Thelonious Junebug |
What do we know about Elizia? Did she have any reason to want Myron dead? From the illustration it looks like Mr. Tickles is a constrictor. Does she have any other snakes? We all used to work for Madame Dusklight. Did she have snake charmers in her troupe?
"One hates to jump to conclusions, but we should talk to Elizia."
GM MattMorris |
Elizia is actually approaching the group.
"Sorry, I had to put Mr. Tickles to bed." When she sees Myron's body, she gasps in alarm. "Oh, Myron!"
The snake charmer drops to her knees, heedless of the dirt spread across the spangles of her costume. "Who could have done something like this?" She bursts into tears.
You know from your time at the circus that Elizia and Myron were old friends.
Derrickk: 1d20 + 8 ⇒ (7) + 8 = 15
Junebug: 1d20 + 4 ⇒ (14) + 4 = 18
Orm: 1d20 + 5 ⇒ (7) + 5 = 12
Papillon: 1d20 + 6 ⇒ (11) + 6 = 17
She seems to be telling the truth, and to be genuinely upset.
After a moment, she gathers herself, and squirts at the ringmaster's body. "Why, those are [i]vipera berus[i] bites. What would they be doing around here?" She looks around at the other bystanders. "They almost never come out of the deep forest. They're very solitary. And irritable, too. And I've never had any luck taming them."
Madame Papillon |
"Eliza, I don't want to accuse you of anything, but could anyone account for your whereabouts just before the time of the murder. I believe we found the body before we started our show, were you in makeup with someone?" She pauses, "Obviously just to rule you out, I know that you and Myron were old friends."
Thelonious Junebug |
If Elizia is offended by our questioning, I'll use Diplomacy to smooth things over.
1d20 + 7 ⇒ (5) + 7 = 12
"Elizia, tell us, what would a person need to handle one of these snakes? Can you think of anyone who'd have such expertise? Especially anyone who'd have a reason to hurt Myron?"
Derrikk |
While Madame P and Thelonious are questioning Elizia, Derrikk is making sure to take in the reactions of the other circus performers.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
GM MattMorris |
Elizia takes the question surprisingly well, though Derrikk thinks she may still be in shock.
"No, it's natural you'd ask me. Before the performance, Mr. Tickles wasn't feeling well, so I was coaxing him out of his tank. Hod can vouch for me--I think he was setting up Morraine's water tank." Odvi scampers up to Elizia and hands her hand.
Elizia continues, "You'd have to be a real expert to get snakes to act so unusually, or use some type of magic. I was the best reptile handler at Mistress Dusklight's before we left, and I doubt that I could have pulled it off--at least not without getting bit myself."
GM MattMorris |
Roman Kanbali weighs in, "Yes! You said our net was chewed through by rats, correct? Why would the creatures do such a thing if they weren't under an influence? There is plenty of food for rats around a circus."
Orm Blueleaf |
Orm takes a moment to scan the assembled crowd of this newly-formed troupe.
Secret GM perception check, looking for signs of unease or odd reactions to the conversation?
GM MattMorris |
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Orm, to you everyone's reaction seems normal--many are distraught over the ringmaster's death; there's an undercurrent of worry about what will happen next.
"If someone is sabotaging the circus, and killed Myron...are they still here!? Are we safe?!" Morraine gasps.
Orm Blueleaf |
"Perhaps we can find tracks around the tents? I did a loop around before the show, but I was looking at the tent and ropes, not the perimeter."
Orm will accompany Thelonious to Myron's office/carriage/cart/tent, and then hope others will join him in searching for tracks.
GM MattMorris |
I've posted a map of of the circus camp on the Slides
The Circus Camp
The Circus of Wayward Wonders includes many performers, along with numerous roustabouts, hangers-on, and family members. The entire group travels in wagons of various sizes; some are small and drawn by a single horse or mule; others are much larger and are pulled by teams of horses or oxen instead. The circus also includes several animals, from Elizia’s snakes to assorted camels, bears, and even elephants. Some of these animals are kept in or near their owners’ wagons, but others follow along with the wagons and must be corralled when the big top is up.
The circus camp consists of two dozen mismatched wagons parked on a grassy field broken by a meandering stream. A large, communal fire burns near a deep pond formed by the stream. The mood in the camp is subdued. The performers huddle together by the fire, nervously watching the camp and jumping at shadows.
