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![]() The crowd moved forward, and began to fill the field around the little hill. Voices, raised in pitch with excitement, created a buzz in the air. Obviously this is something new, and new is always exciting. It seems all of Dromtson is here now, clamoring for good vantage points, awaiting the finale with bated breath. The little group finds an open spot, near the front. The retired paladin, Joram, waves you all over, and welcomes you with a smile. "How are you lot doing? Did you catch the rest of the show?" He turned back to the ringmaster, who was announcing that two minutes were left. "Not much longer now, it appears." He gives Kearra and Melanie a wink. ![]()
![]() I expect this will be a quick combat, so let's just skip the map for now. AS it stands, the orcs are away from both the civilian and the party both, with the one exception of Clyde, so you can simply attack the orc Clyde is not to avoid accidental ally-splash damage. The orcs, surprised by the sudden onslaught from foes they hadn't even seen, are taken aback. Both draw the greataxes from their backs. One, slightly taller and darker-skinned than his companion, swings his axe at Clyde. He swings a wide swing, and misses by several feet. Melee Attack: 1d20 + 4 ⇒ (3) + 4 = 7 The other orc, a little more stout, makes a beeline for the rest of the group. His movement puts him about ten feet from the party. Everyone is up! ![]()
![]() The group sets back on their quest, only a few hours from the next town. You all make great time, and arrive at the next city, the last city before the Capitol, shortly before dusk. At this point you all are only a couple of days from the Capitol city. Did you want to get a good night's sleep and start strong in the morning, or try to push through the night? ![]()
![]() So two of you made it, two failed. Excellent. Also Lotar, I loved that post! The crowd walks outside, all abuzz with excitement. They all agree, it is the best show they've ever seen. Even those who've seen the circus before say it was never that good. It appears that the various performers who had been outside the pavilion had set up signs with arrows to lead the crowd. Many of the entertainers are shouting encouragement to the various townsfolk to get them to come and watch the finale, since it is outdoors and no ticket is required. Eventually most, if not all, of the town has turned out, and all are walking toward a small hill outside of town. The ringmaster is standing atop the little hill, waving at the audience. He motions everyone toward him, and announces that the finale will be starting in five minutes. ![]()
![]() Gavin made the Perception Check, so he gets to go in the surprise round as well. Once it is his turn, here is what initiative will look like: Clyde
And of course wherever Gavin falls once he's rolled initiative. I use block initiative, which means Clyde, Miles, and Fritz can all go in any order, and then I'll go. Then every goes, and then the orcs, and so on. ![]()
![]() She stands in shock for several moments, trying to process what happened. Eventually she finds her voice. "Thank you very, very much." She says in a somber voice, "You're very nice to me misters!" She is trying to be polite, but is obviously excited. Around five minutes later, the ringmaster walks out into the center of the large arena. He is a tall, slender man, dressed in red and black. He introduces the circus, and as the various performers stream out, he introduces them as well. Obviously a charismatic fellow, he knows how to work a crowd. He tells jokes, stories, and as the show begins, he starts to weave a tale that unites all the various acts into one coherent story. First up is a group of acrobats. This portion of the show alone was worth the price of admission. After several minutes of tumbling and amazing feats of agility, the show begins shifting into an exciting routine consisting of fire dancers, fire eaters, fire breathers, and an ancient drake flying near the top of the tent. As the old beast flys through the gouts of flame, his wings spiral the flames into a whirlwind of heat. The transition was subtle, and it was hard to know where one act began and the other ended. Once the pavilion tent reaches a near-unbearable level of heat, the drake flys outside. An elderly woman walked out, and began using ice magic to draw frozen patterns in the air. The air cools rapidly, and soon the viewers are clutching themselves and shivering. The crowd’s attention is directed above, to a series of man-sized snowflakes that are dancing across the top of the pavilion. When the snowflake’s dance was completed, the crowd looks down to find the woman replaced with the lion tamer, and his five lions. All are full-grown males, and one is the size of a bull elephant. This lion has bone armor plates on his shoulders, and wicked looking spikes have grown down his back along his spine. The tamer runs them through amazing tricks, and at one point even has the large lion juggle his smaller brethren. The crowd roars with approval, and the lions roar back. It is deafening. Eventually, the lions file out a side door, and are replaced by clowns. The clowns bounce around for a little while, but are obviously just a distraction. Men are coming in to set up a high-wire, and lighting hoops on fire for them to swing through. It was during this lull in the action that it happened. A small bead of white light appears, so bright it hurts to look at. It is right in the middle of the group, slightly to the left of center in the box seats. Almost as soon as it appears, it exploded. If you wish to avoid the explosion of white light, you need to make a DC 15 Reflex Save. You are all in range, being seating adjacent to one another. Those of you in the box take a -2 penalty to this save, due to having to dive over the little wall, rather than just out of the way. You can make the rolls here. If you fail, read the spoiler. If not, you can read it if you want, as you will certainly find out what happened eventually. Success just means your character isn’t caught in the explosion. Spoiler:
