Part 1: No Business Like Show Business

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Jan 24, 2025 12:21 pm
Fallenta shakes her head. "No, you won't need anything special."
Jan 24, 2025 4:04 pm
Bekassine ask "Hypothetically, is it alright to hurt an actor, if we heal them later?" as soon as the words are out of her mouth, Fox gives her a disapproving look. "Oh fine, nevermind then"
Jan 25, 2025 8:19 am
Horace raises an eyebrow. "Interesting set-up you've made for us here," he remarks, "I hope we do not disappoint." He gestures to the doors with the number '1' on them. "Looks like we know where to start, friends."

He steps forward and attempts to open the doors.
Jan 25, 2025 9:28 am
The theater’s foyer appears in pristine condition with thick blue carpet on the floor and shining crystal chandeliers hanging from the ceiling providing soft lighting. Sweeping staircases lead upward in both of the foyer’s southern corners, rising to an arch obscured by a thick purple curtain. The foyer contains numerous displays of theatrical paraphernalia, including miniature stage sets depicting a burning volcano, a score of mangy costumes (including a pantomime horse) displayed on mannequins, and even a pair of ten-foot poles that lie on the floor as if forgotten. To the north stand three doors. One near the west side of the foyer is marked with a glowing silver number two and an animated painting of a burning sailing ship, while another near the east side is decorated with a glowing silver number three and an animated painting of crows flying in a cloudy sky above a gloomy prison. Directly opposite the entrance, a double door adorned with a glowing silver number four bears an animated painting of an army of pixies fighting a dragon. Flickering images of burning nets stretching from the west door and iron chains stretching from the east door appear to wrap tightly around the central door.

Once you are ready, you head through the door marked with the number two. This room appears as a section of a sailing ship’s hold. Above, an iron-reinforced wooden hatch provides glimpses through its bars of the sky above—along with plumes of smoke, tongues of flame, and cries of terror, as if one were peering up from the cargo hold of a burning ship. The east and west walls are cluttered with shelves on which hundreds of objects have been crammed with countless alchemical tools and strangely labeled bottles (empty, full, and all stages in between) of various shapes and size. One great bottle—an enormous carboy—has an open top. Here and there between the shelves, gaps in the wall reveal portholes that look out over a rough ocean with no land in sight.

As you enter the room, Fallenta’s voice speaks to you while glowing words in Common manifest around the enormous carboy. The message repeats the following. "Your ship burns! Somewhere among these chemicals lies a solution. Fill the carboy with the right chemicals and assemble a method of dispersal! Move quickly!"
OOC:
Extinguish a Fire

In this two-step challenge, both of the following steps must be completed (in any order) for the challenge to be completed successfully. Upon completing both steps, the disperser appears to spray liquid all over the fires, extinguishing the flames entirely.

Mix the Right Chemicals (1 minute): A PC selects the correct combination of chemicals and mixes them in the carboy by attempting a DC 25 Crafting check or a DC 30 Arcana, Nature, Occultism, or Religion check.

Success: The fluid glows silver as the chemicals are correctly mixed; this step is completed.
Failure: The fluids quickly evaporate, but a PC can try to Mix the Right Chemicals again to get it right.
Critical Failure: The fluid glows red and then creates an illusion of a (harmless but startling) explosion to indicate to the PCs that they’ve automatically failed the challenge.

Craft the Disperser (1 minute): A PC begins to build the disperser from parts found in the room by rolling a DC 25 Crafting check to earn Victory Points. This step can be repeated multiple times; once the party earns 3 Victory Points, this step is completed, and the resulting object glows silver, but if the party ever drops below 0 Victory Points, the resulting object glows red, indicating they’ve failed the challenge.
Jan 25, 2025 3:20 pm
Ramank is quick to react, and goes to look over the chemicals. He attempts to aid his companion in finding the right combination.
OOC:
None of those are Ramank's best skills, but will try to aid for someone to do the first check.

Rolls

Arcana (Int) - (1d20+14)

(2) + 14 = 16

Jan 25, 2025 3:49 pm
Aurelia starts with the shelves on the east wall, dragging her fingers along the various bottles and tools as if her digits might decide for her. Selecting two bottles and an object that would fit the length of the carboy as a mixing tool.

"We are stranded with no land in sight! May the gods help us!" she cries in her best panicked acting voice. Her arms exaggerate her movements as she pours and stirs with a dramatic flair.

"Oh dear! I'll try again! It must work, it must!"

