Mumbling Charlie |
Charlie continues to fire into the wraith but has little to no luck as they seem to be throwing his aim off.
+1 Longbow: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
Damage: 1d8 ⇒ 2
Disrupting: 1d6 ⇒ 2
Hunter's Edge Precision Damage: 1d8 ⇒ 4
+1 Longbow: 1d20 + 15 - 2 - 5 ⇒ (16) + 15 - 2 - 5 = 24
Damage: 1d8 ⇒ 3
Disrupting: 1d6 ⇒ 6
+1 Longbow: 1d20 + 15 - 2 - 10 ⇒ (6) + 15 - 2 - 10 = 9
Damage: 1d8 ⇒ 7
Disrupting: 1d6 ⇒ 5
◆ Strike
◆ Strike
◆ Strike
HP 80/80
AC 23 (25 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Snarecraft Snares Used: Biting Snare x3
Focus 1/1
Hero Points 1/3
Goliath
HP 0/62 (Drained 2 0/48)
AC 22
Dungeon Master S - 2e |
Dendillion quickly soothes and stabilizes Chark. Meanwhile, Charlie's magical arrow wounds the wraith. The undead must be close to true death...
ROUND 6:
Chark (17/62, Drained 4, Wounded 1): Go
Wraith: TBD
Tiny (Drained 1): TBD
—Þóðᛞrekkr: TBD
Haldan (48/60, Drained 1): TBD
Charlie: GTBD
—Goliath (Drained 2): KOed
Dendillion: TBD
-----------------------------
Location: Lower Moonstone Hall
Tactical Map
Tracker
Party Conditions: Battle “Medicined”:
Terrain Conditions: Dandelion Light
Enemy Conditions:
Wraith: 72
Chark Torrefi |
Chark summons the power of The Dawnflower by touching her arm tattoo and sending a burst of bright whitish flame emanating from her, the flame swirling and flashing over every wound, knitting flesh together and discorporating the wraith at the same time. Cast heal ◈◈◈ (H 3rd), DC 22 basic Fort.
healing: 3d8 ⇒ (7, 2, 5) = 14
Cast a Spell ◈◈◈.
Dungeon Master S - 2e |
Will: 1d20 ⇒ 14 Chark's spell nearly undoes the wraith. Only it's undying hatred keeps it here.
The wraith swipes at Chark:
Touch: 1d20 + 17 ⇒ (14) + 17 = 31 for DOUBLE DMG: 2d8 + 5 ⇒ (4, 2) + 5 = 11
Touch: 1d20 + 12 ⇒ (17) + 12 = 29 for DMG: 2d8 + 5 ⇒ (5, 3) + 5 = 13 dropping her again.
It turns on Haldan:
Touch: 1d20 + 7 ⇒ (12) + 7 = 19 MISS
ROUND 6:
Chark (0/38, Drained 4, Dying 2): Heal
Wraith: ATK
Tiny (Drained 1): Go
—Þóðᛞrekkr: Go
Haldan (60/60, Drained 1): Go
Charlie: Go
—Goliath (Drained 2): KOed
Dendillion: Go
-----------------------------
Location: Lower Moonstone Hall
Tactical Map
Tracker
Party Conditions: Battle “Medicined”:
Terrain Conditions: Dandelion Light
Enemy Conditions:
Wraith: 69
"-Tiny-" |
Tiny continues the inspired assault.
/
claw: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
flurry claw: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 26
slashing: 2d8 + 3 ⇒ (1, 7) + 3 = 11
slashing: 2d8 + 3 ⇒ (5, 1) + 3 = 9
Combine before weakness/resistance
more claw: 1d20 + 16 - 8 ⇒ (2) + 16 - 8 = 10
slashing: 2d8 + 3 ⇒ (5, 3) + 3 = 11
most claw: 1d20 + 16 - 8 ⇒ (16) + 16 - 8 = 24
slashing: 2d8 + 3 ⇒ (6, 3) + 3 = 12
maxclaw: 1d20 + 16 - 8 ⇒ (9) + 16 - 8 = 17
slashing: 2d8 + 3 ⇒ (4, 5) + 3 = 12
Dendillion |
The music continues to pour from Dendillion's lute. Sonic inspiration flows over the group, and the suggestion of a soothing melody touches poor Chark.
Soothe on Chark: 1d10 + 4 ⇒ (6) + 4 = 10
Inspire Courage remains
Dungeon Master S - 2e |
Dendillion keeps the song going and soothes Chark's weakened body. Tiny hits twice, bringing the final wraith as close to ever to final death.
