The crew i on edge, Thunder dead, Mr Tickle strangely sick with goblin pox, the Kabalis' net destroyed by rats, most artist of this circus are thinking they are doomed or cursed, so they silently turn toward all of you who were able to make the show going and seems to keep a level head in front of adversity.
2. Who dunnit ? Who killed Thunder ?
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The crew i on edge, Thunder dead, Mr Tickle strangely sick with goblin pox, the Kabalis' net destroyed by rats, most artist of this circus are thinking they are doomed or cursed, so they silently turn toward all of you who were able to make the show going and seems to keep a level head in front of adversity.
"My friends," she begins, her voice carrying a soothing yet authoritative tone, "I understand that we are facing challenges unlike any we've encountered before. The loss of Thunder, the illness of Mr. Tickle, and the sabotage of the Kambalis' net—it's enough to make anyone feel as though the fates are conspiring against us."
"But let us not succumb to despair," she continues, her words ringing with conviction. "We are a family, bound by our shared passion for the art of performance and our dedication to this circus. Together, we have weathered storms before, and together, we will overcome whatever obstacles lie in our path."
Turning her attention to the matter at hand, Vespera's gaze hardens with determination. "As for Thunder's death, we owe it to him—and to ourselves—to seek the truth," she declares. Looking towards her companions, she continued, "We will begin an investigation into the circumstances surrounding his passing. I urge anyone with information or suspicions to come forward. We cannot allow fear or uncertainty to cloud our judgment. Together, we will uncover the truth and ensure that justice is served."
With these words, Vespera sets the tone for the troupe's response to adversity, emphasizing unity, resilience, and the unwavering pursuit of justice. As the investigation unfolds, she remains a steadfast leader, guiding her fellow performers and crew members with a steady hand and a clear sense of purpose.
Rolls
Make a Request ((Diplomacy (Cha))) - (1d20+5)
(20) + 5 = 25
When the gathered crowd disperses to rest and mourn, she goes off to Gray's side. "Way I see it, we should start by looking for the last person to see the boss alive. Maybe they've a clue that can help us figure it out."
Rolls
Medicine (Wis) - (1d20+3)
(16) + 3 = 19
Thievery (Dex) - (1d20+7)
(10) + 7 = 17
Perception (wis) - (1d20+5)
(9) + 5 = 14
Arcana (Int) - (1d20+4)
(16) + 4 = 20
Everybody looks around to see if anyone comes forward after Vespera speech, but nobody does.
Rolls
Medicine (+1 from Pursue a Lead) - (1d20+0+1)
(8) + 1 = 9
You have no clue who or what killed Thunder.
Rolls
Perception (wis) - (1d20+5)
(17) + 5 = 22
Nature (Wis) - (1d20+3)
(8) + 3 = 11
Survival (Wis) - (1d20+3)
(7) + 3 = 10
Turning her attention to the crucial information unearthed by Gicicero, Vespera's mind races. The mention of poisonous bites aligns disturbingly with the viper incident earlier. Determined to follow this lead, she decides to consult Elizia, the circus' resident snake handler and an expert on such reptiles. Elizia's knowledge could prove invaluable in understanding whether the snakes could have been involved in Thunder's death and, if so, how they came to be his undoing.
Approaching Elizia with a mix of urgency and tact, Vespera articulates her concerns with the precision of a seasoned investigator. "Elizia, we've discovered something troubling regarding Thunder's passing. It appears he suffered from multiple snake bites. Given your expertise, could you shed any light on this? Could any of the snakes from your act have been involved, or might someone have used snakes to deliberately harm him?"
Rolls
Search ((Perception)) - (1d20+4)
(4) + 4 = 8
Make a Request (Elizia) ((Diplomacy (Cha))) - (1d20+5)
(18) + 5 = 23
Rolls
Perception - (1d20+5)
(2) + 5 = 7
Nature (Wis) - (1d20+0)
(10) = 10
Survival (Wis) - (1d20+3)
(14) + 3 = 17
Elizia
Multiple snakes bites? That is not possible, unless he fell in a snake pit or was attacked by water moccasins!
As far as contacting Mistress Dusklight, no one here would dare and evn if they would it would take several hours before getting the answer.