You are standing in a room. It is all white. The ceiling is white; the floor is white; the walls are all white. It is an empty room, full of nothing but bright white light. You can see yourself standing in the room, alongside the shades of a few of the other audience members. It is almost like you are watching from outside your body, watching yourself watch what is unfolding. As the other trapped in the explosion fade into existence, the bright light begins to lessen in intensity. Once it reaches a more manageable level of brightness, more akin to a sunny day, the world around you begins to rush past. As you stand still, with the world rushing past, you see a distant castle. As it speeds toward you, you recognize the castle of the royal family. It isn’t as the castle appears printed on the currency of the realm, but rather much older, and newer. Parts of the castle are falling into disrepair, and other portions have been recently replaced with new, freshly-carved stone. It flys toward you, and you see the gates fly open at your approach. When you enter the throne room, everything stops. The throne room is different than anything you’ve ever heard. It is filled wall-to-ceiling with gold plating, and there is a long table set perpendicular to you and your companions. It has nine seats all filled with shadows of people. Some the size of a grown man, a few the size of human children. Only the first, on the far left, is opaque. It is the figure of a Sea Elf, form the Inland Sea. He has a noble bearing, and is dressed in a regal manner. He has the bearing of a warrior, and the muscles to match. He is clad in functional, worn, expensive breastplate, with a cloak thrown over one shoulder. He stands, and takes off the cloak draped over his shoulders. He opens it, and it becomes apparent it is in fact a robe. A robe made entirely of blooming flowers. He motions as if to hand it to you. Instead, he walks behind the second chair, and drapes the robe over the shoulders of the shade in the second chair. The vision begins to fade. As it does, you hear a sound, similar to wind chimes, but with a musical lilt to it. The vision fades to black. Back inside the tent, it is business as usual. No one appears to have even noticed the white light, although the audience members around you do give you a few strange looks, as you spontaneously dive for cover from an invisible threat. It appears the trapeze act is winding down, and only a few minutes had passed. The announcer’s voice rings across the tent. ”I know we have a few returning customers here. Obviously this is a much better quality show than we usually put on. We have to leave town, so this is our last show. We don’t want to leave you all without a special send-off, so we’re giving this show our all! If you would be so kind as to file outside in an orderly fashion, our Grand Finale will be outside, so the whole town can watch!” The pavilion’s doors are thrown open, and the crowd begins filing out. ![]()
![]() Okay! Those of you who made your Perception checks get to go in the surprise round, as the orcs are unaware of you lot. Roll initiative! Here is the roll for the orcs:
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The orcs have crawled to a point where they are about 25 feet from the cart, 40 feet from the party. For initative purposes those who've made their checks have yet to relay their findings, and it appears that the orcs are now crawling in a straight line to the cart. ![]()
![]() A few miles out of town, the group sees an old farmer struggling with an overturned wagon. He is trying to get his old mule to pull the wagon of the ditch it has fallen into. He doesn't seem to notice your arrival, nor that of the cracked wheel on the side facing the party. He's sweating, obviously already tired, and close to giving in to his exhaustion. DC 15 Perception Check:
Spoiler: He also doesn't see the pair of armed orcs stealthily moving up to him in the wheat fields beside the road. But you do. ![]()
![]() Frederas guides the group to their seats. They are good seats, ringside, complete with even an empty box for the illusion of privacy. The seats inside the box are a pair of long benches, made of handcarved oak. They comfortably seat two human-sized creatures. It appears that you were only a few minutes from the start of the show. A few acrobats and jugglers are warming up, and a few children are walking around selling candy for a copper piece each. One, a girl of no more than six years, spots you all sitting down. She eyes the party, and walks over with determination. She thrusts the candy box at you. It has little mint candies, and a few kinds of chocolate. Her eyes were large and wide, and her lower lip is stuck out, quivering. "Buy one pwease?" ![]()
![]() The barker looks confused. "You already have tickets? Well, show 'em to me then! Don't be shy!" He accepts Varian's offered tickets, and looks them over. "My apologies, young man!" He tears off the ends of the tickets in a zigzag pattern. "Frederas, take these lovely folks to front-row seats inside!" He then points at a large, brutish man, done up with makeup to look less human. Frederas nods at the group, opens the canvas flap to the pavilion tent, and holds it open. He gestures for the group to go inside. ![]()