ROUND 6:
Chark (10/38, Drained 4, Wounded 2): Heal
Wraith: ATK
Tiny (Drained 1): Hit
—Þóðᛞrekkr: [b]
Haldan (60/60, Drained 1): Go
Charlie: Go
—Goliath (Drained 2): KOed
Dendillion: Bard
-----------------------------
Location: Lower Moonstone Hall
Tactical Map
Tracker
Party Conditions: Battle “Medicined”:
Terrain Conditions: Dandelion Light
Enemy Conditions:
Wraith: 79
Mumbling Charlie |
Charlie stays dead focused on the wraith as his arrows flie in small waves.
+1 Longbow: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Damage: 1d8 ⇒ 6
Disrupting: 1d6 ⇒ 4
Hunter's Edge Precision Damage: 1d8 ⇒ 5
+1 Longbow: 1d20 + 15 - 2 - 5 ⇒ (4) + 15 - 2 - 5 = 12
Damage: 1d8 ⇒ 6
Disrupting: 1d6 ⇒ 5
Hunter's Edge Precision Damage: 1d8 ⇒ 3
+1 Longbow: 1d20 + 15 - 2 - 10 ⇒ (15) + 15 - 2 - 10 = 18
Damage: 1d8 ⇒ 3
Disrupting: 1d6 ⇒ 1
Hunter's Edge Precision Damage: 1d8 ⇒ 7
◆ Strike
◆ Strike
◆ Strike
HP 80/80
AC 23 (25 w/ shield)
Wooden Shield 12/12; [AC Bonus +2: [Hardness 3] [HP/BT 12(6)]
Snarecraft Snares Used: Biting Snare x3
Focus 1/1
Hero Points 1/3
Goliath
HP 0/62 (Drained 2 0/48)
AC 22
"-Tiny-" |
Tiny once again goes all out.
claw: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
flurry claw: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27
slashing: 2d8 + 3 + 1 ⇒ (7, 5) + 3 + 1 = 16
slashing: 2d8 + 3 + 1 ⇒ (4, 8) + 3 + 1 = 16
Combine before weakness/resistance
more claw: 1d20 + 16 - 8 ⇒ (16) + 16 - 8 = 24
slashing: 2d8 + 3 + 1 ⇒ (5, 7) + 3 + 1 = 16
most claw: 1d20 + 16 - 8 ⇒ (11) + 16 - 8 = 19
slashing: 2d8 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
maxclaw: 1d20 + 16 - 8 ⇒ (9) + 16 - 8 = 17
slashing: 2d8 + 3 + 1 ⇒ (7, 8) + 3 + 1 = 19
Dungeon Master S - 2e |
Finally. The party overhwelms the final ghoul. Tiny's honed strike is too much and with a final slash, the wraith is undone. The price was extremely high though, and the wounds will take a long time to heal...
Nevertheless, each performer earns 80 XP. 1 Hero Point to Tiny for the killing blow.
Chark Torrefi |
Chark watches the apparition dissipate and with a gasp, drops to one knee, breathing hard, finally recognizing how close she came to the Boneyard. After several deep breaths, she whispers, Thank you, Tiny.
Dendillion |
"Well now, I think we won't be having a repeat performance of that," Dendillion says, wiping stress-related sweat from his brow. "Because I'd say our audience here were a pair of right royal bastards."
And for good measure he whispers a few bars a cappella, move soothing magic flowing out and into the injured.
Soothe on Chark (1st): 1d10 + 4 ⇒ (6) + 4 = 10
Soothe on Goliath (1st): 1d10 + 4 ⇒ (6) + 4 = 10
Soothe on Þóðᛞrekkr (3rd): 3d10 + 12 ⇒ (3, 10, 5) + 12 = 30
"Now let's get out of here before I question all of my life choices up to this point."
Mumbling Charlie |
Charlie leans down as dendillion soothe Goaliath. He also lays a calming hand on the sun bears head. "It's alright bu..bu..buddy."
Heal Companion: 4d10 + 32 ⇒ (8, 7, 9, 6) + 32 = 62
"Yea, I think we deserve a f..f..few days."
Chark Torrefi |
Chark can't help but smile, albeit weakly, at Dendillion's cracks. They are just the thing to lift the team's spirits. And a rest would do them all good — not the least, herself.
Let's return home, then. A bit of R & R, and maybe even enough time to stage a show and take our minds off this place for a bit.