Rolls
Survival (Wis) - (1d20+3)
(9) + 3 = 12
The Professor comes to you and ask you
So were you able to conclude if it was a murder or just a series of unfortunates events ?
Pausing briefly, Vespera's expression takes on a more serious demeanor as she delves into the heart of the matter. "I couldn't help but wonder if you were aware of anyone who might have had a grudge against Thunder. Perhaps someone who was angry with him or had reason to wish him harm?"
With the leads at hand and the limitations of the investigation becoming apparent, Vespera considers the next course of action. Then a thought occurred to her, if Thunder had been the victim of foul play, his personal belongings might yield clues or insights into his final moments.
"Let's search Thunder's wagon," she suggests to the group, her tone determined. "If there's anything to be found, it might be hidden among his belongings. We need to leave no stone unturned in our quest for answers."
As Vespera approaches Thunder's wagon, her footsteps echo with a mix of determination and trepidation. Pushing aside the curtain, she steps inside, her eyes scanning the interior for any sign of disturbance or clue that might illuminate the circumstances of Thunder's demise.
Rolls
Perception (Search Thunder's Wagon) - (1d20+4)
(11) + 4 = 15
No, I'm sorry, I just so a bundle of clothes half-hidden, when I pull and opened it, it was Thunder's body. Who could have done something so despicable ?
Rolls
Thievery (Dex) - (1d20+7)
(6) + 7 = 13
Perception (wis) - (1d20+5)
(12) + 5 = 17
No I saw him early this morning in the camp, waved hi, that's about it. You know he was an early riser and always took a stroll.
Three steps are affixed to the wagon rear, leading up to a red door with a golden knob.
Once they arrive at the wagon, Vespera takes a moment to observe the colorful banners adorning the sides, a poignant reminder of the vibrant life Thunder once led. With a sense of determination, she approaches the red door with the golden knob, her gaze fixed on the entrance.
Turning to her companions, Vespera speaks with a solemn yet resolute tone. "It seems we have more questions than answers, but we must press on. Let us search Thunder's wagon for any clues that may shed light on this tragedy."
With that, Vespera reaches out and grasps the golden knob, her heart heavy with the weight of their mission. As the door creaks open, she braces herself for whatever secrets may lie within.
There were no keys on Thunder's body
With a determined expression, Vespera rolls up her sleeves, revealing the toned muscles of her arms. Taking a deep breath, she focuses her strength and agility, channeling the disciplined training of her past.
Bracing herself, Vespera positions herself in front of the door, her stance firm and unwavering. With a swift motion, she raises her leg and delivers a powerful kick to the center of the door, aiming for the area around the lock.
Rolls
Force Open (Athletics (Str)) - (1d20+7)
(3) + 7 = 10
Rolls
Thievery (Dex) - (1d20+7)
(11) + 7 = 18
Stepping forward, Vespera cautiously enters the wagon, her senses alert and attuned to any potential clues that may lie within. She moves with deliberate care, mindful of preserving any evidence that could shed light on the mystery surrounding Thunder's demise.
As her eyes scan the interior of the wagon, Vespera takes note of every detail, searching for any signs of disturbance or clues that might reveal the truth behind Thunder's untimely death. She moves methodically through the space, her movements fluid yet precise, as she follows the trail of secrets hidden within the confines of the ringleader's sanctuary.
Rolls
Search (Perception) - (1d20+4)
(16) + 4 = 20
"Careful!" she shouts, her voice muffled by the fabric as she tries to protect herself from the noxious fumes. Despite her efforts, she can feel the pungent odor seeping through, stinging her eyes and making her cough involuntarily.
Rolls
Will Save (Will DC 20) - (1d20+6)
(18) + 6 = 24
Rolls
Reflex - (1d20+8)
(8) + 8 = 16
Rolls
Will(wis) - (1d20+5)
(18) + 5 = 23
Rolls
Reflex - (1d20+9)
(5) + 9 = 14
Each plant is about 2 feet tall (60 cm) and somewhat wide (see picture)
Rolls
Nature (Wis) - (1d20+0)
(14) = 14
"I'm not sure what these plants are, but they seem to have some significance," she says, her voice tinged with caution. "We need to proceed carefully. If one of them triggered that cloud, we don't want to set off the others accidentally."
