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

Delamar looks ready to speak again, but the Chief raises her hand to silence him.

"I have heard enough. I am inclined to grant permission for this new Circus to set up; a little healthy competition is good, I think."

She then nods to Charles.

"All entertainment companies are required to pay the city 5% of their
earnings as a tax. You have two weeks to set up, before you will be required to set-up your first public performance."

The Chief then smiles.

"As for where that will be, the only large plot of land available is on Escadar’s outskirts. The area is easily accessible from the city, but it’s badly overgrown and rumored to hold treacherous terrain and dangerous creatures. I see two advantages in leasing the site to you: I don’t risk my guards in the difficult task of clearing the area, and the city can put the site to productive use once the Circus has moved on.

I look forward to your progress, and your first performance."

Andera then politely but firmly dismisses Charles.

The plot is a bramble‑filled valley along dirt roads about a mile north of Escadar. The mouth of the valley is mostly flat and screened by several old‑growth trees; when cleared of thorns and large stones, it makes an ideal place to set up the Circus of Wayward Wonders. The hills that bound the valley to the east contain a sprawling cave system, and the river that flows along the valley’s south side drains into a swath of swampland.

Slide 1.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Before moving in to explore the new site, Charles makes a significant purchase - specifically, a Thundering Rune.

Thus fortified, he is ready to explore!

Sovereign Court

A1:

The dirt road from Escadar ends abruptly at the bramble‑choked mouth of a forested valley. Granite hills rise to the east and south, providing a sheltered area where the trees have grown thick and wild. Two rough trails lead into the forest, one blocked by an enormous fallen oak, rotted and sprouting with mushrooms.

Charles: 1d20 + 12 ⇒ (17) + 12 = 29.

Charles notices paw-prints, some from Medium sized canines, and some from Large sized canines, scattered around the area.

This is where the Circus starts to set up.

A2:

A heavy, fallen log blocks the westernmost path into the forest.

Charles: 1d20 + 12 ⇒ (20) + 12 = 32.

Charles realises that the log is home to two Elite Centipede Swarms!

Feel free to try 'Wild Empathy'.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles quietly tries to encourage the centipedes to find somewhere else to live.

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28.
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24.

Sovereign Court

Charles manages to move the centipede swarms elsewhere.

A9:

The stream flowing into the valley empties into a small swamp on the valley’s south side. Harboring slick muck and thick reeds, the swamp is greater difficult terrain for Medium creatures.

Three islands of earth rise above the swamp water, connected with felled trees that act as makeshift bridges.

A3:

An overgrown hunting path ends at a small glade with a spring‑fed pool beneath the boughs of a huge oak tree.

Charles: 1d20 + 10 ⇒ (6) + 10 = 16.
Charles: 1d20 + 10 ⇒ (2) + 10 = 12.

The clearing contains the savaged corpse of a grizzly bear.

Once the bear’s remains have been hauled away, this pool makes a good source of water for the circus.

Sovereign Court

A10:

The largest of the islands in the swamp contains the stone foundation of a small building that once stood here. The foundation is now overgrown with weeds and almost entirely obscured.

Near the log leading west from this island sprawls a mostly intact Halfling.

The skeleton still clutches a leather satchel containing a sodden map of the area indicating the three islands of the swamp and a crumbled keep to the east that isn’t visible from the valley floor. The westernmost island is marked with the words “St. Alkitarem’s Eye?”

Treasure: The skeleton’s satchel also contains an Invisibility Potion and 14 gp. Although the skeleton’s leather armor is now merely tatters, it has an intact Beckoning Cat Amulet affixed to it.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles stares at the skeleton warily.

That does not bode well... I mean, the skeleton has not been dispersed by predators...

Nevertheless, he collects the equipment, reasoning that the dead have no use for it.

He then moves on.

Sovereign Court

A12:

This moss‑encrusted log extends from the swamp’s eastern island to the dry and rocky ground to the east.

When Charles starts crossing the log here, it cracks!

Charles: 1d20 + 13 ⇒ (7) + 13 = 20.

Fortunately, he is able to leap back in time to avoid falling into the swamp.

Unfortunately, the large, night-black ooze that had been lurking underneath it does not take kindly to the disturbance!

BP: 1d20 + 9 ⇒ (13) + 9 = 22.
Charles: 1d20 + 10 ⇒ (16) + 10 = 26.

