The Extinction Curse - A Tour of the Hinterland of Absalom

Game Master Luke_Parry

MAPS

Loot Sheet

Prestige: 17(+1)(+2)
Petty Cash: 57.45gp
Upgrades: Acoustics, Padded Floors, Water-Marked Tickets, Spotlights, Huge Tent


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Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

The Troglodyte is initially speechless, but then quickly recovers, responding with apoplectic rage!

"You sssoft-ssskinned bassstard!"

He then concentrates, delivering a ranged pimp-slap to Charles.

Harm: 3d8 + 24 ⇒ (7, 6, 5) + 24 = 42 Negative energy damage. DC 24 Fort.

Meanwhile, his pet continues to harry Archibald.

Beak: 1d20 + 10 ⇒ (6) + 10 = 16, for 1d10 + 3 ⇒ (6) + 3 = 9 damage.

Sometimes, You Just Can't Break Things, Round 2:

Pteranodon (-)
Charles (-)
Archibald (-)
Cavnakash (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Fort: 1d20 + 9 ⇒ (9) + 9 = 18.

Charles feels his life-force being crushed.

"Scheisse!"

He responds by declaring the Pteranodon to be his Prey, and opening fire.

Hunted Shot: 1d20 + 11 ⇒ (13) + 11 = 24, for 1d8 ⇒ 2 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 ⇒ 2 damage.

Magic Missile: 3d4 + 4 ⇒ (1, 2, 2) + 4 = 9 Force damage.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

The Troglodyte is unimpressed, and tosses another spell in Charles' direction.

Harm: 3d8 + 24 ⇒ (1, 8, 5) + 24 = 38 Negative damage. DC 24 Fort.

Meanwhile, the Pteranodon tries to spear Archibald again...

Beak: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d10 + 6 ⇒ (10, 9) + 6 = 25 damage.

...landing a nasty hit.

Sometimes, You Just Can't Break Things, Round 3:

Pteranodon (-13)
Charles (-42)
Archibald (-25)
Cavnakash (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Fort: 1d20 + 9 ⇒ (11) + 9 = 20.

Charles feels his life-force being crushed.

"Scheisse!"

He tries to finish-off the Pteranodon.

Hunted Shot: 1d20 + 11 ⇒ (11) + 11 = 22, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d8 ⇒ 6 damage.

Magic Missile: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13 Force damage.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Charles kills the Pteranodon!

The Trog is (understandably) rather annoyed by this, and keeps channeling negative energy!

Harm: 3d8 + 24 ⇒ (5, 1, 4) + 24 = 34 Negative damage. DC 24 Fort.

Sometimes, You Just Can't Break Things, Round 4:

Charles (-80)
Archibald (-25)
Cavnakash (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Fort: 1d20 + 9 ⇒ (5) + 9 = 14.
Fort - Hero Point: 1d20 + 9 ⇒ (19) + 9 = 28.

This time, Charles manages to resist the effects of the spell, but he is still left hurting, *badly*.

Charles rushes down the pillar, casts Spider Climb on Archibald, then rushes back up, across the ceiling, and onto the roof.

He then coaxes Archibald to do the same, getting both of them up top, and hopefully giving them breathing room.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

The Troglodyte is dumb-founded, and utterly furious!

"COME BACK AND FIGHT!"


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles intends to rest, and heal.

He will then do a couple more Spider Climb and fry attempts to crack this particular nut...

2d8 ⇒ (6, 8) = 14.
2d8 ⇒ (7, 7) = 14.
2d8 ⇒ (4, 4) = 8.
2d8 ⇒ (2, 1) = 3.
2d8 ⇒ (5, 4) = 9.

A couple of hours later, he cautiously casts Spider Climb, and tries again.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

For the first 10 minutes or so, Charles hears repeated muffled scratching noises, and the occasional thud and muffled cursing, as Cavnakash attempts to climb up after him.

Following that, the 'rain shield' shakes, as a heavily object slams into the pillars, undoubtedly as the Trog attempts to body-slam them into breaking.

This goes on for about an hour, before he gives up, reasoning that you will have to come down at some point...


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

His Cytillesh arrow at the ready, Charles makes his next attempt!

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Cavnakash: 1d20 + 12 ⇒ (14) + 12 = 26.
Charles: 1d20 + 10 ⇒ (6) + 10 = 16.

"There you are!"