Turning to Gicicero, she suggests, "Perhaps we can trigger them from a safe distance. Gicicero, could you use your knives to set them off? We need to be prepared for whatever might happen."
if he doesn't know what the plants are here gets ready to agitate them. Instead of using a dagger an invisible hand appears and begins shaking the plants
Rolls
Nature (Wis) - (1d20+3)
(9) + 3 = 12
Who never saw the ever lighting torch engraved with "See what you want to see." Or did not know of the Bravado's potion he kept on display to give him courage, or the tragic story of this bear he was to late to save and kept his hide ornate with a golden leave, or the cape of the great Frtunaro whowas murdered and for whom he kept Bartold, the bear, who used to be a performer but now sits in Fortunato's old wagon.
Rolls
Thievery (Dex) - (1d20+7)
(7) + 7 = 14
Perception (wis) - (1d20+5)
(20) + 5 = 25
Rolls
Damage poison - (1d8)
(7) = 7
Rolls
Will(wis) - (1d20+5)
(11) + 5 = 16
Rolls
Secret Roll
Seeing the effects of the dust, Martha does her best to hold her breath while inside. Still, the ratman's idea strikes her as sensible. She looks around for something like a piece of cloth that could be used to collect some of the pollen samples. She would show it to the Professor.
Also I am not sure whether you want us to roll for Perception or you have already done so @YullyBear.
Rolls
Dexterity - (1d20+4)
(10) + 4 = 14
His eyes are glazed over and dialated. He flops to the ground and just stares up at the stars giggling to himself.
"Gicicero, are you alright?" she asks, her voice filled with genuine concern. She reaches out a hand to gently pat his shoulder, hoping to offer some comfort.
Turning to Martha, she nods in agreement. "You're right, Martha. It's a shame to see Thunder's wagon like this. But we need to focus on finding out what these plants are and why they were here."
With a determined expression, she looks around at the group. "Let's gather up what we can of this pollen and take it to the Professor. He might be able to shed some light on what we're dealing with here. And we should keep an eye on Gicicero, make sure he's alright."
She then helps Martha gather up the cloth containing the pollen and stands up, ready to lead the way out of the wagon. As they exit, she casts a last glance back at Thunder's once familiar space, feeling a pang of sadness at the thought of what they've lost. But she pushes the feeling aside, focusing instead on the task at hand: uncovering the truth behind the mysterious plants and the events that have unfolded in their wake.
A troubling thought nags at her mind—could these incidents be the work of druids, offended by something Thunder or perhaps the entire circus inadvertently did? The pollen, the plants, the rats chewing the nets, the vipers—all seem like elements of nature manipulated with purpose. Perhaps even the pollen got the ruffians and brawlers all riled up. It's a disturbing possibility, one that Vespera resolves to explore further.
Professor Zarlian Kyosophus
The group moves to search the Professor, and the Professor moved to find the group.
I was looking for you, I was counting today's receipts and I thought you ought to get a litle more than usual for all your effort, here is 5 gp for each of you, and I went in my wagon to get a little something that may help you.
He gives each of you 5gp and to the group offers 2 potions of minor healing.
So said, the dwarf slips away to commiserate with the other crew over their lost leader, and to drink a toast or two in Thunder's name.
Professor Zarlian Kyosophus
How do you propose we do that? I must say I do not know much about plants...
He brush his chin with his fingers reflecting and looking at Gray for answers.
Also, what is this guy a professor of? Or is that just what everyone calls him?
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
Rolls
Nature (Wis) - (1d20+0)
(15) = 15
"Thank you, Professor, for your generosity," Vespera acknowledges the extra coin with a grateful yet distracted air. Her gaze sweeps over the saddened faces gathered around the fire, her heart aching with a mix of empathy and urgency. She knows they look to her and the others for reassurance, and yet, her duty calls her elsewhere—at least for the moment.
Turning to Gicicero, who is still shaking off the effects of the pollen but seems to be recovering, she suggests a plan. "Gicicero, let's take a walk around the perimeter. We need to keep watch, make sure no further harm finds its way here. Thunder's demise must not be in vain, and we should be vigilant for any signs of further mischief—or worse, the orchestrator of this chaos."