Haldan Hadonstar |
"The crowd calls. This option gets my vote too. Plus, I'm worried our competition might be gaining too much ground while we're out here for too long."
Haldan's usual jovial self is definitely deflated and makeup has been coming off from the sweat.
"We deserve the time off."
Dungeon Master S - 2e |
Because it's been a while...
Putting on a show!
Preparing for the Show!
Circus Tracker
Advertisements: To Be Purchased
Promote the Circus: Current DC 22
Attempt 1:
Attempt 2:
Attempt 3:
Days of Downtime Remaining:
Chark: 6/6
Charlie: 6/6
Dendillion: 6/6
Tiny: 6/6
Haldan: 6/6
Haldan Hadonstar |
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"COME ONE, COME ALL TO THE CIRCUS OF THE WAYWARD WONDERS. We are in town and putting on our next show, that you will NOT want to miss! I am Haldan Hadenstar, maestro of magic, powerhouse of prestidigitation, and stager of sleight of hand. With me, as always, is my lovely assistant Herman, The Rabbit Prince himself. Together we are just one of MANY great acts you should expect from an evening of under the big top."
Haldan spends his day working his craft and and working his street magic sleight of hand tricks to generate hype for the show.
Circus Lore: 1d20 + 14 ⇒ (13) + 14 = 27
Circus Lore: 1d20 + 14 ⇒ (15) + 14 = 29
Circus Lore: 1d20 + 14 ⇒ (7) + 14 = 21
*Hero Point*
Circus Lore: 1d20 + 14 ⇒ (13) + 14 = 27
There is no need to get an aid here as it won't save a fail and doesn't move anything up to a crit success. Unless Circus Lore gives us a lower DC, which I don't think it does. So people are free to spend their downtime as needed.
Proposal:
I would like to spend some money on the show this time around and purchase items. Let's not forget we bought beer last time which gives us an anticipation bump this time as well. Given this bump and the successes above, we've got some hype, so I would recommend we go with Tier 2 advertising again and spend 5GP here. Then, I would prose the following upgrades:
- Spotlights 40gp (+1 permanent bump to Prestige, opens up light role during shows)
- Bleachers 50gp (+5 Excitement, -10 Anticipation)
- Acoustics 30gp (+1 circ bonus to tricks with the music trait but, more importantly, opens up the bandleader role who can choose to generate anticipating after EACH TRICK equal to half their level rounded up)
Total spent on upgrades and advertising would be 125gp, which gives us just enough for beer again this time.
Chark Torrefi |
I second the proposal.
Dendillion |
Thirded. Especially since I'd like to play the bandleader
Dungeon Master S - 2e |
Adjusted per slack. No Bleachers, but now you've got a Big Top. Maximum pre-show Anticipation is 50. This puts your pre-show Anticipation at Beer: 2d6 ⇒ (5, 4) = 9 37!. EVERYONE else has 6 days of Downtime. If you're not looking to do anything funky choose either Earn Income or simply rest.
Dendillion |
Given his financial state, Dendillion uses the time to play for the people, busking on the streets for spare change.
Earn Income (Performance): 1d20 + 16 ⇒ (10) + 16 = 26
Per Earn Income: "The GM assigns a task level representing the most lucrative job available". I'd like to go for no higher than level 6 using Performance to busk on the streets of town. If that's not possible let me know what the highest level Dendillion can attain.
Dungeon Master S - 2e |
After 30 seconds of looking in the adventure and in the world guide I couldn't find the statblock for Escadar... so I'll allow it.
Chark Torrefi |
Chark will sleep for four days, then get up to find that Haldan doesn't need her help advertising, so she lays back down.
Dendillion |
Dendillion is satisfied with his take home pay over the six days. "There was a time when twelve gold pieces would have felt like a fortune. For someone out there it still is. Nevertheless, this feels like I have over achieved and that feels good."
Dungeon Master S - 2e |
Charlie likely won't affect this so posting now that I can!
SHOW TIME!
3 Gozran 4720
Abberton, Isle of Erran
1. Purchase Temporary Upgrades:
This was done, erroneously, too soon.
2. Choose Non-Performer Roles:
PARTY ROLES: Either Performer or a specific non-performer
Chark: TBD
Charlie: TBD
Dendillion: TBD
Haldan: TBD
Tiny: TBD
Mumbling Charlie |
Downtime Circus Lore (Earn Income) DC 20: 1d20 + 11 ⇒ (19) + 11 = 30 Crit Success for 5.4 GP.