The Trog tries to overwhelm Charles' mind.

Crisis of Faith: 6d6 ⇒ (2, 1, 5, 5, 2, 1) = 16 Mental damage. DC 24 Will.

Sometimes, You Just Can't Break Things, Redux - Round 1:

Cavnakash (-)
Charles (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Will: 1d20 + 10 ⇒ (20) + 10 = 30.

Charles snorts.

"I think not."

He commences firing...

Hunted Shot: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (8) + 8 = 16, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d8 ⇒ 2 damage.

...and then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 3) + 4 = 10 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17.
Fort: 1d20 + 13 ⇒ (5) + 13 = 18.

1d10 ⇒ 7 Poison damage.

Charles electrocutes the Trog, and then manages to ping Cavnakash with two arrows...

...one of which was poisoned.

Roaring in anger, the Trog tosses a bolt of pure evil at Charles...

Chilling Darkness: 1d20 + 17 ⇒ (4) + 17 = 21, for 5d6 ⇒ (4, 3, 1, 4, 4) = 16 Cold damage.

...but misses.

Sometimes, You Just Can't Break Things, Redux - Round 2:

Cavnakash (-27)
Charles (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Feeling a little more confident, Charles keeps up the pressure!

Hunted Shot: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 ⇒ (12) + 5 = 17, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 1 damage.

...and then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 4) + 4 = 9 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

None of Charles' arrows hit.

Fort: 1d20 + 13 ⇒ (18) + 13 = 31.
Reflex: 1d20 + 10 ⇒ (14) + 10 = 24.

The Trog avoids the worst of the electrical blast, and fights off the poison.

Snarling, he tries to Harm Charles again...

Harm: 2d8 + 16 ⇒ (5, 6) + 16 = 27 Negative damage. DC 24 Fort.

Sometimes, You Just Can't Break Things, Redux - Round 3:

Cavnakash (-31)
Charles (-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Fort: 1d20 + 9 ⇒ (11) + 9 = 20.

"Damn it!"

Gritting his teeth, Charles keeps trying...

Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d8 ⇒ 3 damage.

...and then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 3) + 4 = 10 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Once again, Charles' arrows miss...

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27.

...and the Trog avoids the worst of the electrical blast.

He responds by channelling again...

Harm: 2d8 + 16 ⇒ (4, 2) + 16 = 22 Negative damage. DC 24 Fort.

Sometimes, You Just Can't Break Things, Redux - Round 4:

Cavnakash (-36)
Charles (-27)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Fort: 1d20 + 9 ⇒ (19) + 9 = 28.

Gritting his teeth, Charles keeps up the pressure...

Hunted Shot: 1d20 + 11 ⇒ (17) + 11 = 28, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (8) + 5 = 13, for 1d8 ⇒ 7 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 4) + 4 = 10 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Much to Cavnakash's annoyance, Charles resists the spell.

He then dodges all but one arrow...

Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.

...as well as the electrical discharge.

His subsequent blast of negative energy...

Harm: 1d8 + 8 ⇒ (3) + 8 = 11 Negative damage. DC 24 Fort.

...is barely worth nothing.

Sometimes, You Just Can't Break Things, Redux - Round 5:

Cavnakash (-40)
Charles (-38)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Sensing that he has the bastard on the ropes, Charles keeps firing!

Fort: 1d20 + 9 ⇒ (17) + 9 = 26.

Hunted Shot: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 1 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Once again, Charles resists the pull of negative energy, but it throws off his aim.

His electrical discharge is also decidedly sub-par.

Reflex: 1d20 + 10 ⇒ (5) + 10 = 15.

The big Trog tosses another blast of negative energy...

Harm: 1d8 + 8 ⇒ (2) + 8 = 10 Negative damage. DC 24 Fort.

Sometimes, You Just Can't Break Things, Redux - Round 6:

Cavnakash (-47)
Charles (-43)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

What is wrong with me!?

Wincing at his poor aim, Charles is just glad that no-one is around to see it.

Fort: 1d20 + 9 ⇒ (10) + 9 = 19.

Hunted Shot: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (1) + 8 = 9, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d8 ⇒ 4 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Charles slips *one* arrow past the Trog's defenses.

Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.

He responds by tossing a dart of pure Evil at Charles...

Divine Lance: 1d20 + 17 ⇒ (6) + 17 = 23, for 3d4 + 5 ⇒ (2, 1, 3) + 5 = 11 Evil damage.

