Thread and Circuses

Game Master ChesterCopperpot

Slides and Maps
Running the Circus
Circus Shows


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NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Will Save: 1d20 + 11 ⇒ (9) + 11 = 20

Orm is confused about friend vs. foe! He lashes out at a randomly determined target. Says it’s GM decision. Is Odd = Adora, Even = Big Blind Hairy Ok? 1d4 ⇒ 4

Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
dmg 1?: 2d8 + 4 + 1 ⇒ (8, 8) + 4 + 1 = 21

Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
dmg 2?: 2d8 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9

Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
dmg 3?: 2d8 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12

Attack 4: w/ IC: 1d20 ⇒ 20
dmg 3?: 2d8 + 4 + 1 ⇒ (5, 8) + 4 + 1 = 18

Stunning Fist? Fort Save DC 20 but Incapacitation Effect:
When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.

Orm tries to shake off the cobwebs . . .
Will Save: 1d20 + 11 ⇒ (19) + 11 = 30
. . . and succeeds!


Myth-Speaker Prey for Death

Orm scores one hit, but it's a big one!

Fortitude: 1d20 + 17 ⇒ (14) + 17 = 31

In its blindness, the creature lashes out.
jaws: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d10 + 6 ⇒ (6, 1) + 6 = 13
Hidden (DC 11): 1d20 ⇒ 20
jaws: 1d20 + 17 - 5 ⇒ (9) + 17 - 5 = 21 for piercing: 2d10 + 6 ⇒ (6, 4) + 6 = 16
Hidden (DC 11): 1d20 ⇒ 19
jaws: 1d20 + 17 - 10 ⇒ (10) + 17 - 10 = 17 for piercing: 2d10 + 6 ⇒ (4, 9) + 6 = 19
Hidden (DC 11): 1d20 ⇒ 20

It only hits the monk once, but the bite rips the wound open, causing some bleed damage.
Persistent Bleed: 1d6 ⇒ 2

Group Buffs: Inspire +1/+1
~+~Combat Round 4~+~

Orm (-13, SO, d6 bleed)
Orange (-63, blind)
Humperdinck (-14, SO)
Thelonius
Derrikk
--Adora
(-4)

Map

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious keeps up his oratory and fires another small stone at the beast.

1 round: +1/+1

telekinetic projectile: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
3d6 + 4 + 1 ⇒ (4, 1, 3) + 4 + 1 = 13

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Fire away!!!

HuntedShot1: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

HuntedShot2: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Shot: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14

Jaws: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18

Jaws: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

so blind doesn't effect AC in 2.0? what do you think the thought is behind that? Just trying to make it a less potent spell? Regardless, those were all pretty horrible rolls :-(


Myth-Speaker Prey for Death

Blind does make you flat-footed, so it makes your AC 2 lower.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

cool. something's better than nothing is what I always say :-)


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

I will cast a 3 action Heal.

Everyone gets 1d8 + 8 ⇒ (2) + 8 = 10 HP back


Myth-Speaker Prey for Death

3-Action heal is just the d8s. Do you want to do that or a 2-action?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm is going to go just to keep things moving since he is next

Orm sweeps his leg around in a wide arc, trying to once again trip the beast. He follow that with a flurry of blows.

Trip attempt w/ IC: 1d20 + 14 ⇒ (18) + 14 = 32 vs. Reflex DC IC counts, right, since it is an attack?

Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
dmg 2?: 2d8 + 4 + 1 ⇒ (1, 8) + 4 + 1 = 14

Attack 3: flurry w/ IC: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dmg 3?: 2d8 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12

Attack 4: w/ IC: 1d20 ⇒ 12
dmg 3?: 2d8 + 4 + 1 ⇒ (8, 5) + 4 + 1 = 18

Stunning Fist? Fort Save DC 20 but Incapacitation Effect:
When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.


Myth-Speaker Prey for Death

Yes, IC counts for maneuvers, I'm pretty sure.

Orm sweeps the big creature to the ground and then gives it a solid punch.

Fortitude: 1d20 + 17 ⇒ (11) + 17 = 28

The creature staggers back to its feet and blindly bites at Orm.
jaws: 1d20 + 17 ⇒ (1) + 17 = 18 for piercing: 2d10 + 6 ⇒ (5, 10) + 6 = 21
Hidden (DC 11): 1d20 ⇒ 5
jaws: 1d20 + 17 - 5 ⇒ (14) + 17 - 5 = 26 for piercing: 2d10 + 6 ⇒ (2, 5) + 6 = 13
Hidden (DC 11): 1d20 ⇒ 12

He gets a lucky hit on the monk, but Humperdinck's spell spreads the damage around.