Aurelia feigns an overly delighted relief as the fluid glows silver and the ship is saved.
Last edited January 25, 2025 3:52 pm

Rolls

Crafting (25) - (1d20+18)

(2) + 18 = 20

Crafting (25) - (1d20+18)

(8) + 18 = 26

Jan 25, 2025 7:07 pm
Bekassine is startled for a moment before remembering that this was an illusion. She looks around as the other start working and says to Fox; "Normally we would just try to calm the flames with a spell, but it's been a while since we've built something fun, hasn't it little one? Fetch me anything you thing would be useful, and let's get to work." as Fox starts rummaging, Bekassine starts making some sort of anti-fire delivery system.
OOC:
edit: ugh, did we start with any hero points?
gonna reroll that one. . .
Last edited January 25, 2025 11:14 pm

Rolls

Crafting (Int) - (1d20+19)

(2) + 19 = 21

Crafting (Int) Hero Point reroll - (1d20+19)

(7) + 19 = 26

Jan 25, 2025 9:23 pm
OOC:
You may each start with two hero points.
Jan 27, 2025 6:08 am
"Oh, well this is interesting! Let me see what I can make of these chemicals while some of you work on something to disperse the compound!"

He steps to the shelves and starts looking over the various containers and their contents, hemming and hawing over what he finds and gathering things that might do the trick.

Rolls

Occultism (Int) - (1d20+18)

(16) + 18 = 34

Jan 27, 2025 11:45 am
Horace and Ramank work together to mix the right chemicals while Aurelia and Bekassine craft the disperser. The disperser rises into the air and appears to spray the chemicals all over the flames, dousing them entirely! The illusory fire and smoke fades away. When you return to the previous room, you see that the burning nets that once extended from this door to the central door have vanished.

Once you are ready, you head through the door marked with the number three. This gloomy chamber is lit by a few fitfully burning candles within strategically placed wall-mounted holders. Between the candles, thirteen small wooden dovecotes have been mounted to the walls. Each has been carved with oddly unsettling facial expressions, so that any birds coming and going from the shelters give the impression of being eaten or spat out of gaping mouths. Brief glimpses of something dark moving within each imbue the room with the sensation of being watched from all sides. In the room’s center stands an impressive iron statue of a four-foot-wide turtle, its eyes closed and its shell adorned with three small brass-ringed plates, each of which bears a numbered dial.

Fallenta's voice speaks as you enter. "You’ve escaped prison, but final freedom lies within a slumbering toothsome guard. You are watched on all sides, but stealthy shellback work might go unseen."
OOC:
To succeed at this challenge, the PCs must retrieve a prison key found within the turtle statue without alerting the 13 guardian crows that lurk inside the wall-mounted dovecotes. If the PCs examine the turtle statue, they’ll see that the three plates and dials on its back comprise a complex locking mechanism, and clever hinges seem to run along one side of the shell. There’s only one step to this challenge, but it must be repeated several times in order to build up enough Victory Points in order to get to the key inside the turtle.

RECOVER THE KEY

To complete this challenge, the PCs must attempt to Open the Turtle multiple times. Before the PCs begin, inform them that each attempt to do so without taking a full minute to carefully perform the check has a greater chance to wake the crows. These attempts earn Victory Points; once the party earns 6 Victory Points, the challenge is completed. If the party ever goes below 0 Victory Points, the surrounding dovecotes emit red light from within, and they fail the challenge.

Open the Turtle: The PC can attempt to Force Open the turtle with a DC 30 Athletics check, or to either Disable a Device or Pick a Lock with a DC 30 Thievery check.

Going Fast [one-action] or [two-actions]: This allows the party to attempt to Recover the Key multiple times in a round, with each character potentially attempting their own actions each round, but as soon as any attempt results in a Critical Failure, the crows automatically waken, and the PCs fail the challenge.

Going Slow (1 minute): Only one character can attempt to open the turtle at a time, but others can Aid their attempt. Each attempt to do so takes 1 minute, but there’s no chance of accidently awakening the crows, making it a safer option but potentially using up valuable time to do so.
Jan 27, 2025 1:24 pm
"I got this!" Ramank says with a smile, pulling out a set of thieves' tools.
OOC:
Have we been given a time limit? And Ramank is Master at Thievery (+22). He'll want to do it quick, unless someone urges him to slow down.

Edit: Hero Pointed

Edit 2: D'oh! :P
Last edited January 27, 2025 1:25 pm

Rolls

Thievery (Dex) - (1d20+22)

(4) + 22 = 26

Thievery (Dex) - (1d20+22)

(4) + 22 = 26

Jan 27, 2025 1:39 pm
"We did it!" Aurelia claps her hands once with glee, very proud of herself and the team. "But oh dear. I don't think I will be of much use for this next test. Not my forte but I will help in any way I can."
Jan 27, 2025 2:06 pm
Furmyr says:
OOC:
Have we been given a time limit?
OOC:
Yes, Fallenta has given you 30 minutes to complete all of the challenges.
Jan 27, 2025 5:06 pm
"Crap on a stick," Ramank whispers, having a bit more problem than he expected. He'll keep on trying. Trying to keep speed in mind.
OOC:
Rolling for a few rounds at a time here. So I won't slow down the game.