...deftly striking him!

He then pulls out a wand.

Sometimes, You Just Can't Break Things, Redux - Round 7:

Cavnakash (-51)
Charles (-54)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

"No you don't!"

Charles tries to finish the Trog off!

Hunted Shot: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 ⇒ 5 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Charles slips *one* arrow past the Trog's defenses...

Reflex: 1d20 + 10 ⇒ (2) + 10 = 12.

...which surprises him enough that he is struck hard by the electrical discharge.

Smirking, he uses the Wand to Heal himself.

Heal: 2d8 + 16 ⇒ (8, 2) + 16 = 26.

Sometimes, You Just Can't Break Things, Redux - Round 8:

Cavnakash (-35)
Charles (-54)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

"Damn it!"

Getting quite frustrated, Charles continues to pour arrows into the Trog.

Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19, for 1d8 ⇒ 2 damage.
Hunted Shot: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d8 ⇒ 2 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

None of Charles' arrows hit...

Reflex: 1d20 + 10 ⇒ (4) + 10 = 14.

...but the weak electrical discharge does its job.

Cavnakash hisses in irritation, and tosses a dart of pure Evil at Charles...

Divine Lance: 1d20 + 17 ⇒ (12) + 17 = 29, for 3d4 + 5 ⇒ (1, 3, 3) + 5 = 12 Evil damage.

...deftly striking him!

He then pulls out a wand.

Sometimes, You Just Can't Break Things, Redux - Round 9:

Cavnakash (-41)
Charles (-66)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

With no better option, Charles keeps doing what he does 'best'...

Hunted Shot: 1d20 + 11 ⇒ (1) + 11 = 12, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 4 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 2) + 4 = 7 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Once again, Charles proves to be an exceedingly poor marksman.

Reflex: 1d20 + 10 ⇒ (8) + 10 = 18.

Cavnakash hisses in amusement, and tosses a dart of pure Evil at Charles...

Divine Lance: 1d20 + 17 ⇒ (8) + 17 = 25, for 3d4 + 5 ⇒ (4, 3, 3) + 5 = 15 Evil damage.

...deftly striking him, once again.

Sometimes, You Just Can't Break Things, Redux - Round 10:

Cavnakash (-41)
Charles (-81)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Getting decidedly annoyed with himself, Charles wearily pours more arrows into the Trog.

Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d8 ⇒ 3 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 4) + 4 = 11 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Once again, Charles proves to be an exceedingly poor marksman... if only his teachers could see him now; how 'proud' they would be!

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17.

Cavnakash hisses in anger, and tosses a dart of pure Evil at Charles...

Divine Lance: 1d20 + 17 ⇒ (3) + 17 = 20, for 3d4 + 5 ⇒ (3, 1, 4) + 5 = 13 Evil damage.

...which misses!

Sometimes, You Just Can't Break Things, Redux - Round 11:

Cavnakash (-52)
Charles (-81)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Taking the reprieve as a good omen, Charles redoubles his efforts!

Hunted Shot: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (16) + 8 = 24, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (20) + 5 = 25, for 2d8 + 1d10 ⇒ (5, 6) + (7) = 18 damage.
Iterative: 1d20 + 5 ⇒ (17) + 5 = 22, for 1d8 ⇒ 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 2) + 4 = 9 Electricity damage, DC 18 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

It takes all four of his arrows, but Charles *finally* manages to drop Cavnakash!

Combat over.

As he loots the body (+1 striking maul, wooden religious symbol, scale mail, wand of heal (2nd)), and retrieves Archibald, the Aeon Orb pulses...

...investing Charles with energy!

REFLECTION OF LIFE RESONANT REFLECTION 5:

HEALING MAGICAL
You regain double the normal number of Hit Points when resting (meaning you regain double your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly doubled. In addition, you can focus this healing energy to accelerate your body’s natural healing processes even further.

Activate [two-actions] envision; Frequency once per day; Effect You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level.

---------------------------

Cavnakash’s defeat ends the immediate xulgath threat, but there are still several unresolved matters. Charles realises that the aeon orb is still failing; Cavnakash’s recent tampering isn’t the cause of its decades of gradual decline. Further, Cavnakash is only the agent of a greater power occupying a structure called Moonstone Hall underneath the city of Escadar on the other side of the Isle of Erran, and more information is bound to be available there.