Charlie uses some of his days off to earn a little extra coin in their travels. He uses some of the skills he learned in the circus as he utilizes his whip to popular bardic songs in the town square.
Having had Goliath under control for some time now he pulls back from the shw itself to help better train the rest of the animals backstage. He runs his hand through his hair. "I..I am not much for crowd work...I can probably better help backstage with the a...a..animals."
Non-Performer (Animal Handler)
Haldan Hadonstar |
”I am a performer. The audience demands it, of course.”
Chark Torrefi |
Chark plans to act as Carnival Barker to help build anticipation.
Dendillion |
Dendillion too plans to perform.
"Ok, here's how I see the order going..."
OPENER: Axel's Amazing Aviary
BUILD UP: Eliza and Mister Tickles, Tiny
BIG NUMBER: Haldan
FINALE: Fidget's Fireworks, Dendillion, Feather Fall Five
Dungeon Master S - 2e |
PARTY ROLES: Either Performer or a specific non-performer
Chark: Carnival Barker
Charlie: Animal Handler
Dendillion: Performer
Haldan: Performer
Tiny: Performer
Pre-Show Tracker:
Max Anticipation: 50
Current Anticipation: 37
With everyone in position, it's time for the show!
Random Events:
Beer = Hecklers Nothing ever pleases them! During each stage, *one* performer suffers a -1 to their check.
1d12 ⇒ 10 = The Stars align! All DCs are lowered by 2.[/ooc]
Opener:
Trick 1: Axel’s Amazing Aviary!
See him produce birds from underneath his cloak! They fly, they sing, they deliver sweets to children in the audience!
Nature: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7 This will be a crit fail! Send in the Clowns?
Mumbling Charlie |
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Charlie waves the clowns in. "Get in there quick, Ael's having t..t..trouble."
Vote to send the clowns in on the crit fail.
Chark Torrefi |
1 person marked this as a favorite. |
Seconded.
Dendillion |
Dendillion curses, quickly calling for the clowns to be sent in. I'll have to talk to the rookie later...
Dungeon Master S - 2e |
Thee clowns quickly come in and get the crowd laughing and back into it. Not wanting to run the risk of another failure, Axel takes his bow! +1 Excitement
PARTY ROLES: Either Performer or a specific non-performer
Chark: Carnival Barker
Charlie: Animal Handler
Dendillion: Performer
Haldan: Performer
Tiny: Performer
Show Tracker:
Max Anticipation: 50
Current Anticipation: 38
Dungeon Master S - 2e |
Build Up:
Trick 2: Eliza and Mr. Tickles
Action 1: Nature: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 Oh no! -1 Excitement!
Trick 3: Tiny the Thunderstomp
Remember 1 trick per act you can use one of your actions to "Send in the clowns" which means that crit fail becomes a regular fail, but it does take one of your actions.
Action 1: TBD
Action 2: TBD
Action 3: TBD
"-Tiny-" |
Tiny finishes limbering up back stage, then leaps out onto the stage in his World's Smallest Storm Giant Costume.
He tumbles into position balancing atoo his "boulder."
acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20
From there he climbs the ladder, stomping and making it shake with every step.
Atop the ladder he clangs his lightning bracers together, letting the clang ring out like thunder as he leaps.
athletics: 1d20 + 11 ⇒ (6) + 11 = 17
Tumbling down through the air he aims for his boulder, eventually very quickly hitting and destroying it, hopefully landing on his feet.
agile acrobatics: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Dungeon Master S - 2e |
Build Up:
Trick 2: Eliza and Mr. Tickles
Action 1: FAIL Incorrectly posted above as -1. Fail = no change.
Action 2: Send in the Clowns
Action 3: Graceful bow!
Trick 3: Tiny the Thunderstomp
Remember 1 trick per act you can use one of your actions to "Send in the clowns" which means that crit fail becomes a regular fail, but it does take one of your actions.
Action 1: PASS +6 Excitement
Action 2: FAIL No Change
Action 3: CRIT +6 Excitement, +3 Anticipation
PARTY ROLES: Either Performer or a specific non-performer
Chark: Carnival Barker
Charlie: Animal Handler
Dendillion: Performer
Haldan: Performer
Tiny: Performer
Show Tracker:
Anticipation: 53
Current Anticipation: 50
Haldan Hadonstar |
"HELLO, ladies and gentlemen. I hope you are all enjoying the show. We, at the Circus of Wayward Wonders wish to thank you for your participation this evening. But, we will need a handful of participants for this next act."