Edit: Hero Pointing round 5, will take it back if we finish it before this round.
Last edited January 27, 2025 5:06 pm

Rolls

Thievery (Dex) Round 2 - (1d20+22)

(6) + 22 = 28

Thievery (Dex) Round 3 - (1d20+22)

(18) + 22 = 40

Thievery (Dex) Round 4 - (1d20+22)

(19) + 22 = 41

Thievery (Dex) Round 5 - (1d20+22)

(1) + 22 = 23

Thievery (Dex) Round 5 Hero Point - (1d20+22)

(6) + 22 = 28

Jan 27, 2025 5:20 pm
OOC:
I donb't suppose we can retroactivly try to aid Ramank?
Also, did Fallenta say whether or not we could use magic?
Jan 27, 2025 7:42 pm
OOC:
You may Aid, yes. The DC to do so is 20, so if you get a 30 or higher, you will add enough to allow him to succeed by round 5. And yes, you may use magic or any other special means at your disposal.
Jan 27, 2025 7:52 pm
Bekassine looks around the room, while Fox softly growls at the faces on the walls. "Hush now Fox. This is not my area of expertise so I'm glad the rest of you are here. I'll help however I can." She then cast guidance on Ramank, then tries to help him crack the turtle puzzle.

Rolls

Aiid - (1d20)

(20) = 20

Jan 27, 2025 8:24 pm
With Bekassine’s assistance, Ramank wastes no time in getting the turtle's shell to swing open, revealing a comically oversized key that glows silver. The illusion fades, and when you return to the foyer, you note that the chains that once extended to the central door have faded, granting access to it. You pass through that door now, marked with the number four.

The "walls" of this chamber consist of densely packed tree trunks and undergrowth, with the ceiling fifty feet above revealing a full moon in the night sky. No obvious exits lead from this room, save for the double doors that provided you entry, which from this room appear to be strangely set into the sides of a particularly thick wall of tree trunks. Many of the trees and foliage still burn. The scorch marks marring the ground suggest that the immense dead dragon sprawled along the north a mere ten feet from those doors has only recently been slain, while the charred bodies of equally unfortunate dead pixies lie strewn all about, giving the impression of having just missed the end of an intense battle in which neither side won.

Fallenta's voice speak. "The spirits of this recent battlefield shall rise in but three minutes! Quell their rage and soothe their fear with threats, promises, lies, and song!"

As soon as the introduction is complete, ghostly images of tormented pixies start to claw their way up from the bodies, while the dead dragon to the north begins to twitch and shudder, an unholy fire kindling to life within its many wounds.
OOC:
To prevent these bodies from fully rising as (illusory) undead, the PCs must speak to them and convince them all to move on to their afterlives.

Administer Last Rites

Checks to Administer Last Rites earn Victory Points. Unlike the previous challenges, this one is timed—the PCs have only 3 minutes to earn the 6 Victory Points they need to succeed at this challenge.

Tricks and Treats (1 minute): A PC tries to quell either the pixies’ spirits or the dragon’s spirit by attempting a Deception or Performance check to trick or entice them to move on to the afterlife. Against the fey, this is a DC 28 check, but against the dragon, it’s a DC 32 check.

Kindness or Cruelty (1 minute): A PC tries to quell either the pixies’ spirits or the dragon’s spirit by attempting a Diplomacy or Intimidation check to beg or threaten them to move on to the afterlife. Against the fey, this is a DC 32 check, but against the dragon, it’s a DC 28 check.
Jan 27, 2025 9:31 pm
"Friend of yours, Yarth?" Aurelia asks jokingly. But then she realizes maybe that could play into a scheme.

"Hello, beautiful dragon. We love dragons and believe you to be one of the finest if not THE finest creatures in all the worlds. As proof of this, we have our very own dragon! See him there?" she asks dancing and twirling to where Yarth is.
OOC:
I hope it's okay to "borrow" Yarth for a moment by pointing him out.
OOC:
Bah! Missed it by one!
Last edited January 27, 2025 9:34 pm

Rolls

Performance (Kindness) - (1d20+22)

(5) + 22 = 27

Jan 28, 2025 9:29 am
Ramank sees Aurelia use Yarth in her attempt to sooth the Dragon and so decides to focus on the fey.

"Leave this realm, return from where you came from!" Ramank urges the fey spirit. "Or you will be stuck here in half form for all eternity or until we are forced to kill you. We've dealt with worse than you, so save us the time and leave!"

Rolls

Intimidation (Cha) - (1d20+23)

(13) + 23 = 36

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