Minding My Own Business...

Charles (-)
Archibald (-)
BP (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Ever practical, Charles fires some arrows, and directs Archibald to attack.

Hunted Shot: 1d20 + 14 ⇒ (9) + 14 = 23, for 2d8 ⇒ (1, 6) = 7 damage, +1d6 ⇒ 3 Sonic damage.
Hunted Shot: 1d20 + 9 ⇒ (16) + 9 = 25, for 2d8 ⇒ (6, 2) = 8 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 4 ⇒ (19) + 4 = 23, for 2d8 ⇒ (1, 8) = 9 damage, +1d6 ⇒ 1 Sonic damage.

Jaws: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.
Jaws: 1d20 + 5 ⇒ (18) + 5 = 23, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.

He then tosses an Electric Arc...

Electric Arc: 3d4 + 6 ⇒ (1, 3, 4) + 6 = 14 Electricity damage, DC 20 Reflex for half.

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

Sovereign Court

To Charles' horror, his and Archibald's attacks seem to have no effect upon the large pile of ooze; instead, the four attacks that hit simply cause the creature to split four times into slightly smaller globules.

Charles: 1d20 + 1 ⇒ (17) + 1 = 18.

Charles has no idea what this is.

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.

Fortunately, when Charles electrocutes two of them, they *don't* split, and appear to be quite damaged by it.

Three of them lash out at Archibald...

Pseudopod 1d20 + 18 ⇒ (20) + 18 = 38, for 4d8 + 14 ⇒ (1, 4, 6, 3) + 14 = 28 damage, +2d6 ⇒ (3, 1) = 4 Acid damage.
Pseudopod 1d20 + 13 ⇒ (16) + 13 = 29, for 4d8 + 14 ⇒ (7, 8, 8, 7) + 14 = 44 damage, +2d6 ⇒ (4, 1) = 5 Acid damage.
Pseudopod 1d20 + 8 ⇒ (5) + 8 = 13, for 2d8 + 7 ⇒ (7, 4) + 7 = 18 damage, +2d6 ⇒ (2, 5) = 7 Acid damage.

Pseudopod 1d20 + 18 ⇒ (1) + 18 = 19, for 2d8 + 7 ⇒ (2, 4) + 7 = 13 damage, +2d6 ⇒ (2, 1) = 3 Acid damage.
Pseudopod 1d20 + 13 ⇒ (2) + 13 = 15, for 2d8 + 7 ⇒ (3, 2) + 7 = 12 damage, +2d6 ⇒ (3, 6) = 9 Acid damage.
Pseudopod 1d20 + 8 ⇒ (19) + 8 = 27, for 2d8 + 7 ⇒ (2, 2) + 7 = 11 damage, +2d6 ⇒ (6, 3) = 9 Acid damage.

Pseudopod 1d20 + 18 ⇒ (7) + 18 = 25, for 2d8 + 7 ⇒ (1, 7) + 7 = 15 damage, +2d6 ⇒ (2, 3) = 5 Acid damage.
Pseudopod 1d20 + 13 ⇒ (2) + 13 = 15, for 2d8 + 7 ⇒ (4, 2) + 7 = 13 damage, +2d6 ⇒ (4, 2) = 6 Acid damage.
Pseudopod 1d20 + 8 ⇒ (11) + 8 = 19, for 2d8 + 7 ⇒ (5, 4) + 7 = 16 damage, +2d6 ⇒ (5, 6) = 11 Acid damage.

...leaving the poor bear and partially melted mess.

The other two ooze around, and attack Charles...

Pseudopod 1d20 + 18 ⇒ (5) + 18 = 23, for 2d8 + 7 ⇒ (6, 1) + 7 = 14 damage, +2d6 ⇒ (2, 5) = 7 Acid damage.
Pseudopod 1d20 + 13 ⇒ (7) + 13 = 20, for 2d8 + 7 ⇒ (4, 4) + 7 = 15 damage, +2d6 ⇒ (2, 1) = 3 Acid damage.

Pseudopod 1d20 + 18 ⇒ (13) + 18 = 31, for 2d8 + 7 ⇒ (5, 5) + 7 = 17 damage, +2d6 ⇒ (2, 5) = 7 Acid damage.

