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An Enkindled Carnival

Thank you all for your patience!

Chronicles are up HERE. Please let me know if there are any issues.

And thank you so much for playing! I enjoyed running this for all of you bunch, and hope you had an ok time yourselves.


An Enkindled Carnival

Apologies: I am having a doozy of a time/computer issues getting chronicles readied. Believe I have fix shortly so should have them posted tomorrow!


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An Enkindled Carnival

"I'm not certain" Zarta answers Eddie after taking in the leshy's report of your party's actions. "Lady Embersplitter has no clear signs of injury, but many were affected by the rain in strange ways."

Closer to Hesla, several of you see for yourselves that Hesla's clothes appear ruffled but otherwise in fine health - just seemingly asleep. The few medics treating her intervene to stop Briney from kicking or poking the noble, while Lindevailë can cast Cleanse Affliction. The magic does not seem to have any direct effect, but there is something unusual about her condition.

Lindevailë Occultism DC 28:
You sense a faint supernatural power that seems to be pulsing through Lady Hesla. You've heard tales of some of those touched by the recent Godrain reacting strangely to it, a few even developing new abilities shortly afterwards. Perhaps this is a similar case.

Suddenly Hesla's eyes snap open. The medics treating her start before trying to keep her still, but the lady insists she's all right. Getting to her feet and looking around to take in the assembled crowd she speaks out:

"I am glad to see so many of you are safe and all right. Today was meant to be a day of gratitude and joy, but it seems it also is a sharp reminder of the dangers we face." She gestures to the corpses of the recently-defeated undead still lying around awaiting disposal. "Look upon them! Look at the destructive potential of the undead! These angry spirits were but a taste of what we might face if Tar-Baphon were to strike! These were the angry spirits of ordinary people—not trained undead soldiers, armed to the teeth! Thank you all for your heroism today, whether you fought against the undead, or donated to the cause. Every gold piece will be used to battle the Whispering Way!”

With that, Hesla steps down and asks Ulthun to escort her home — she’s still not feeling that well. As they depart Zarta and Eando sidle over to you. "Well, it seems the day's events certainly haven't thrown her." Zarta muses wryly aloud. "I'm glad today isn't filled with even more death, but someone had better keep an eye on Miss Embersplitter. I still believe there must be more motive here beyond merely combating Tar-Baphon.”
Khione raises her hand to volunteer. “Ooo! Oooo! I’ll keep an eye on her! After all, I’m very good at finding things out and reporting on them. I can-” Zarta cuts her off with a curt nod, and Eando agrees before Khione can begin listing off her full resume.

Both then look to you/ "you've had quite the day of it. Head back to the Lodge at your leisure. Full reports of your perspectives will be needed of course, but they can wait until tomorrow. And I suppose we can try to find you another light mission in the future for a half-day off that may not devolve into calamity...."


An Enkindled Carnival

As the fight ended immediately afterwards I'm hand-waving the bleeding. You all have plenty of ways/skills to stop it before you would bleed out

After you recover enough the six of you can make your way back north to the fairgrounds. Watcher-Lord Ulthun is leading an evacuation of the carnival site and is directing people to set up aid tents for those who require it. You notice Zarta and Khione nearby, speaking with some of the rescue-workers. Eando Kline seems to have made it over to the carnival after all and is currently helping check injuries at an impromptu medical station. Nearby that a pair of medics are tending to Lady Embersplitter, who seems to still be unconscious.


An Enkindled Carnival

And after a quite tense start to the encounter you all pulled through!

We are pretty much at the end of the adventure - with some story beats and possible RPing to come shortly - so if any of you have Day Job rolls or other Downtime things you'd like to get squared away feel free to post them/roll them here now!


An Enkindled Carnival
GM Zoomba wrote:
Briney wrote:
(Does Strategic Strike count as Vitality damage?)

It does: Precision damage counts as/adds to the damage type of the strike. Which is unfortunate in this case as...

Brix runs the numbers and fires a well-aimed shot with his crossbow at the phantom. And the bolt strikes it! ...but the creature seems unharmed by the vitality-damaging bolt itself. AND THE PHANTOM IS INJURED BY THE WELL_AIMED BOLT AS IT PRECISELY PIERCES IT

as noted in the discussion thread I misinterpreted the Alchemical Crossbow's function. Briney's last shot would have damaged the phantom - 12 damage specifically after its resistances

Fran tries to fight off the phantom's retaliatory magic but to minimal avail. Bleeding wounds begin appearing all over the dancer's body. 3d6 Bleed worth of wounds specifically

Lindevailë tries to distract the phantom from Nanoc as she heals the poppet. The enemy spirit seems less fooled this time, but Nanoc's injuries fully mend nonetheless.

Briney and Jack continue to rain shots up at the floating phantom. Another bird and another bolt strike its breast. The raging spirit jolts at the impacts which tear through its ectoplasmic form leaving gaping holes in its body. It looks up at you, moaning i am just the latest. there are so many more who cry for justi.... before it dissolves in front of your eyes and fades into the aether.

COMBAT OVER!!!!
Eddie 56/63 HP
Fran 70/73 HP
Briney 62/70 HP

As you lick your wounds and recover after a minute or so the red misty congealing spirits along the more distant waterfront fade as well. And Nanoc and Briney's limbs feel looser and fresher again clumsy condition will soon fade The rain begins to subside and you notice the alarm bells have stopped ringing.

Perception DC 15:
As you look around the area to make sure no more surprises are coming, you notice in the corner of an alley a dead body. A woman - looking remarkably like the phantom who had just been assaulting you and the nearby carnivalgoers - lies dead. She seems to have been stabbed multiple times, and from the state of the body likely was killed here earlier this morning and dumped to be left to rot.


An Enkindled Carnival

Ah: mea culpa! I was misunderstanding the Alchemical crossbow - I was reading it as the whole strike took on the traits of the bomb.

You are correct (in fact the 16 total piercing isn't only 'favorable', its accurate. Precision damage is always added/increased to the attack's damage instead of being counted separately unless Precision resistance/immunity comes in...Precision's weird Recon adding the damage now!


An Enkindled Carnival

Fran's latest hatchet finally lands on its target! The phantom takes only a scratch, but whirls at the swashbuckler in rage.
you would dare to cut me?!? then meet my fate: bleeding out in the alley

It's baleful gaze stays on Fran as it intones occult magic. Nanoc's bell tries to break the phantom's concentration, but Fran begins to feel prickly sesnatioons across her skin in long lines...
Fort: 1d20 + 11 ⇒ (18) + 11 = 29

Fran, I need a DC 25 Will save

Nanoc's bell may not have defended their allies as well as he hoped, but going on the offense his shot is perfectly aimed and sends the spirit roaring in anger. It's starting to look much more tattered.

