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Bink's Extinction Curse (OOC)
Player |
Character |
Class |
Perception |
Fortitude |
Reflex |
Will |
Gwynfrid |
Keshkaru and Ozkrak |
Druid |
[roll]1d20+11[/roll] |
[roll]1d20+7[/roll] |
[roll]1d20+5[/roll] |
[roll]1d20+11[/roll] |
Darkone |
Gigglespit |
Bard |
[roll]1d20+7[/roll] |
[roll]1d20+7[/roll] |
[roll]1d20+10[/roll] |
[roll]1d20+7[/roll] |
JWally |
Vorgrok |
Barbarian |
[roll]1d20+9[/roll] |
[roll]1d20+9[/roll] |
[roll]1d20+6[/roll] |
[roll]1d20+9[/roll] |
stack |
Thwap |
Monk |
[roll]1d20+4[/roll] |
[roll]1d20+9[/roll] |
[roll]1d20+11[/roll] |
[roll]1d20+6[/roll] |
Triskavanski |
Adrian |
Thaumaturge |
[roll]1d20+7[/roll] |
[roll]1d20+7[/roll] |
[roll]1d20+10[/roll] |
[roll]1d20+7[/roll] |
DrK |
Kurgan |
Cleric |
[roll]1d20+9[/roll] |
[roll]1d20+9[/roll] |
[roll]1d20+8[/roll] |
[roll]1d20+11[/roll] |
OOC Logs and maps and such
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Re: Bink's Extinction Curse
Finally, each of the four acts will have a significant change:
The Opening act has the following effects: each subsequent act's trick DCs are reduced by the number of successful trick attempts made.
The build-up act: Upon successful check, one of the two tricks (your choice of either, before checks are made) adds its level to the show's current anticipation, and a one-time bonus of half its level to the check for the main event trick
The main event: adds 1/2 its level (rounded up) to the excitement rewarded for a successful trick.
The finale: For any two tricks with the Team or Audience traits, add bonus excitement equal to half the lowest trick's level (round up). The next show begins with excitement equal to half the lowest trick's level (round down).
Cast of performers:
Axel is a young man (17 or so), with a small flock of trained doves and pigeons. He subtly produces them from beneath his top hat and under his cloak, from which they fly in trained formations, sing delicate songs, and deliver small sweets to children in the audience. It's an animal trick using the nature skill for a total modifier of +8 vs DC 15.
The Dwarven Throwers are a troupe of acrobats, that use their bodies to form the shape of a ballista and fling each other, flipping and tumbling through the air and over the ground. It's a team trick, which doesn't really mean anything mechanically- but it's a suitable opportunity for the costar action. They use either acrobatics at +7 or athletics at +10 (hypothetically, a few costars on acrobatics could make the +7 into +11?) Still DC 15.
Elizia and Mister Tickles are a duo of snake trainer and anaconda. Contrary to their name, Elizia has several vipers of various species which she also uses to awe the audience. Her trait is also animal, but she can use either nature or intimidation to perform the check. Nature modified to +8, intimidate at +7. DC 15.
The Flamboni Sisters are a pair of twins who juggle various implements- the most impressive of which is a set of 9 flaming torches. The finale of their show is a moment where they either light each other on fire intentionally or trick the audience into thinking they have. They have a complicated trick- the fire, injury and team traits all apply. Fire gives a bonus to intimidate which is, of course, not one of the skills they can use to perform the trick. They can use Deception or Fortitude saves (both at +7) vs DC 15.
The Feather-Fall Five are a family of Garundi natives- Father, mother, and 3 daughters. They are all gymnasts and acrobats, performing flips, bounces and other aerial feats on tightropes stretched high over the ground (perhaps 20 feet until you get a larger tent). They are able and competent performers, together performing a trick of 2nd level. In addition, their trick has the agile trait, meaning that subsequent attempts only suffer a -4 penalty instead of the usual -5. They can use acrobatics at +9 or athletics at +7 to make the DC 16 check.
Mordaine the Magician is an escape artist much like Houdini. She advertises acts of illusion performed "with skill, not magic!" She escapes from shackles, locks, rope bindings, and ultimately does so in a water-filled tank. Thanks to her past experience, she is a more able performer; her trick is a level 3 trick. She can attempt a fortitude save at +10 or a thievery check at +9 to perform her trick, which has a DC of 17. Success will provide 3 excitement, in accordance with her trick level. The water trait is of limited value for her, as she cannot use athletics.
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Re: Bink's Extinction Curse
Fixing my botched roll : [roll0]
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Re: Bink's Extinction Curse
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Re: Bink's Extinction Curse
Current Excitement: 0
Current Anticipation: 15
By request, two checks for the feather-fall five, without contingencies:
[roll0] (+2 from the original circumstantial bonus, and +1 more from their increased level.
[roll1]
in both cases, DC 15. 16.
edit: I forgot the +2 modifier for determination from the rats. Good thing, too. That first check becomes a success, and doing their trick without nets garners an additional 2 excitement from the risk.
New excitement: 3 4
Anticipation: 15
This single success reduces 2nd act check DCs by 1.
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Re: Bink's Extinction Curse
Vorgrok's Medicine check to assess the ringmaster's cause of death: [roll0]
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Re: Bink's Extinction Curse
Tessara's Performance check to notice Axel's discomfort: [roll0]
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Re: Bink's Extinction Curse
@FarmerBink - are you planning to describe how the individual acts go? Like, did the Feather-Fall Five do really well? Was the failure in the second trick noteworthy enough to portray?
I ask so I know how to write the transition between acts as Gigglespit describes things and introduces the next performers. Thanks!
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Re: Bink's Extinction Curse (OOC)
When I wrote my last IC post yesterday, I was more concerned with the rate of action than colorful language, perhaps obviously.