...but only one manages to hit.

Minding My Own Business..., Round 2:

Charles (-24)
Archibald (-100, Unconscious, Dying 3)
BP (19, 19, 38, 26, 26)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles hisses in surprise, and pain!

He pops off a pair of shots into the least injured of the oozes...

Hunted Shot: 1d20 + 14 ⇒ (6) + 14 = 20, for 2d8 ⇒ (6, 5) = 11 damage, +1d6 ⇒ 1 Sonic damage.
Hunted Shot: 1d20 + 9 ⇒ (10) + 9 = 19, for 2d8 ⇒ (4, 6) = 10 damage, +1d6 ⇒ 4 Sonic damage.

...then drops his bow, and Battle Medicines Archibald...

2d8 ⇒ (7, 5) = 12 Healing.

...waking the bear up just in time for a Fireball to be dumped on top of everyone.

Fireball: 6d6 ⇒ (3, 2, 5, 2, 4, 3) = 19 Fire damage. DC 20 Reflex.

He then casts Shield, and hopes for the best.

Reflex: 1d20 + 13 ⇒ (16) + 13 = 29.
Reflex: 1d20 + 9 ⇒ (12) + 9 = 21.

Sovereign Court

As expected, Charles 'splits' another two oozes...

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8.
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11.
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24.
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9.

...and then annihilates most of them with his Fireball.

One of the remaining oozes lashes out at Archibald...

Pseudopod 1d20 + 18 ⇒ (19) + 18 = 37, for 4d8 + 14 ⇒ (4, 8, 1, 6) + 14 = 33 damage, +2d6 ⇒ (5, 2) = 7 Acid damage.
Pseudopod 1d20 + 13 ⇒ (20) + 13 = 33, for 4d8 + 14 ⇒ (4, 2, 6, 8) + 14 = 34 damage, +2d6 ⇒ (6, 5) = 11 Acid damage.
Pseudopod 1d20 + 8 ⇒ (16) + 8 = 24, for 2d8 + 7 ⇒ (7, 4) + 7 = 18 damage, +2d6 ⇒ (5, 2) = 7 Acid damage.

...completely dissolving the poor bear.

The other two go for Charles...

Pseudopod 1d20 + 18 ⇒ (5) + 18 = 23, for 2d8 + 7 ⇒ (2, 8) + 7 = 17 damage, +2d6 ⇒ (5, 5) = 10 Acid damage.
Pseudopod 1d20 + 13 ⇒ (11) + 13 = 24, for 2d8 + 7 ⇒ (3, 3) + 7 = 13 damage, +2d6 ⇒ (2, 5) = 7 Acid damage.
Pseudopod 1d20 + 8 ⇒ (7) + 8 = 15, for 2d8 + 7 ⇒ (1, 6) + 7 = 14 damage, +2d6 ⇒ (6, 3) = 9 Acid damage.

Pseudopod 1d20 + 18 ⇒ (1) + 18 = 19, for 2d8 + 7 ⇒ (4, 2) + 7 = 13 damage, +2d6 ⇒ (6, 3) = 9 Acid damage.
Pseudopod 1d20 + 13 ⇒ (15) + 13 = 28, for 2d8 + 7 ⇒ (1, 2) + 7 = 10 damage, +2d6 ⇒ (4, 1) = 5 Acid damage.
Pseudopod 1d20 + 8 ⇒ (1) + 8 = 9, for 2d8 + 7 ⇒ (8, 8) + 7 = 23 damage, +2d6 ⇒ (3, 3) = 6 Acid damage.

...and each only manage a single hit.

Minding My Own Business..., Round 3:

Charles (-68)
BP (10, 7, 2)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles is utterly horrified when his friend is literally dissolved in front of him.

"Archibald! NOOOO!"

Understandably quite angry, he picks up his bow, fires some more arrows, backs away, and drops another ball of flame on top of the oozes.

Hunted Shot: 1d20 + 14 ⇒ (5) + 14 = 19, for 2d8 ⇒ (5, 5) = 10 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (20) + 11 = 31, for 2d8 ⇒ (3, 7) = 10 damage, +1d6 ⇒ 2 Sonic damage.

Fireball: 6d6 ⇒ (3, 4, 2, 4, 4, 4) = 21 Fire damage. DC 20 Reflex.

