Nina Jaribu
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Nina holds the three items. "We should take all three, we won't know which spirits like which ones."
Nina is ready to head out.
Master Jeeves
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When Nina mentions taking all three relics, Jeeves nods and turns to Kukuha, "You said you believe these relics are unrelated to our repairing the gates. My apologies, but since you showed them to us, do they not hold some significance?" Jeeves agrees with Nina about taking them just in case.
Can we make any Recall Knowledge checks on the relics?
Continuing to the tengu, Jeeves adds, "Approximately how long a journey is it to each of the gates from here?" Curious if it's a matter of hours, or days.
Kamil Durus
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Society DC18: 1d20 + 6 ⇒ (12) + 6 = 18
Have you seen that the building style of the fortress is similar to that of older structures in Sakakabe? Both must be linked or the relics you found could be related to the soldiers that were stationed here a long time ago.
Listening to his comrades he adds
Yes, lets take everything. If necessary we will stop here to tell you what we found or encounter and report of our progress!
Kamil is ready to go.
Nina Jaribu
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There are three items (tile game, chopsticks, animal stamps). These are not the "ritual focuses". We don't know what they're for, presumably to appease someone/something we find along the way. There are three rituals for opening the gates, each with a "ritual focus" (which I don't think is a physical object). Then there are three statues that guard each of the three gates, which will presumably attempt to murder us if we don't deactivate them.
MugVug
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MugVug looks at the statues, back at the items, up at Kukuha and then at the ruins...
Oh...kay...have you encountered any of the bloodthirsty, ancient, evil man-eating warrior ghosts? Are they in the ruins? Or are they in these gates you talk about? Have you seen any of them? You look okay, what have you done to protect yourself against them?
GM Dinketry
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Kukuha looks between the party, cocking her head in confusion.
"Those relics of the Kayajima warriors are bits of leftover paraphernalia, nothing more," the tengu replies. "I will show you the ritual focuses that you'll need for each of the ritual gates." She gestures at the single statue at the head of the fortress. "Luckily, there's only this ONE statue, so I don't think you'll be encountering evil ghosts. The spirits here are curious, as I have stated, not malevolent."
Kukuha gestures to a sapling planted within a clay pot, a brownish-green stone double helix sculpture, and a crystalline prism. "These are the focuses for the three ritual gates. I can give them all to you now if you'd like, but of course, you're welcome to travel back and forth between this place where I will remain. It shouldn't take you more than an hour's walk to reach each of the sites."
Nina Jaribu
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Nina's not taking any chances. She's hiding behind Grum the whole way there.
GM Dinketry
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Nina's not taking any chances. She's hiding behind Grum the whole way there.
The whole way....where?
Master Jeeves
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Jeeves offers, "Our host mentioned the Makuzen Forest, Airishin Cove, and Soruseiji Peak in that order. Shall we head to the forest first?" He adds wryly, "Besides, the forest was so good to us on the way here...."
Even the scenario's title suggests the Mountain (Forest) before Sea (Cove) and Sky (Peak). :)
Turning to Kukuha, "So we need a ritual focus for the Forest Gate? Is that a kind of spell?" Once we have that, Jeeves follows Grum and Nina out of camp.
GM Dinketry
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Kukuha breathes in at Jeeves’ question, then breathes out slowly.
”Master Jeeves, I’m not sure you’re hearing me at all.” She gestures to the sapling, the stone sculpture, and the prism. ”As I have JUST explained, these three items are the focuses for the ritual gates.” She picks up the clay pot. Planted within the pot’s soil, the small tree bears gossamer, rainbow-hued leaves sprouting from budding branches.
“This is a rainbow cedar sapling, a magical tree attuned to the earth. It should make for an ideal focus for harnessing the power of the land.” Kukuha gestures toward the northwest. ”The Forest’s Heart Gate rests within Makuzen. Journey deep within — this little one will let you know when you’ve reached the location.”