I can post more creative descriptions, throughout, but it will necessitate a slightly slower pace, in an already slow-paced medium. If you guys think it'll result in a more enjoyable experience, I'll call that worthwhile. In the meantime, I'm content to let you (guys) be as flavorful as you care to be, and I'll throw in more stuff when I feel an especially good or bad check justifies additional commentary.
One vanilla success and one vanilla failure are perhaps the least interesting results, though to be honest, I won't pretend the decision was initially based on that fact.
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Re: Bink's Extinction Curse (OOC)
Would you be up for providing a description of the first time we see each NPC trick? Then we can have a model for our own descriptions...
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Re: Bink's Extinction Curse (OOC)
Pip's recall knowledge nature roll about snakes: [roll0]
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Re: Bink's Extinction Curse (OOC)
Rolls for Axel and Mordaine:
Axel, first attempt: [roll0] - even with the added +2 that I forgot for the skill checks preceding the act, that's a critical failure, reducing excitement by 1.
Mordaine, first attempt: [roll1] +10 due to retroactive level change, -1 DC due to opening act success. Still a failure, but I'm trying to be thorough.
New excitement: 2.
With the use of send in the clowns, Mordaine's trick becomes a success, while Axel's remains a critical failure. 3-1+3= 5
No successful check leaves anticipation still at 15.
Current excitement 5/15
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Re: Bink's Extinction Curse (OOC)
G succeeded once, for a gain of 2 excitement.
Excitement: 7
Anticipation: 15
Now, things get interesting.
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Re: Bink's Extinction Curse (OOC)
@ Farmebink I'll roll this as a Nature check, since my attack roll would likely be saddled with the improvised weapon penalty. Besides, the whole point of doing this (other than looking cool doing it) it to avoid harming the snakes if I can.
[roll0]
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Re: Bink's Extinction Curse (OOC)
Here's Tessara's attack roll for her trick using telekinetic projectile. She'll also expend a 1st level spell slot casting Illusory Object to enhance the trick.
attack [roll0]
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Re: Bink's Extinction Curse (OOC)
How about a Performance check for funsies [roll0]
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Re: Bink's Extinction Curse (OOC)
First set of rolls for NPC tricks:
Dwarves: [roll0]
Flamboni: [roll1]
both vs DC 15
edit: huh. So that's TWO critical successes this round, and a single failure (so far). Because anticipation is added at 1/2 level, I will not round both critical successes up, and will increase anticipation by 1.
Current excitement: 13 (including the bonus for 2 team tricks)
Current anticipation: 16
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Re: Bink's Extinction Curse (OOC)
Dwarves again: [roll0] vs 15
Current excitement: 15
anticipation: 16
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Re: Bink's Extinction Curse (OOC)
Quick lunch break post to finalize the last round of tricks.
Tessara's attack [roll0]
If that fails,
Flamboni's 2nd: [roll1]
and/or
Dwarven throwers: [roll2]
I don't remember exactly how the modifiers change and I don't have time to look it up right now - do with the raw d20s what you will :smallwink:
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Re: Bink's Extinction Curse (OOC)
Recall knowledge society about the Great Fortunato. [roll0]
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Re: Bink's Extinction Curse (OOC)
The Great Fortunato was an accomplished animal trainer working with Mistress Dusklight's Celestial Menagerie- where Myron, The Professor, and many others got their start. Though he worked with many animals, he had one prized companion, much like Elizia and Mister Tickles. Fortunato's prized companion is a grizzly bear named Bardolph. Bardolph was rescued from the Celestial Menagerie by none other than Myron "The Thunder," himself, and currently travels with the Wayward Wonders, in the Fortunato's old wagon. Bardolph has been recovering from a foot injury incurred a few weeks ago from an accident during a practice performance.
It's probable that "Fortunato" was not the man's true name, but much like "The Professor," it has been his moniker for so long that most people have forgotten his real one- if they ever knew it.
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Re: Bink's Extinction Curse (OOC)
I really really need an answer to the question of Myron's wagon contents.
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Re: Bink's Extinction Curse (OOC)
Quote:
Originally Posted by
Farmerbink
I really really need an answer to the question of Myron's wagon contents.
Quote:
Originally Posted by
DarkOne7141981
Giggles will ensure the wagon gets closed and locked with a new lock, as well as asking a couple of his more crazy friends to set up a (calm) game like cards or dice or something nearby where they can watch it. He will then make it a point to check on it every ten or fifteen minutes or so to be sure nothing is disturbed.
I don't think anyone has taken anything - we left everything in there and locked it up. Do you need anything more?
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Re: Bink's Extinction Curse (OOC)
Only to make sure that everyone agrees to that point.
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Re: Bink's Extinction Curse (OOC)
Vorgrok doesn't want to loot it, so I approve.
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Re: Bink's Extinction Curse (OOC)
Climb check, Athletics: [roll0]
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Re: Bink's Extinction Curse (OOC)
Acrobatics check to jump onto the bear: [roll0]
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Re: Bink's Extinction Curse (OOC)
Sigh. When I'm tired, I can't seem to see what I'm typing.
Rolling correctly this time: [roll0]
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Re: Bink's Extinction Curse (OOC)
Heya, folks. Wanted to drop a line here by way of warning.
We have officially received an offer for the sale of our house. I don't have the slightest idea what comes next, but that's what realtors are for.
In any case, we're still actively showing (there's probably someone there right now, actually), and will of course be doing all the things in the near future. I will be stunned if we don't experience some delay, seeing as we're moving like 1700 miles away, with two dogs and a baby.
Guess it's real, now. O_o
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Re: Bink's Extinction Curse (OOC)
Just a quick correction to MM's post: the wagons in the 'family' area, the rocks, and the trail into the woods are the remaining (obvious) places to check into.