Sovereign Court

Charles' first shot splits an ooze, but his second has no effect; apparently, they need a minimum mass to sustain a split.

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25.
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23.

Despite two of them dodging the worst of the blast, it is not enough, and they all burn away in an oily cloud...

...leaving no evidence that they, or Archibald, were ever there.

Combat over.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles starts sobbing; Archibald is gone, and there is not even anything for him to bury...

...there isn't even a foe for him to brutalise into paste, since the ooze disintegrated!

"A-Archibald..."

Taking a deep, shuddering breath, Charles rests.

Sovereign Court

Just as Charles is getting ready to move on, two orange balls of light, that appear to have skulls in the center, float merrily over from deeper in the swamp.

Spotting him, they start to crackle with electrical energy, and giggle, soaking up his despair!

WWOW: 1d20 + 14 ⇒ (18) + 14 = 32.
Charles: 1d20 + 14 ⇒ (19) + 14 = 33.

Refined Dining, Round 1:

Charles (-)
WWOW (-, -)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

More than a little annoyed, Charles tries to obliterate his newly-arrived foes!

Hunted Shot: 1d20 + 14 ⇒ (3) + 14 = 17, for 2d8 ⇒ (3, 6) = 9 damage, +1d6 ⇒ 4 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (20) + 11 = 31, for 4d8 + 1d10 ⇒ (1, 1, 8, 5) + (8) = 23 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 8 ⇒ (13) + 8 = 21, for 2d8 ⇒ (3, 8) = 11 damage, +1d6 ⇒ 2 Sonic damage.

He then tosses a brace of force missiles for good measure.

Magic Missile: 3d4 + 4 ⇒ (2, 3, 2) + 4 = 11 Force damage.

Sovereign Court

Only one of Charles' arrows hits, but it is a good one, lodging right in the 'eye socket' of one of the 'skulls'.

His subsequent force missile barrage shatters it, causing fragments to fall to the ground, where they go dark.

The remaining one gets quite agitated, and blasts Charles with electricity...

Shock: 1d20 + 15 ⇒ (8) + 15 = 23, for 2d8 + 2 ⇒ (1, 2) + 2 = 5 Electricity damage.
Shock: 1d20 + 10 ⇒ (2) + 10 = 12, for 2d8 + 2 ⇒ (7, 8) + 2 = 17 Electricity damage.
Shock: 1d20 + 5 ⇒ (6) + 5 = 11, for 2d8 + 2 ⇒ (6, 5) + 2 = 13 Electricity damage.

...but only lightly scorches him.

Refined Dining, Round 2:

Charles (-)
WWOW (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles shifts his focus, and tries to repeat his previous success.

Hunted Shot: 1d20 + 14 ⇒ (1) + 14 = 15, for 2d8 ⇒ (2, 8) = 10 damage, +1d6 ⇒ 5 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (12) + 11 = 23, for 2d8 ⇒ (6, 2) = 8 damage, +1d6 ⇒ 4 Sonic damage.
Iterative: 1d20 + 8 ⇒ (8) + 8 = 16, for 2d8 ⇒ (8, 7) = 15 damage, +1d6 ⇒ 2 Sonic damage.

He then tosses a brace of force missiles for good measure.

Magic Missile: 3d4 + 4 ⇒ (1, 4, 1) + 4 = 10 Force damage.

Sovereign Court

None of Charles' arrows hit, but his force missiles strike unerringly.

It responds by trying to shock him...

Shock: 1d20 + 15 ⇒ (9) + 15 = 24, for 2d8 + 2 ⇒ (4, 4) + 2 = 10 Electricity damage.
Shock: 1d20 + 10 ⇒ (12) + 10 = 22, for 2d8 + 2 ⇒ (7, 7) + 2 = 16 Electricity damage.
Shock: 1d20 + 5 ⇒ (20) + 5 = 25, for 4d8 + 4 ⇒ (6, 5, 8, 7) + 4 = 30 Electricity damage.

...landing a trio of nasty blows, that leave his hair standing on end.

Refined Dining, Round 3:

Charles (-61)
WWOW (-10)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"Ouch!"

Gritting his teeth, Charles keeps firing...