Initiative

Glowing phantom 50 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d

Fran 70/73 HP
Briney 62/70 HP, clumsy 1
Jack

Nanoc 11/46 HP clumsy 1

The water is 10 feet deep, though pretty calm looking.


An Enkindled Carnival
Briney wrote:
(Does Strategic Strike count as Vitality damage?)

It does: Precision damage counts as/adds to the damage type of the strike. Which is unfortunate in this case as...

Brix runs the numbers and fires a well-aimed shot with his crossbow at the phantom. And the bolt strikes it! ...but the creature seems unharmed by the vitality-damaging bolt itself. The goblins does count around 20 sparking motes generated by the impact though. Again: the phantom here is NOT an undead nor vulnerable to vitality damage

Fran dances at the phantom once more as she moves, though it seems less distracted by the swashbuckler this time.

Eddie tries to push the foe with some water himself. But it manages to dodge the wet attack.

The now somewhat damaged spirit floats a bit closer towards the mass of you on the pier. It's gaze passes over the spot Jack and his flaming/bludgeoning birds came from, but the flowing air currents from Lindevailë's dance obscure the leshy. Instead, the creature throws a pair of daggers at Nanoc.

Will v Bell: 1d20 + 16 ⇒ (17) + 16 = 33

Strike v Nanoc: 1d20 + 17 ⇒ (2) + 17 = 19 for Spirit: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Strike v Nanoc: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 for Spirit: 2d4 + 10 ⇒ (3, 1) + 10 = 14

Once more the poppet's bell doesn't seem strong enough to overcome the spirit, but Nanoc manages to dodge the first blade. The second it another matter - it pierces the poppet right to its core.

Initiative

Glowing phantom 23 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 70/73 HP
Briney 62/70 HP, clumsy 1
Jack
Nanoc 11/46 HP clumsy 1

The water is 10 feet deep, though pretty calm looking.


An Enkindled Carnival

Focus now firmly fixated on the phantom, Jack and Nanoc fling a fusillade at it. Two of the three shots connect Jack's first missed, and while the phantom's incorporeality seems to absorb some of the strikes they do solid damage to the creature.

Lindevailë then mends Jack's recent damage and puts on a distracting show to hide the oft-targeted leshy from retaliation for a moment.

Initiative

Glowing phantom 23 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 70/73 HP
Briney 62/70 HP, clumsy 1

Jack, Hidden
Nanoc 39/46 HP clumsy 1

The water is 10 feet deep, though pretty calm looking.


An Enkindled Carnival

Very very much. The Green phantom is a creature, as Strike-able and killable well re-killiable-ish? It's a phantom so in a v=weird half-dead quasi-state already as any of you.


An Enkindled Carnival

Keep that Hero Point Briney (based on your party's luck, you'll need it still)

The rain pelts down, blinding many of you even as it slices. Fran draws and throws another hatcher at the phantom, but it too *plunks* into the water. Eddie tries to summon a freezing orb around it, but the red rain coating his eyes makes the leshy's aim wildly off.

The rest of you attempt to once more quell the raging apparitions in the water. And once more your pleas seem unheeded. But Jack digs deep, calling up deep reserves within himself to channel his force of personality and mystic might as strongly as he can against the roil of pained souls. He forms a connection with the lost spiirts, and finally gets through to them to convince them to pass on. The Occultism DC was 22 - which is a lot easier to meet when you finally roll a double-digit!

With the haunting locus dispersed, the rain continues but only at a drizzle. But the phantom remains, floating to the east and hurling another dagger at Jack as it moans
i was killed here. so may of us were killed here. you will NOT trick me into forbearing my revenge with mere soft words.

Knife throw!: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27 for Spirit: 2d4 + 10 ⇒ (1, 3) + 10 = 14

It then launches another quickly-formed weapon out back at Fran as her hatchet flies by it, before floating to the east.

Throw v Fran: 1d20 + 17 - 2 - 4 ⇒ (10) + 17 - 2 - 4 = 21 for Spirit: 2d4 + 10 ⇒ (3, 2) + 10 = 15

Initiative

Red apparition
Glowing phantom 3 damage

Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 7073 HP
Briney 62/70 HP, clumsy 1
Jack 25/56 HP
Nanoc 39/46 HP clumsy 1

The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)


An Enkindled Carnival

Whoops! Forgot the Bell effect!
Fort: 1d20 + 11 ⇒ (16) + 11 = 27
So saves against Nanoc's bell and isn't stupefied. Luckily its actual Shove roll made it fail anyway - perhaps the bad dice luck is spreading? knock on wood and pray to Desna


An Enkindled Carnival

Briney advances. Quickly analyzing that the moment's circumstances don't favor focusing on the phantom he too tries to appease the raging spirits.

Unforutnately just like Jack his quick argument falls on deafd ears. And they moan again, and the blood rain falls in piercing sting again!

Another DC21 Basic Reflex save vs Piercing: 4d6 ⇒ (3, 1, 1, 2) = 7. Failure also Blinds you for the round

The pahntom meanwhile turns their gaze onto Fran as it avoids the hatchets hurled at it.
you are so eager to toss your metal into the water. fetch it then.

Telekinetic Maneuver to Shove: 1d20 + 17 ⇒ (2) + 17 = 19

Fran feels a blast of occult force trying to shove her westward into off the pier and into the harbor, but stands fast. A hint of annoyance fleetingly plays across the phantom's face as it then flies further backwards over the water.

Initiative

Red apparition
Glowing phantom 3 damage

Eddie, need Reflex save
Lindevailë, elemental motion (fly)'d, need Reflex save
Fran, panached, need Reflex save
Briney 69/70 HP, clumsy 1, need Reflex save
Jack 39/56 HP, 1 action left, need Reflex save
Nanoc clumsy 1, blinded, need Reflex save

The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)


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An Enkindled Carnival

The phantom is incorporeal (and thus has a bit of Resist all non-force/ghost touch/spirit damage), but is definitely killable.

This combat's PC rolls so far (and its saves) have meant that to date its been missed a bunch and said Resistances took a save-for-half 5 damage down to 1, and another save-for-half from 7 down to 3.

