| Chark Torrefi |
Chark ponders a bit more.
This Matten Cleeve appears to be the closest town, she concludes, and what's this "Old Currew's Place"? It doesn't appear to be one of the towers. Perhaps we check that out as well.
| Dungeon Master S - 2e |
[spoiler=Society DC 15 or Kortos Lore DC 10)
Old Currew's Place likely is Currew's. Currew, as the former owner was simply known, was a prosperous— though not wealthy—farmer who was known throughout the Swardlands as a cruel and miserly old man. When he died suddenly 14 months ago, he was not mourned by the local community. With no known heirs or will, his farm went into probate that has yet to be cleared up through the circuit magistrate. Currew’s evil reputation has served to keep curious locals away.[/spoiler]
| Dungeon Master S - 2e |
Well, now that you're here, there's one vote for a show....
| Chark Torrefi |
Chark will concur.
A show for the fine folk of Matten Cleeve seems to be a good idea.
| Dendillion |
Bardic Lore: 1d20 + 10 ⇒ (18) + 10 = 28
"I was chatting with a local recently, and they were spouting all kinds of local bits and bobs. Old Currew's Place likely is Currew's. Currew, as the former owner was simply known, was a prosperous— though not wealthy—farmer who was known throughout the Swardlands as a cruel and miserly old man. When he died suddenly 14 months ago, he was not mourned by the local community. With no known heirs or will, his farm went into probate that has yet to be cleared up through the circuit magistrate. Currew’s evil reputation has served to keep curious locals away."
Dendillion shrugs. "It's what they said."
| Dungeon Master S - 2e |
Putting on a show!
Show Date: 25 Gozren
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased?
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
| Haldan Hadonstar |
Promoting the circus:
Haldan has a small table set up with some makeshift signs he's made out of his circus makeup.
"Gather round, one and all, to be amazed by some truly incredible feats of magic, if I do say so myself. This is but a taste of one of the best show's in Golarion: The Circus of Wayward Wonders!!"
Haldan spends the next few days connecting with people around town and putting on small shows in different parts of town to ensure people have heard of the circus coming to town. Each show is a different series of card tricks with some minor illusions and very minor pyrotechnics for the kids.
Promotion Attempt 1: 1d20 + 16 ⇒ (5) + 16 = 21
Promotion Attempt 2: 1d20 + 16 ⇒ (15) + 16 = 31
Promotion Attempt 3: 1d20 + 16 ⇒ (6) + 16 = 22
| Dungeon Master S - 2e |
Haldan, likely rusty from the lack of posts in the game, only really knocks it out of the park on the second day. Though with help, attempt 3 is a success.
Preparing for the Show!
Circus Tracker
Show Date: 25 Gozran
Advertisements: To Be Purchased
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Anticipation Carried Over By Merch: None
Anticipation Built: TBD
Anticipation Going Into Show: TBD
Maximum Anticipation: 50
Pre-show Excitement: 11
Days of Downtime Remaining:
Chark: 6/6
Charlie: 6/6
Dendillion: 6/6
Tiny: 6/6
Haldan: 0/6
| Dendillion |
Promoting the Show, Aid (Society) vs DC 20: 1d20 + 10 ⇒ (5) + 10 = 15 +0
Promoting the Show, Aid (Society) vs DC 20: 1d20 + 10 ⇒ (14) + 10 = 24 +2
Promoting the Show, Aid (Society) vs DC 20: 1d20 + 10 ⇒ (15) + 10 = 25 +2
Dendillion's heart isn't in the first few days, but when he sees that they're not having the good fortunate he'd hoped for the great bard steps up his game, helping however he can.
| Dungeon Master S - 2e |
Dendillion spends the 6 days working with Halden
Preparing for the Show!
Circus Tracker
Show Date: 25 Gozran
Advertisements: To Be Purchased
Promote the Circus: Current DC 23 (APL 7)
Attempt 1:
Attempt 2:
Attempt 3:
Anticipation Carried Over By Merch: None
Anticipation Built: TBD
Anticipation Going Into Show: TBD
Maximum Anticipation: 50
Pre-show Anticipation: 22
Days of Downtime Remaining:
Chark: 6/6
Charlie: 6/6
Dendillion: 0/6
Tiny: 0/6
Haldan: 0/6
| Chark Torrefi |
| 1 person marked this as a favorite. |
I freely admit none of this may have an impact in the show and/or its earning potential per the rules; but I feel like it's something Chark would definitely seek to do.