Hunted Shot: 1d20 + 14 ⇒ (11) + 14 = 25, for 2d8 ⇒ (6, 4) = 10 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (20) + 11 = 31, for 4d8 + 1d10 ⇒ (4, 7, 3, 4) + (10) = 28 damage, +1d6 ⇒ 5 Sonic damage.
Iterative: 1d20 + 8 ⇒ (18) + 8 = 26, for 2d8 ⇒ (6, 6) = 12 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 8 ⇒ (7) + 8 = 15, for 2d8 ⇒ (5, 1) = 6 damage, +1d6 ⇒ 5 Sonic damage.

He then tosses a brace of force missiles for good measure.

Magic Missile: 3d4 + 4 ⇒ (3, 2, 3) + 4 = 12 Force damage.

Sovereign Court

Charles' first arrow softens up his target, and then his second one obliterates it.

Combat over.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles has another rest, then moves over to explore the area these creatures came from...

Sovereign Court

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. The only opening in this ring of trees is the enormous fallen log leading to the swamp’s larger, central island.

Charles: 1d20 + 12 ⇒ (9) + 12 = 21.

Charles walks purposefully forward, only to realise, to his error, that the 'island' is in fact a large patch of quicksand, as he sinks up to his waist!

Quicksand: 1d20 + 12 ⇒ (16) + 12 = 28.
Charles: 1d20 + 14 ⇒ (17) + 14 = 31.

Fortunately, Charles is able to pull himself out before he sinks further.

Treasure: Concealed amid the tree roots is a simple silver chain bearing a brass housing with tiny brass wings. At the center of the housing is a clear spindle aeon stone, positioned so it resembles an open eye. This is necklace is known as St. Alkitarem’s Eye. The housing can bear a single aeon stone in the same manner as a wayfinder, allowing the necklace’s wearer to benefit from the aeon stone just as though it were orbiting their head. The necklace can bear only a clear spindle aeon stone, not other types of aeon stones. It allows the bearer to use the aeon stone’s resonant power and doesn’t restrict the wearer from investing other aeon stones (even those slotted in a wayfinder). St. Alkitarem’s Eye otherwise has the same statistics (including Price) as a wayfinder.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Shuddering as he thinks of the quick brush with death that he just had, Charles grimly takes St. Alkitarem's Eye, and puts it on.

He then continues on the path to the south-east.

Sovereign Court

A13:

The head of the valley is higher and rockier than the overgrown area at the valley’s mouth, and the stream flowing into the valley is clean and clear here. The stream runs near a set of broad stairs carved into the granite hillside.

Charles: 1d20 + 12 ⇒ (2) + 12 = 14.

As Charles heads up the stairs, he sets off a trap, dumping a pile of thunderstones on top of him!

Thunderstone Cascade: 6d10 ⇒ (2, 7, 10, 2, 2, 8) = 31 Sonic damage. DC 24 Fort save.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 11 ⇒ (11) + 11 = 22.

"OUCH!"

Charles waits for the ringing in his ears to subside, before deciding to continue on up the path.

Sovereign Court

A14:

An ancient keep stands atop the hill, its crumbled stones blending with the natural granite. The south side of the keep bears a weathered wooden door beneath a squat tower of gray stone.

This old keep provides a commanding view of the countryside but is set too far back to see into (or to be seen from) the valley below it. The door’s lock is long gone, and it’s now held closed by a loop of leather.

The roof of the keep collapsed long ago, and its interior is one large room open to the sky. The sole exception is the relatively intact northeast tower, which contains sufficient remnants of an upper story 10 feet above to provide a shelter from the elements. Several old campfires and graffiti attest to years of sporadic occupation by squatters. It currently contains three small bedrolls and a pile of alchemical gear...

...as well as three rather agitated-looking ratfolk!

"Blast! They found us!"
"Told you we should have gone into hiding further from the city..."
"I don't know... he doesn't look like any of the gang we annoyed?"

There is enough time to try a Diplomacy check, if you so wish...


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles raises his hands in a placating gesture.

"Hold on there! I don't know who you are, or why you are here. I'm here because Chief Andera told me my Circus could pitch its tents in the big clearing in the valley, and I wanted to pacify the surrounding area. That isn't going to be a problem, is it?"

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24.
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14.
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles manages to sway two of them, which is enough to get all three to (more or less) relax.