Now, the haunt is obviously also a damaging danger off in the distance you can see the damaging supernaturally-charged rain appears to stop about 90 feet away from its center...so very helpfully essentially infinite range for the purposes of this map/combat., but trying to take down the phantom is very much not an impossible option. If you feel your own actions/abilities/equipment are limited than remember Readying to Aid an ally who may be better for the circumstance is also a possible choice.

this combat has been cited and discussed as being a Severe and in certain circumstances quite dangerous one. At your tier it definitely includes the multiple wake-up call questions of 'do i have a plan for incorporeal foes?' 'do I have a plan if my foe is flying/not in easy melee range?' and 'do I have plans to handle a recurring hazard in a fight?'


An Enkindled Carnival

Fort: 1d20 + 11 ⇒ (18) + 11 = 29

Eddie also gets hurt and blinded for the moment from the rain though as the rain damage came on ts turn Lindevailë's heal patches you back up but manages to accurately throw a biting bolt of frost at the phantom based on where it was. Those of you who have full eyes on it notice the phantom appears to shake off the worst of the cold, but the spell shows some effect.

Initiative

Red apparition
Glowing phantom 3 damage
Eddie, blinded
Lindevailë, elemental motion (fly)'d
Fran, panached, buckler

Briney 69/70 HP, clumsy 1
Jack 39/56 HP, 1 action left
Nanoc clumsy 1, blinded

The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)


An Enkindled Carnival

The piercing blinding red rain is very much a magical effect.

As failing that save causes Fran to be temporarily Blinded
Flat check to hit: 1d20 ⇒ 10

Scoured by and blinded by the rain, Fran fires at the phantom but narrowly misses Unless you want to Hero Point that Flat Check, or if I'm missing something.

Lindevailë sends a burst of healing that mends much of the party's wounds And the minor wound so far on the phantom unfortunately

Jack tries to get the spirits to pass on through sheer occult will. But the congelaed mass of multiple pained souls resist his efforts. Trying to Disable the haunt is Two actions (◆◆) so you still have your 3rd if you want

Initiative

Red apparition
Glowing phantom

Eddie, need Reflex save
Lindevailë, elemental motion (fly)'d
Fran, panached, buckler, need Reflex save
Briney 69/70 HP, clumsy 1
Jack 39/56 HP, 1 action left
Nanoc clumsy 1, blinded

The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)


An Enkindled Carnival

Reflex: 1d20 + 15 ⇒ (11) + 15 = 26

Eddie draws on the terrain to create some watery churns of their own! But the phantom dodges the worst of it, and in the end their quasi-corporeal form emerges with only minor damage.

Further in the water the swirling vortex of pained apparations continue to cream. The red mist surrounding them infects the air itself; the rain around the area intensifies and a crimson downpour soaks the area and all of you. The raindrops are heavy - and sharp! imbued with a supernatural sense of malice.

Everyone needs to give me a DC 21 basic Reflex save against Piercing damage: 4d6 ⇒ (1, 2, 4, 5) = 12

If you fail that:
You are also Blinded for a round

Seemingly unaffected by the haunt-tinged rain, the phantom flies a bit closer to the two leshies. In quick succession it flings a dagger at Jack, then Eddie. Each time a new dagger reforms in its hand.

As it hurls its first blade at Jack Nanoc rings their bell to try and disrupt the strike. Unfortunately the phantom shakes off the sonic disruption and aptly skewers Jack in what feels to the kineticist an assault on their very soul. Eddie nearly suffers the same fate but twists away just in time.

Strike v Jack: 1d20 + 17 ⇒ (17) + 17 = 34 for Spirit: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Will v Bell: 1d20 + 16 ⇒ (13) + 16 = 29
Strike v Eddie: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21 for Spirit: 2d4 + 10 ⇒ (4, 2) + 10 = 16

Initiative

[ooc]Red apparition
Glowing phantom 1 damage
Eddie, need Reflex save
Lindevailë, elemental motion (fly)'d, need Reflex save
Fran, panached, buckler, need Reflex save
Briney 62/70 HP, clumsy 1, need Reflex save
Jack 32/56 HP, need Reflex save
Nanoc 43/46 HP, clumsy 1, need Reflex save

The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion) or a complicated communion with the spirits’ lingering consciousnesses (Occultism)


An Enkindled Carnival

Again: Nanoc does NOT think this phantom is an actual undead - and as such is NOT vulnerable to vitality damage


An Enkindled Carnival
Briney wrote:

GM - how many actions left?

Two: that took the normal one action (and, unfortunately, a loaded bolt)

Some of the party resits the effects of the apparition's wail, but Briney and Nanoc succumb to the surge of uncontrolled rage against the living in a burst of self-harm. The momentary possession fades slightly, but each seems thrown and a bit shaken from the experience.

Lindevailë prepares to meet the spirit on its own level while Nanoc tries to understand it. The poppet recognizes the glowing hovering creature as a Phantom — not a true undead, but a spirit a very recently deceased whose journey into the afterlife seems to have been disrupted by the the red rain. The spirit remains in a sort of purgatory and lacks a true purpose—influenced by the rain, the only concept they currently care about is revenge. It is incorporeal, and while Nanoc does not recognize any standard damage type weaknesses, they do realize that the phantom's limbo-esque nature between life and what comes next makes them somewhat vulnerable to death effects. no damage type weaknesses, nor are they undead (no void healing). But it is taking a penalty to saves vs Death effects.

Both Nanoc and Jack fire at the phantom, but it twists and turns and evades all three shots at it.

Initative

Red apparition
Glowing phantom

Eddie, need Will save
Lindevailë, elemental motion (fly)'d
Fran, panached, buckler

Briney 62/70 HP, clumsy 1 (Two actions left ◆◆)
Jack
Nanoc 43/46 HP, clumsy 1

The water is 10 feet deep, though pretty calm looking. Religion or Occultism to ID either the glowing spirit assaulting you, or those red mist whorls ominously here and there along the water.


An Enkindled Carnival

Fran dances as she approaches the specter, buckler raises. The spirit seems oddly taken with Fran’s movements, focusing on her intently. But as the swashbuckler nears the water, some of the red mist coming off of the water begins to pool. A series of strange half-apparitions, each partially formed and flowing over and into each other twist their partial faces in signs of agony and despair and let out a haunting wail that echoes across the area!

