Eranahu
|
"Everything is a little off here. Oh, and no more mentioning Azure while we are here, lol. That definitely seems to be a trigger. At least these guys shouldn't wake up until we are gone. Shall we start tracking?"
Tazra
|
Tazra also observes the tracks, trying to figure out what might have happened.
Survival?: 1d20 + 4 ⇒ (14) + 4 = 18
"Agreed, we should probably avoid mentioning him." Tazra sighs. "I was hoping to ask one of the residents here for their side of the story; we have no guarantee that Azure was telling us the whole truth. But it seems unlikely that will be possible."
Boom Sticks
|
”What?! The Knights of Azure are bold and brave! We should not be afraid to name our patron! Besides, we might not be able to complete our noble quest if we don’t get to the bottom of the mystery.”
Umbaraki Kulgursson
|
Umbaraki nods gratefully at the recently acquired samples. He muses over Eranahu and Tazra's concerns about naming their patron, and lifts up what he believes to be an appropriate compromise.
"We need not lie. We can speak of our goals without naming Azure, at first.
Naming them specifically is a bell that cannot be unrung."
| GM Roxxie |
There is no evidence of Vari's claim, and everyone's mind feels they are getting a true representation of the first world. No one is able to make much of the tracks at this point, for as soon as the group begins wandering in the Whirlwood, they quickly escape the flash-frozen atmosphere. All of Daisag's tracks disappear, though that may easily be overlooked, as the first world's true nature is roaring all around the party.
As soon as the group is outside of the flash freeze, a clear, hard line in the path, it appears to be spring, and pollen hangs thick and heavy in the air, making breathing and speaking difficult.
A few seconds later, winter is back and, though not the flash freeze they had came from, the ground is slicked with a thin layer of ice.
In a flash, winter is gone. Plants grow rampant, covering everyone's feet and slightly hindering everyone. This most resembles summer.
The season rotates back to spring after about 30 seconds, with pollen covering everything, then four seconds later, leaves shrivel and fall off the tree, and winds kick up to a bothersome pitch, clearly indicating fall.
The seasons seem to shift at random, and very quickly to boot. As the group looks through the woods, they see that the natural inhabitants are unbothered and unhindered by the rapid changes, however they are bothered by the flash freeze coming from the rift.
No matter which of the many branching paths the group takes, they always wind up in a clearing called the Heartgrove. No matter the season, the air above this grove dances with multicolored sparks that orbit slowly around a massive mound of prickly vegetation and mulch. A cluster of gnarled, leafless trees rises from the heap. Instead of bearing fruit, the trees bear fat, round bindle bags, each tied closed with silvery rope. Five extinguished campfires dot the grove, each positioned near the mouth of a separate trail.
There is an optional encounter here we are going to skip to ensure we are finished before PbP Gameday. We are on slide 7
There are a dozen bindle bags in total, each secured by silvery drawstrings and hanging 10 feet up in the trees. The exterior of each bag is slightly different, though nine of the twelve appear to the group as intangible colorless blobs.
One of the odd bags is very clearly Azure's, as it is literally dripping with bright, multicolored liquid that looks very similar to the tears Azure was crying.
The second unusual bag is larger than the others. It is making sounds of merriment and camaraderie.
The final strange bag is covered with reddish grey fur and is... growling? Yes, indeed, this bag is emitting animalistic noises.
These three bags all draw the attention of the group.
Concordance members suspect that the glittering, floating motes all around them relate to elemental energies that power the Whirlwood's seasons. You feel you have plenty to take back if you choose not to burden yourself with yet another offering to Ashasar, yet these would be simple to gather, only taking several minutes to do so.
The campfires that dot each entrance don't look entirely fresh, but they have been used within the last few days.
Please move your tokens as you explore this clearing, and let me know if/how you intend to take which bindle bag.
~Grimaldi
|
Grimildi slides from her friends back and moves to the nearest camp fire. She kneels down nearest and examines, it.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Tazra
|
The rapidly-changing seasons make Tazra feel dizzy. How do the people living here stand it? She warns the rest of the group, "Be careful. Combat would be tricky here, with each season having its own perils. I suspect that winter would make movement difficult, spring would make casting spells difficult, summer would make close-quarters combat difficult, and fall would make ranged attacks equally difficult."