![]() The jester opens his mouth, and looks as if he is going to say something. He then shuts his mouth, and walks away in a huff. After the jester leaves, rather than ignoring you all, most of the people in line give approving nods and smiles to the little group. After a few moments, you all reach the front of the line. "You there! Oy! Pay attention!" yelled the barker from behind his wooden podium, "Welcome to our little show, yeah? That'll be three coppers pieces for a ticket!" ![]()
![]() You awaken with the dawn, and the sound of the sleepy city coming to life after a long night's rest. The inn is bustling with life, and the smell of delicious food wafts into your room. You can hear the sound of people talking; the occasional laugh. It's quite clear this city has no idea the evil that was revealed in Dromston. After a filling, warm, delicious breakfast, you all pack up and venture outside. The town is waking up, coming to life, and everything seems business as normal. The town gates have been thrown open wide, and several traveling merchants have already begun the trek to the next city. ![]()
![]() The waitress returns with Clyde's ale, Fritz's wine, and the requested food. Each plate has a large chunk of beef, a sizable piece of bread, and a heaping serving of what appears to be mashed potatoes. "Been slow lately, though we did have a large group last night. Came in really late, bought out several rooms, and didn't even stay the rest of the night! They'd all cleared out by morning. Couldn't have gotten much more than four hours of sleep. Still, it was more than I make in a month, so strange behavior aside, it was worth it. You traveling to the Capital City?" She smiles at the group, obviously both friendly, and bored. "Most of our guests are just passing through; rare to get someone spending more than a single night here." ![]()
![]() Upon entering the Inn, you are greeted by a blast of warm air. The fire still burns hot, even at this late hour, and there is a low table facing the door, with a bright-eyed young woman sitting at it. She jumps up, and smiles a welcoming smile. "Welcome to the Illuminated Shadow! Rooms are a silver piece per bed, and I can make you a hot meal if you'd like. How may I serve you?" ![]()
![]() The trip north will be a straight shot along the main trade road. Every town along the way is just under a day's travel apart, to allow for the ease of travel for merchants. Also, every city you come across will have a new and different trope to resolve. The game begins in earnest! The trip toward the next northernmost city, Argilith, is thankfully quite smooth. After traveling late into the night, you arrive at Argilith late in the night. There are no walls, just a small town lining the main trade road, with a few additional streets. You quickly spy a night guard, a young man wandering the streets with a club resting on his shoulder. He waves at you, and points directly across the street from where he stands, at a building taller than those around it. The sign proclaims it's name as The Illuminated Shadow. True to it's name, it's reasonably well lit, with around a dozen hooded lanterns strewn about the outside. The door is slightly ajar, and light and warmth emanate from within. It smells of cooked meat, and has the sharp tang of sweat coming from within. ![]()
![]() Not to worry, I was planning a longer post, but due to getting a cut on the tip of my finger, AND the worst flu I've had in over 12 years, I didn't post for a few days. I wanted to make sure everyone was here before I continued. I'll wait just a few hours for Scylax, and if no response, I'll move things along soon. Thanks for checking in! Stuff is about to get really good! ![]()
![]() Good rolls! The party, checking thoroughly, find no traps. Inside the wagon they do find the following: 6 Longswords
Lastly, group finds lots of footprints, as if parts of the wagon were removed in a hurry. ![]()
![]() The wagon is indeed abandoned, and it seems it's owners left in a hurry. It isn't even emptied, but rather appears to have had some of it's contents emptied, and most left behind. Broken crates cover the floor of the wagon, and items are strewn about the interior. Perception Checks to search, for anyone who'd like. ![]()
![]() Did we lose Pasie? The jester walks up to the group, and pokes Melanie in the nose. He backflips away, and reaches into his pocket. He draws out what looks like black paint, and paints a beard on his face. Once the beard is lowered, bends down slightly to be face to face with Lotar. "'ello dwarf! How're ye liking the show?" ![]()
![]() The party, after traveling for several hours, comes across a broken wagon. Not a farmer's wagon as before, but rather a garishly painted monster that is obviously from the wagon train you've been following. One of the wheels is obviously broken. You can tell that it was abandoned, because there is a perfectly good replacement wheel sticking out of the back. ![]()
![]() The dance competition is actually rather entertaining, especially the freeform stage, and the slow dance. Most of the competitors didn't know their was a slow dance in the single's competition, and you find it rather humorous watching everyone pair off suddenly. After it is all done, and the awards are handed out, the announcer invites the audience to attend the finale of the traveling circus. It is beginning in about five minutes just a few hundred feet from the square where you are all sitting. ![]()
![]() Joram leads the group to a stable owned by the city. He points out several saddles, and promptly follows Miles' advice. He grabs a piece of parchment, and immediately starts writing up a missive to the Crown. He pours hot sealing wax over it, and stamps the seal with a signet ring he is wearing. As he writes, he explains that the horses are yours, along with a pair of saddlebags and a saddle each. "Make haste, and warn the Royals! We can't risk anything happening to our beloved King!"
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