GM:
R: 1d20 + 22 ⇒ (14) + 22 = 36

Each of you need to make a DC 21 Will save (necromancy, occult).

if you fail:
A sense of furious despair washes over you: the wallowing rage of the Puddles residents’ spirits as they rot in misery as the elites prosper. Make a Strike against yourself, and become Clumsy 1 for a minute as their anger overtakes and possess you for an instant. Clumsy 2 if it was a Crit Fail

That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion) or a complicated communion with the spirits’ lingering consciousnesses (Occultism)

Initative

Red apparition
Glowing floating thing, fascinated

Eddie, need Will save
Lindevailë, need Will save

Fran, panached, buckler raised need Will save

Briney, need Will save
Jack, need Will save
Nanoc, need Will save

The water is 10 feet deep, though pretty calm looking. Religion or Occultism to ID either the glowing spirit assaulting you, or those red mist whorls ominously here and there along the water.


An Enkindled Carnival

Following the sounds of panic one last time, you reach...the Foreign Quarter? It should be that district, but the heavy rainfall seems to have expanded the border of the Puddles district even further, causing the by's water levels to rise and encroach upon the rest of Absalom.

Here the biting wind makes these flooded streets noticeably colder than the surrounding city. The rain has calmed again to a drizzle, but the harsh wind makes it feel like needles. Red mist rises from the surface of the water, occasionally appearing like strange apparitions with twisted expressions of agony and desperation.

And floating above the water is a pale green-skinned figure, whose flesh glows with a faintly rubbery sheen. A *thwack* and an *AAAUUUUGGGHHH!* is heard from the sight of it skewering a fleeing ambassador to the west with a hurled knife that then reforms in its hand. But as your group hustles forwards, the flying figure's attention shifts north to you.

GM:
Francine's Initiative Using Perception; Swaggering Init (+2; Panache if she acts first): 1d20 + 11 ⇒ (10) + 11 = 21
Nanoc's Initiative Using Search: 1d20 + 9 ⇒ (4) + 9 = 13
Blackfeather Jack's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Lindevailë Tindomë's Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Briney the Younger's Initiative: 1d20 + 9 ⇒ (11) + 9 = 20
Eddie's Initiative: 1d20 + 13 ⇒ (14) + 13 = 27
P: 1d20 + 16 ⇒ (15) + 16 = 31

The spirit(?) floats towards you, calling out impassively all these deaths here. from this morning stretching back centuries. deaths of the city's neglect, disdain, sending the suffering of us in the puddles out of mind as they embrace their wealth and power. no more. our pain will no longer be hidden.

It then hurls a dagger out at Fran as it hovers over the water, though the distance of the toss allows for the Pathfinder to dodge it.

Knife throw!: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 for Spirit: 2d4 + 7 ⇒ (3, 3) + 7 = 13

Initative

Glowing floating thing
Eddie
Lindevailë
Fran
Briney
Jack
Nanoc

The water is 10 feet deep, though pretty calm looking. Religion or Occultism to ID either the glowing spirit assaulting you, or those red mist whorls ominously here and there along the water.


An Enkindled Carnival

Lindevailë clearly forgot one of the first lessons in Pathifnder training: don't tempt fate out loud.

For the moment's respite is broken with the sounds of screams and alarm bells rushing back, carried along with a powerful gust of wind and pouring red rain. Several Puddles residents flee past the you, shouting and screaming.

A ghost! At the docks. They're hurling knives everywhere!
Mayhem I tell ya. Peeple gettn stabbed in the backs
so much violence. someone's gotta stop it!


An Enkindled Carnival

Keep your ammo. As:

With a confident dance Fran flusters and confuses the hulking creature. As it focuses on her moves, the swashbuckler strikes out with a brutal throw from yet another of her hatchets. The weapon slices into the mass, which moans pitifully as rotting seawater spills out from the wound and the hulk collapses into a disgusting mass of soggy flesh.

It falls, and moments later the rain intensifies once more. But for now, it’s normal rain. The nearby puddles show reflections of people—dressed in shabby clothes and completely drenched — but the people aren’t actually there on the street. One of these puddly apparitions pushes past the others (causing the water to ripple a bit) and speaks out to you. This soul is a human wearing plain cleric’s vestments and a simple wooden holy symbol of Erastil. His voice sounds like it’s very far away, or underwater.
“You stepped up to protect the innocent — and I fear you must do so again, and soon. But, for now, you have earned a reprieve. We are grateful.” His last words—we are grateful—echo quietly as the other apparitions repeat them, sending more ripples through the nearby puddles of red water. “Thank you for preventing yet more souls from ending up as we have.”

A soothing wind whips up from out of nowhere to wash over all of you. Each of you finds your wounds and bruises knitted and faded and your focus sharper as a final faint whisper thank you speaks and then fades.

All of you are restored to full hit points! And full Focus Points, though I don't think that actually matters in this instance

DC 18 Arcana or Religion:
You think that this last set of apparitions may only have been able to appear because of the strange rain, but unlike the other undead, they were empowered to render restorative aid, rather than being spurred to violence.


An Enkindled Carnival

Jack' fiery crows finally miss their mark!

The hulk roars and swings a pair of fists at Briney and Fran before then trying to pummel the swashbuckler again. Its giant limbs are closer to hunk of flabby rotting meat than proper arms, but luck and agility are on your side as you avoid each swing.

Strike v Briney: 1d20 + 15 ⇒ (4) + 15 = 19 for Bludgeoning: 2d8 + 9 ⇒ (5, 8) + 9 = 22
Strike v Fran: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14 for Bludgeoning: 2d8 + 9 ⇒ (4, 5) + 9 = 18
Strike v Fran: 1d20 + 15 - 10 ⇒ (13) + 15 - 10 = 18 for Bludgeoning: 2d8 + 9 ⇒ (7, 4) + 9 = 20
Strike v Fran: 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14 for Bludgeoning: 2d8 + 9 ⇒ (6, 6) + 9 = 21

Bleed flat check: 1d20 ⇒ 18

Initiative

Fran 65/73 HP, oaken resilienced
Eddie
Lindevailë, tailwinded, elemental motion'd (fly)
Briney
Jack

red thing 129 damage
Nanoc 38/46 HP, need Fort Save


An Enkindled Carnival

Lindevailë sends another strong gust at the dead that still stands. It gets another deep cut, but still stands defiant even as ugly dark fluid seeps uncontrollably out of it.