Group Buffs: Inspire +1/+1
~+~Combat Round 5~+~

Orm (-20, SO, d6 bleed)
Orange (-77, blind)
Humperdinck (-20, SO)
Thelonius
Derrikk
--Adora
(-4)

Map

Everyone is up again. Brian, don't forget about your bleed! Jason, let me know what you want to do about that heal.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Sorry, I assumed Humperdink's heal too care of it.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious will repeat himself.

1 round +1/+1

tkp: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
3d6 + 4 + 1 ⇒ (4, 3, 5) + 4 + 1 = 17

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Hunted1: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Hunted2: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20

Shot: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

bite: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17

bite: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18


Myth-Speaker Prey for Death

Healing now only stops persistent damage if you are healed up to full.

Thelonius inspires Derrikk, who lands two shots as the blind enemy grunts in pain!

Group Buffs: Inspire +1/+1
~+~Combat Round 5~+~

Orm (-20, SO, d6 bleed)
Orange (-87, blind)
Humperdinck (-20, SO)
Thelonius
Derrikk
--Adora (-4)

Map


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

I think I'll do the 2 action heal. Sorry, I'm confused now. Does anyone need healing or are we all good?


Myth-Speaker Prey for Death

If you do that 2-action heal on Brian, he's only down 10, and you're down 20


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

I'm guessing there is nothing I can do get the bleed off Brian (except to heal him to full?)

If so, I'm just going to delay. I'm running low on spell slots and this fight looks almost over.


Myth-Speaker Prey for Death

Okay, come in whenever you like!

Group Buffs: Inspire +1/+1
~+~Combat Round 6~+~
Orm
(-20, SO, d6 bleed)
Orange (-77, blind)
Humperdinck (-20, SO)
Thelonius
Derrikk
--Adora (-4)

Map

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1
Humperdinck Tallfellow wrote:

I'm guessing there is nothing I can do get the bleed off Brian (except to heal him to full?)

If so, I'm just going to delay. I'm running low on spell slots and this fight looks almost over.

IDK how good your Medicine skill is, but you can use a two-action "Administer First Aid" check to stop bleed. That's the only other thing that will do it.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Feeling like it’s time to end this, Orm will circle around the blind creature to gain a flank with Adora, and then attack the wolf-thing with uncharacteristic fury.

Bleed: 1d6 ⇒ 5

Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
dmg 1?: 2d8 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12

Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
dmg 2?: 2d8 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11

Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
dmg 3?: 2d8 + 4 + 1 ⇒ (6, 7) + 4 + 1 = 18

Stunning Fist? Fort Save DC 20 but Incapacitation Effect:
When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

Thanks, I'll give that a try!
Administer First Aid: 1d20 + 8 ⇒ (11) + 8 = 19


Myth-Speaker Prey for Death

Bleed Stops?
1d20 ⇒ 5
1d20 ⇒ 2

Fortitude: 1d20 + 17 ⇒ (17) + 17 = 34

The wounded and blinded monster howls in frustration. He's reeling from Orm's blow, but not stunned.

jaws: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d10 + 6 ⇒ (9, 4) + 6 = 19
Hidden (DC 11): 1d20 ⇒ 11
jaws: 1d20 + 17 ⇒ (10) + 17 = 27 for piercing: 2d10 + 6 ⇒ (9, 2) + 6 = 17
Hidden (DC 11): 1d20 ⇒ 19
jaws: 1d20 + 17 ⇒ (13) + 17 = 30 for piercing: 2d10 + 6 ⇒ (5, 6) + 6 = 17
Hidden (DC 11): 1d20 ⇒ 13

A lucky round for the monster! Orm (and Humperdinck) feel the fury of its bites.

Group Buffs: Inspire +1/+1
~+~Combat Round 6~+~

Orm (-53, SO, d6 bleed)
Orange (-88, blind)
Humperdinck (-45, SO)
Thelonius
Derrikk
--Adora
(-4)

Map

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Continuing the attack ...

Jaws: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 I can't remember if flanked adds to attack or subtracts from AC at this point, so I left it off for damage: 1d6 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Jaws: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

huntedShot1: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 maybe for damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

huntedShot2: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Shot: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 for damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

"We've got him on the ropes. Now, keep it up!" Thelonious shouts in encouragement.

+1/+1 for 1 round

projectile: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
3d6 + 4 + 1 ⇒ (1, 2, 1) + 4 + 1 = 9


Myth-Speaker Prey for Death

Derrikk's final arrow takes down the beast, who sinks to the sand.

Besides his oversize smile, you notice a "CM" branded on the creature's shoulder.