Perception
Derrickk: 1d20 + 8 ⇒ (16) + 8 = 24
Junebug: 1d20 + 4 ⇒ (3) + 4 = 7
Orm: 1d20 + 5 ⇒ (16) + 5 = 21
Papillon: 1d20 + 6 ⇒ (20) + 6 = 26
Survival
Derrickk: 1d20 + 6 ⇒ (15) + 6 = 21
Papillon: 1d20 + 6 ⇒ (13) + 6 = 19
Perception
Derrickk: 1d20 + 8 ⇒ (4) + 8 = 12
Junebug: 1d20 + 4 ⇒ (19) + 4 = 23
Orm: 1d20 + 5 ⇒ (7) + 5 = 12
Papillon: 1d20 + 6 ⇒ (15) + 6 = 21
As you leave the big top and head for Myron's wagon, you notice multiple rat tracks throughout the camp. They vary in concentration, but you notice many of them around the performer's entrance to the tent, and around the ringmaster's wagon.
Now that you have found these, you can try to follow them around the camp and look for more concentrations.
Myron’s personal wagon is parked very near the pond, right in front of the meeting fire. A colorful banner on each side of the wagon advertises the Circus of Wayward Wonders in large capital letters, surrounded by images that depict some of the most famous acts in the show, including Madame Papillion and Thelonius surrounded by mystical looking swirls and Derrikk and Celery locked in a seeming battle for survival.
Three steps affixed to the wagon’s rear lead up to a red door with a golden knob. The door is locked.
Orm Blueleaf |
Looking at his smaller companions, and appearing to think for a moment, Orm offers, "Want me to rip the door off?"
Derrikk |
"I can run grab my lock pick set and give it a go, but if you think time is of the essence, rip away"
GM MattMorris |
Derrikk easily finesses the lock to the wagon and opens the door. Inside, the wagon is lit by the soft, golden glow of an everburning torch. The air inside the wagon is also thick with motes of pollen, and you see 4 large pods from some sort of plant growing on the wagon's floor.
As the door swings open, a plume of pollen sprays out of one of the pods, headed right in Derrikk's direction.
Pollen Spray: 1d20 + 12 ⇒ (12) + 12 = 24 for poison: 1d8 ⇒ 5
The pollen seems to have a strange effect on Derrikk as he breaths it in. Will save DC 20 or:
Derrickk: 1d20 + 8 ⇒ (3) + 8 = 11
Junebug: 1d20 + 4 ⇒ (20) + 4 = 24
Orm: 1d20 + 5 ⇒ (17) + 5 = 22
Papillon: 1d20 + 6 ⇒ (16) + 6 = 22
Hazard (stealth): 1d20 + 12 ⇒ (10) + 12 = 22
~+~Combat Round 1~+~
Junebug
Hazard (stealth)
Orm
Papillon
Derrickk (-5, Will Save)
The pods are a hazard. The can be disabled with Thievery DC 18 (trained) to carefully remove a pollen pod or Nature DC 18 (trained) to prevent a pod from bursting.
Thelonious Junebug |
Thelonious will try to Recall Knowledge about what these are and what the dangers are with Nature.
1d20 + 4 ⇒ (17) + 4 = 21
Assuming the spores won't kill him outright, he'll hold his breath and attempt to prevent a pod from bursting.
1d20 + 4 ⇒ (5) + 4 = 9
Derrikk |
just doing the will save now in case it impacts what I can do once my turn comes around
will: 1d20 + 6 ⇒ (10) + 6 = 16
If it's applicable, I have:
Strong Blooded poison resistance 1/2 level (min 1), on successful saves reduce by 2 (virulent by 1) and on crits by 3 (virulent by 2).
so I assume at the least that means I only take 4 damage instead of 5, right?
GM MattMorris |
Alex, that's correct. Only 4 damage.
Thelonious, these are dream pollen pods. You know that this plant sprays a Hallucinogenic Pollen. A creature hit by the trap’s pollen spray must succeed at a DC 20 Will save or it is confused for 1 round and takes a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.
You can tell by their unnaturally large state that, unless the pods are removed, they will grow back after an hour, even if you damage them. For every pod that you remove, the hazard will lose one of its attacks. The pods have object immunities, but they don't have much Hardness. Speaking of which, remember that complex hazards in 2E can be attacked and damaged.
The four pods remaining pods spray plumes of pollen at you.