Kamil Durus
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Kamil takes the three focus and thanks Kukuha.
Thanks for your patience. We will take care of this ritual.
Lets start with the Forest Gate. I hope we've cleared this from its malevolent creatures on our way here....
MugVug
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MugVug takes the sapling from Kukuha and holds it reverently in his hands. He looks at her with an expression of utmost seriousness.
I understand what you are saying. Forgive my companions, they can be obtuse at times. Come my friends. Let us take this youngling and bring it to the Forest's Heart!
Even though MugVug's grasp of the pot is secure, as he turns to face the gate his tail lashes out. Without MugVug even realizing it, his tail smacks the tile game sending bone pieces everywhere. One of the pieces of the game lands on a chopstick at a perfect angle sending it cartwheeling through the air. To anyone watching the entire universe seems to enter slow motion as the chopstick wheels slowly end over end, end over end, and then lands perfectly in Grum's backpack.
MugVug smiles and marches resolutely towards the gate.
Let's go!
Nina Jaribu
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Nina Jaribu wrote:Nina's not taking any chances. She's hiding behind Grum the whole way there.The whole way....where?
There!
"To the Forest!"
Grum Skoljar
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Noticing the close proximity of Nina, Grum turns and tries to reaasure her. "I'll do better. Will try to be faster next time."
For a chaotic neutral, I am finding Grum on the more true neutral or neutral good? Still not sure how I want to play him.
GM Dinketry
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Kukuha directs you to take the path to the northwest to the Forest Gate. In this direction, the forest grows dense, and as you travel, you cross gentle streams, climb up root-ridden slopes, and pass by countless trees. You spot occasional deer or birds darting between the trees, but nothing malicious like the pack of boars. Unfortunately, it becomes difficult to maintain a clear sense of direction, and when the trail all but disappears into a tangle of vines and brush, you realise that you'll need to use your skills to find your way.
I am assuming that Grum is leading you, but if not, then the lead person must make a skill check, though all others can attempt to Aid (the same check). Your choices of checks are Perception, Nature, Lore (Forest), or Survival. Pick one of those for the check (and all the Aid attempts).
Nina Jaribu
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Nina is +8 at Perception, Nature, and Survival, she can Aid any of those.
Master Jeeves
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If we're expected to Aid, I vote for Perception, since it's prob the only skill we all have. But this post applies to Nature or Survival as well.
Jeeves prepares his Harmonic Wayfinder from his Envoy's Alliance faction. He then strums his lyre and sings words of encouragement to our fearless leader.
"This trail, the one with the frost?
It looks like the path we just crossed.
.....Kukuha's direction
.....Leaves room for perfection.
Look there! We're no longer lost!
Jeeves casts Inspire Competence (use Performance to Aid).
Performance: 1d20 + 15 ⇒ (5) + 15 = 20
Harmonic Wayfinder turns Success into Crit Success, for a +2 on Grum's check.
Grum Skoljar
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Unfortunately aid bonuses do not stack like in first edition, but I am more than happy with the +2 from jeeves.
perception: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Grum leads on, trying to maintain course.
Nina Jaribu
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Aid Perception: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
GM Dinketry
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Grum steers the team skilfully ahead through the trail-less wilderness. As your team stares into the enveloping green, the solid form of a decrepit guard tower appears, long abandoned to the mercy of the surrounding forest. A crumbling staircase can be spied from outside of the square structure thanks to the roots of a sprouted cedar tree which has collapsed one of the external walls and part of the upper floor. Nothing moves within the empty testament to previous habitation.
Nina Jaribu
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Society: 1d20 + 9 ⇒ (20) + 9 = 29
"This building has an architectural style similar to the Kayajima fortress."
Master Jeeves
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As the group makes it through the forest, Jeeves looks in wonder at the abandoned tower.