"See? I said he wasn't from the gang."
"Yeah, but if a Circus is setting up nearby, that will bring *too* much attention to the area; it won't be safe any more."
"I disagree! If we join them, they can protect us, right?"

The youngest one rather excitedly comes over to Charles, verily vibrating with excitement.

"I can do tricks with fireworks, which I juggle! Can I try to perform in your circus? Can I?"


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles looks thoughtful for a moment, then grins.

"Why not? We should have a try-out first, though. Come with me as I finish clearing the area, and if you work well with me, I'll give you a chance."

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21.

Sovereign Court

The ratfolk grins toothily, bouncing up and down happily.

"Okay! Let's get started right away!"

She points to herself.

"I'm Fidget! The other two are my brothers, Calim and Lish. We're Alchemists," she notes proudly.

To seal the deal, she gives you a Greater Leaper's Elixir.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles smiles warmly.

"Alright then - I'll introduce you to the rest of the family."

So saying, he takes them back to the Circus, and rests for the night.

Sovereign Court

That night...

...nothing untoward happens, but in the morning, Charles is told that a couple of the carnies noticed wolves prowling around the exterior of the camp, watching...

Heading on...

A4:
The forest ends abruptly where a sheer slab of quartz-studded granite looms over the treetops. A cave mouth yawns open in its side. The cave is dark, and its mossy walls are studded with patches of ghostly white fungus. A narrow tunnel at the back of the cave leads deeper into the hill, forking into paths leading north and southeast.

Several rusty caltrops are hidden amongst the leaves at the entrance, but are easily avoided.

A5:
Torches burnt out years ago jut out from crude holes in the walls of this cavern. A fire pit and the remnants of a makeshift camp stand at the center of the chamber. Chunks of granite and dirt are heaped against the rocky walls, as if someone attempted to clear the cave’s floor.

A dry patch in the western edge of the cavern is swept clean of rubble and contains a threadbare bedroll and an old, cracked waterskin near a disused fire pit. Tucked in the bedroll is a journal!

Juniper’s Journal: This loose‑leaf parchment notebook is bound in burgundy leather and tied shut with a knotted silver cord. The journal details the exploits of a pickpocket‑turned‑cat burglar on the streets of Escadar. These entries are dated beginning in 4700 ar. The scale of Juniper’s crimes grows as the entries’ dates approach the present, progressing into ambitious heists targeting banks and temples. Toward the end of her journal, Juniper confides her fears that Andera Paldreen, a competent deputy working to rise in the constabulary, has obtained evidence of Juniper’s guilt. The journal’s final entry is dated 4712 ar.

In addition to her memoirs, the text contains a sketch of the cave system, with area A6 labeled “Wanderer’s Folly – Danger!” Juniper’s journal also references stolen items hidden in a tree in a nearby glade (enabling Charles to find a stash containing a Chime of Opening, a Moderate Darkvision Elixir, and 10 pp).

Treasure: Searching the area reveals several useful items left by Juniper in a shallow pit in the cave’s northeastern corner. A chest buried in the pit holds a Clandestine Cloak, infiltrator thieves’ tools, infiltrator picks, and eight garnets worth 10 gp each.

A6:
This cavern is lower than other sections of the cave system, with a 5‑foot‑high ceiling. A natural pillar in the center of the cave appears defensible, and the carpet of lichen looks like a comfortable place to rest. A discarded cloth sack lies near the pillar.

Charles: 1d20 + 12 ⇒ (16) + 12 = 28.

Charles recognises the 'lichen' as Yellow Mold!

It can be safely damaged from >10' away, so...

2d8 + 1d6 ⇒ (8, 3) + (1) = 12
2d8 + 1d6 ⇒ (4, 2) + (1) = 7
2d8 + 1d6 ⇒ (7, 4) + (3) = 14
2d8 + 1d6 ⇒ (6, 8) + (1) = 15
2d8 + 1d6 ⇒ (6, 2) + (1) = 9
2d8 + 1d6 ⇒ (2, 4) + (2) = 8
2d8 + 1d6 ⇒ (1, 8) + (1) = 10

... 7 arrows later...

Treasure: The cloth sack is a Type I Bag of Holding containing a Dust of Appearance, a Lesser Elixir of Life, and a silver lensatic compass worth 30 gp engraved with the words “Always find your way back to me.”

