bit of cash during the week.
Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 4/6
Charlie: 0/6
Dendillion: 6/6
Tiny: 0/6
Haldan: 6/6

Dendillion |

Dendillion spends his first day in town selling their gotten goods to fund their show. He does his level best to charm and haggle his way to the best price possible. "The silk on this pillow is exquisite, no? Imagine the comfort! And the thread count is such that drool would likely bead right off the surface!"
Selling the unsold valuables nets the party 158gp. Selling Demon Mask, Belladonna, and +1 Striking Maul nets us another 95gp. For a total of 263gp.
During their first week the great bard watches Charlie work at promoting the show. "Nicely done, my friend! Here, let me take up the baton for the next few days. Do what you need to do."
Promoting the Show (Society), DC 23: 1d20 + 10 ⇒ (5) + 10 = 15
Hero Point Reroll?: 1d20 + 10 ⇒ (15) + 10 = 25 If allowed, this will generate 11 Anticipation
He then spends the rest of his spare time busking on the streets, knowing that running this circus is expensive and every spare copper piece helps.
Earn Income (Performance), 4 days at DC 23: 1d20 + 18 ⇒ (2) + 18 = 20 Fail, earns only 1.6gp

Dungeon Master S - 2e |

I'll allow the Hero Point
Dendillion stays busy, taking his turn with the circus promotion.
Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased? Were they?
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 4/6
Charlie: 0/6
Dendillion: 0/6
Tiny: 0/6
Haldan: 6/6

Haldan Hadonstar |

Circus Lore: 1d20 + 16 ⇒ (10) + 16 = 26
Circus Lore: 1d20 + 16 ⇒ (17) + 16 = 33
Circus Lore: 1d20 + 16 ⇒ (4) + 16 = 20
Circus Lore: 1d20 + 16 ⇒ (10) + 16 = 26
Circus Lore: 1d20 + 16 ⇒ (4) + 16 = 20
Circus Lore: 1d20 + 16 ⇒ (16) + 16 = 32
During the days leading up to it, Haldan promoted the show doing street magic and connecting with the people. He then spends his evening practicing for his next show.

Chark Torrefi |

Chark will attempt to Aid Den (or Haldan, if allowed by the GM) on the efforts to promote the show.
Aid Another: Society: 1d20 + 10 ⇒ (13) + 10 = 23
Aid Another: Society: 1d20 + 10 ⇒ (18) + 10 = 28
Aid Another: Society: 1d20 + 10 ⇒ (4) + 10 = 14
Aid Another: Society: 1d20 + 10 ⇒ (16) + 10 = 26

Haldan Hadonstar |

Haldan will spend his time hanging around the circus, helping with morale and working on his act.

Dungeon Master S - 2e |

Correcting posts to fit the rules:
Haldan and Chark work together to push the performance!
Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased? Were they?
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 2/6
Charlie: 0/6
Dendillion: 0/6
Tiny: 0/6
Haldan: 4/6

Dungeon Master S - 2e |

I'm currently crushed with work, but want to get the engine started. Advancing.
Putting on the Show!
Wayward Wonders Tracker
Show Date: 16 Gozren 4720
Purchase Temporary Upgrades: Confirm this
Total Cost: Confirm this
Determine Non-Performer Roles:
Animal Handler: TBD
Back Up Clown: TBD
Bandleader: LOCKED
Carnival Barker: TBD
Clown Coordinator: TBD
Costumer: TBD
Lighting: LOCKED
Medic: TBD
Pyrotechnic: TBD
Security Guard: TBD
Random Event: 1d12 ⇒ 11:
Starting Anticipation: 36/20

Chark Torrefi |

Fire should build the excitement! Trying the Pyrotechnics role this time. I think...?

Dendillion |

Selling valuables found on the sheet (Four emeralds, Elegant clothing, Silk pillow, Crystal vial, Satchel with gold, Silver circlet w/moonstones) nets the group 158gp. This, combined with Demon Mask, Belladonna, and +1 Striking Maul nets us another 95gp. For a total of 263gp. We then spend 250gp on advertisements and 25gp on binoculars, requiring us to dip into the circus coffers for 12gp.
Dendillion decides that he will perform this go-round.

