GM XaveTheNerd's Circus of Wayward Wonders! - Extinction Curse

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Hero Points: Hush 2 | Finn 1 | Honey 2 | P'oxtan 2


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CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

Ok, I'm fine with any order we choose. For lack of any other suggestion yet, I'll put a line up together, and we can go from there I guess. Feel free to suggest re-arrangements.

Act I: Opener
1.) P'oxtan w/ Athletics +7 (Co-starrred w/ Honey +4)

Act II: Build Up
1.) Honey w/ Acrobatics +6 (Co-starred w/ Finn +7)
2.) Dwarven Throwers w/ Athletics +10 (Co-starred w/ P'oxtan +7)

Act III: Big Number
1.) Finn w/ Acrobatics +7 (Co-starred w/ Honey Acrobatics +6)

Act IV: Finale
1.) Hush w/ Society +7 (Co-starred w/ Finn +0) (No one else has Society or Int unfortunately)
2.) The Flamboni Sister with Deception +7 (Co-starred w/ Honey +7)
3.) Mordaine the Magician w/ Fort +8 (Co-starred w/ P'oxtan +7)

I'd like to include Hush more but I'm having trouble finding synergies with her skills. Open to ideas.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.

I think you misunderstood how Costarring works; you can only take the Costar reaction (a variant on Aiding) with a performer that's performing in the same act as you, not that you're hitching in with someone else's performance and can do nothing else.

i.e. in your example arrangement Honey could take the Costar reaction with the Dwarven Throwers, since they are two performers performing in the same act. So whoever is doing Act 1 (opener) and Act 3 (big number) CAN'T get anyone to Costar with them since that's an act in which they are performing alone. Subject to GM veto, of course.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

I think that should be fine regardless though. Both Finn and I have good enough modifiers to our respective skills that we don't need much help.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
P'oxtan wrote:
I think that should be fine regardless though. Both Finn and I have good enough modifiers to our respective skills that we don't need much help.

True, but later on when things get more difficult (or we just fail by 1 or something), how that works is going to be very important


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

OK. I did misunderstand co-starring then. How about this then...

Act I: Opener
1.) Hush w/ Society +7

Act II: Build Up
1.) P'oxtan w/ Athletics +7
2.) Dwarven Throwers w/ Athletics +10 (Co-starred w/ P'oxtan +7)

Act III: Big Number
1.) Finn w/ Acrobatics +7

Act IV: Finale
1.) Honey w/ Acrobatics +6
2.) The Flamboni Sister w/ Deception +7 (Co-starred w/ Honey +7)
3.) The Feather-Fall Five w/ Acrobatics +8 (Co-starred w/ Honey +6)


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.

My trick is actually with Reflex so I could have the injury trait.

I still think that the Dwarven Throwers should do the big number, because they have the biggest bonus and can take the penalties for Performing their Trick multiple times (same can be said for the Flamboni Sisters, since their trick is agile). Also, only PCs can take the Costar reaction (unless I misread something along the way), and like the Aid action/reaction it can impose a circumstance penalty on a critical failure, so Costarring might not be the greatest thing to do as a knee-jerk reaction. ALSO also, for completely in-character reasons, Finn is completely fine not performing in this show.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

Yes the Dwarven Throwers have the highest bonus but I feel a PC, whoever it is, should get the Big Number spot over an NPC.

Also, Honey would love the Big Number spot but only has a +6 and you 3 each have +7. The 1 point might not make a big difference so I’m fine with whoever gets it, but I think it should be one of us 4.

I don’t care if Finn wants to sit out. That’s his decision.


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

I think it's cool Finn takes over as Ringmaster.

Did you want to switch onto being the Big Number then, Honey? We can replace you with another act. Maybe Azel or Elizia. That means you can't co-star, of course. I could move into the Big Number slot if you'd prefer to co-star and stay in the final slot. Or I could replace you so I can co-star with those acts, you take the Big Number, and we pick another opener to replace Hush.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

I don’t care too much about the co-star part. I just tried to pair the best synergies whether it gets used or not. Honey can take the big number and we can put one more act in Finn’s place


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

Like This:

Act I: Opener
1.) Hush w/ Society +7

Act II: Build Up
1.) P'oxtan w/ Athletics +7
2.) Dwarven Throwers w/ Athletics +10 (Co-starred w/ P'oxtan +7)

Act III: Big Number
1.) Honey w/ Acrobatics +6

Act IV: Finale
1.) Axel's Amazing Aviary w/ Nature +7
2.) The Flamboni Sister w/ Deception +7
3.) The Feather-Fall Five w/ Acrobatics +8

Or like this?