Haldan takes 5 volunteers from the audience and, with the help of his lovely assistant, he walks them through a series of card tricks that sees them finding each others' cards in each others' pockets.
After this sleight of hand, once again, the big finale is Haldan tossing all of the cards in the air and disappearing in an explosion of cards. Hermann, once again, comically playing up having to clean up the mess.
Thievery: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Hero Point.
Thievery: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Thievery: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Thievery: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Dungeon Master S - 2e |
The Big Number:
Center Ring: Four cards, Four coins
Action 1: Success +6 Excitement
Action 2: Success +6 Excitement
Action 3: Success +6 Excitement
Show Tracker:
Acts: Opener, Build Up, Big Number, Finale
Max Anticipation: 53
Current Anticipation: 68
PARTY ROLES: Either Performer or a specific non-performer
Chark: Carnival Barker
Charlie: Animal Handler
Dendillion: Performer
Haldan: Performer
Tiny: Performer
Dendillion |
Pleased at how well things are going so far, Dendillion takes centre stage with Fidget to the left and the Feather Fall Five to the right. He strums his lute, beginning the now familiar chord progression that he's done for the last few shows. As he begins his embellishments about the famous sorcerer Castamir he thinks to himself, Does this song still work? Do the people even care?
Performance, DC 22: 1d20 + 16 ⇒ (4) + 16 = 20
Hero Point
Performance, DC 22: 1d20 + 16 ⇒ (14) + 16 = 30
He completes the song, acquitting himself well, but it's a short set by his standards.
Dungeon Master S - 2e |
Dendillion takes the stage, working with two other acts:
Fidget dazzles with his fireworks Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20 and the crowd roars!
The Feather Fall Five Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19 similarly delight!
They take their bow, knowing the show is a success! Dendillion can go twice more if he'd like. It's a large risk for them.
Show Tracker:
Acts: Opener, Build Up, Big Number, Finale
Anticipation: 53
Excitement: 81
PARTY ROLES: Either Performer or a specific non-performer
Chark: Carnival Barker
Charlie: Animal Handler
Dendillion: Performer
Haldan: Performer
Tiny: Performer
Dendillion |
Dendillion closes out the performance. "Thank you, thank you! You've been a wonderful audience this day! Good night!"
All done.
Dungeon Master S - 2e |
The CIRCUS OF WAYWARD WONDERS gives a smashing performance! [ooc]For the success, you earn 2 Prestige, bringing you to 11. You also gain 62 Gold. Both have been added to your tracker.[/url]
"-Tiny-" |
Tiny stretches and smiles, showing off his improved dental work since they've gone independent.
"I'm glad they didn't make us set up on the wrong side of the river, but that dungeon was no joke. Can't believe. well I can, but I don't want to, that the Celestial Menagerie is still causing us problems. I guess we go looking for the Moonstone Hall next."
Dendillion |
Dendillion sighs, but agrees with Tiny. "I like adventure as much as the next minstrel, but I have to say that place was indeed no joke. We're here with a purpose beyond the show however, so I agree: let's return to the Moonstone Hall and find out what we can regarding these aeon stones."
I moved the minis on the map. The idea would be to search and open the southern door.
Chark Torrefi |
Chark agrees. We've picked up the burden, we should see it through.
Dungeon Master S - 2e |
The Moonstone Hall is the uncompleted dungeon you've been in.
The party, fresh and rested, returns to the Moonstone Hall. Everyone is careful to only retread, and not accidentally go off the searched areas. Arriving at the door everyone steps back to prepare:
The party stops 5ft away from the door. Dendillion moves to the front of the party and checks the door for traps.
Perception (Expert) to Seek: 1d20 + 8 ⇒ (10) + 8 = 18
If he finds a trap, he attempts to disarm the trap, warning everyone to move 10ft back.
Thievery (Trained) to Disable a Device: 1d20 + 8 ⇒ (17) + 8 = 25
Repeat this if multiple checks are required
Once he's satisfied that the door is safe he checks to see if it's locked. If it is, he puts tools to work to pick the lock (assuming we don't have a key that fits)
Thievery (Trained) to Pick a Lock: 1d20 + 8 ⇒ (7) + 8 = 15
Repeat this if multiple checks are required, or until he breaks his picks (will use a Hero point on a crit fail though)
With the door ready to open, Dendillion moves back and lets Tiny open the door.
Higher numbers here won't change the result, but can we confirm the modifiers in the Door Protocol?
There are some fiendish voices conversing in bored tones on the other side.