Dungeon Master S - 2e |

SHOW TIME!
2. Choose Non-Performer Roles:
PARTY ROLES: Either Performer or a specific non-performer
Chark: Pyrotechnics
Charlie: TBD
Dendillion: TBD
Haldan: TBD
Tiny: TBD
Show Date: 16 Gozren 4720
Purchase Temporary Upgrades: TBD
Total Cost:
Determine Non-Performer Roles:
Animal Handler: TBD
Back Up Clown: TBD
Bandleader: LOCKED
Carnival Barker: TBD
Clown Coordinator: TBD
Costumer: TBD
Lighting: LOCKED
Medic: TBD
Pyrotechnic: Chark
Security Guard: TBD
Random Event: 1d12 ⇒ 3:
Starting Anticipation: 36/20

Mumbling Charlie |

Charlie takes a break from his performance and decides to use Goliath to patrol in front of the crowds. This both draws excitement as people pull back in their seats as the larger bear strides past, but also keeps some of the hecklers and scalpers in check as they quickly disperse, not wanting a confrontation.
Provide Security

Dungeon Master S - 2e |

Putting on the Show!
Wayward Wonders Tracker
SHOW TIME!
3 Gozran 4720
Kerriack, Isle of Erran
2. Choose Non-Performer Roles:
PARTY ROLES: Either Performer or a specific non-performer
Chark: Pyrotechnics
Charlie: Security
Dendillion: TBD
Haldan: TBD
Tiny: Clown Coordinator
Show Date: 16 Gozren 4720
Purchase Temporary Upgrades: TBD
Total Cost:
Determine Non-Performer Roles:
Animal Handler: TBD
Back Up Clown: TBD
Bandleader: LOCKED
Carnival Barker: TBD
Clown Coordinator: TBD
Costumer: TBD
Lighting: LOCKED
Medic: TBD
Pyrotechnic: Chark
Security Guard: Charlie
Random Event: 1d12 ⇒ 10:
Starting Anticipation: 36/20

Haldan Hadonstar |

Haldan will perform. You can all rest easy.

Dungeon Master S - 2e |

With everyone in position, it's time for the show!
Random Events:
1d12 ⇒ 8 = Overflowing Crowd! 4d6 ⇒ (3, 3, 2, 4) = 12 the anticipation is almost too much. It really does look like Kerrick was ripe for a show.[/ooc]
Current totals:
Anticipation: 48 (oh my!)
Excitement: 0
GM Tracker
Opener:
Trick 1:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Build Up:
Trick 2:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Trick 3:
Action 1: TBD
Action 2: TBD
Action 3: TBD
The Big Number:
Trick 4:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Finale:
Trick 5:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Trick 6:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Trick 7:
Action 1: TBD
Action 2: TBD
Action 3: TBD

Dendillion |

Dendillion sets up the performers before getting ready himself, making sure that everyone know where they'll be in the order of things. He takes a chance and decides to give the newer members an opportunity to shine.
OPENER
Trick 1: Dendillion
BUILD UP
Trick 2: The Smoke Dragon
Trick 3: The Majestic Mistdancer
BIG NUMBER
Trick 4: Evora and Gigi
FINALE
Trick 5: Fireproof Flynn
Trick 6: Haldan
Trick 7: Fidget's Fireworks
He then gets out there to wind the audience up for a humourous, magic-infused musical tale about an incredibly talented liar of a Pathfinder. The real Red Raven...
Performance: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
Performance: 1d20 + 18 + 2 - 5 ⇒ (7) + 18 + 2 - 5 = 22
Deception: 1d20 + 13 ⇒ (9) + 13 = 22
Will use Send in the Clowns as a reaction on the first of those if they fail.

Dungeon Master S - 2e |

Dendillion opens the show with bang, but then quicly realizes that he shouldn't rest on his and tha tmaybe he should practice his Castamir impression a skosh more often. Dendillion has forgotten that his trick has the agile trait, so the MAP is -4/-8, which means the second roll is a success, and the third uses the clows to be a success. Net is 21 Excitement!

Dungeon Master S - 2e |

Current totals:
Anticipation: 48 (oh my!)
Excitement: 64
GM Tracker
Opener:
Trick 1: Dendillion
Action 1: Success
Action 2: Success
Action 3: Success
Build Up:
Trick 2: The Smoke Dragon
Action 1: Thievery: 1d20 + 12 ⇒ (5) + 12 = 17 FAIL... CLOWNS!
Action 2: Thievery: 1d20 + 7 ⇒ (17) + 7 = 24 SUCCESS!
Action 3: Deception: 1d20 + 8 ⇒ (13) + 8 = 21 SUCCESS!
Trick 3: The MAjestic Mistdancer
Action 1: Acrobatics: 1d20 + 17 ⇒ (13) + 17 = 30 Success
Action 2: Acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18 Fail (Clowns)
Action 3: Performance: 1d20 + 16 ⇒ (16) + 16 = 32 Success!
The Big Number:
Trick 4:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Finale:
Trick 5:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Trick 6:
Action 1: TBD
Action 2: TBD
Action 3: TBD
Trick 7:
Action 1: TBD
Action 2: TBD
Action 3: TBD