Act I: Opener
1.) Axel's Amazing Aviary w/ Nature +7

Act II: Build Up
1.) P'oxtan w/ Athletics +7
2.) Dwarven Throwers w/ Athletics +10 (Co-starred w/ P'oxtan +7)

Act III: Big Number
1.) Honey w/ Acrobatics +6

Act IV: Finale
1.) Hush w/ Society +7
2.) The Flamboni Sister w/ Deception +7 (possible co-starred by Hush w/ +5 Deception)
3.) The Feather-Fall Five w/ Acrobatics +8 (possible co-starred by Hush w/ +5 Acrobatics)

Anyone have a preference or other tweaks they want to make?


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

I like your second option, that way Hush can back up the other two acts if needed. I’m good to go with that setup if everyone else is.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

Sounds great.


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

@GM: Slide's filled in.

@ Finn: Take it away, Ringmaster!

Questions for GM:
- Costarring is a reaction. Do I get one reaction across the entire Act? Or one reaction per each performer's performance?
- Halfling Luck works if I fail a skill check. Just confirming that it works during our performances?
- And, a theoretical question for the future: Hush has feather fall, which is a reaction. If she's not performing and an aerial trick with the injury trait is a critical failure, resulting in them falling, as long as she's in range can she use feather fall as a reaction to prevent the performer from suffering injury from their fall? Or can she only assist in that way if she's in the same act?


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

I have a question too. Honey can cast guidance to get a +1 on a skill check. Is she able to use that on herself during her act? Or no, because that’s a separate action?


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

@Hush:

Only one reaction across the entire act.

Halfling luck would most certainly work in this situation.

As the range on feather fall is 60 feet, I'd say you'll have to be in the act to do that. Otherwise, it would work.

@Honey Wasp:

I'm unfortunately going to have to say no to guidance, as it's duration is so unfortunately short in 2e. I assume your trick takes more than 6 seconds, which means the spell would expire before you have a chance to use it.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

Do the NPCs (and PCs as well) have to spend all 3 actions to perform?
It seems like the third attempt at -10 is not worth the risk. With a +7 bonus, they only have a 15% chance of success and an 85% chance of failure.

I'd probably stop after the 1st attempt and maybe the second attempt if someone can co-star. At this level, the odds are not in our favor.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
Honey Wasp wrote:

Do the NPCs (and PCs as well) have to spend all 3 actions to perform?

It seems like the third attempt at -10 is not worth the risk. With a +7 bonus, they only have a 15% chance of success and an 85% chance of failure.

I'd probably stop after the 1st attempt and maybe the second attempt if someone can co-star. At this level, the odds are not in our favor.

True it's statistically unfavorable, but I did it anyway for Axel because he was the only one that act and could Send in the Clowns if something bad happened (like it did), so I was willing to risk it.

Nevertheless, it does seem odd that we have three actions that we can only really use to perform one specific thing.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

We should have sent in the clowns after the 1st failure and stopped. Then we’d have a crit success and a success.

How are we deciding when to use this option? Should we discuss in the discussion board first? Is Finn rolling for all the NPCs this time around? I’m ok with that but just for clarification.

What’s done is done. But for the future.

I don’t want to drag out the posts unnecessarily either. Whatever you guys think is best.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
Honey Wasp wrote:
We should have sent in the clowns after the 1st failure and stopped. Then we’d have a crit success and a success.

That...was not something I had considered...

Anyway, I just happened to roll for Axel because I was the one onstage at the time, I was going under the presumption that we'd be rolling for the NPCs who were onstage with us at the time (i.e. for Act 2 P'oxtan would roll for the Dwarven Throwers, etc.). But yeah, it's statistically unfavorable to roll more than once, Sending in the Clowns changes that to maybe having a second one; but we can only use that once per act, so...