When they reach the Heartgrove she approaches the grove of trees in the center, although she doesn't touch anything just yet. Instead she looks around for any signs of the people who created the campfires.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
| GM Roxxie |
The fires are long cold, and the only signs of life are that of wilderness.
The inner trees of the Heartgrove don't have many tracks at all, the soil there seems to be avoided by all but scant few wildlife.
Eranahu
|
Eranahu gets himself into position to where he thinks he can see most everything. And he touches nothing yet. He has a bad feeling about this.
"I have a bad feeling that when we touch Azure's bag, hehe, things are going to go sideways. It might be one of those grab and run deals.
What about those other two bags? They seem to have been stolen from someone, or something, as well."
That mound of plants in the middle looks an awful lot like it will turn into some kind of giant vegetation monster in clobber us. Better stay back.
Umbaraki Kulgursson
|
Umbaraki too suspects some sort of trickery, and casts his mind back through the sagas he had learned as a youth for any clues to what the fey might intend...
Knowledge (nature): 1d20 + 6 ⇒ (16) + 6 = 22 Mainly looking for Fey Lore
Boom Sticks
|
"Woahh! This is totally weird!" Boom Sticks cycles through the seasons like the other flora. In 'summer' they look larger, their vines thick and heavy; in 'spring' they're covered in blooming flowers from 'head' to 'foot'; in 'autumn' all the flower heads fall off and in 'winter' Boom Sticks looks thinner, as though his sap had receded.
"Oh no! What if I'm aging with the seasons' passing? I could be a withered stump by the time we get home!"
In spite of their fears Boomy nevertheless collects the elemental motes; they also reload their blunderbuss with cold iron pellets.
"Well there's Az - ahem - you-know-who's bag. The other ones are noisy. I doubt that's good. Especially the growling!"
Boom Sticks gives the growling bag a wide berth and moves closer to Azure's colours.
perception: 1d20 + 6 ⇒ (12) + 6 = 18
~Grimaldi
|
Sitting on her heels next to the fire Grimaldi looks at the others, "Do you think we should light the fires?"
Eranahu
|
"Oh, like some kind of ritual. It certainly couldn't hurt, and it's a much better first move than grabbing a bag. Good thinking Grimaldi,
I'll cover you." Eranahu says with a wink.
now why didn't I think of that? This girl's got a level head on hey shoulders.
bow out with a readied action to attack any hostile threats.
~Grimaldi
|
The Druid nods at the archer, 'Nice kid'. she looks at the others, particularly the odd dwarflike being, before proceeding.
| GM Roxxie |
I'll give everyone a chance to move their tokens before the next thing happens. I'll post that by the end of the work day
Oh Eranahu, how'd you know that the optional encounter was a plant creature? Lol
Umbaraki, I don't think there's anything the scenario specifically gives me I could share for that, but I'll say you've heard different legends of 'wild hunts' that serve the various Eldest, but in all the tales their prime duties usually was to guard something.
With all the examination of the fires, you notice that all but the one you came from have seen use within the last day or so. All of them have seen regular use for a long while. You would have time to light maybe two of the fires before the next thing happens
The more Boom looks at the bags, the more he gets the feeling these each contain something taken from someone or some thing, though the 9 that don't stand out are probably mundane things. Boom Sticks begins gathering motes but doesn't get very far before...
Insert suspenseful music here
Vari Varjo
|
Vari approaches the bag that bubbles and giggles with joy. Whether or not this could be a good offering, I want to find out what's inside this one! She pulls out a grappling arrow and some silk rope, then asks for assitance. "Anyone have a bow? We can try to catch the bag with this and pull it down." Why do I have this arrow when I don't have a bow?!? I feel smart....
| GM Roxxie |
I apologize, I'm assuming you mean the second bag Vari? Think like, tavern brotherhood camaraderie, jovial brotherhood, etc.
Tazra
|
Tazra goes over to Vari. "I have a shortbow, which should work with your grappling arrow. I don't know if it's a good idea to grab and open random bags though." She looks up at the bag. "Unless opening them gives us the means to return what was stolen..."
| GM Roxxie |
Everyone hears the thunderous drone of a hunter's horn, heralding the arrival of the Whirlwood wild hunt. Each of four hunters enter simultaneously from a separate path, except for the path that you arrived from.