Pod 1 v Derrikk: 1d20 + 12 ⇒ (5) + 12 = 17
Pod 2 v Derrikk: 1d20 + 12 ⇒ (13) + 12 = 25 for poison: 1d8 ⇒ 2
Pod 3 v Thelonious: 1d20 + 12 ⇒ (2) + 12 = 14
Pod 4 v Thelonious: 1d20 + 12 ⇒ (9) + 12 = 21 for poison: 1d8 ⇒ 6
Pollen sprays over the two companions.
Confusion Flat Check: Derrikk: 1d20 ⇒ 5
Will (Thelonious): 1d20 + 6 ⇒ (17) + 6 = 23
Derrikk's Confusion: 1d5 ⇒ 4
Derrikk: Please attack Madame Papillon in your confusion! (See spoiler)
~+~Combat Round 1~+~
Junebug(-6)
Hazard
Orm
Papillon
Derrickk (-4, confused)
The map here is pretty cramped--I think we can use theater of the mind. Just assume that you are close enough to interact with the pods. They are plants, and seem to be focused on the people who are closest to them.
You don’t have your wits about you, and you attack wildly. You are flat-footed, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t Delay, Ready, or use reactions.
You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.
Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.
Derrikk |
I'll let you decide if he pulls out his bow or his axe. He thinks of himself as more of an archer, but in tight quarters, an axe might make more sense
suddenly feeling light headed and disoriented, Derrikk feels himself drawing his weapon with the intention of attacking Madame P
Orm Blueleaf |
On seeing Derrick about to attack Madame P, can Orm attempt to grapple Derrick?
Athletics vs. D’s Fort DC 17: 1d20 + 7 ⇒ (14) + 7 = 21
GM MattMorris |
On seeing Derrick about to attack Madame P, can Orm attempt to grapple Derrick?
Sure, that makes perfect sense. We'll say that Derrikk's two rolls are his attempts to escape you so that he can get to Madame P. He'll get out on the second attempt and draw his ax.
~+~Combat Round 1~+~
Junebug(-6)
Hazard
Orm
Papillon
Derrickk (-4, confused)
~+~Combat Round 2~+~
Junebug(-6)
Hazard
Orm
Papillon
Derrickk (-4, confused)
GM MattMorris |
On seeing Derrick about to attack Madame P, can Orm attempt to grapple Derrick?
Sure, that makes perfect sense. We'll say that Derrikk's two rolls are his attempts to escape you so that he can get to Madame P. He'll get out on the second attempt and draw his ax.
~+~Combat Round 1~+~
Junebug(-6)
Hazard
Orm
Papillon
Derrickk (-4, confused)
~+~Combat Round 2~+~
Junebug(-6)
Hazard
Orm
Papillon
Derrickk (-4, confused)
Madame Papillon |
Bigger post tonight, been busy sorry.
The halfling looks at Derrick, and throws her star at the plant.
1d20 + 5 ⇒ (4) + 5 = 91d6 ⇒ 4
GM MattMorris |
The party survives, struggling to breath in the cloud of pollen. It seems that the pollen is spent for now, though greenery remains in the wagon.
Also Orm, take a Hero Point for preventing Derrikk from attacking Madame P.
Myron’s wagon is filled with many personal belongings gathered from his travels. There’s no indication that Myron was expecting any kind of violence.
Among Myron’s mementos are a crystal vial labeled: lesser bravo’s brew, an everburning torch engraved with the phrase “See what you want to see,” a bearskin hat marked with a golden leaf, and a flamboyant cape.
Madame Papillon |
As the combat ends, Madame P will put her hands together and say a short prayer, "Thank you for watching over us."
Heal: 1d8 ⇒ 5 - using all three actions to do channel.
"Thank you, for your help back there Orm, I really appreciate it. I am glad you were watching my back."
"Now, what on earth was that thing doing in Myron's wagon?" She looks around his belongings and takes the everburning troch. "Mind if I hold onto this?"
"Perhaps we can track to see where the rats came from?"
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
GM MattMorris |
Now that you are looking for them, you notice that the rat tracks wind throughout most of the camp, but there are three areas of concentrations:
B) Bardolph's Wagon: Bardolph is the circus’s bear, and he has been something of a beloved mascot ever since his previous owner and caretaker, the Great Fortunato, was robbed and killed in an alleyway in Escadar. Myron couldn’t stand leaving the bear behind in Mistress Dusklight’s clutches, and so he took the bear and the Great Fortunato’s wagon. Bardolph continues to live in Fortunato’s old wagon and still knows all the tricks that make up his act, so he can perform with minimal
direction from you circus folk. Most of your fellow circus members consider Bardolph part of the family and akin to a giant pet.