Initiative

Fran 65/73 HP, panached, oaken resilienced
Eddie
Lindevailë, tailwinded, elemental motion'd (fly)
Briney

Jack
red thing 120 damage, bleeding
Nanoc 38/46 HP, need Fort Save


An Enkindled Carnival

Fort: 1d20 + 14 ⇒ (15) + 14 = 29

The hulking creeature resists the worst of Eddie's lash though seems strongly affected by it anyway but is critically struck by another flying axe and another well-aimed fiery shot. It roars in anger, but still stands strong.

Initiative

Fran 65/73 HP, panached, oaken resilienced
Eddie

Lindevailë, tailwinded, elemental motion'd (fly)
Briney
Jack
red thing 84 damage
Nanoc 38/46 HP, need Fort Save


An Enkindled Carnival

Nanoc focuses on the undead threat closest at hand. The poppet recognizes it to be a wight - undead creatures reanimated and fueled by a hateful spite. While they have no distinct weaknesses or resistances beyond the standard undead Void Healing, their attacks inflict a version of their own curse, trying to make their targets not only weaker, but more spiteful themselves! Their strikes carry a curse effect that can Drain you, and eventually cause you to ignore your allies as true friends.

Raising his weapon, Nanoc can dangle his glyph of the open road near the gun's barrel as he fires. The symbol of cooperation mystically seems to give the bullet more power as it rips through the wight! Staggering, the undead lashes out in one final spiteful strike against its killer before its eye glow fades and it crashes to the wet cobblestones.

As it dies it gets one Final Spite attack on Nanoc
Strike: 1d20 + 12 ⇒ (15) + 12 = 27 for Slashing: 1d4 + 6 ⇒ (2) + 6 = 8

Initiative

Fran 65/73 HP, panached, oaken resilienced, needs Fort save
Eddie
Lindevailë, tailwinded, elemental motion'd (fly)
Briney
Jack

red thing
Nanoc 38/46 HP, need Fort Save

Eddie: as your target died before you went (and the other possible target is out of range of that spell) feel free to re-do your actions.


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An Enkindled Carnival
Lindevaile Tindome wrote:


Hmm, Tailwind was 1st round spell, did the 2nd round Elemental Motion (fly) happen?

It did: just failed to note that specifically on the initiative tracker

Lindevailë's dancing appears to greatly unnerve the undead attacking her ally. Unfortunately her sharp air ripples miss it entirely. Not the big one though: it seems to be sliced up real bad. Bad enough that another critical strike from Jack causes it to crumple!

Meanwhile Briney's carefully calculated shot stabs and burns the nearer menace.

The other large lumbering creature stomps forwards while moaning. It rears back one arms and flings the dead body in its grip straight ahead at Jack! The corpse slams into the leshy and spreads a disgusting set of fluids out onto the kineticist as it does.

Fling!: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21 for Bludgeoning: 2d6 + 7 ⇒ (5, 3) + 7 = 15

Jack: I need a DC 22 Fort save to avoid being Sickened as you just had a squelchy corpse hurled into you. Gross!

Initiative

Fran 65/73 HP, panached, oaken resilienced, needs Fort save
Eddie

green thing 13 damage
Lindevailë, tailwinded, elemental motion'd (fly)
Briney
Jack, need Fort save
red thing

Nanoc


An Enkindled Carnival

Fort: 1d20 + 14 ⇒ (13) + 14 = 27

Briney's blast from cover slams into the huge target, HARD. crit But it manages to hold its ground.

Fran's skirmishing toss narrowly manages to hit the creature, but as the axe slices into it a small torrent of foul rain- and seawater spills out from the creature as it howls in pain! seems more effective than you expected

Even as Fran retreats the smaller undead sprints ahead after her. Reaching her, it slashes out with a dagger than while not as fancy as her own does glow with a unsettling aura. When the blade cuts into her Fran feels a foul corruption emmanating from the wound as the dead glares gleefully at her with its red eyes.

Slice!: 1d20 + 12 ⇒ (16) + 12 = 28 for Slashing: 1d4 + 6 ⇒ (2) + 6 = 8

Fran: can you make me a DC 17 fort save (curse, divine, void effect)

Initiative

Fran 65/73 HP, panached, oaken resilienced, needs Fort save
Eddie
green thing

Lindevailë, tailwinded
Briney
Jack

something
Nanoc
something

[ooc]Blue 28 damage


An Enkindled Carnival

I will also assume Eddie will retch out the Sickness

You reload and duck for cover as the noises from the south grow louder. Finally, a trio of figures break out onto the street ahead of you. One could almost be taken as human, excpet for its grey skin and eyes glowing a wicked hateful red. But behind it are two massive figures. Looking like corpses bloated to inhuman portions from untold time in the water, they lumber along. You notice in the grips of the huge beings a limp and crushed fresh body - a grisly sign of what they've done to some unlucky carnival-goers. And what they seem to be ready to do to you!

GM:
Francine's Initiative Using Perception; Swaggering Init (+2; Panache if she acts first): 1d20 + 11 ⇒ (14) + 11 = 25
Nanoc's Initiative Using Search: 1d20 + 9 ⇒ (5) + 9 = 14
Blackfeather Jack's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Lindevailë Tindomë's Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Briney the Younger's Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Eddie's Initiative: 1d20 + 13 ⇒ (14) + 13 = 27

R: 1d20 + 7 ⇒ (7) + 7 = 14
U: 1d20 + 7 ⇒ (2) + 7 = 9
G: 1d20 + 10 ⇒ (8) + 10 = 18

Initiative

Fran, panached
Eddie

something
Lindevailë
Briney
Jack
something
Nanoc
something


An Enkindled Carnival

Jack's hard stare shakes the injured and isolated ghoul to its core. But only for a moment, as his blast...well blasts away the last foe standing!

COMBAT OV-

But before the celebration can begin, a light drizzle of red rain kicks up. The raindrops are accompanied by a series of wretched groans and shrieks from the south that herald the approach of additional undead creatures from the Puddles!

More dead are coming! You have up to two rounds to prep if you'd like!


An Enkindled Carnival
FieryFran wrote:
I made a fort save before I attacked Green and made the save. Doesn't that mean I'm immune from the stench effect?