Also, we never discussed the potential of leveling up our previous acts, did we? Mordaine in particular, the prima donna. :)
Chark spends much of the week trying to keep the Circus of Wayward Wanderers all engaged in the next show. She encourages the Flamboni Sisters and Fireproof Flynn to join forces into one act – "The Flamboni Sisters and Fireproof Flynn, blazing to new heights!" – and suggests that the Feather-Fall Five would be well-served to include the Majestic Mistdancer in a new aerial show, with tightropes and flips, but some off the pegasus' back as well!
She proposes to set up Eliza and Mister Tickles and Axel and his bird friends as the first acts along the midway seen when patrons come in, with the Dwarven Thowers sailing over the midway as the crowd moves forward.
| Dendillion |
I freely admit none of this may have an impact in the show and/or its earning potential per the rules; but I feel like it's something Chark would definitely seek to do.
Also, we never discussed the potential of leveling up our previous acts, did we? Mordaine in particular, the prima donna. :)
Chark spends much of the week trying to keep the Circus of Wayward Wanderers all engaged in the next show. She encourages the Flamboni Sisters and Fireproof Flynn to join forces into one act – "The Flamboni Sisters and Fireproof Flynn, blazing to new heights!" – and suggests that the Feather-Fall Five would be well-served to include the Majestic Mistdancer in a new aerial show, with tightropes and flips, but some off the pegasus' back as well!
She proposes to set up Eliza and Mister Tickles and Axel and his bird friends as the first acts along the midway seen when patrons come in, with the Dwarven Thowers sailing over the midway as the crowd moves forward.
I absolutely love this
| Dungeon Master S - 2e |
I'll allow it! I'll also give Chark a Hero Point. This is classic Paizo AP. The Sandbox hits with WAAAAAAAY too many things. Let's do this (because recruiting higher level acts is also part of this book. Summer is wrapping up, and games seem to be picking up. Let's have this show, then I'll provide clarity of expectation for unlocking the path forward. As for melding acts, if you've got the time to do it, we simply make their new version akin to the other Book 3 acts. Once we see the first of them, you'll know. In game that looks like them practicing the new act. It'll be ready for the show after this.
| Mumbling Charlie |
| 2 people marked this as a favorite. |
The sun dips low over the bustling market square, painting everything in amber light. Charlie wears his circus clothes with rolled-up sleeves and a wide-brimmed hat, weaving through the crowd with a bright grin. In one hand, he holds a stack of colorful circus fliers; in the other, a brass handbell jingles merrily.
At his side waddles Goliath. The little bear wears a patchwork vest and a tiny bowler hat that tilts rakishly to one side. With surprising dexterity, Goliath clutches his own bundle of fliers in his claws, passing them out to curious children and giggling merchants alike. Every so often, he rises on his hind legs and does a playful spin, earning delighted gasps.
“St-step right up, folks!” Charlie calls, voice warm despite the hitch in it. “Th-the Great Circus is in t-town for one week only! Fire b-breathers! Death-defying acrobats! A-and you haven’t lived until you’ve seen Mr. Tickles!!”
At the non-mention of his name, Goliath lets out an excited chuff, then executes an awkward but endearing somersault to try and bring attention to himself. A ring of onlookers forms. Coins clink into Charlie’s cap, and several children tug their parents’ sleeves, already begging to go.
Earn Income (Performance) lvl 5: 1d20 + 9 ⇒ (6) + 9 = 15
| Dungeon Master S - 2e |
Hero Point to Charlie for the entertainment. I figure if anyone else was going to post, they would have. Let's run the show and then get some guidance in plot.
| Dungeon Master S - 2e |
SHOW TIME!