Her tone is both cautious and protective, a clear reflection of her dedication to safeguarding her makeshift family. With a final look back at the group, she strides toward the edge of the encampment, her senses heightened for any out-of-place noise or movement that might betray an intruder or unveil a clue.
As Vespera sets out with Gicicero, she feels the pull of the nearby forest to the southwest of the camp. The dense woods might offer not only a strategic vantage point for their patrol but also a brief respite from the heavy atmosphere back at the circus.
"Gicicero, let's head towards the forest," she suggests, her voice low and steady. "We can extend our patrol to the trees. It's possible whoever is behind this might have taken refuge there, or left some traces behind."
Professor Zarlian Kyosophus
It will be my pleasure to keep it safe, while you investigate who is up against us. I must say we are all more than nervous, so we will stay here, around the fire pit together.
When that's done, he catched up with Martha at the fire. "Maybe someone should say something? Try to encourage people or lighten the mood?"
Mid stride he stops and looks at a one of the signs, he pulls out his dagger and yelling angrily at the sign. "You Not Spose To Be Here! Go Away. We No Friends Any More! You Not Wanted! He stabs his dagger into the sign post...
@Gicicero : I never said it was a narcotic, it is a poison but the idea seems fun so I go along, it is a narcotic, but be careful not to go too far or your character won't be able to do much. In game technique it is suppose to give you a malus, there is no further explanation about its effect.
Gray, Mrtha, what do you do ?
As of the last post, Martha's drinking in Thunder's name to try and cheer the rest of the crew, but I'm scratching my head a bit here.
We have one week until our next show, so let's make sure it's another great one!"
We are not going back to our wagon until we know all is clear, if there is a killer on the loose, we all going to stay here, he cannot kill us if we stick together !
Rolls
Perception - (1d20+5)
(19) + 5 = 24
Catching her breath, Vespera addresses the group with a calm yet firm tone, ensuring her words carry weight without inciting panic. "I've just returned from the woods where I've encountered not just a trap, but also vipers positioned to harm unwary passersby," she begins, her voice steady. "This wasn't an accident. We are dealing with a calculated threat, likely druids or similar foes. I urge everyone to remain vigilant and avoid wandering alone, especially near the forest edges."
Her gaze sweeps across the faces illuminated by the firelight, ensuring her message of caution is absorbed without sparking fear. "I need a few volunteers," she continues, her eyes settling on Martha and Gray. "Martha, Gray, your skills are crucial right now. Would you come with me to further investigate? We need to understand what we're up against."
She then pauses, remembering one of their own is still unaccounted for in his current state. "And we should find Gicicero," she adds with concern. "He's not himself, and in his condition, he might accidentally wander into danger. We need to bring him back safely."
"Once we find Gicicero, we'll head back to the woods. There's more to investigate there," Vespera begins, her tone grave but composed. "I discovered a tripwire trap set up, suggesting someone doesn't want us poking around those woods. And we encountered much larger snakes, almost as if they were guarding something."
She pauses, allowing the gravity of her words to sink in before continuing. "It's concerning. Whoever or whatever is behind this is deliberate and likely dangerous. I suspect druids might be involved. The trap, the plants, the snakes, the rats—it all seems like their work."
Vespera's conviction is evident as she lays out the situation, her words carrying a sense of urgency. "We need to proceed with caution and stick together. There's more to uncover, and we can't afford to overlook anything. Let's gather our wits and be ready for whatever lies ahead."
Rolls
Giant Viper Init - (1d20+8)
(1) + 8 = 9
Viper init - (1d20+5)
(1) + 5 = 6
Rolls
Perception (Initiative) - (1d20+4)
(11) + 4 = 15
Rolls
Perception (initiative) - (1d20+5)
(2) + 5 = 7
On the Forest map, we will ignore the big path, for there is only a small path in the forest about were is the marker.
I did forget to make a check to know if you see the snakes or not, so I do it now.
Initiative : Vespera, Marta, Giant Viper, Gray, Viper (Last check is Vespera initiative)
Vespera & Marta you may post for your actions (You may answer out of turn since you are in the same non monster spot)
Let's begin round 1. You couldn't the snake from afar, it is a regular viper hidden in forest foliage.