That's what I get for trying to get a quick post in before sleep - saw your question but forgot about your earlier roll. You're fine/immune

Purple fort v L: 1d20 + 6 ⇒ (8) + 6 = 14
Blue fort v L: 1d20 + 6 ⇒ (19) + 6 = 25
Yellow fort v L: 1d20 + 6 ⇒ (7) + 6 = 13
Red fort v L: 1d20 + 6 ⇒ (7) + 6 = 13
Purple fort v L: 1d20 + 6 ⇒ (12) + 6 = 18
Blue fort v E: 1d20 + 6 ⇒ (19) + 6 = 25
Yellow fort v E: 1d20 + 6 ⇒ (3) + 6 = 9
Red fort v E: 1d20 + 6 ⇒ (8) + 6 = 14

Two waves of vitality wash over the wet carnival grounds. Fran feels all of her injuries heal, and all around her the ghouls shriek in pain as the energy tears at the malicious energy binding their souls to their bodies. Three of the four creatures crumple in a heap, the fourth still standing but badly burned.

Initiative

Fran
Briney
Nanoc
Jack

Blue ghoul 13 damage
Eddie, sickend 1
Lindevailë


An Enkindled Carnival

Also silly me: I haven't given out any hero points yet! Let's give one for now to Briney for their keen investigative mind and prize-winning fishing skills and another to Lindevailë for her elegant and commanding dancing and not for making the GM constantly concerned about including the umlaut in her name :p


An Enkindled Carnival
FieryFran wrote:
Do I still need a fort save?

Yes: their ugly stench would have hit your nostrils when they approached, and if you feel sickened by it it would still remain (until removed) even as their corpse lies at their feet (which itself doesn't smell noticeably better dead-dead)

As Eddie's leaves wilt slightly from the foul odor of the ghouls not really a poison effect here sadly The remaining ghouls races towards Fran as the dancer stands slightly isolated. They quickly surround her. Fran manages to dodge and fend off some of the strikes, but one ghoul circles around her to get a terrible bite out of the woman while another's claw rips into her arm.

Purple Jaws: 1d20 + 11 ⇒ (6) + 11 = 17 for Piercing: 1d8 + 3 ⇒ (8) + 3 = 11
Blue jaws v off-guard: 1d20 + 11 ⇒ (20) + 11 = 31 for Piercing: 1d8 + 3 ⇒ (5) + 3 = 8
Yellow Claw: 1d20 + 11 ⇒ (4) + 11 = 15 for Slashing: 1d8 + 3 ⇒ (6) + 3 = 9
Red Claw: 1d20 + 11 ⇒ (12) + 11 = 23 for Slashing: 1d8 + 3 ⇒ (5) + 3 = 8

Initiative

Fran 45/73 HP, need Fort save
Briney
Nanoc, need Fort save
Jack
Purple ghoul
Blue ghoul
Yellow ghoul
Red ghoul

Eddie, sickend 1
Lindevailë

If you get wihtin 10 feet of the ghouls, you need a DC Fort save vs their stench. Failure you're sickened 1, and slowed 1 on a crit fail (Success means you're immune for a minute to all stench effect)


An Enkindled Carnival

Fran advances and critically skewers her target, causing it to crumple.

Initiative

Fran 69/73 HP, need Fort save
Eddie, need Fort save
Briney, need Fort save
Nanoc, need Fort save
Jack
ghouls
Lindevailë


An Enkindled Carnival

Seeing Fran assaulted, Briney tosses a remarkably-aimed alley-oop at the creature threatening her. It screeches in pain as the acid burns it terribly. As it flails, Nanoc focuses deep on the creature. The poppet's earlier research and training rings a bell semi-literally in the thaumaturgee's case: this is a ghoul. Other than being undead and thus void healing - heals from void damage, hurt by vitality[/ooc] it doesn't have any clear weakness so Personal Antithesis it is but the creature's tongues seem to be lapping strongly towards the wounds they cause, ready to dig in to damaging feast on their victims' blood to heal them.

They also smell terribly - everyone except for Jack and Lindevailë I need a DC 15 Fort save or you're Sickened 1

IDing the foe, Nanoc's shot manages to finish off the acidicly burning ghoul target. While to the west Jack lands two impressive blasts on the other close-by undead.

Initiative

Green ghoul 14 damage
Fran 69/73 HP, need Fort save
Eddie, need Fort save

Briney, need Fort save
Nanoc, need Fort save
Jack
ghouls
Lindevailë


An Enkindled Carnival

The goblin trainer Serriadara graciously accepts Eddie's berry as she recovers and rests. Thank you. Not jsut for me but for stopping the bears from hurting anyone or getting hurt. I don't know what come over them. they've never acted this way before, even in full thunderstorms.

Meanwhile Watcher-Lord Ulthun is still offering words of calm to a group of commoners huddled under a tent. Near him Hesla lies on a cape-covered table, still unconscious. You've done plenty of help already. I don't know what this ungodly rain has brought - calling spirits, festering anger, causing who knows what affliction to Hesla - and likely others he glances down at the lady in concern but stopping panic and protecting the people is what's the most important. I only wish -

Ulthun's words are interrupted by the sounds of scream,s shouts, and alarm bells ringing from the south. Glancing back at all the carnival goers cramped and huddled nearby, the Watcher-Lord looks at you with a pained expression. More misfortune! If you still have fight in you, see what new chaos is erupting over there. I'll make sure these civilians are protected.

the six of you can easily follow the sounds of alarm as you head towards the southern end of the carnival. the one bit of good news is that the rain seems to be subsiding, though rasping voices echo through the street from the south pleading for water. The cool wind seems to carry and even amplify the harsh whispers.
“Waa—ack—grrrgghhh—waaater!Pleeease!”

The red, soaking streets are largely now abandoned though the ground is covered in discarded food and other carnival litter. But ahead you see a half-dozen figures moving in the opposite direction - towards you. At first they appear to be just carnival-goers caught in the rain. But as they near you see some are wearing modern clothes while others are dressed in styles years or decades out of fashion. And all of their outfits seem quite torn, raggedy, and destitute. And their skin seems oddly pale grey and clammy, and their teeth look sharp and their tongues are licking their lips in an oddly salivating way...

GM:
Francine's Initiative Using Perception; Swaggering Init (+2; Panache if she acts first): 1d20 + 11 ⇒ (14) + 11 = 25
Nanoc's Initiative Using Search: 1d20 + 9 ⇒ (13) + 9 = 22
Blackfeather Jack's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Lindevailë Tindomë's Initiative: 1d20 + 9 ⇒ (4) + 9 = 13
Briney the Younger's Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Eddie's Initiative: 1d20 + 13 ⇒ (11) + 13 = 24

R: 1d20 + 8 ⇒ (5) + 8 = 13
B: 1d20 + 8 ⇒ (7) + 8 = 15
Y: 1d20 + 8 ⇒ (7) + 8 = 15
O: 1d20 + 8 ⇒ (17) + 8 = 25
P: 1d20 + 8 ⇒ (7) + 8 = 15
G: 1d20 + 8 ⇒ (19) + 8 = 27

Two of them make a break towards you, sprinting and yelling you left us. ignored us to eat well on our suffering. let the favor be returned!