3 Gozran 4720
Abberton, Isle of Erran
1. Purchase Temporary Upgrades:
2. Choose Non-Performer Roles:
PARTY ROLES: Either Performer or a specific non-performer
Chark: TBD
Charlie: TBD
Dendillion: TBD
Haldan: TBD
Tiny: TBD
| Chark Torrefi |
Proposed:
PARTY ROLES: Either Performer or a specific non-performer
Chark: Medic OR Pyrotechnics if performances will include Fire traits (non-performer)
Charlie: Animal Handler (non-performer)
Dendillion: Ringmaster (performer)
Haldan: Performer OR Carnival Barker (if non-performer)
Tiny: Security Guard (non-performer)
| Mumbling Charlie |
With Chark's organizatio Charlie gets right to work helping Eliza get Mr. tickles prepared. "It's going to be a big show tonight. You got this." He offers some words of encouragement.
| Dendillion |
Happy to take on the mantle of ringmaster, Dendillion works to get the plan together and a performance order that is certain to wow the audience. "It's going to be a good one!"
Happy to take on the role of Ringmaster
| Haldan Hadonstar |
The lights get dim and then a spotlight focuses on the stage. With a puff of smoke, Haldan appears. He works the crowd with card throwing tricks. He throws one card into the back row and cuts someone’s cotton candy in half (just to be replaced by another one by a passing usher).
After the throwing he goes into his routine of a series of “Is this your card” tricks with various members of the audience.
With some misdirection, and sleight of hand, he goes through his ever expanding routine of card tricks. He then once again finishes with a flourish of magically shooting hundreds of cards in the air and disappearing before they all drop.
Deception: 1d20 + 13 ⇒ (17) + 13 = 30
Thievery: 1d20 + 15 ⇒ (7) + 15 = 22
Thievery: 1d20 + 15 ⇒ (2) + 15 = 17
Reroll the last one with Halfling Luck.
Thievery: 1d20 + 15 ⇒ (19) + 15 = 34
| Dungeon Master S - 2e |
Pass, Fail, CRIT
Haldan opens the show strong, but stumbles. He digs deep and NAILS the last piece!
Current totals:
Anticipation: 26
Excitement: 14
GM Tracker
Opener:
Trick 1: Haldan
Action 1: Success
Action 2: Fail
Action 3: CRIT
| Dungeon Master S - 2e |
Build Up:
Trick 2: TBD
Action 1: Thievery: 1d20 + 12 ⇒ (7) + 12 = 19
Action 2: Thievery: 1d20 + 7 ⇒ (6) + 7 = 13
Action 3: Deception: 1d20 + 8 ⇒ (11) + 8 = 19
Trick 3:
TBD
Action 1: Thievery: 1d20 + 12 ⇒ (7) + 12 = 19
Action 2: Thievery: 1d20 + 7 ⇒ (19) + 7 = 26
Action 3: Deception: 1d20 + 8 ⇒ (14) + 8 = 22
| Chark Torrefi |
Den is very good at this, but I also know he's had an attack of Real Life [tm] lately. So let me give it a go. Apologies in advance if it flops.
...I assume the intent is to use both skills? If not, I'd definitely use the one with the higher modifier.
Build up: Fire and Air
Left ring: Fidget's Fireworks (L5, DC 20)
Trick 2:
Action 1: Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20 success
Action 2: Performance: 1d20 + 9 ⇒ (2) + 9 = 11 fail
Action 3: Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11 fail
Right ring: Smoke Dragon (L5, DC 20)
Trick 3:
Action 1: Thievery: 1d20 + 12 ⇒ (8) + 12 = 20 success
Action 2: Deception: 1d20 + 8 ⇒ (11) + 8 = 19 fail
Action 3: Thievery: 1d20 + 12 ⇒ (8) + 12 = 20 success
The Big Number: Water
Center Ring: The Amazing Aquakineticist (L8, DC 24)
Action 1: Acrobatics: 1d20 + 16 ⇒ (9) + 16 = 25 success
Action 2: Occultism: 1d20 + 14 ⇒ (8) + 14 = 22 fail
Action 3: Acrobatics: 1d20 + 16 ⇒ (5) + 16 = 21 fail
| Chark Torrefi |
The Finale:
Center Ring: Evora and Gigi (L8, DC 24)
Action 1: Athletics: 1d20 + 19 ⇒ (19) + 19 = 38 CRIT success
Action 2: Nature: 1d20 + 13 ⇒ (10) + 13 = 23 fail
Action 3: Athletics: 1d20 + 19 ⇒ (3) + 19 = 22 fail
Left Ring: (L1, DC 15)
Action 1: Thievery: 1d20 + 7 ⇒ (10) + 7 = 17 success
Action 2: FORT save: 1d20 + 8 ⇒ (14) + 8 = 22 success
Action 3: Thievery: 1d20 + 7 ⇒ (11) + 7 = 18 success
Right Ring: The Dwarven Throwers I guess, was trying not to use one of the acts Chark suggested to combine, but we're otherwise out (L1, DC 15)
Action 1: Athletics: 1d20 + 10 ⇒ (17) + 10 = 27 CRIT success
Action 2: Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15 success
Action 3: Athletics: 1d20 + 10 ⇒ (10) + 10 = 20 success
| Dungeon Master S - 2e |
Helping out a bit! First, tricks suffer MAP. This is bad news for those rolls. Here's the good news... You forgot that you can Send In the Clowns
With pyro back up, Fidget scores, then stumbles, but the Clowns save the day! So that's 20 Excitement.