A7:
This oblong cave has a strong smell of animals. Bones, antlers, and scraps of fur are piled to the east and west. Low passages lead out of this chamber to the north and south, with a foul smell emanating from the south passage.

Six wolves and a dire wolf occupy this chamber, growling low, but menacingly, as Charles approaches.

Wild Empathy, please :-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles attempts to calm the wolves!

"Shhh... There is no need to be afraid. I am a friend..."

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

Sovereign Court

The wolves visibly relax, tails wagging.

They are lean, and have obviously been mistreated by... something...

A8:
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.

This cave is 9 feet high and smells like rotted meat and fresh blood. A pool of water in the cave’s lowest point buzzes with insects.

Standing erect in this chamber is a large, wolf-life creature with the head of a goblin, and a prominent 'CM' branded into his shoulder.

"So," he snarls. "The Menagerie has finally come for me? Well, I won't go back without a fight! She can send as many groups as she wants - I will feast on all of your bones!!!!!!"

Fidget: 1d20 + 10 ⇒ (15) + 10 = 25.
GB: 1d20 + 16 ⇒ (12) + 16 = 28.
Charles: 1d20 + 12 ⇒ (17) + 12 = 29.

A Rather Angry Former Entertainer, Round 1:

Charles (-)
GB (-)
Fidget (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Gulping, Charles designates his Prey, and unleashes!

Hunted Shot: 1d20 + 14 ⇒ (5) + 14 = 19, for 2d8 ⇒ (4, 4) = 8 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot - Hero Point: 1d20 + 14 ⇒ (2) + 14 = 16, for 2d8 ⇒ (4, 7) = 11 damage, +1d6 ⇒ 2 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19, for 2d8 ⇒ (4, 1) = 5 damage, +1d6 ⇒ 4 Sonic damage.
Hunted Shot - Hero Point: 1d20 + 11 ⇒ (20) + 11 = 31, for 4d8 + 1d10 ⇒ (7, 8, 8, 5) + (5) = 33 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 8 ⇒ (13) + 8 = 21, for 2d8 ⇒ (4, 1) = 5 damage, +1d6 ⇒ 2 Sonic damage.

Magic Missile: 6d4 + 9 ⇒ (2, 2, 4, 3, 1, 1) + 9 = 22 Force damage.

Sovereign Court

Despite his focus, only one of Charles' arrows hits, but it digs deep...

...and his follow-up force missile barrage clearly hurts the beast, as well.

Snarling, it Strides forward, and tries to bite Charles with razor-sharp teeth...

Jaws: 1d20 + 17 ⇒ (8) + 17 = 25, for 2d10 + 6 ⇒ (10, 6) + 6 = 22 damage, +1d6 Persistent Bleed.
Jaws: 1d20 + 12 ⇒ (6) + 12 = 18, for 2d10 + 6 ⇒ (3, 9) + 6 = 18 damage, +1d6 Persistent Bleed.
Jaws: 1d20 + 7 ⇒ (10) + 7 = 17, for 2d10 + 6 ⇒ (10, 2) + 6 = 18 damage, +1d6 Persistent Bleed.

...landing only a single blow, but splashing it a bit, as well.

Fidget draws and throws bombs with lightning speed...

Bomb: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18, for 2d8 + 2 ⇒ (2, 4) + 2 = 8 Fire damage.
Bomb: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25, for 2d8 + 2 ⇒ (2, 6) + 2 = 10 Fire damage.

...landing a single blow.

A Rather Angry Former Entertainer, Round 2:

Charles (-22; Bleed 1d6)
GB (-68; 2 Persistent Fire)
Fidget (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Grimacing, Charles does his best to finish-off the great beast...

Hunted Shot: 1d20 + 14 ⇒ (8) + 14 = 22, for 2d8 ⇒ (4, 4) = 8 damage, +1d6 ⇒ 4 Sonic damage.
Hunted Shot - Hero Point: 1d20 + 14 ⇒ (13) + 14 = 27, for 2d8 ⇒ (2, 3) = 5 damage, +1d6 ⇒ 1 Sonic damage.
Hunted Shot: 1d20 + 11 ⇒ (18) + 11 = 29, for 2d8 ⇒ (8, 1) = 9 damage, +1d6 ⇒ 1 Sonic damage.
Iterative: 1d20 + 8 ⇒ (15) + 8 = 23, for 2d8 ⇒ (4, 4) = 8 damage, +1d6 ⇒ 3 Sonic damage.
Iterative: 1d20 + 8 ⇒ (10) + 8 = 18, for 2d8 ⇒ (3, 5) = 8 damage, +1d6 ⇒ 3 Sonic damage.