Anyone who worked in the Celestial Menagerie:
You remember that Mistress Dusklight often brands the "acts" in her sideshows so they have difficulty escaping her. You don't recognize this creature, but it seems possible he joined after you made your escape.

In the chamber that was evidently the creature's lair, fragments of bone glint among blood‑soaked scraps of fabric, tufts of fur, and unidentifiable fleshy masses that once belonged to living things. Jagged claw marks gouge the cave’s granite walls, and a fetid odor hangs heavy in the humid air.

There doesn't seem to be any objects of interest in this or the wolf cave, though the gnawed remains in the area confirm that, if you hadn't cleared out this pack, it certainly would have been a danger to any circus set up in the area.

The environs of your show seem fairly secure now--beside the will o'wisps on that island. Those will still need to be dealt with if you want to be safe. Reminder that you have some in-game time to tackle that if you want to rest, shop, or obtain special supplies before doing that.


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

What sort of things are even good to fight will-o-wisps, magic missile? I wouldn't mind going back to the town to pick up a ranged weapon like a cross-bow.


Myth-Speaker Prey for Death

You know enough about will-o-wisps to know that they're immune to most spells (other than faerie fire, glitterdust, magic missile, and maze.)

The biggest trouble when finding them is that they are naturally invisible, though they can be seen when they are glowing, or when they zap their victims with arcs of electricity!

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

We should grab a few scrolls of Faeire Fire at 12 gp apiece (and generally start stocking up on the usual solutions to mid-level problems like invisibility, darkness, etc.)


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Upon returning to the encampment, Orm will warn the others about the will o' wisps, introduce our newest member around, and be ready to venture into town to help with the shopping trip Thelonious organizes.


Myth-Speaker Prey for Death

You are able to find your way back and make a shopping trip with little incident.

Just state whatever you want to buy. Escadar is a decent-sized city, so you can find anything you can afford. Do you folks want to rest before tackling the wisps?


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

I'll buy a Heavy Crossbow and some ammo. I see the "Reload" is 2, and I assume firing it is 1 action. So does that mean as long as I stay stationary I can fire it every round?


Myth-Speaker Prey for Death
Humperdinck Tallfellow wrote:
I'll buy a Heavy Crossbow and some ammo. I see the "Reload" is 2, and I assume firing it is 1 action. So does that mean as long as I stay stationary I can fire it every round?

Yes, that's right

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

"Orm, what's the petty cash situation? I think two scrolls of Shiny Mist ought to do us."

24 gp if we have it


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Let me go back over things and see where we stand from all the loot we gathered while clearing the wilderness. In the meantime, do we need to prepare for our first show? Or do we need to deal with WoWisp first?


Myth-Speaker Prey for Death

Shopping in town goes uneventfully, with Thelonius able to secure good bargains on the needed supplies.

There's a tedious wait to see Chief Constable Andera, but she breaks into a smile when you present her with Juniper's journal.

"I was set to chastise you for bothering me before you had finished clearing your circus plot, but this...this brings back some memories. Winzel eluded the law for a long time. Finally apprehending her was more than just a feather in my cap—it was the start of my career. Really, I just had a hunch and the luck to be in the right place at the right time.” Andera pauses and flips through the journal’s brittle pages. She snaps the book closed with a look of triumph. “I always knew she had another hideout! I don’t believe in fate, but for you to find something of hers on that plot, at this point in my career? It’s a remarkable coincidence. I’m going to give your names to my staff; you’ll be able to reach me without an appointment any time you’d like." You get a sense that such a pleasant reverie is a luxury the constable seldom allows herself.

Mechanically, she is also now Helpful to you.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

This would be more in Thelonious' line of work, but also maybe share the fact that the wolf creature we defeated bore the mark of the Celestial Menagerie; how irresponsible of them to let such a terrible creature loose to terrorize the citizens of Escadar!

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious would definitely have woven that detail into his account of our adventures, without being too heavy-handed about it. Also, Matt, thanks for that narrative! I can picture this scene of us ragamuffins briefing the gruff sheriff and getting a flashback!


Myth-Speaker Prey for Death

"One of the beasts from the Celestial Menagerie escaped? That seems like reckless endangerment at best. I'll have the guard look into it. Check in with me later in the week."

The constable frowns. "It's certainly not the first report I've had on the Menagerie."


Myth-Speaker Prey for Death

Where to now? Ready to take on the wisps?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Sure! Let's get them pesky wisps.


Myth-Speaker Prey for Death

Fully equipped for the challenge, you make your way back into the overgrown valley where you hope to pitch your circus tents.

You carefully make your way back to the log that leads to the lair of the wisps.