Harlock Hamdeel remains both deeply troubled and ashamed. He is heartened by the role Charles played in cleansing the hermitage, though, and he vows to make it a sacred place once again.

The people of Abberton are grateful for everything Charles has done. In a ceremony a few days after you return from the Erran Tower, the mayor pronounces you “Abbertonian in perpetuity.”

Perhaps most personally, the Circus of Wayward Wonders now sees Charles as their leader. You can put on more circus shows, but Abberton isn’t large enough or wealthy enough to support the circus for long.

Essentially, you can put on three more shows if you wish, but with diminishing returns.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles will spend a bit of time getting the Striking Rune transferred to his bow...

...and scribing some spells into his Spellbook.

Arcana(1st): 1d20 + 7 ⇒ (2) + 7 = 9.
Arcana(1st) - Hero Point: 1d20 + 7 ⇒ (14) + 7 = 21.
Arcana(2nd): 1d20 + 7 ⇒ (10) + 7 = 17.
Arcana(2nd) - Hero Point: 1d20 + 7 ⇒ (3) + 7 = 10.
Arcana: 1d20 + 7 ⇒ (9) + 7 = 16.
Arcana - Hero Point: 1d20 + 7 ⇒ (6) + 7 = 13.
Arcana: 1d20 + 7 ⇒ (19) + 7 = 26.

...unfortunately, he doesn't have that much luck.

Nevertheless, he also acquires more arrows.

200 arrows = 2gp.

He then settles down to put on some shows!

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Alright. The way this is handled is:

Prior to each show, you have six days to 'Build Anticipation'. Each check takes two days, and requires a Society check. On a success, you generate Anticipation equal to your level, plus Charisma modifier.

Each show will have a 'random encounter', and then you need to roll your 'Trick' check.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Week 1:
Society: 1d20 + 1 ⇒ (18) + 1 = 19.
Society: 1d20 + 1 ⇒ (15) + 1 = 16.
Society: 1d20 + 1 ⇒ (9) + 1 = 10.

Charles builds a small amount of Anticipation (8).

He Performs!

Acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14.
Acrobatics - Hero Point: 1d20 + 10 ⇒ (12) + 10 = 22.
Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15.
Acrobatics - Hero Point: 1d20 + 6 ⇒ (19) + 6 = 25.
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21.

Archery: 1d20 + 11 ⇒ (6) + 11 = 17.
Archery - Hero Point: 1d20 + 11 ⇒ (13) + 11 = 24.
Archery: 1d20 + 7 ⇒ (7) + 7 = 14.
Archery - Hero Point: 1d20 + 7 ⇒ (18) + 7 = 25.
Archery: 1d20 + 3 ⇒ (6) + 3 = 9.
Archery - Hero Point: 1d20 + 3 ⇒ (11) + 3 = 14.

Charles builds 20 Excitement, which is over the Anticipation cap of 8.

Week 2:
Society: 1d20 + 1 ⇒ (14) + 1 = 15.
Society: 1d20 + 1 ⇒ (18) + 1 = 19.
Society: 1d20 + 1 ⇒ (14) + 1 = 15.

Charles builds a small amount of Anticipation (8).

He Performs!

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22.
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16.
Acrobatics - Hero Point: 1d20 + 6 ⇒ (14) + 6 = 20.
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7.
Acrobatics - Hero Point: 1d20 + 2 ⇒ (16) + 2 = 18.

Archery: 1d20 + 11 ⇒ (19) + 11 = 30.
Archery: 1d20 + 7 ⇒ (8) + 7 = 15.
Archery - Hero Point: 1d20 + 7 ⇒ (18) + 7 = 25.
Archery: 1d20 + 3 ⇒ (10) + 3 = 13.

Charles builds 16 Excitement, which is over the Anticipation cap of 10.

Week 3:
Society: 1d20 + 1 ⇒ (1) + 1 = 2.
Society: 1d20 + 1 ⇒ (17) + 1 = 18.
Society: 1d20 + 1 ⇒ (16) + 1 = 17.
Society - Hero Point: 1d20 + 1 ⇒ (20) + 1 = 21.

Charles builds a moderate amount of Anticipation (14).

He Performs!

Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13.
Acrobatics - Hero Point: 1d20 + 10 ⇒ (17) + 10 = 27.
Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17.
Acrobatics - Hero Point: 1d20 + 6 ⇒ (17) + 6 = 23.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9.
Acrobatics - Hero Point: 1d20 + 2 ⇒ (9) + 2 = 11.

Archery: 1d20 + 11 ⇒ (7) + 11 = 18.
Archery - Hero Point: 1d20 + 11 ⇒ (14) + 11 = 25.
Archery: 1d20 + 7 ⇒ (18) + 7 = 25.
Archery: 1d20 + 3 ⇒ (17) + 3 = 20.

Charles builds 20 Excitement, which is over the Anticipation cap of 14.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Week 1:
1d12 ⇒ 9

Scalpers reduce your payout; the Circus only earns 8*0.75 = 6gp.

Week 2:
1d12 ⇒ 10

The Stars Align; you put on a good show; the Circus earns 13*0.5 = 6.5gp.

Week 3:
1d12 ⇒ 1

Animals Break Loose; you start with 2d6 ⇒ (2, 3) = 5 extra Anticipation, and earn an extra 2d6 ⇒ (4, 4) = 8 Excitement; the Circus earns 24*0.25 = 6gp.

So, that is a total of 18.5gp for the circus 'petty cash' box.

With that, the neighbourhood has been well and truly played out; it is time to seek fresh pastures - Escadar would probably be your best bet...

Incidentally, Escadar counts as a level 8 settlement; up to level 16 Common items can be acquired with notice of 1 week, to import it from Absalom.

Also, please level up to 5 :-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Bidding Abberton a fond farewell, Charles leads the Circus to its next destination...

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

In The Show Must Go On, Charles learned that a contingent of xulgaths had been sent to the Erran Tower by more powerful xulgaths in Moonstone Hall beneath Escadar. The temple is bound to have more information about the aeon orbs and the xulgath menace, so investigating it is Charles’ next logical step.

Escadar is also a good next stop for the Circus of Wayward Wonders. Having honed their acts in the small town of Abberton, the performers are ready for larger crowds, bigger payouts, and greater prestige.

Yet Escadar is not entirely enticing, nor is setting up there without risk. Many performers and hands are anxious about Mistress Dusklight, the cruel circus master who manages the rival circus Celestial Menagerie in Escadar. Performers whisper stories about her kidnappings, mistreatment of animals, and use of magic and drugs to force performers into compliance...

---------------------------------------

The overland journey to Escadar is largely uneventful, beyond a growing restlessness among the circus performers and hands. When the circus finally arrives in town, the sharp tang of salt permeates the air, and the gulls that swoop and cry overhead mark the city’s proximity to the sea. Grandiose buildings at the city’s center rise above sprawling markets and squalid tenements. Proud ships sail in and out of the harbor with the wind as laborers and travelers mill about the docks and quays.

The tide of humanity ebbs and flows throughout the port city. Hawkers pace the crooked streets and shout various offers to passersby. Fishmongers sing out the daily catch, traipsing in meandering paths through crowded markets. Armed guards in navy‑blue uniforms with bronze badges patrol the busy intersections, their eyes scanning the crowds. Dirty‑faced urchins dart underfoot, seeking dropped coins or untended purses.

Walking through the streets of Escadar is similar to peering through the pages of history, as newer projects are built practically on top of older buildings. Foundations millennia old support brand‑new structures, the city growing proudly higher and higher.

Though Escadar teems with distractions and their investigation into Moonstone Hall beckons, Charles has a significant concern that demands immediate attention: His performers need to make a living. They require a plot of unused land to house the circus, and every circus owner knows that good relations with the local law helps prevent trouble. Veteran circus performers—such as the Professor or Mistress Elizia—suggest Charles speak with the head of Escadar’s city guard.

Give me a Diplomacy check :-)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Delighted to be in a large town, rather than a village, Charles starts asking around...

Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Charles learns that the right person to speak to is Andera Paldreen, Escadar’s sternly efficient chief constable, who has an office in
Conclave Square.

Whilst Escadar has always been known as a city of vices, with more than its share of smugglers’ warehouses, illicit brothels, and gladiatorial pits. Chief Constable Paldreen has been working hard to legitimize the city’s entertainment businesses, and seems to have been making some headway in that regard.

1d6 ⇒ 6 hours later, a talkative senior constable named Darricus Stallit comes to fetch Charles, and takes him to his boss.