One reaches Fran and seems to be taking that metaphor literally as she tears a piece off of the swashbuckler with a nasty bite.

Jaw Strike: 1d20 + 11 ⇒ (15) + 11 = 26 for Piercing: 1d8 + 3 ⇒ (1) + 3 = 4

Initiative

Green thing
Orange Thing

Fran 69/73 HP
Eddie
Briney
Nanoc
Jack

things
Lindevailë


An Enkindled Carnival

Lindevailë and Eddie together manage to order the final bear to stop running amok. Paddington drops Briney on the ground like an old toy and ambles over to its trainer Serriadara.

COMBAT OVER!!!
Briney 47/70 HP
Fran 66/73 HP

With the bears under control for the moment the crowd’s attention turns back to Ulthun, who’s cradling an unconscious Hesla in his arms. Remain clam! Just stay under cover until help arrives and the rain ends! he calls out to all. Though the skies above continue to be dark as raindrops fall down from the heavens.

You have about 10 minutes to rest, act, etc for the moment.


An Enkindled Carnival

Fran keeps her shield up and tries to get Paddington clapping along. The bear still seems intrigued, but fails to fully join in as the gladiator wisely raises her shield just in case.

Lindevailë Has a bit better luck: the somewhat better trained beat seems engrossed enough with her dance that a sharp command convinces it to head to calmer activities.

Paddington, in contrast, strikes out at Briney, still cross at being shot.

The goblin’s mutated skin deflects the first swing but the second gets a grip on him. A grip that is then sharply tightened as Paddington Grabs onto the goblin, Restraining him!
Strike: 1d20 + 10 ⇒ (11) + 10 = 21 for Slashing: 1d10 + 3 ⇒ (4) + 3 = 7
Strike: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25 for Slashing: 1d10 + 3 ⇒ (9) + 3 = 12
Grab: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26

Initiative, Round 2

Nanoc
Eddie
Jack
Briney 47/70 HP, Restrained
Fran 66/73 HP
Lindevailë

Paddington (yellow) 11 damage, enjoying dance

Yellow looks both a big more dangerous and a bit less trained.


An Enkindled Carnival

Paddington still looks a bit annoyed from the earlier wound, but it does seem to be interested in Nanoc's clapping motions. Or maybe just at such a tiny animal/not-animal doing the clapping. Either way, Paddington is easier to Command on your next attempt

And Yogi trundles past Lindevailë on its way towards its trainer.

Initiative, Round 2

Nanoc
Eddie
Jack
Briney 59/70 HP
Yogi (orange bear), enjoying dance, going to leave

Fran 66/73 HP
Lindevailë

Paddington (yellow) 11 damage, enjoying dance
in the Big Blue House (blue), dancing, going to leave
Pooh (green)

Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival

Thanks to Eddie's commands, in the Big Blue House is ready to head back to his house which ironcially is neither big nor blue

Initiative, Round 2

Nanoc
Eddie
Jack
Briney 59/70 HP
Yogi (orange bear), enjoying dance, going to leave
Fran 66/73 HP
Lindevailë
Paddington (yellow) 11 damage
in the Big Blue House (blue), dancing, going to leave
Pooh (green)

Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival

Briney manages to slide past the bear as his body warps and twists to look more monstrous itself.

Jack Gives a hard stare at Yogi and forcefully orders them to go over to their trainer. Sheepishly, the bear looks ready to comply. Yogi has been cowed

Initiative, Round 2

Nanoc
Eddie

Jack
Briney 59/70 HP
Yogi (orange bear), enjoying dance, going to leave
Fran 66/73 HP
Lindevailë
Paddington (yellow) 11 damage
in the Big Blue House (blue), dancing
Pooh (green)

Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival

Ignore the fences - despite showing on the flipmat they wouldn't make sense for a street carnival setup like this in context - though the tents/stands are still there.

Fran and Lindevailë both try their own efforts to shake the bears loose from the strange feelings influencing them and get them back to their dancing roots. Lindevailë's target in the Big Blue House gets really into it. It joins in with the elf, swaying and clapping rather than advancing. Yogi for their part bops its head slightly in enjoyment of Fran's moves, but its grin still shows quite a bit of teeth.
Blue is full clapping this round rather than acting. Both Blue and Orange are easier to Command on the next try.

As Fozzie wanders off, Paddington bounds ahead, roaring and Biting down at Briney upon reaching the goblin.

Strike: 1d20 + 10 ⇒ (14) + 10 = 24 for Piercing: 2d8 + 3 ⇒ (3, 5) + 3 = 11

While to the north Pooh moves up to Lindevailë and swipes at the swaying sorcerer.
Strike: 1d20 + 8 ⇒ (4) + 8 = 12 for Piercing: 1d6 + 2 ⇒ (3) + 2 = 5

Initiative, Round 2

Nanoc
Eddie
Jack
Briney 59/70 HP

Yogi (orange bear), enjoying dance
Fran 66/73 HP
Lindevailë
Paddington (yellow) 11 damage
in the Big Blue House (blue), dancing
Pooh (green)

Yellow, and Blue look both a big more dangerous and a bit less trained.


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An Enkindled Carnival

Hmm, definitely an interesting situation with a lot of different things going on.
I'm going to rule that with Animal Empathy you would be able to use Diplomacy instead of Nature to try and Comman the bears if you choose. However, the Group Impression/Glad Hand won't work or apply here: in the chaos of rain-stoked aggression you're not trying or able to Make an Impression to shift their attitudes - just possibly order them well enough to snap them back to their haphazard training.

that said, in this case:
Toady sends a bit of primal aid to Eddie when the druid tries to get the dancing bear to flee from the rain. Fozzie keeps swaying for a moment, but then shakes his head and looks around the wet fairground. His eyes lock on a covered pen and he begins turning to head over there and away from you and the fairgoers. Red is going to flee on his next turn and is no longer a threat!

Unfortunately the same can't be said for all the animals. One of the smaller bears - Yogi - drops to all fours and begins loaping towards you. When it finally reaches your party it roars and chomps down on 1d2 ⇒ 2 Fran ot deliver a sharp chomp!