Smoke Dragon isn't so lucky, only nailing it once. 5 Excitement
End of the Build Up
Anticipation: 26
Excitement: 39
The elemental show continues, but the Water show is weak.
End of the Big Number
Anticipation: 26
Excitement: 47
In the Finale, there are some great performances. The clowns go in early though. +8 Anticipation, +16 excitement.
The side rings don't bring much in. [ooc]Total is +1 Anticipation, +5
End of the Finale
Anticipation: 35
Excitement: 68
| Dungeon Master S - 2e |
The show is a smashing success. When all is said and done the show earns 94 Gp and 2 Prestige
| Dungeon Master S - 2e |
The next day, the 26th of Gozren the party takes time to rest, recuperate, and plan their next moves.
With your bitter rival, the Celestial Menagerie destroyed, you turned your attention outward. At it's core, the issue is the xulgath interest in the aging aeon towers. But there's more. There's something sinister about - Nightmares and hauntings. Maybe the towers themselves have something to offer. The closest tower is known as The Wellspring Tower. Perhaps answers could be found there...
| Mumbling Charlie |
Charlie stretches after another good show. "I think I heard another tower is nearby. We should go and check it out."
| Dendillion |
Happy that the show was a success, Dendillion is all smiles even as the attention turns to problems outside of the Circus of Wayward Wonders. "Agreed, my good friend. Wellspring Tower, I think it's called? We should make for it and see what's what."
| Dungeon Master S - 2e |
With a destination in mind the party heads out for a short jaunt just 12 miles east to the Wellspring Tower...
1d20 ⇒ 6
1d6 ⇒ 2....
Five miles in, you hear sudden yells and frightened howling just over the next rise. Exploration activities?
| Mumbling Charlie |
"We should hustle, somone sounds like they are in trouble." Charlie picks up the pace, staying just enough behind Tiny to let him spot any trouble.
Hustle
| Dungeon Master S - 2e |
traveling group of small, furry humanoids about 90' out from you has come upon trouble. A tipped handcart is surrounded by scattered turnips. Two of these doglike people—known as shoonies—cling to the side of this overturned cart and shout for help. Several shoonies scramble about, seeking safety, as the furrowed ground of the surrounding grasslands is periodically broken by great, finlike protuberances that rise up in bursts of loose soil and then sink again as they travel in ever-tightening circles around the terrified travelers.
Tiny is Scouting
Hostiles: 1d20 + 16 ⇒ (4) + 16 = 20
Charlie: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 (Scout)
Chark: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 (Search)
Dendillion: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 (Wassailing)
Haldan: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 (Seek, Keen Eyes)
Tiny: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 (Search)
The scout is the first to react!
ROUND 1:
Tiny (108/108): Go
-----Þóðᛞrekkr (71/71): Go
Chark (71/71): Go
Nature to ID: TBD
Haldan (76/76): TBD
Charlie (99/99): TBD
-----Goliath (71/71): TBD
Dendillion (78/78): TBD
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Red:
Blue:
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey
| "-Tiny-" |
Þóðᛞrekkr comes bounding forward and Tiny interposes themselves between the poor little defenseless puppies and the burrowing monstrosities, striking twice with his fists.