EDIT: Thought that the "multiple-attack-penalty" (let's be honest, that's what it is) only applies to doing a particular trick check multiple times (i.e. rolling Reflex twice rather than Reflex and Acrobatics), but no. Whenever you Perform a Trick multiple times you take a penalty. That basically only makes it viable for a single person per act to use all three of their actions, and makes the Clown Coordinator a pretty useless role because then the action that would've been used to Send in the Clowns will basically go to waste. That's...really weird.

EDIT 2: I KNEW I MISSED SOMETHING!!! Additional Circus Trick general feat (I know that that's the blog post for the Players' Guide, but keep scrolling for the feat).


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

I'm fine with whoever's sharing a stage with the NPC performers rolling for them (with Finn doing the first). And I think their actions should be determined by the whoever's doing the rolling. I'd rather not turn something like that into a debate in the discussion tab.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

That’s fine with me.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
'Hush' wrote:
I'm fine with whoever's sharing a stage with the NPC performers rolling for them (with Finn doing the first). And I think their actions should be determined by the whoever's doing the rolling. I'd rather not turn something like that into a debate in the discussion tab.

That was the assumption I was going under, but it’s good to have it in words; you know what they say about assuming.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

Seems to me that doing one, or maybe two circus checks is the best way to go. Especially if it's only one act, then it's better to have greater chances of success overall even if it's less chances of success.


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

The General Feat will really help out once it comes around, but the main complaint with the Circus Rules is that surprising lack of variety during the acts. It's an interesting balancing act that I'm not sure got fully playtested. In that regard, I'm open to suggestions on how to make this system entertaining and fun. I've got a few ideas myself, but I'd like to hear your complaints after this first performance and we can address things from there.


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

Sorry all. I'm unable to make a post here today due to the start of Outpost III. It shouldn't interrupt things at any other time.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

That’s no problem. What is Outpost III?


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

A PbP convention I believe.


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

Yes, it's a PBP convention running PFS 1e, PFS 2e, and SFS scenarios.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

Interesting. How is a pbp convention different from just playing a pbp game?


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

GMs volunteer ahead of time, get GM support for what they sign up to run (including a free pdf of those scenarios), and are eligible for GM boons and things.

Sign-Up day is scheduled in advance and there's a large list of everything on offer for the convention, where everyone can sign up for up to three games. There's also the specials offered. Later, if there's still open spots, the number of games you can sign up for increases. Everything starts at the same scheduled time, and runs for two months. At the conclusion of your games you're eligible for convention boons.

Actual gameplay and everything else is the same.

Outpost III started yesterday. It has over 100 regular games running, which doesn't include the specials and card game tables, so there's lots.

The announcement thread for it is here and the sign-up sheet is here in case you're curious. There's a few games that still have openings, as well.

I think one of the major benefits is the availability of games. You don't have to leap on whatever you can get, rather, you can browse a list and sign up for what you want to play most. And you're guaranteed your spot. It's not by lottery or anything. Those people who never seem fast enough to get in a first come first serve game won't have that problem. Also, people who want to play in groups can easily do so. In a regular PFS/SFS signup its hard for me to get myself, my husband, and both of my kids into a game together. In a PBP convention that's not a problem. I can easily get us into something as a family, which my kids always love.


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

What Hush said. I'd like to point out that it's Organized Play (so Pathfinder Society and Starfinder Society), which definitely isn't everybody's cup of tea. I enjoy it, though.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3
GM XaveTheNerd wrote:
(Stunned 1 means 1 action is wasted on her turn)

Oh wow, I haven't used the daze spell before. I just assumed it was one round like the 1st edition version. 1 action is less effective although the additional of mental damage makes it worthwhile still.


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

Yeah. The main reason for Daze is actually the non-lethal damage. Not a lot of spells are capable of that.

A lot of debilitating conditions were nerfed to the ground. Had to look up because I didn't know if stunned was one of those conditions. Unfortunately, it was.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
Honey Wasp wrote:

Honey rubs the bruise on her cheek gingerly. For a moment she is shocked that the woman would hit her, then her face contorts to rage, and all semblance of diplomacy vanishes.

You dare! Rrrraaaaaaa!

[dice=Athletics-Trip]1d20+4
[dice=Unarmed]1d20+6 [dice=Nonlethal Damage]1d4+1
[dice=Unarmed]1d20+6-4 [dice=Nonlethal Damage]1d4+1

Honey pushes the horrible woman to the ground. She straddles her and begins pounding on her face.