“Outlanders and thieves!” declares a muscular man with goats’ legs and glowing green eyes. Casting back his cloak to reveal curling horns atop his head, he continues, “We of the Whirlwood wild hunt do hereby doom you unto death!”
From another quadrant of the grove, a furry scout pipes up.
“Clortho, please. For all we know, they have been sent here by Ng,
or another one of the Eldest.”
“Ssstuff it, Ronronne,” hisses a third hunter, “Why can’t we just agree to have a good old fashioned hunt, yess?”
“Because, Xox,” says the wolflike fourth, “we cannot hunt without our full complement. Where is Daisag?”
Clortho is a faun, Ronronne is a catfolk with a rat's face and ears, Xox is (I assume) a nagaji with spider's eyes, and the final is a rougarou with fethers in odd places. In their bickering, you find the rougarou's name is Garow.
I have no idea how to convey this in game. You can try to bluff, diplomacy, or intimidate, or you can initiate combat while they're bickering amongst themselves, or you can do nothing. Any of the three skills can be tried once and only once, and once one succeeds that is the set path.
Eranahu
|
Having not been around anyone other than his family members for much of his life, and thus lacking the aforementioned skills, Eranahu will continue to keep his trap shut and his action readied (targeting Clortho if given the option).
This is not going to end well. Boom, do not mention Azure. Nobody say Azure.
| GM Roxxie |
Que an intimidate check by the "KNIGHT OF AZURE!" But really, does Eranahu consider Clortho hostile just yet? Or is the action readied against actual attacks?
Eranahu
|
I'm going to give my friends an opportunity to talk them down.
If that seems to fail, or one of them takes a threatening action, i will loose. Clortho just seems like the most likely candidate for such an action.
Tazra
|
Tazra smiles, trying to look as non-threatening as a half-orc with a greataxe can. "Greetings Hunters. We came to investigate the strange portal that is connecting our worlds, and to see if we could find a way to close it. To ensure no further intrusion upon your forest."
Diplomacy, Inspiration: 1d20 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10
Dice, this is a completely different character. Why am I still rolling horribly for diplomacy?
| GM Roxxie |
Sulana apparently wanted to say hi! That's fantastic.
Xox glares through his spider eyes and spits. "Be quiet prey, sssssssome of us have a hunt to plan! It'ssssss been a whhhhile."
"We're not planning anything without Daisag, Xox!" Growls Garow.
Ronronne purrs, much as a cat would, and says, "Garow, maybe these folks can help us to work together again!"
The bag that Vari and Tazra was eyeballing cheers audibly.
Clortho still glares at the assembled group of outsiders, but remains silent.
Diplomacy is out. You can bluff to help them come together as a hunt, or try to intimidate them down from attacking.
Eranahu
|
Looking around at his group, trying to figure out what they are thinking, Eranahu decides maybe he will threaten them if someone else can't use the right words so that we can all work together and get out safely.
| GM Roxxie |
I'd like to add:
Vari Varjo
|
"Diasag is that way..." Vari bluffs, pointing back the way from which they came. "She sent us in her stead to make sure that the hunt happened."
She shuffles back and forth on her feet in a sort of nervous gesture; quickly and quietly, she summons insight with her psychic power, along with help from the shadows granted to some wayangs. "We asked if we should send her regrets, but she just laughed! She said you'd understand; I hope you do? Does that mean that we take her place in the hunt, or how does this work now? Diasag wasn't very helpful."
Casting burst of insight as an immediate action for a +8 enhancement bonus to Charisma for this check; also using shadow speaker as a free action for a +3 insight bonus on the check
Bluff, burst of insight, shadow speaker: 1d20 + 6 + 4 + 3 ⇒ (13) + 6 + 4 + 3 = 26
After speaking, she just stands there a little dumb, as if she can't focus well. Vari is dazed for 1 round after casting burst of insight
Boom Sticks
|
Well I was going to give the ol' Knights of Azure intimidate a go - but Vari's got some style with that bluff ;)
Boomy is about to open his mouth and tell the Wild Hunt that they can't possibly best the noble Knights of Azure, and that they can verify this by viewing their comrades battered, burned and unconscious form just over yonder, when Vari hits 'em with a tall tale.