Mumbling Charlie |

Evora and Gigi Athletics: 1d20 + 19 ⇒ (12) + 19 = 31
Evora and Gigi Athletics: 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34
Evora and Gigi Nature: 1d20 + 13 ⇒ (13) + 13 = 26
Under the shimmering glow of the circus tent, thick with the scent of popcorn and sawdust, the crowd's murmurs hush into silence. A drumroll begins—slow, deliberate. Then, from behind the velvet curtain, she emerges: Evora, the half-orc strongwoman, towering and proud, muscles rippling under a glittering scarlet-and-gold costume. Her tusks gleam beneath the warm lights, and her dark green skin glows with the sheen of effort and pride.
Trailing behind her, like a mountain in motion, comes Gigi, her massive mammoth companion. Gigi’s gray hide is adorned with swirls of painted flowers and stars, her tusks wrapped in silken ribbons that flutter as she moves. Bells jingle softly from her braided tail, and a garland of marigolds crowns her great, wise head.
With a single booming command from Evora, Gigi rears up—towering on her hind legs, casting a vast shadow across the ring. The crowd gasps. Evora, without hesitation, sprints forward, and in a breathtaking feat of strength and trust, leaps onto Gigi’s back as the mammoth pivots gracefully in a full circle.
The music swells. Evora raises one arm high, spinning fire batons while balanced atop the mammoth's broad shoulders. She grins, tusks flashing, eyes locked on the crowd. Gigi trumpets—a proud, thunderous sound that echoes through the tent, shaking the very air.
Together, they are legend—an unstoppable duo of brute strength and elegant showmanship. The ringmaster doesn't need to speak a word. The applause that follows is deafening.
Fireproof Flynn Intimidation: 1d20 + 19 ⇒ (8) + 19 = 27
Fireproof Flynn Intimidation: 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34
Fireproof Flynn Performance: 1d20 + 19 ⇒ (1) + 19 = 20
The lights in the circus tent dim, and a hush falls like a spell over the crowd. A single spotlight flickers to life, casting a long, dramatic beam into the center ring. A voice—silky, booming, full of promise—echoes through the air:
“Ladies and gentlemen, prepare yourselves for the blistering brilliance of... Fireproof Flynn!”
From a puff of smoke and a flash of scarlet sparks, he appears.
Flynn, the tiefling with ember-red skin and curled obsidian horns, strides into the ring like he owns the flame itself. His eyes glint like molten gold beneath the brim of a wide-brimmed black hat, and his long, fire-trimmed coat trails behind him with every calculated step. The crowd leans forward.
He gives a roguish bow. Then, with a dramatic flourish, he whips open a case at his feet—and out come five long knives, each one already lit with roaring, hungry flame.
With a snap of his fingers, the music kicks in—fast, wild, drums and violins in a frantic dance—and Flynn begins.
The knives fly.
They spin and twirl through the air in a perfect, terrifying rhythm, the fire trailing streaks of orange and gold above his head. The heat radiates outward, and the front rows can feel it. He juggles faster, faster still, until it seems impossible that he's in control—and yet he never drops a single blade.
Then, with a wicked grin and a wink to the crowd, he adds two more flaming daggers. The audience gasps. He tosses one behind his back, kicks another into the air, spins—and catches all seven, one by one, like it’s nothing.
For the finale, Flynn flips backward in a full arc through his own spinning firestorm, landing with one knee down and all seven blades buried in the ground around him, still blazing.
The crowd explodes.
Fireproof Flynn rises slowly, tips his hat, and disappears in a puff of smoke—leaving behind nothing but scorched earth and a thousand racing hearts.

Dendillion |

Dendillion watches with quiet approval as Tiny sends in the Clowns near the end of Fireproof Flynn's set, helping to cover up a small emergency.
Per Slack, using Send in the Clowns as a reaction to the last roll

Dungeon Master S - 2e |

Okay, I'm back, and I'm playing catch up. I'm going to forgo prose to hasten the catch up. I also mistakenly used clows twice in the Build Up.
Starting Anticipation: 36/20
Excitement: 0
The Opener:
Dendillion = 3 successes = 21 Excitement
Anticipation: 36
Excitement: 21
------------------------------------------------
The Build Up:
The Smoke Dragon = 2 Successes = 10 Excitement
The Majestic Mistdancer = 2 Successes = 16 Excitement
Anticipation: 36
Excitement: 37
------------------------------------------------
The Big Number:
Evora and Gigi = 2 Successes +1 CRIT = 24 Excitement + 8 Anticipation
Anticipation: 42
Excitement: 61
------------------------------------------------
The Finale
Fireproof Flynn = 2 Successes +1 CRIT = 24 Excitement + 8 Anticipation
Anticipation: 50
Excitement: 85
Trick 6: Haldan
Trick 7: Fidget's Fireworks