C) Edge of the Woods: A path here plunges in among the trees that the circus has been cutting firewood from.
D) The Kanbali Family's Wagon: This wagon is brightly painted with pictures of the family and the words "Feather Falll Five."
Locations labeled on the map.
Orm Blueleaf |
"Check the camp first to make sure it is safe for everyone before we head into the forest?"
I'd say investigate in this order: Kanbali Wagon -> Bardolph's Wagon -> Woods.
Also, does someone with a bad Will save want to take that potion? And should we have detected magic in Myron's wagon?
GM MattMorris |
There is magic in the wagon. I'll wait for people to weigh in before I move you folks on.
Derrikk |
"If there's anything else useful in here, I don't think Myron would mind if we put it to use in solving his murder. And I agree that checking these wagons that seemed to have attracted the rats before following them into the forest seems wise.'
Thelonious Junebug |
I'll detect magic, use read aura, and attempt to identify any magic we find.
"I thank you for the healing, madame."
I'm agreement on the order of investigation.
GM MattMorris |
The dream pollen pods are the only items that respond to read aura. They have a transmutation aura.
You cross the short distance to the Kanbali wagon. The family is all gathered around the campsite's main fire, too frightened to split from the rest of the performers while a murderer is on the loose. The wagon should be deserted.
Just as you approach the wagon, the door flies open! Innumerable rats pour out the open door--more than you believe the wagon could hold. They teem down the steps of the wagon and rustle through the grasses and dried leaves. Behind the rats emerges a halfling woman wearing a headdress in the shape of a rat’s head, its open mouth framing her face.
“Isn’t this a pretty sight,” she cackles, twisting her grip on a gnarled staff. “I had hoped to murder more of you while the whole town was watching. That would have frightened them away from here for good! But a bigger slaughter might be even better; the foolish farmers
and poisoners of Abberton will discover your rat-chewed corpses. No one will know how it happened, but everyone will whisper that nature is taking its revenge. And it is, through me! I’ll wager most of the town will be gone in a week, and the rest will fall easily. Then, perhaps, the land can heal from the cancer known as Abberton.” She throws her head back and relishes a triumphant laugh.
Derrikk |
Derrikk marks her as his prey in his mind, draws his bow, and is prepared to fire at her unless others intervene. She is a murderer who has no remorse and he trusts her not a wit.
i'm assuming he can't actually do all those things, so I'll wait to see what's going on next :-), or maybe i'm not understanding the magnitude of the rats, and my partners will make it clear to me that we are running?
Thelonious Junebug |
"Now, now, what's all this talk of poisoning the land? The Circus of Wayward Wonders is 100% committed to sustainable circusry. Our concession stand serves Dwarven Ale with paper straws and we always bury the dancing bear's scat before we move on."
"Someone does that, right?"
Deception
1d20 + 7 ⇒ (9) + 7 = 16
Madame Papillon |
The better dressed halfling looks shocked, "What do you mean murder? Did you have something to do with Myrons murder? Im sure this is all one big misunderstanding. Let us help you, please, why is Abberton diseased? Maybe we can help?"
She tries her best being diplomatoc.
Diplo: 1d20 + 6 ⇒ (7) + 6 = 13
Orm Blueleaf |
Orm's hands clench into fists, ready to attack. He's a little confused that the little people are trying to talk to this rat lady.
GM MattMorris |
"You fools! The circus is just the tip of the melting iceberg. What is the litter from one circus in comparison to the environmental trauma inflicted by Abberton's agri-business industry!? The townspeople are wounding the environment and placing the world out of balance." She sweeps her staff across the horizon, as if to encompass the circus and the town that lies beyond. "But I have come to restore that balance. I've planted the seeds to destruction all over town. Soon you, and those miserable clods, will all be dead. Nature will reclaim and heal these lands."
With her monologue delivered, she signals the rats to attack.
Thelonious, looks like Deception for initiative; Madame P, Diplomacy.
Derrickk: 1d20 + 8 ⇒ (1) + 8 = 9
Junebug: 1d20 + 7 ⇒ (18) + 7 = 25
Orm: 1d20 + 5 ⇒ (7) + 5 = 12
Papillon: 1d20 + 6 ⇒ (9) + 6 = 15
Red: 1d20 + 5 ⇒ (14) + 5 = 19
Blue: 1d20 + 9 ⇒ (2) + 9 = 11
~+~Combat Round 1~+~
Junebug
Red
Papillon
Orm
Blue
Derrickk
Thelonious Junebug |
"Compatriots, to arms! Let us put on a performance this grubby druid will not soon forget!"