Rolls
Viper hidden - (1d20+5)
(17) + 5 = 22
Giantviper hidden - (1d20+8)
(3) + 8 = 11
Perception (wis) - (1d20+3)
(16) + 3 = 19
Perception (wis) - (1d20+4)
(17) + 4 = 21
Perception (wis) - (1d20+4)
(3) + 4 = 7
Perception (wis) - (1d20+4)
(19) + 4 = 23
Action 2: Flurry of Blows
Action 3: Raise a Shield (+2 AC)
Rolls
Stumbling Swing Fists - Attack Roll 1 - (1d20+7)
(16) + 7 = 23
Stumbling Swing Fists - Attack Roll 2 - (1d20+7-4)
(20) + 3 = 23
Stumbling Swing Fists - Damage Roll 1 - (1d8+2)
(4) + 2 = 6
Stumbling Swing Fists - Damage Roll 2 - (1d8+2)
(1) + 2 = 3
Vespera your turn, for now you do not see the large viper. Do you wait and prepare for areactioni or just do something on your turn ?
And appear he does dropping from a nearby tree on the characters.
Vespera react quickly and tries to cut him with her shortsword (her glaive been too bulky)
Three attacks, only the first one strike, this devil of snake is quite fast. The snake's wound does no seem very important on such a large animal.
Rolls
Shortsword - Atk 1 - (1d20+7)
(20) + 7 = 27
Atk 2 - (1d20+3)
(4) + 3 = 7
Shortsword - Atk 3 - (1d20-1)
(19) - 1 = 18
Shortsword - Dmg - (1d6+4)
(3) + 4 = 7
Luckily for her, she is able to dodge the bite !
Rolls
Snakes strike - (1d20+11)
(2) + 11 = 13
Gray
Rolls
Crossbow - Atk/Dam - (1d20+6, 1d8)
1d20+6 : (19) + 6 = 25
1d8 : (4) = 4
His bolt hit the snake who barely feels it.
Rolls
Giant Snake Fngs - (1d20+11)
(3) + 11 = 14
Action 2: Step / Stride (if Step won't bring Martha to a flanking position, she will Stride instead; -2 enemy AC)
Action 3: Flurry of Blows
Rolls
Stumbling Swing Fists - Attack Roll 1 - (1d20+7)
(16) + 7 = 23
Stumbling Swing Fists - Attack Roll 2 - (1d20+7-4)
(11) + 3 = 14
Stumbling Swing Fists - Damage Roll 1 - (1d8+2)
(7) + 2 = 9
Stumbling Swing Fists - Damage Roll 2 - (1d8+2)
(3) + 2 = 5
Vespera continues her attacks, but none of her mighty strike hit the animal.
Rolls
Glaive - Atk 1 - (1d20+7)
(3) + 7 = 10
Glaive - Atk 3 - (1d20-3)
(4) - 3 = 1
Glaive - Atk 2 - (1d20+2)
(16) + 2 = 18
Luckily none of his hits hit
Rolls
Viper - Atk 1 - (1d20+11)
(5) + 11 = 16
Viper - Atk 2 - (1d20+6)
(2) + 6 = 8
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Rolls
Action 1: Devise a Stratagem - Damage - (1d20)
(18) = 18
Rolls
Devise a Stratagem - Damage - (1d8+1d6)
(7) + (6) = 13
"I want to help. I'm The Great Hix, magician, clown and all around good time. I'm sure you've heard me" He says cheerfully, then does a small performer's bow and grimaces. "You've likely been searching for me to ask for help, but I've had a mild case of food poisoning since the day before of our first performance, and it's only really calmed down a short while back, so I've missed all the initial happenings. I know that Thunder's dead though, and as his close friend, it's my duty to find his killers. Not to mention, I have suspicion that whoever did that is also responsible for my food poisoning."
Martha continues down the path that the tiefling previously pointed out, doing her best to stay out of sight while keeping ahead of the other two.
Rolls
Stealth - (1d20+7)
(14) + 7 = 21
Do we see the wire stretched out between two branches, hidden under leaves or somewhere else? What does the cloth do?