Darricus accompanies the heroes into Andera’s office after giving her door a quick knock. This circular office, paneled with rich brown wood, contains a writing desk, shelves stacked with records, and a row of chairs positioned near the door for visitors. A framed painting of a kestrel in flight hangs in a place of prominence behind the desk. A metal stand to the west displays an ornate falchion and a battle‑worn breastplate polished to a brilliant shine.

A small, muscular human woman sits behind the desk, dressed in a dark‑blue uniform with a golden badge of office pinned to the left shoulder. The shield‑shaped badge bears an engraving of an osprey with a fish clutched in its talons. The woman listens intently to the individual sitting across from her, a smarmy human man in a striking, royal‑purple suit only a few buttons and ruffles shy of garish.

The woman’s hawklike gaze darts to the opened door, and she holds up a hand apologetically to the man in purple.

“Thank you, Delamar, for bringing this issue to my attention. If that’s all, though, it appears that I have another appointment.”

She then turns to you.

"Now, what do you want? I am quite busy, so please, get to the point."


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles bows politely.

"Greetings Chief Constable. I am Charles Beecroft, and I am here on behalf of the Circus of Wayward Wonders. We seek permission to set-up somewhere around town to perform."

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

The smarmy human man clears his throat urgently.

"See, this is the group that I warned you about! No good will come of letting them set up in Escadar, mark my words!"

The Chief constable sighs.

"Be that as it may, I wish to hear both sides."

She turns to Charles, and smiles tiredly.

"Does the defense have any arguments that they wish to present?"

Delamar: 1d20 + 14 ⇒ (6) + 14 = 20.
Charles: 1d20 + 14 ⇒ (11) + 14 = 25.

Fighting For The Right To Perform, Round 1:

Charles (-)
Delamar (-)

Social Combat Options:

Sway Andera:
The hero attempts a DC 20 check using Diplomacy, Deception, or a relevant Lore skill to convince Andera to allow their circus to perform in Escadar.

Demonstrate Talents:
The hero attempts a DC 20 Performance check to prove their ability to impress a crowd.

Discredit Delamar or the Celestial Menagerie:
The hero relays a damaging fact about Delamar or the Celestial Menagerie and attempts a DC 20 check using Circus Lore or Society. If the hero mentions a fact they personally witnessed (such as the attack by the Celestial Menagerie performers in Abberton), reduce the DC.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles bows politely.

"We have committed no crimes in Escadar; why should we be treated as common criminals, based purely on hearsay? A new Circus in town will be good for the economy, and will stimulate morale as well."

Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20.

He then gives a demonstration of what he has to offer.

Performance: 1d20 + 10 ⇒ (2) + 10 = 12.
Performance - Hero Point: 1d20 + 10 ⇒ (12) + 10 = 22.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

"See? He specifically mentions not having committed crimes here, not that he isn't guilty! I have it on good authority that he was responsible for violence in a Church of Abadar, and slaughtered the residents of a Hermitage dedicated to Gozreh!"

Deception: 1d20 + 14 ⇒ (19) + 14 = 33.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles frowns.

"The church in question was overrun with demons - I cleared them out, and rescued the resident Priest, helping to restore order."

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12.
Diplomacy - Hero Point: 1d20 + 10 ⇒ (8) + 10 = 18.

"As for the Hermitage, its denizens had been corrupted to demon-worship by a succubus; they tortured and killed everyone who didn't warp to their way of thinking, and were planning to destroy Abberton!"

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13.
Diplomacy - Hero Point: 1d20 + 10 ⇒ (20) + 10 = 30.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

"He also murdered one of the Celestial Menagerie's clowns, and destroyed circus property!"

Deception: 1d20 + 14 ⇒ (19) + 14 = 33.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

"That was self-defense. The clown in question ambushed me like a highwayman!"

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28.

"As for the destroyed property, that was a mechanical carny that the clown tried to kill me with!"

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15.
Diplomacy - Hero Point: 1d20 + 10 ⇒ (16) + 10 = 26.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

"His Circus harbored a murderer, and had trouble keeping its patrons safe!"

Deception: 1d20 + 14 ⇒ (9) + 14 = 23.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

"The murderer in question was an abyss-tainted halfling who hid in one of our caravans, after killing the Ringmaster."

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29.

"She tried to disrupt proceedings with a variety of 'accidents', which we saw through, and corrected before they caused problems."

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26.

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