Trip has the attack trait, so it contributes to the multi-attack penalty.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

I was within the time limit to edit my post. Sorry. I don’t know all the 2e rules perfectly. I don’t mind you pointing out corrections. Thanks.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3
Hush wrote:
Reach spell (one action), casting grease (two actions) as marked on the map. Her spell DC is 17.

Oh would you look at that, there's a map.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

Howdy folks, I'll be on a short road trip for a few days starting Thursday. I'll do my best to keep up with posting, but reception in the desert is unpredictable at best.


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

Sorry. I should have mentioned the map was there. Oops.

Thanks for letting us know P'oxtan.


| HP: 13/13 | AC 17 | F:+4 R:+5 W:+6 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +4 | | Acrobatics +5, Arcana +7, Deception +5, Diplomacy +2, Intimidation +2, Lore (Circus) +7, Medicine +4, Occultism +7, Performance +5, Society +7, Stealth +5 | Active Conditions: Shield, Protective Ward

Something's come up IRL, and I won't be able to post consistently for the next few weeks. I'll try to pop in every other day, but no promises. Sorry for the holdup. Feel free to bot or skip me as needed. If that's a problem, GM, send me a PM.

Thanks for understanding.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.

Hope things get better for you, Hush!

Also, small thing, but when crits occur in 2e you just roll the damage normally then double it (1d6+4 * 2, not 2d6+8).

Sorry if I'm being a rules lawyer about all of this, but I know that not everyone knows the 2e rules as well as 1e and I've actually got quite a bit of the rules down. I never mean any ill intent with my corrections.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.

Um...P'oxtan...You're performing right now. You need to roll for Act 2.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

Whoops, my bad. Didn’t know if someone else would be announcing.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
P'oxtan wrote:
Whoops, my bad. Didn’t know if someone else would be announcing.

I did:

Finnace Cailean wrote:

Finn coughs.

”Well, with that bit of excitement out of the way, it is my pleasure to present the Battle of the Beasts and the Dwarven Throwers!”

Sorry, not entirely in the mood to do a full role-play with this one.


Iruxi ranger 1 | 20 hp | AC 18 | F +7 R +7 W +5 | Perc +7

Will get a post up in the morning. Traipsing about in the Nevada hills didn’t have good signal, and even a long soak in the hot springs I’m camped at couldn’t get me feeling any less worn out.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

I’m waiting for something bad to happen... =)


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

Because Finn took the Clown Coordinator role, Honey can actually Send in the Clowns as a reaction, meaning she has no chance of critically failing her third trick check. As her trick doesn't have the injury trait, if I recall correctly, sending in the clowns on a critical fail will make it a regular fail, which has no effect. Plus, sending in the clowns on a failure would make it a success.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3

Acrobatics: 1d20 + 6 - 10 ⇒ (1) + 6 - 10 = -3

Um yeah, that’s a crit fail, bumped up to a fail. There is no negative to a regular failure?


Murder's Mark - Slides | Emerald Spire - Slides | Extinction Curse - Slides | Blooming Catastrophe - Slides | Slaver's End - Slides

No negative whatsoever. No positives, but no negatives. Just like checks to Recall Knowledge and attack.


CN Half-Elf Sorcerer 1 | 15/15 hp | AC 16 | Fort +4, Ref +6, Will +5 | Perc +3 | Spells: 1st 2/3 | Hero Pts 2/3
GM XaveTheNerd wrote:
(I'm also making an assumption that you were aiming for orange like Hush.)

It made no difference. Orange works. I'll specify color for clarity moving forward.


Male CG Halfling (observant) Blow-in Swashbuckler 1 | HP 17/17 | Resistances: none | AC 18 | F: +4, R: +8, W: +5 | Perc. (e): +6 (+1 circ. to Perc. DC; +2 circ. to Seek undetected creatures) | Speed 25ft (30ft while in panache) | Class DC: 17 | Active conditions: None.
GM XaveTheNerd wrote:

Out of initiative

The Heroes manage to slay the remaining rat, but the damage to the net has been done. Without the net, it will take some convincing to make the family perform, and it would also give the trick the Injury trait.

What do you do?

How does the net look? Could we, say, try to Repair it, or is it gnawed beyond all belief?

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