Rolls
Perception (+1 for pursue a lead) - (1d20+5+1)
(13) + 6 = 19
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Attack, Cantrip, Cold, Evocation
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 plus your spellcasting ability modifier.
Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
Cantrip, Electric, Evocation
Cast somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
It stretches a bit then takes it's place on Hix's shoulder, before squeaking something at him. "Yes, I know I'll get you a snack once we're done back at camp, OK?", Hix promises the Rat. Satisfied,it nods it's head and begins looking around for traps and monsters.
Hix then turns to the rest of the party "So this is Rick, my assistant, for now he's just looking around, but he'll warn me if he sees any trap or monster. Say hi, Rick" The Rat waves at the party for a second, then goes back to looking around
Rolls
Rick's Perception - (1d20+4)
(5) + 4 = 9
"The trap's already been triggered?" Martha says. "Let's watch out for who stumbled into it as well. It can't have been part of the crew, when they've been busy with the show."
Rolls
Investigate (Recall Knowledge (Nature)) - (1d20+1)
(5) + 1 = 6
Either way, Martha will be looking around for tracks. If not the tracks from whoever set it off, then the tracks of whoever put the trap there.
Detect Magic (2 Actions)
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
For information, you are no at the end of the path.
Gray
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
Rolls
Circus Lore (Int) - (1d20+7)
(19) + 7 = 26
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You may however make a recall knowledge on Arcana.
Watery Thing
The creature speaks a strange language and is not happy to find you here.
Rolls
Perception - Roll - (1d20+3)
(20) + 3 = 23
Rolls
Perception - (1d20+4)
(16) + 4 = 20
Rolls
Perception (initiative) - (1d20+5)
(1) + 5 = 6
Rolls
Perception (wis) - (1d20+4)
(1) + 4 = 5
Arcana (Int) - (1d20+3)
(14) + 3 = 17
Creature 21 - Martha 20 - Gray 6 - Hix 5
The creature is scraming at you to go back where you came from. You do not understnd the language, bu you understand pretty well the intent.
Action 2+3: Ready (Raise a Shield if the creature attacks)
Recall Knowledge is supposed to be a hidden roll by the GM iirc, so I'll let you roll @YullyBear.
Action 1: Shield Cantrip
Action 2+3: Ready a Demoralize for if it attacks one of the others. If it attacks Hix, he's just shield blocking instead.
@Hix you may roll your intimidate roll -4 since you do not speak the aquan language.
Rolls
Martha Barns: Arcana - (1d20+0)
(8) = 8
"Hey. Hey!" the red-haired dwarf calls out, rummaging in her bag for a portion of food. She waves the ration in the air, watching if the mephit reacts. "Are you hungry?"
Action 2+3: Ready (Raise a Shield if the creature attacks)
llusory Object (2 Actions)
Illusion, Visual
Cast somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.
Illusion, Visual
Cast somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.
The dwarf darts forward when the words leave her lips, trusting in the spell and surprise to leave the creature blinking before realising anything happened.
Action 2: Interact (Grab the backpack)
Action 3: Stride
Action 1+2: Illusory Object
Action 3: Shield
Illusion, Visual
Cast somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.
Abjuration, Cantrip, Force
Cast verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Rolls
Strength (+3 if Athletics) - (1d20+2)
(3) + 2 = 5
Watery Thing
The Mephit breath a cone of acid on Martha and Gray, while they move the bag in vain.
Rolls
Reflex - (1d20+9)
(12) + 9 = 21
Rolls
Reflex - (1d20+8)
(1) + 8 = 9
Watery Thing
Rolls
Double - (2d6)
(51) = 6
Action 1: Stumbling Stance
Action 2: Stride
Action 3: Flurry of Blows
Rolls
Stumbling Swing Fists - Attack Roll 1 - (1d20+7)
(2) + 7 = 9
Stumbling Swing Fists - Attack Roll 2 - (1d20+7-4)
(3) + 3 = 6
Stumbling Swing Fists - Damage Roll 1 - (1d8+2)
(1) + 2 = 3
Stumbling Swing Fists - Damage Roll 2 - (1d8+2)
(7) + 2 = 9
Ray of Frost (2 Actions)
Attack, Cantrip, Cold, Evocation
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 plus your spellcasting ability modifier.
Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
Rolls
Ray of Frost - Atk - (1d20+7)
(19) + 7 = 26
Ray of Frost - Dmg - (1d4+4C)
(1) + 4 = 5
Hand Crossbow - Atk - (1d20+1)
(16) + 1 = 17
Hand Crossbow - Dmg - (1d6P)
(5) = 5
Gray
action 2: attack
action 3: attack again
Rolls
Elven Curve Blade - Atk/Dam - (1d20+6+2, 1d8)
1d20+6+2 : (1) + 8 = 9
1d8 : (1) = 1
Elven Curve Blade - Atk/Dam - (1d20+6+2-5, 1d8)
1d20+6+2-5 : (5) + 3 = 8
1d8 : (2) = 2
The crossbow hit the Mephits who hurts badly(-10-5 = -15 hp)
The mephit scream with pain.
Watery Thing
The Water Mephit attacks Matha 3 times and misses.
The water Mephit, steps out and run to the river.
Suddenly, from the water emmerge a second water mephit who rush to attack Gray (actions 1-get out water, 2-run, 3-attack) the attack is powerful, and if gray is still up, his consciousness hangs by a thread (hp 8-7= 1).
Rolls
Adversary 1-2 Gray, 3-4 Martha - (1d4)
(2) = 2
Claws 1 vs Martha (AC 22) - (1d20+8)
(7) + 8 = 15
Claws 2 vs Martha (AC 22) - (1d20+8-4)
(6) + 4 = 10
Claws 3 vs Martha (AC 22) - (1d20+8-8)
(13) = 13
WM2 claws vs Gray (AC 17) - (1d20+8)
(10) + 8 = 18
Damage Gray (hp 8) - (1d6+1)
(6) + 1 = 7
Martha also has 19 AC, not 22 I don't think. That's her max HP.
Action 1: Stride (Flanking 2nd mephit)
Action 2: Flurry of Blows (target: 2nd mephit, vs enemy AC -2)
Action 3: Raise A Shield (+2 AC)
Rolls
Stumbling Swing Fists - Attack Roll 1 - (1d20+7)
(9) + 7 = 16
Stumbling Swing Fists - Attack Roll 2 - (1d20+7-4)
(16) + 3 = 19
Stumbling Swing Fists - Damage Roll 1 - (1d8+2)
(7) + 2 = 9
Stumbling Swing Fists - Damage Roll 2 - (1d8+2)
(7) + 2 = 9
Action 2: stride
Action 3: attack
I think Gray's HP is correct, it's currently 8, 14 total (he took 6 damage from the acid attack)
Rolls
Action 1: Devise a Stratagem - Damage - (1d20)
(3) = 3
Elven Curve Blade - Atk/Dam - (1d20+6, 1d8)
1d20+6 : (6) + 6 = 12
1d8 : (8) = 8
Rolls
Ray of Frost - Atk - (1d20+7)
(20) + 7 = 27
Ray of Frost - Dmg - (1d4+4C)
(2) + 4 = 6
No sight of the other Mephit
She waits for the others to come closer before opening it and seeing the contents.
Rolls
Perception - (1d20+5)
(5) + 5 = 10
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Frequency: once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Attack, Cantrip, Evocation
Cast somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
Notes are scribbled on it, notably the circus with a disturbing and highly detailed movements of the circus members, with disturbing accuracy.
Oldlin's Orchards and Hawfton Mills are marked.
You find full hands full of tasty nuts and a small token resembling a feather.
Rolls
Arcana (Int) - (1d20+3)
(13) + 3 = 16
Rolls
Deception (Cha) - (1d20+5+1)
(1) + 6 = 7
So what do you do know. If you keep something tell it here and write it in your inventory adding 1A6 (to help me find info when needed).
So what do you do know. If you keep something tell it here and write it in your inventory adding 1A6 (to help me find info when needed).
Is it over? Can we go back to our tent?
Did you find who killed Thunder?
Rolls
Deception (Cha) - (1d20+7)
(4) + 7 = 11
Rolls
Diplomacy (Cha) - (1d20+5)
(11) + 5 = 16
If no one answers, she will try the door, banging her fist loudly.