Inspired Unarmed: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
B damage: 2d6 + 5 + 1 ⇒ (1, 3) + 5 + 1 = 10
Inspired Flurry: 1d20 + 16 + 1 - 4 ⇒ (6) + 16 + 1 - 4 = 19
B damage: 2d6 + 5 + 1 ⇒ (3, 6) + 5 + 1 = 15
Stride, Stride, Flurry. (Þóðᛞrekkr mature strides)
| Chark Torrefi |
Land shark, LOL
Chark moves toward the wagon a little, launching a blazing band of orange-white fire arcing through the air at Red. Cast fire ray.
spell attack: 1d20 + 15 ⇒ (18) + 15 = 33
fire: 8d6 ⇒ (5, 6, 6, 2, 1, 6, 3, 6) = 35 and that square catches fire, damage to anyone ending their turn in it.
Stride, Cast a Spell ◈◈.
| Dungeon Master S - 2e |
Tiny rushes in. Unfortuantely his fists strike only the ground next to the mostly submerged beast, but he certainly got its attention!
Chark has more luck singing the heck out of the dorsal fin. The other three fins simply circle, but the wounded one erupts from the ground! This armor-plated creature’s toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders.
With incredible power it leaps into the air, sailing over Tiny and landing near Chark like an earthquake
Leaping Claws: 1d20 + 21 ⇒ (18) + 21 = 39 for DMG: 2d10 + 10 ⇒ (7, 6) + 10 = 23
Leaping Claws: 1d20 + 21 ⇒ (9) + 21 = 30 for DMG: 2d10 + 10 ⇒ (3, 1) + 10 = 14
ROUND 1:
Tiny (108/108): Miss
-----Þóðᛞrekkr (71/71): Move
Chark (34/71): Fire!
Nature to ID: ATK
Haldan (76/76): Go
Charlie (99/99): Go
-----Goliath (71/71): Go
Dendillion (78/78): Go
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Red: 35
Blue:
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey
| Illudium-Q36 Xplosv PC Emulator |
Botting for Dendillion
Dendillion shifts to playing a jaunty tune and tries to get it to stick around a while. Cast courageous anthem with lingering composition.
Performance: 1d20 + 18 ⇒ (9) + 18 = 27
As he plays, he finds a nearby stone unearthed by the emerging land shark and telekinetically flings it.
spell attack: 1d20 + 15 ⇒ (7) + 15 = 22
bludgeoning: 5d6 ⇒ (2, 6, 1, 4, 3) = 16
| Dungeon Master S - 2e |
Dendillion's music helps not only the party, but the shoonies too! Unfortunately, the creature's tough hide is more than a match for a simply albeit magically, thrown rock.
ROUND 1:
Tiny (108/108): Miss
-----Þóðᛞrekkr (71/71): Move
Chark (34/71): Fire!
Nature to ID: ATK
Haldan (76/76): Go
Charlie (99/99): Go
-----Goliath (71/71): Go
Dendillion (78/78): Miss
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Red: 35
Blue:
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey
| Mumbling Charlie |
Charlie rushes to the nearby bushes for some cover as he draws aims his bow down at the beast.
+1 Longbow: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
HP 99/99
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 1/1
Hero Points 1/3
Goliath
HP 71/71
AC 23
| Dungeon Master S - 2e |
Charlie's arrow is completely off target!
| Haldan Hadonstar |
Haldan is surprised by the beast in front of him and takes a step back. But, then he smiles a wicked smile as he sees the other fin coming and likes the effect the fire had.
”I love the smell of bat guano in the morning…”
Fireball, reflex DC25: 6d6 + 2 ⇒ (6, 4, 6, 4, 2, 5) + 2 = 29
After the explosion, he puts his hand on Dendillion’s shoulder and says:
”I’m just kidding, I don’t actually like the smell. I just thought it sounded cool and I realize now that explaining that makes it sound less cool, so I’m hoping the fireball is impressive enough for us to skip past this awkwardness.”
| Dungeon Master S - 2e |
REF: 1d20 + 16 ⇒ (16) + 16 = 32 Surprisingly nimble, the massive creature takes most of the explosion on the shell. The shoonies all scream at the display of magic, and then quickly return to the terror of the circling fins.