Boom Sticks blinks, and nods solemnly.
Tazra
|
Hearing the hunters speak more, Tazra frowns. She looks up at the bindle bag Vari had been interested in. Aren't those the same voices?
"Garow, maybe these folks can help us to work together again!"
Horror washes over her, along with a sudden surge of anger. This 'Eldest'...did he steal their friendship?! She can't imagine how such a thing could be stolen, but then again, she can't imagine how you could steal colors either. And it certainly seems like any camaraderie once shared by the hunters is now trapped in the bindle bag.
She thinks hard, trying to figure out if opening the bag would be enough to restore it to them.
GM, could I do a Spellcraft check here? If so:
Spellcraft, Free Inspiration: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (4) = 23
| GM Roxxie |
| 1 person marked this as a favorite. |
Tazra, you will get your answer, but it is my understanding that to identify the properties of a magic item, you must first cast detect magic or identify before making a spellcraft check.
Ronronne purrs with delight, despite her rat-like face. "I knew someone would be able to help us!"
Clortho grumbles. "I thought The Lantern King said we could only reclaim our camaraderie if all five of us reached in the bag while we thought about what we had done like we were two year olds!"
"Yesssss, and we are forbidden from taking the bag oursssselves anyhow," Xox hisses.
Garow eyes the group. "I take it Daisag has abandoned us? Maybe the four of us can go on without her..."
"Of course we can, Garow! Surely this group of people know how to work together and can teach us how to be one again!" Ronronne is relentless, and the others, though suspicious, will allow the group to try to teach them to be one again. The bindle bag cheers again.
Everyone needs to discuss how they would like to teach the wild hunt how to work together again. The book suggests guiding the hunt through an obstacle course and teaching them a complicated song, but also gives me freedom to reward good roleplay and/or creative solutions. Feel free to suggest associated skills to be used with your suggested solutions, but I'll ultimately decide what skill will be rolled. Creatively used spells can be substituted for skill checks. Ultimately there needs to be two successes. If three people agree on any given idea and who should do it, I'll go ahead and ask for the roll.
Tazra
|
Thanks GM, I forgot about that rule. Note to self: get identify in my formula book asap.
Tazra stares at the bickering Hunters. Speaking slowly, she asks, "So you can't retrieve your bag. What if we retrieved it for you? Couldn't you just...reach in and regain your camaraderie?"
We'd have to revive Daisag first, which would cause complications, but...leaving them like this isn't right.
Eranahu
|
Eranahu listens to the former companions argue and tell the story comes out. Tazra voices her thoughts before Eranahu has finished contemplating the situation, but then he responds, "I think that we need to give them a demonstration of camaraderie. We need to accomplish some sort of task that takes group work. Reaching in the bag wouldn't quite cut it.
Perhaps if I were to use Vari's arrow to grapple the branch that one of the bags happens to be tied to and Boomy climbs up the rope with someone aiding him, like we did earlier. Them he could toss it down to one of us to catch it. What do you think?"
Eranahu seems hesitant in his suggested scenario at first, The more of it he starts to describe the more excited he gets.
Boom Sticks
|
"Good idea Eranahu! We're a team!"
Boomy's best skills are climb, acrobatics, and stealth. Oh, and enthusiastic use of black powder :o
Umbaraki Kulgursson
|
Umbaraki gives an unconvinced grimace at the idea of yet more acrobatics and bouncing around, but makes sure to listen to his companion's ideas while he asks the Hunt, "What was it that sundered your hunters' bond?"
| GM Roxxie |
So we've got two votes for climbing, one more to confirm and I'm assuming Boom will roll it! Though one of the hunt will point out a not-so-sacred tree. ;D
Clortho huffs. "The Lantern King stripped us of our bond when we offended him or something. He never would tell us what we did, and, being the Eldest of mischief, he put it right here where we are tasked to guard."
Ronronne frowns. "And we would need Daisag here to try what the green-skinned one suggests." She motions to Tazra. "And, hardest of all, we would all have to agree on what we did and how it was wrong. Rather hard to do when we don't know."
"Clortttthhhhhooooooo, Ronronne, shut it! You've said too much!" Xox hisses.
I'd like to give anyone a chance to shine with any skill they'd like to, so long as they can tie it in with good roleplaying.