Rolls
Perception - (1d20+5)
(10) + 5 = 15
Detect Magic (2 Actions)
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
And at night, or when the people are gone, the windows are closed by sturdy wood planks locked from the inside with a bar, which is the case for this home. So you may try to break the barred piece of wood on the windows, or try to open the door.
Ray of Frost (2 Actions)
Attack, Cantrip, Cold, Evocation
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 plus your spellcasting ability modifier.
Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
Rolls
Ray of Frost - Atk - (1d20+7)
(12) + 7 = 19
Ray of Frost - Dmg - (1d4+4C)
(1) + 4 = 5
For Martha it is 4.5+2 = 6.5 - 5 = 1.5
So to get 20 hp it needs 10 rounds (1.5+0.57)*10 = 20.7 => 1 full minute of racket.
Attack, Cantrip, Evocation
Cast somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
Rolls
Telekinetic Projectile - Dmg - (1d6+4BPS)
(5) + 4 = 9
For Martha it is 4.5+2 = 6.5 - 5 = 1.5
For Hix it is 3.5+4 = 7.5 - 5 = 2.5
Total average per round: 0.57 + 1.5 + 2.5 = 4.57
=> 20/4.57 = 4.44 => 5 rounds -> 30 secondes
Rolls
1d20
(19) = 19
Gray
Rolls
Perception - (1d20+5)
(8) + 5 = 13
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
It looks like a bedroom, with a bed and a heavy wardrobe strangely it is laying on the floor, door open, but face down. There are shelves with things on them, but it is difficult to make up the shapes.
She gets closer to the wardrobe, checking if there are other signs that the mill was burgled.
Nothing else seems out of place.
The wardrobe seems massive, it needs a good athletics check to straighten it.
Rolls
Athletics - (1d20+5)
(20) + 5 = 25
Martha and Gray may attack if they want to.
Rolls
Single - Hit - (1d20+9)
(7) + 9 = 16
If this one is similar to the water mephit, it probably couldn't understand Common either, she belatedly thinks. The dwarf motions for the others to back away a little and give the mephit some room. She does the same. Maybe it won't be so agitated if it has more space to move after being caged for who knows how long?
Action 2: Stumbling Stance
Action 3: Step
I'm not sure how far the door is how many options would be to open it, but I'll assume it's one for each.
Action 1: Move to Door
Action 2: Open Door
Action 3: Shield Cantrip
Speaking of . . . where is the miller? Gray says looking around again.
She goes to try the door that leads to the other parts of the building from this room.
Cantrip, Detection, Divination
Cast somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Rolls
Perception (wis) - (1d20+4)
B3 - Parents Bedroom you enered
B2 - Living area where you found some scratch mark on the wall
B1 - The mill proper, you go down here with a ladder from the top of B1
B4 The room Hix ope, it is a girl's room, probably their child.
Rolls
Perception (wis) - (1d20+3)
(13) + 3 = 16
Perception (wis) - (1d20+4)
(4) + 4 = 8
Hix: Perception (wis) - (1d20+4)
(1) + 4 = 5
Gray
Rolls
Perception - (1d20+5)
(18) + 5 = 23
EDIT: Ah, figured it out, that was probably sent via private note.
Grey is the first one to see them coming down (23), Hix is not far behind (22), Spiders (14), but Martha was certainly engrossed in some amazing vegetable because she did not see them until they began to fight.
So Grey & Hix may do something before the spiders finish their descent and attack.
Rolls
Hix: Perception (wis) - (1d20+4)
(18) + 4 = 22
Gray Nestoridae: Perception - (1d20+5)
(18) + 5 = 23
Martha Barns: Perception - (1d20+4)
(3) + 4 = 7
Perception - (1d20+7)
(7) + 7 = 14
Rolls
Single piercing melee vs Martha - (1d20+9)
(7) + 9 = 16
Attack web 1-2 gray, 3-4 Hix - (1d4)
(1) = 1
Web attack vs Gray - (1d20+7)
(7) + 7 = 14
Action 2: Stride
Action 3: Interact (Close the door)
They are back in the mill proper.
About the orchard, it is already nearing the middle of the night, all this poking around trying to discover information took some time.