ROUND 2:
Tiny (108/108): Go
-----Þóðᛞrekkr (71/71): Go
Chark (34/71): Go
Nature to ID:[/ooc] TBD
Haldan (76/76): TBD
Charlie (99/99): TBD
-----Goliath (71/71): TBD
Dendillion (78/78): TBD
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Red: 49
Blue:
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey
| "-Tiny-" |
Tiny sends Þóðᛞrekkr forward to chomp at the blue land shark.
inspired Jaws: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
inspired P damage: 2d8 + 3 + 1 ⇒ (5, 5) + 3 + 1 = 14
double damage on crit
Tony follows, circling around the shark and unleashing his own flurry.
unarmed: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
B: 2d6 + 5 + 1 ⇒ (5, 3) + 5 + 1 = 14
Flurry: 1d20 + 16 + 1 - 4 ⇒ (20) + 16 + 1 - 4 = 33
B: 2d6 + 5 + 1 ⇒ (4, 3) + 5 + 1 = 13
double damage on crit and fort DC 23 or be slowed 1
| Dungeon Master S - 2e |
Þóðᛞrekkr bites and Tiny punches down, striking the dorsal fin with great effect. FORT: 1d20 + 20 ⇒ (8) + 20 = 28
ROUND 2:
Tiny (108/108): Hit
-----Þóðᛞrekkr (71/71): Hit
Chark (34/71): Go!
Nature to ID:[/ooc] TBD
Haldan (76/76): TBD
Charlie (99/99): TBD
-----Goliath (71/71): TBD
Dendillion (78/78): TBD
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
Red: 49
Blue: 54
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey
| Chark Torrefi |
Chark moves to a more strategic position in the open field and tries a bit of magic to turn the tide against at least some of the land sharks. Cast fear, targeting Red and Blue. DC 25 Will save.
Stride, Cast a Spell ◈◈.
| Dungeon Master S - 2e |
Red: 1d20 + 14 ⇒ (11) + 14 = 25 Success
Blue: 1d20 + 14 ⇒ (4) + 14 = 18 Fail
Goliath looks like tapas to the wounded bulette:
Bite: 1d20 + 21 - 1 ⇒ (8) + 21 - 1 = 28 for DMG: 2d10 + 10 ⇒ (6, 6) + 10 = 22
Claw 1: 1d20 + 16 - 1 ⇒ (18) + 16 - 1 = 33 for DOUBLE DMG: 2d8 + 10 ⇒ (2, 1) + 10 = 13
Claw 2: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31 for DOUBLE DMG: 2d8 + 10 ⇒ (6, 8) + 10 = 24
And the oft wounded bear falls to the massive beast.
A second one erupts, spurred by fear to eat Tiny:
Bite 1: 1d20 + 21 - 2 ⇒ (10) + 21 - 2 = 29 for DMG: 2d10 + 10 ⇒ (10, 9) + 10 = 29
Bite 2: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24 MISS
Not helpless, but not helpful, the shoonies try their best to fight back:
Clump of dirt 1: 1d20 + 4 ⇒ (20) + 4 = 24 for 2 DMG
Clump of dirt 2: 1d20 - 1 ⇒ (8) - 1 = 7
Clump of dirt 1: 1d20 + 4 ⇒ (13) + 4 = 17
Clump of dirt 2: 1d20 - 1 ⇒ (14) - 1 = 13
Clump of dirt 1: 1d20 + 4 ⇒ (19) + 4 = 23
Clump of dirt 2: 1d20 - 1 ⇒ (13) - 1 = 12
Clump of dirt 1: 1d20 + 4 ⇒ (20) + 4 = 24 for 2 DMG
Clump of dirt 2: 1d20 - 1 ⇒ (15) - 1 = 14
Clump of dirt 1: 1d20 + 4 ⇒ (2) + 4 = 6
Clump of dirt 2: 1d20 - 1 ⇒ (19) - 1 = 18
Hoe 1: 1d20 + 6 ⇒ (1) + 6 = 7
Hoe 2: 1d20 + 1 ⇒ (11) + 1 = 12
ROUND 2:
Tiny (79/108): Hit
-----Þóðᛞrekkr (71/71): Hit
Chark (34/71): Fear
Nature to ID:[/ooc] ATK
Haldan (76/76): Go
Charlie (99/99): Go
-----Goliath (0/71, Dying 2): Go
Dendillion (78/78): Go
-----------------------------
Location: The Road to the Wellspring Tower
Tactical Map
Tracker
Party Conditions: Courageous Anthem
Battle “Medicined”:
Terrain Conditions:
Enemy Conditions:
foesRed: 49 (Frightened 1)
Blue: 58 (Frieghtened 2)
White:
Black:
SHOONY:
Purple
Teal
Green
Yellow
Grey