Tazra
|
Tazra walks over to Grimaldi and Eranahu. In a very low voice, she says, "These people seem to be as much victims of the Lantern King's idea of 'punishment' as Azure. I think we should try to help them as much as we can. Grimaldi, would you be willing to go back to the lake with me? If you could heal Daisag, we might be able to talk her into cooperating. No harm in trying. In the meantime, Eranahu, you and the others could start demonstrating camaraderie like you've suggested."
| GM Roxxie |
"These people seem to be as much victims of the Lantern King's idea of 'punishment' as Azure.
Just to be clear, Ng is the one who punished Azure, and The Lantern King punished the wild hunt.
Oooooo, wow that goes off-book, but I love it! Keep in mind you left her tied up on the edge of a frozen lake stable but bloody beaten to a pulp, and that she refused to listen to reason. I only say that much upfront because the book limits me to skill checks or cleverly used spells as a means of "restoring" the hunt's camaraderie. I'm so sorry Tazra =(
Tazra
|
Huh. Tried to edit my post and it disappeared. Oh well, it got taken care of anyway.
Eranahu
|
I was just about to suggest going back for Daisag as well. If She doesn't want to cooperate, we could just leave her there. But, if work a cleverly used skill check to convince Daisag, we tell her that we are here with her friends trying to help..
| GM Roxxie |
The other big thing is, I feel we could roleplay it out really well and try it, but the book basically expects every group to go murder-hobo on Daisag.
OH. Ok, I figured it out.
Tazra and Grimaldi quickly find they do not know how to leave the Heartgrove. They walk a short distance down the path only to end up re-entering at the same spot.
The entirety of the wild hunt gathered here snickers.
"You really are outsssssssiderssss," chuckles Xox
| GM Roxxie |
You made the effort to tie her up and heal her and I didn't mention any of her belongings, my bad on that one.
Tazra
|
Tazra blinks in confusion. Weren't we just...? At the laughter of the wild hunt, she quickly realizes what must be going on. Some magic must be twisting us around.
Politely, she says, "I was going to see if Daisag would be willing to join us, but it seems that's impossible. So perhaps we should get started with a demonstration of how cooperation helps us successfully climb a tree and retrieve an object?"
~Grimaldi
|
Grimildi nods to Tazra, "I am happy for the guidance, my appologize the First Word has me off balance."
| GM Roxxie |
Garow speaks, "Fine, show us your way of teamwork, but climb this tree." He points to one away from the center of the Heartgrove.
Boom sticks can climb, and anyone can aid-another. I've circled the tree and moved Boom, anyone wanting to aid needs to move their tokens as well.
In the background, the seasons still swirl, and while the party is still adjusting to it, the wild hunt seems completely unbothered by the rapid changes.
Tazra
|
Tazra moves over to the tree, pulling out her journal as she does. She quickly writes something on a blank piece of paper, rips it out of the book, and pokes an arrow through it. She draws her shortbow and fires the arrow (message attached) at a sturdy branch about 15 feet off the ground.
Ranged Attack?: 1d20 + 2 ⇒ (18) + 2 = 20
"Alright. Let's say that is an important message that we need to retrieve, and we'll have to work together to get it down. Eranahu, I liked your plan of how to do that. Vari, do you still have your grappling arrow?"
Boom Sticks
|
"Good shot, Tazra. BOOM! Now give me a boost up Eranahu!"
climb check, rage: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Sweet. Top o' the tree :)
Boom Sticks focuses his nature spirit soul and becomes one with the flora of the First World, almost levitating up the rope as the native plant life practically passes him vine-over-vine till he reaches the top.
Still want some Aid rolls to show teamwork and cooperation though I reckon.
Vari Varjo
|
Vari brings her grappling arrow and rope over, handing it to Tazra.
"Watch how we do this together, oh great Wild Hunt!" She does what she can to assist Boomsticks with any climbing.
Climb, aid: 1d20 + 0 ⇒ (20) + 0 = 20
Eranahu
|
Eranahu gives Boom a rhetorical assist as well.
aid: 1d20 + 1 ⇒ (9) + 1 = 10
"You've got this Boom! Man, Look at him go!"
High fives Vari.
"Tazra, I am a proclaimed archer, and I couldn't have made a better shot!"