Crafting: 1d20 + 12 ⇒ (9) + 12 = 21
When Nina points out the architecture, Jeeves nods and smiles, "I was about to say the same thing. Great minds, and all that..."
Approaching the structure, he studies the tree roots that collapsed part of the wall. He muses aloud, "I believe that's a cedar tree." Turning to Isfan, "Didn't Kukuha give us a cedar sapling as the focus? She said the sapling will let us know when we're close. Shall we have a look?"
Assuming the group passes through the external wall to investigate the crumbling staircase, Jeeves mutters,
"Is anything there, around the stair?"
He casts Detect Magic as he approaches the staircase.
GM Dinketry
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Jeeves checks out the rainbow sapling, noticing a faint glow to the iridescent leaves that he could swear wasn't there previously. As he casts his spell to detect magical enchantments, he notices a mild glow of primal magic from the sapling. He notices no such glow from the tower.
Master Jeeves
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Jeeves excitedly says, "The leaves! They're glowing!" With the group's permission, he holds up the rainbow sapling as if it were a compass. "Shall we see if the glow changes with the sapling's position?" After marking a spot on the ground, Jeeves studies the iridescent leaves as he takes several steps north. He returns to his mark and repeats the behavior in all 8 compass positions.
If Jeeves notices any change in the glow, he indicates the direction to the group.
MugVug
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On the way through the forest, before he passes it to Jeeves, MugVug turns it around in his hands. He examines the pot and holds it up to see the bottom. He mutters to the plant and even sticks the tip of a finger into the dirt.
Nature to identify how it works: 1d20 + 5 ⇒ (4) + 5 = 9
Nina Jaribu
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Does the stairway lead up, or down, or both? Assuming wr need t0 enter the tower, is there a choice to be made?
GM Dinketry
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Jeeves tests his hypothesis but sees no further change in the minimal glow as he takes the sapling in different directions. MugVug has no insight into how the rainbow cedar works.
The staircase leads up to the partially-collapsed upper floor of the forlorned guard tower. It can be seen through the collapsed external wall.
Master Jeeves
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Jeeves packs the sapling safely away and looks around. "So...up then?" He follows Grum through the external wall and then up the staircase.
Exploration Mode: Detect Magic
Nina Jaribu
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Nina will follow, sustaining shield if it looks like it will be less than 1 minute to the top, otherwise, she will perceive for a bit before starting shield.
GM Dinketry
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Nina, what exploration mode action are you attempting? 'Perceive' is not an available action.
Nina Jaribu
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Search
GM Dinketry
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As she starts to mount the stairs within the crumbling tower, Nina spies the edges of a rusted metal lockbox tucked underneath.
Master Jeeves
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When Nina spies the box, Jeeves helps her retrieve it. He checks it with Detect Magic and searches it for any obvious traps.
Perception-Find Traps: 1d20 + 12 ⇒ (11) + 12 = 23
Assuming the lockbox is ... locked, Jeeves asks if anyone wants to try opening it. He turns to the goblin, "Master MugVug, you're often being sneaky. Maybe you do locks?" If anyone attempts to pick the lock (or force it open), Jeeves offers to help by dusting if off and removing some rust from the lock. He then strums his lyre and sings.
"Starting our search from the ground.
Inside the stairway we found:
.....Some darkness. Some dust.
.....A box full of rust.
Inside it, what wonders abound?"
Jeeves casts Inspire Competence to aid with opening the box.
Performance to Aid: 1d20 + 15 ⇒ (20) + 15 = 35
Crit Success for Aid => +2 circumstance bonus to anyone trying to pick the lock or force it open.
When he's done, Jeeves mutters, "Remove the locks ... from the rusty box."
Jeeves casts Guidance for an additional +1 status bonus to the check.
Should be a total of +3 to open for whoever is trying.
GM Dinketry
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The lockbox....is not locked. Within, the group finds a scattered collection of ancient coins (worth one treasure bundle). The ascent to the top of the stairs inside the tower proves anticlimactic, as upper floor has largely fallen away, leaving not much of anything to which the team can ascend. After a spending a few more minutes poking around the abandoned tower, the team continues on their trail to the heart of the forest.