Haldan Hadonstar |

Haldan has been practicing his sleight of hand all week. To the point of being a little nervous this evening. He takes the stage with his Partner in Crime, Hermann. Him and the stuffed rabbit perform a trick they’d been working that starts with Hermann fooling the audience with messing up a few simple card tricks. Then, Haldan takes over, who hands move faster than any eyes in the audience, performing card trick after card trick from his vast knowledge of tricks.
His big finish has him launch the deck of cards towards his subject, a young girl who is there with her parents, and the deck explodes into hundreds of cards. When all of the cards have fallen, Haldan is holding one final card and asks if this is her card. She says no, disappointingly, and the crowd gasps. Haldan says there must be a mistake and jokingly accuses the girl of being a cheat. He tells her to check the inside pocket of his vest, and she reveals the card is there. And with this, Haldan gives her a wink and a smile, then vanishes.
Deception: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Thievery: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Thievery: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
In case I failed one of these checks.
Halfling Luck: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26

Dungeon Master S - 2e |

[ooc]I also forgot that you have a pyrotechnics with the kind of luck only a halfling can muster, Haldan pulls off a string of well executed moves.
The show ends with Fidget. not the famed cleric, but the juggling ratfolk:
Acro: 1d20 + 8 ⇒ (18) + 8 = 26 Success
Acro: 1d20 + 3 ⇒ (1) + 3 = 4 CRIT FAIL
Performance: 1d20 + 8 ⇒ (19) + 8 = 27 Success
Starts strong, nearly bites, and then completes it!
Anticipation: 58
Excitement: 130

Dungeon Master S - 2e |

Your first show is a smashing success! The Circus of Wayward Wonders earns 2 Prestige. the circus also earns a whopping 69 GP.

Dungeon Master S - 2e |

Sandbox games and PbP can be tricky, so I’m building a handout. There are no hidden timers; I’ll be overt if you trigger something.
The first show is a smashing success. It's a great start to your island tour, and the experience is priceless. Indeed you earn 30 for it. the morning after the show you wake up to an invitation to dinner at Opper Vandy's estate, known to most everyone as Vandy House.
That gives you the day to shop for either yourselves or the circus. Alternatively you can spend the day Gathering Information and collecting the Word on the Street.

Dungeon Master S - 2e |

Opting to simply relax for the day, the party takes their time getting ready, but heads out to Vandy House for dinner.
This is a home of obvious wealth constructed of red brick with white granite accents. Wooden shingles cover the roof between three tall, brick chimneys. At the roof’s peak is a weather vane in the shape of a cockatrice. A path of crushed gravel leads to the front stairs as well as around the house. Wide stairs rise to a front porch between stately, inset windows. The base of the stairs is flanked by a pair of decorative stone urns from which grow small plants, and a stone font is set into the wall next to the front doors.
The home of Opper Vandy is a study of modest opulence.

Dungeon Master S - 2e |

Vandy greets you at the door and ushers you inside congenially, offering you drinks from the modest selection of liquors that he keeps. He is glad to give a tour of the house and happily explains its dual purpose as his residence and the local mortuary house. In fact, he points out, "I have one local currently in repose in the parlor and may have to excuse myself from dinner from time to time to tend to any folk who have come for a viewing."
His tour even brings you to the Viewing Room. He sees nothing morbid about it, even during a dinner party. An elaborate wooden bier takes up the center of this chamber, with a wide, bricked fireplace occupying the wall directly behind it. A number of uncomfortable-looking chairs are arrayed around the room, interspersed with small end tables. A gray carpet covers the floor, and stained-glass windows of deep reds and blues create somber patches of light upon it. A sliding double door stands in the north wall. He doesn't give specifics about the person there, just that viewings are 12 hours for three days unless the family asks to hold a 24 hour vigil.

Dungeon Master S - 2e |

By the time Vandy is done with initial greetings and any tours, Martins (the butler) comes in and announces that dinner is served. He and his wife then excuse themselves for the evening and return to their own home nearby while Vandy ushers you into the dining room. Laid out on the table is an excellent meal of goose roasted in a raspberry sauce, artichokes, turnip and barley stew, collard greens in goat cheese, and warm black bread served with fresh butter. A selection of good wines of local vintage as well as a small cask of ale can be found on the side table, next to a cooling pie made from custard and imported lemons. Everything is delicious and the servings are generous.
As the dinner progresses, you have the opportunity to question Vandy about Kerrick, his business, and the Swardlands, and he in turn asks about your past exploits as well as details of the circus’s attractions.