This small island in the oldest part of the swamp is ringed by large trees whose roots grow together to form a nearly impassable barrier, only broken where the log bridge touches the island.

A "camp fire" burns on the island, but you suspect the glowing light is one of your supernatural foes.

Map

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious pulls out a scroll of [i[Glitterdust[/i] and casts it centered on the "campfire."

I'm not totally clear on surprise rounds in 2e. I think a hostile action just triggers initiative?


Myth-Speaker Prey for Death

Sorry for the delay. Back to school in person this week. The monsters were uninterested in leaving their island to attack, so I'd say the spell goes off before initiative.

Initiative:

Junebug: 1d20 + 9 ⇒ (11) + 9 = 20
Orm: 1d20 + 11 ⇒ (20) + 11 = 31
Humperdinkk: 1d20 + 8 ⇒ (15) + 8 = 23
Derrikk: 1d20 + 12 ⇒ (5) + 12 = 17
Red: 1d20 + 14 ⇒ (8) + 14 = 22
Blue: 1d20 + 14 ⇒ (10) + 14 = 24

Reflex (red): 1d20 + 14 ⇒ (14) + 14 = 28
Reflex (blue): 1d20 + 14 ⇒ (16) + 14 = 30

The spell outlines two creatures, one of the merely shimmers and disappears again.

~+~Combat Round 1~+~
Orm
Humperdinkk

Blue (hidden)
Red (concealed 2 rounds)
Junebug
Derrikk

Map


”Humperdinck” | Male CG Goblin Oracle 6 | HP 84/84 | AC 21 | Class DC 22 | F: +11, R: +9, W: +11, | Perc: +9 | Speed 25ft

I'll take a swack at the still visible one with my mace

Perception: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 3 ⇒ (1) + 3 = 4


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Feeling like it’s time to end this, Orm will circle around the blind creature to gain a flank with Adora, and then attack the wolf-thing with uncharacteristic fury.

Attack 1: flurry: 1d20 + 14 ⇒ (3) + 14 = 17
dmg 1?: 2d8 + 4 ⇒ (3, 3) + 4 = 10

Attack 2: flurry: 1d20 + 9 ⇒ (7) + 9 = 16
dmg 2?: 2d8 + 4 ⇒ (2, 6) + 4 = 12

Jason I moved you up


Myth-Speaker Prey for Death

Orm and Humperdinkk surround the red creature, and it takes a wack from the mace, though Orm's punches miss.

From out of nowhere, a second creature appears and strikes at Orm.

Shock: 1d20 + 15 ⇒ (11) + 15 = 26 for electricity: 2d8 + 2 ⇒ (8, 5) + 2 = 15
Shock: 1d20 + 15 - 5 ⇒ (18) + 15 - 5 = 28 for electricity: 2d8 + 2 ⇒ (6, 3) + 2 = 11

The one hit by Humperdinkk moans spookily at the goblin.
Intimidate: 1d20 + 10 ⇒ (19) + 10 = 29

Humperdinkk feels himself chilled by fear, and the wisp enjoys this, gaining a sympathetic glow.
Feed on Fear: 2d4 ⇒ (4, 3) = 7

It then lashes out at him.
Shock: 1d20 + 15 ⇒ (10) + 15 = 25 for electricity: 2d8 + 2 ⇒ (4, 2) + 2 = 8

~+~Combat Round 1~+~
Orm (-26)
Humperdinkk (-8)
Blue (hidden, DC11 to target)
Red (fully visible)
Junebug
Derrikk

Map

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Thelonious shouts encouragement 1 round and casts magic weapon on Derrikk's bow.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

Derrikk focuses on Red, first two quick shots hunted shot and sends in Adora.

Hunted1: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7
deadly: 1d10 ⇒ 8 22 if a crit

Hunted2: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 for damage: 2d6 + 2 ⇒ (1, 4) + 2 = 7
deadly: 1d10 ⇒ 1 15 if a crit

bite: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 for damage: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8 1 point of that is fire


Myth-Speaker Prey for Death

Derrikk fires some magically-augmented shots at the revealed wisp.

No crits, but 2 good hits!

~+~Combat Round 2~+~
Orm
(-26)
Humperdinkk (-8)
Blue (hidden, DC11 to target)
Red (-14, fully visible)
Junebug
Derrikk

Map


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Orm slides out of the wisp sandwich, and the flurries and attacks the red wisp.

Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
dmg 1?: 2d8 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15

Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
dmg 2?: 2d8 + 4 + 1 ⇒ (7, 1) + 4 + 1 = 13

Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
dmg 3?: 2d8 + 4 + 1 ⇒ (6, 4) + 4 + 1 = 15

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