Jaws strike: 1d20 + 8 ⇒ (19) + 8 = 27 for Piercing: 1d8 + 2 ⇒ (5) + 2 = 7

Initiative

Fozzie (red bear), dancing, going to leave combat
Nanoc
Eddie
Jack
Briney
Yogi (orange bear)

Fran 66/73 HP
Lindevailë

bears

Paddington (yellow bear) 11 damage
Red, Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival

Jack glares at the bear, but his stern gaze doesn't seem to put the dancing menace off of its moves.

Meanwhile Briney moves forwards and launches an arcing shot with his crossbow. Calculating the angles, the goblin does manages to land his shot on 'Paddington' who roars back in anger.

Initiative

Fozzie (red bear), dancing
Nanoc

Eddie
Jack
Briney
bears
Fran
Lindevailë
bears

Paddington (yellow bear) 11 damage
Red, Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival
Blackfeather Jack wrote:
Even if my roll was a failure, Nanoc’s check would make it a success, no? Or do we need crit/more successes to command them?

With these bears (or at the very least Red) a Crit success on the Command is needed

Normally Hostile bears wouldn't be commandable at all - this scenario and the creatures have some specific stat blocks

If you are trying not to kill them, in addition to the Command options nonlethal options could work as normal, as might strongly frightening them off.


An Enkindled Carnival

The dancing Fozzie's head turns towards Jack as he tries to command him to go tend to his trainer. But whether due to the strange rain's effects or (more likely) just due to its own less-the-perfect training it ignores the leshy for now in favor of swaying to Nanoc's movements.

Unfortunately even with it Clapping for the moment that's still not quite enough for this bear to respond.
Jack, you still have a third action to take.

Initiative

Fozzie (red bear), dancing
Nanoc

Eddie
Jack, 1 action left
Briney

bears
Fran
Lindevailë
bears

Red, Yellow, and Blue look both a big more dangerous and a bit less trained.


An Enkindled Carnival
FieryFran wrote:
GM, I think you forgot Fran...

That I did! Whoops, added now

As Nanonc draws their gun they try to remind Fozzie of his training. The red glow around the animal seems to dim for a moment as the massive bear stars swaying and moving its paws together - instead of moving them towards your heads...for now.

Initiative

Fozzie (red bear), dancing
Nanoc

Eddie
Jack
Briney

bears
Fran
Lindevailë
bears

◆◆CLAP YOUR CLAWS:

You wave your arms, dance around, roar, or otherwise do your best to act like a dancing bear. Target a single carnival bear (or big carnival bear) within 30 feet. Attempt a DC 20 Acrobatics, Athletics, Nature, or Performance check, or a DC 18 Animal Lore or Circus Lore check.
Critical Success The target joins the dance. It spends its next turn dancing (unless successfully commanded to do otherwise). The next time someone Commands an Animal on the target, increase the degree of success by one step.
Success The target enjoys the dance. The next time someone Commands an Animal on the target, increase the degree of success by one step.
Failure The target roars at you.
Critical Failure The target roars at you and immediately attempts an Intimidation check to Demoralize you.


An Enkindled Carnival

Around the carnival tents the crowd of civilians has packed further into the shelter, away from the entrance. But across the street, several carnival bears have broken free from their enclosure and are rampaging across the large, fenced intersection where several attractions are cordoned off from the rest of the carnival. Soaking with red rain, the bears have rage in their eyes, and they roar and swipe menacingly at anyone who comes near. Their handler, the druid Serriadara, steps up to try to calm the largest bear, but it knocks her to the ground and roars. She doesn’t get up. And the bears turn their gaze over to you and ROAR...

GM:
Francine's Perception (E): 1d20 + 9 ⇒ (11) + 9 = 20
Nanoc's Perception (E): 1d20 + 9 ⇒ (17) + 9 = 26
Blackfeather Jack's Perception (T): 1d20 + 7 ⇒ (16) + 7 = 23
Lindevailë Tindomë's Perception (T): 1d20 + 9 ⇒ (6) + 9 = 15 Darkvision
Briney the Younger's Perception (T): 1d20 + 9 ⇒ (12) + 9 = 21
Eddie's Perception (T): 1d20 + 13 ⇒ (11) + 13 = 24

Red: 1d20 + 10 ⇒ (16) + 10 = 26
Blue: 1d20 + 10 ⇒ (4) + 10 = 14
Yellow: 1d20 + 10 ⇒ (3) + 10 = 13
Green: 1d20 + 10 ⇒ (6) + 10 = 16
Orange: 1d20 + 10 ⇒ (10) + 10 = 20

As you react to the crowd's cries one of the nearby bears rushes towards Fran. Reaching the gladiator, it swats at her with a pair of claws. Luckily the swashbuckler can easily dodge both swings.

Strike: 1d20 + 10 ⇒ (3) + 10 = 13 for Slashing: 1d10 + 3 ⇒ (1) + 3 = 4
Strike: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11 for Slashing: 1d10 + 3 ⇒ (4) + 3 = 7

Even as the bear ('Fozzie') attacks you, from the ground their handler Serriadara manages to cry out while she’s being assisted by bystanders: Don’t kill them! Just scare them or calm them down! Something’s wrong, they’re not themselves! Try commanding them!

Initiative

Fozzie (red bear)
Nanoc
Eddie
Jack
Briney

bears
Lindevailë
bears

so, our first Combat!!!
Bold are up.
for this fight, you can (potentially) also attempt to Command an Animal to get the anger-afflicted bears to listen to you, with 'stand down/flee' as one of the options. As our group has experience dancing alongside these bears, you also have access to the follow action to possibly take:

◆◆CLAP YOUR CLAWS
You wave your arms, dance around, roar, or otherwise do your best to act like a dancing bear. Target a single carnival bear (or big carnival bear) within 30 feet. Attempt a DC 20 Acrobatics, Athletics, Nature, or Performance check, or a DC 18 Animal Lore or Circus Lore check.
Critical Success The target joins the dance. It spends its next turn dancing (unless successfully commanded to do otherwise). The next time someone Commands an Animal on the target, increase the degree of success by one step.
Success The target enjoys the dance. The next time someone Commands an Animal on the target, increase the degree of success by one step.
Failure The target roars at you.
Critical Failure The target roars at you and immediately attempts an Intimidation check to Demoralize you.[/ooc]

You notice that 'red', 'blue', and 'yellow' seem a big larger and healthier-looking than 'green' and 'orange'

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