Twenty minutes up the trail (as led by Grum), a giant tree trunk has fallen in the forest, shearing down a few smaller trees, and blockading the way ahead. The team slows as they attempt to determine how each of their quintet will forge a path.
Each of you must attempt an Acrobatics, Athletics, Crafting check. No Aid checks can be provided to these (it's built into the success/failure results of individual checks).
Nina Jaribu
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Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
Nobody is more surprised than Nina when she doesn't kill herself scampering over the giant tree.
Master Jeeves
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Seeing the blockade, Jeeves considers the best way to construct a makeshift bridge to get across.
Crafting: 1d20 + 12 ⇒ (10) + 12 = 22
Grum Skoljar
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athletics: 1d20 + 13 ⇒ (11) + 13 = 24 Any success when climbing counts as a critical success thanks to my ancestry feat.
GM Dinketry
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It's not a Climb action with Athletics, but a Force Open action.
Everyone passes through the fallen trunks easily save for Kamil, whose footing betrays him as he tries to shove a fallen tree out of the way. The sorcerer suffers a painful sprained ankle, limping his way out from amongst the fallen trees only after some help from his comrades in freeing him.
As you all pull Kamil free from his ordeal, a few of you notice remnants of Kayajima's past, notably bits of clay with carved channels similar to the statue at the fortress. MugVug spies a small glazed clay toy shaped like a dog lying in the churned earth.
GM roll: 1d5 ⇒ 2
Master Jeeves
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When MugVug points out the clay toy, Jeeves asks, "If I may ...
Occultism: 1d20 + 8 ⇒ (12) + 8 = 20
He studies it. "I believe if you press it just like this." He sets it down and watches the toy dog march around and wag its tail. "Kukuha would enjoy seeing this figuri..."
Stopping in mid-sentence, Jeeves suddenly spins around staring back into the trees. "Most odd. Did anyone else hear that chime?" He scans the area behind them, but sees nothing out of the ordinary. After a minute, he shrugs and turns back to the group. "I'm quite positive I heard something."
On a whim, he unpacks the rainbow sapling and examines the glowing leaves for any changes. If he finds nothing, he carefully packs it away.
GM Dinketry
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The rainbow sapling still glows, perhaps a bit brighter than before.
Forging ahead, the climbing path flattens out across a large grassy plateau. The bright green grass over the open terrain under a sapphire-blue sky beckons the team forward, but upon entering the field, the squelching mud fed by recently heavy rains becomes apparent. This field - despite its cheery appearance - will clutch at boots and prove treacherous without the right direction.
You all may attempt an Acrobatics, Nature, Lore (Swamp), or Perception check to traverse the mud field. Kamil, you have a -1 penalty to this check. Again, no aid checks as this is built into individual checks.
Nina Jaribu
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Nature: 1d20 + 8 ⇒ (1) + 8 = 9
Nina begins to wade into the field, underestimating the danger. She nearly gets sucked into a giant mud pit.
Nature, Hero Point Reroll: 1d20 + 8 ⇒ (18) + 8 = 26
But she focuses on weaving her way around the most dangerous parts.
Master Jeeves
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Coming across the dangerous terrain, Jeeves looks around to find the safest path through the mud.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
MugVug
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MugVug glares at Jeeves in slight annoyance,
I could have figured that out you know. Just because I'm a goblin doesn't mean I don't know things.
After speaking his mind he shrugs and his usual smile comes back to his face.
Upon reaching the mud field he lines himself up and takes a run at it.
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
As he gets to the mudfield he launches himself into the air. With catlike grace he finds solid landing spots as he flips, jumps, and cartwheels across the field.
Safe on the other side he casually leans against a stump as he watches Jeeves carefully maneuver through the mud.