Junebug uses the power of his oration to inspire courage, after using lingering composition to make sure it resonates.
Performance
1d20 + 7 ⇒ (18) + 7 = 25
standard DC for this level would be 15, which would make that a critical success. If so, that's a +1 to attack, damage, and saves against fear for 4 rounds!
The bard then moves away from the party.
GM MattMorris |
The bard then moves away from the party.
Classic bard. Your performance is a critical success.
The swarm of rats surges forward, carpeting the ground and swarming on Derrickk and Celery.
Swarming Bite 1: 1d6 ⇒ 4
Reflex: Derrickk: 1d20 ⇒ 13
Reflex: Celery: 1d20 ⇒ 14
Swarming Bite 2: 1d6 ⇒ 1
Reflex: Derrickk: 1d20 ⇒ 14
Reflex: Celery: 1d20 ⇒ 11
The bites of the filthy creatures leave ugly wounds. Are they infected? (They are.)
~+~Combat Round 1~+~
Junebug
Red
Papillon
Orm
Blue
Derrickk (-5, filth fever)
--Celery (-5, filth fever)
Orm Blueleaf |
Orm is going to ignore the rats and go for halfling. He strides to her, enters Mountain Stance, and then flurries.
Flurry of blows, Falling Stone!
Attack 1: 1d20 + 7 ⇒ (8) + 7 = 15
dmg 1?: 1d8 + 4 ⇒ (6) + 4 = 10
Attack 2: 1d20 + 2 ⇒ (3) + 2 = 5
dmg 2?: 1d8 + 5 ⇒ (6) + 5 = 11 extra dmg due to forceful property
Madame Papillon |
"Eeeeek, rats? How disgusting - do we know how we can hurt them?" Thinking she probably cant help Derrickk right now, she moves around the side of the caravans so she can see the lady controlling them. "Bathe thy enemy in your holy light. Show me your moonbeam!" She concentrates on the incantation, and channels her focus spell.
Moonbeam: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 181d6 + 1 ⇒ (6) + 1 = 7
If successful, the target is dazzles for 1 round - Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
GM MattMorris |
Despite Thelonious' excellent encouragement, the attacks fall short. The halfling sneers at you.
"You dare call to the moon against me, in your manufactured frippery! Ha. You are just like the others, seeking only to bend and yoke nature, when you should be worshiping it."
She looks at Orm, and a hint of softness creeps into her eyes. Her expression is almost quizzical. "Why would you betray us, spirit of the wild? It is not too late to show these despoilers your power--reconsider!"
She waves a hand in Orm's face, and spectral tendrils brush his cheeks, like a thousand little whiskers.
Will save versus a fear effect, please!
She hops down from the wagon stairs and scurries behind an open wagon used to haul the circus's gear.
~+~Combat Round 1~+~
Junebug
Red
Papillon
Orm (Will save)
Blue
Derrickk (-5, filth fever)
--Celery (-5, filth fever)
Battlefield Conditions: inspire courage: +1 to attacks, damage, and saves against fear effects
Derrikk |
I couldn't tell if my actions to take my bow out and establish my prey were able to happen when I initially responded. Also, I don't really know how animal companions work yet :-) sorry. I tried to track it down when I had a second at work today but couldn't really piece it together with what I could track down on the archives. And can you tell me if I get the sense that I can pick off rats with my bow and put a dent in this or not? I can't remember what the swarm rules are in 2.0 or what we would be assumed to know of them. sorry to hold folks up on this.
Orm Blueleaf |
Sorry, forgot the inspire courage, so that's to hit and dmg +1, for a 16 for 11 pts of dmg if that matters - that's what I get for reading on my phone and then posting later. Alex, I beleive companions work like this: you spend 1 action to direct it, and it gets two actions.
GM MattMorris |
I couldn't tell if my actions to take my bow out and establish my prey were able to happen when I initially responded. Also, I don't really know how animal companions work yet :-) sorry. I tried to track it down when I had a second at work today but couldn't really piece it together with what I could track down on the archives. And can you tell me if I get the sense that I can pick off rats with my bow and put a dent in this or not? I can't remember what the swarm rules are in 2.0 or what we would be assumed to know of them. sorry to hold folks up on this.
'
Alex, I think it's fine that you drew your bow and hunted prey while she was monologue-ing. That's what she gets for trying to talk to you guys :)
Brian is right about the animal companion. You spend 1 action to command it, then it gets 2 actions.