Magic Missile: 6d4 + 9 ⇒ (2, 2, 3, 1, 3, 1) + 9 = 21 Force damage.
1d20 ⇒ 7

1d6 ⇒ 3
1d20 ⇒ 14

Sovereign Court

The strange beast...

Charles: 1d20 + 10 ⇒ (5) + 10 = 15..[/ooc]

...takes two arrows from Charles, lashing out at him in the process...

Jaws: 1d20 + 17 ⇒ (15) + 17 = 32, for 4d10 + 12 ⇒ (2, 6, 3, 1) + 12 = 24 damage.

...savaging him.

However, his subsequent force missile barrage is too much for it, and it collapses to the ground, quite dead.

Combat over.

Fidget looks over to Charles.

"Did I do good? Can I perform?"


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles binds his wounds...

1d20 ⇒ 15.

...then looks over to Fidget, and nods gravely.

"You performed adequately in the field, so you get your chance in the ring!"

He then heads back to the Circus to give Fidget a chance to prepare, and to start the process of bonding with the wolf he recovered from the Hermitage.

Archibald, you will never be replaced; only succeeded...

Sovereign Court

It takes Charles a full week, but he is able to form a strong bond with the Wolf that he rescued.

That, of course, doesn't leave him much time to spruik for the Circus!

Two checks to Build Anticipation, please...


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Society: 1d20 + 1 ⇒ (7) + 1 = 8.
Society - Hero Point: 1d20 + 1 ⇒ (2) + 1 = 3.
Society: 1d20 + 1 ⇒ (7) + 1 = 8.
Society - Hero Point: 1d20 + 1 ⇒ (9) + 1 = 10.

Sadly, Charles does an absolutely atrocious job!

Sovereign Court

Charles does *not* do a very good job of recruiting people, but nevertheless, a small crowd does show up, and soon, the Performance is ready to begin.

Shortly before the opening number, however, one of the performers comes to Charles and reports that Delamar Gianvin is offering higher payments for the performers to come work for Mistress Dusklight, delivering these employment offers with vague threats about consequences of refusal. None of the performers want to leave, but the sly agitator’s offers have many of them rattled.

Diplomacy check to calm them down.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles does his best to keep everyone calm!

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18.
Diplomacy - Hero Point: 1d20 + 10 ⇒ (12) + 10 = 22.

Sovereign Court

Charles manages to give a rousing speech, buoying the spirits of the Company.

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

Just as the audience is starting to arrive in large numbers, one of the circus hands presents Charles with silvery tickets marked with the ornate “CM” logo of the Celestial Menagerie. Apparently, Delamar and a woman from the Menagerie are selling these rival tickets cheaply to the crowd.

Quashing the competing ticket sales requires a successful DC 18 check using Deception, Diplomacy, Society, or a relevant Lore skill, such as Mercantile Lore.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Well, we knew that Dusklight wouldn't be happy about us being here...

Charles tries to get to the bottom of what is going on...

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

Sovereign Court

Not only does Charles manage to put a stop to the rival ticket sales, letting everyone know that they are not 'legal tender' here, but someone points out where the 'false' ticket sellers are!

Charles readily identifies Delamar, and the half-elven woman with spiky red hair with him, he recognises as Ruanna Nyamma, a carnival barker from the Menagerie!

When Delamar spots Charles, he twirls his moustache, and snorts.

"Took you long enough to find us. Just admit that this performance will be a disaster, and that this Circus is a sham, and leave town."


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles glowers at the man.

"Your presence is not welcome. I *could* report you for worker intimidation and counterfeiting, but I would prefer to handle this privately. So, here it is: You have one minute to vacate the premises, after which time, you will be forcibly ejected. Feel free to stay - I could use the work-out..."

Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24.
Intimidate: 1d20 + 10 ⇒ (19) + 10 = 29.

Sovereign Court

Both pale considerably, and leave, post-haste!

Feel free to make your Performance rolls :-)

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