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MugVug and then Kamil lithely skip, hop, and twist their way across the deceptively-uniform-appearing field, reaching the far edge with little more than a splattering of mud on their boots and lower pants-legs. Nina begins wading into the mud, thinks twice about her first step, then presses forward with a more-informed decision, crossing around the more rooted-appearing hunks of vegetation within the plateau; the sorcerer reaches the far edge with nary a mud stain on her cloak.
Jeeves and Grum rely upon their keen eyes to avoid unstable steps, and while the bard makes steady progress, the orc drops into a squelching hole of mud about halfway across the field with a yelp. As he pulls himself out of the muck, covered well above his waist, Grum takes stock of his lower legs, noticing the sharp end of a native reed protruding from an impaling wound of his left calf.
Piercing Damage to Grum: 2d10 ⇒ (1, 2) = 3 pts of damage, Grum.
It proves to look worse than it is. The orc flicks away the errant vegetation, more irritated at the scratch and the mud than anything else. He soon rejoins the others, finding their attention drawn to Nina's discovery. Within the stand of trees, the sorcerer discovers a trickling fountain, and more interestingly, a crumbling shrine to a forgotten deity.
GM roll: 1d5 ⇒ 1

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Grum mumbles some orcish curses as he pulls the reed from his leg.
"Anyone else seeing things. Faces" Grum says looking around.

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Religion: 1d20 + 5 ⇒ (16) + 5 = 21
MugVug runs up to the shrine before anybody else can get a good look at it. He stands there, rubs his chin, and then turns around and speaks in as intellectual a voice he can muster.
*Ahem* I must say, my good fellows, that this shrine does indeed belong to the diety Daikitsu. For those of you, less educated of us all, Daikitsu is the patron of agriculture and crafting. Indeed I say. I do believe we have found our destination.
He then winks at Jeeves and bows deeply at the waist. For once his tail remains where it belongs.

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Society: 1d20 + 9 ⇒ (12) + 9 = 21
Nina knew that, she just wanted MugVug to get a chance. :)
Nina begins cleaning the shrine, ripping up weeds and polishing the stone.

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MugVug and Nina ponder the shrine, the sorcerer absently cleaning the crumbling scene as she does so. The orc and sorcerer watch, the latter frowning as he watches the trees with mild concern.
GM roll: 1d5 ⇒ 3
The shadows from the afternoon sun playing across the ground at the tree line draw Kamil's attention.
Awaiting Jeeves.

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Awaiting Jeeves? Didn't mean to cause a delay, just didn't see anything for Jeeves to act on.
Jeeves is confused when MugVug glares at him over the toy dog. He tries to explain, "But Master MugVug, you weren't ... I was just ... oh dear." Later, when MugVug mocks him by bowing deeply, he shakes his head sadly. "I apologize if I've offended. I live only to serve. It will not happen again." The gnome shrinks into the background and follows the group's lead.

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Jeeves is carrying the rainbow sapling.
"Indeed I say. I do believe we have found our destination."

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MugVug pats Jeeves on the shoulder,
I was just teasing you good sir. Us goblins like to joke around we do.
He gestures towards the shrine.
Perhaps it's time to see what purpose that sapling has?

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If there's nothing obvious we need to do, Nina will suggest planting it, as Daikitsu was the goddess of agriculture.

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Jeeves takes out the rainbow sapling, noting an increased glow to the young tree, its leaves shimmering with bioluminescence. Interestingly enough, as the bard lifts the plant out of his pack, the entire tree leans towards the north, well away from the shrine to Daikitsu, deeper into the forest.
Additionally, as Nina and MugVug look about for a place for the tree, they see no obvious patches of earth into which the roots could be transplanted.

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Nature: 1d20 + 8 ⇒ (7) + 8 = 15
Before we head into the creepy forest ... what time is it? Was it assumed that we rested at the fortress and started off in the morning? Is it getting dark?

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Nothing has been assumed. It is the same day as you left the mainland. It is an hour after mid-day.

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Nature: 1d20 + 5 ⇒ (14) + 5 = 19
MugVug rubs his chin and walks around the area.
You know, I don't believe this is the best place to plant a young sapling. Based on my comprehensive knowledge of all things natural, I can tell you there isn't enough light, and the other trees will drown it out.
He takes a finger and buries it deep into the soil. He then pulls it out of the dirt and immediately sticks it into his mouth.
And the soil is much too damp. I bet it's that swamp over there. Look at the way the little guy is leaning! Let's go that way!

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Nina sticks a finger into the dirt and licks it as well.
Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25
She feels the urge to vomit but holds it down.

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Jeeves brightens a bit when MugVug explains he was joking. Holding the rainbow sapling, Jeeves starts walking north, continually checking to see if the plant changes direction.

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As the group heads into the trees, a pervasive mist rolls in at an alarming rate, limiting vision despite the early afternoon hour and threatening to waylay the party. The sapling straightens up, ceasing its previous wayfinder function. Someone must take the lead!
Nominate a lead PC. That person must attempt a Perception check to find the way, a Magic (Religion, Occult, Arcana, or Nature) check to discern the path via magical means, or a Survival check to feel the way through. Aid can be applied here.

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Nina nominates Grum or Jeeves.

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Jeeves is reluctant to take the lead, especially when Grum has done a fine job so far. He instead will attempt to inspire the orc with a song. He strums his lyre and sings:
"Good Shelyn, oh please hear me pray.
It's foggy. We can't find our way.
.....We must find our bearing.
.....Oh! There! Through that clearing.
Let's hurry. We must not delay."
Performance to Aid: 1d20 + 15 ⇒ (4) + 15 = 19
Jeeves casts Inspire Competence. (If you roll a failure, it's a success instead.)
Aid provides +1 circumstance bonus to Grum's check.
When the bard is done singing, he says to Grum, "Just try to resist, the fog and the mist."
Jeeves casts Guidance for a +1 status bonus.
Should be a total bonus of +2 to whatever check Grum chooses.

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Grum looks around at the others, and again, heads in first.
Only included the guidance. Not sure if the aide was successful or not
perception: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
will burn one of my hero points for a re-roll
hero point: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
better

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Grum leads the party ahead, concentrating with his brows knitted tightly and his tusks prominently jutted out. The team moves steadily but blindly forward. Suddenly, the dense forest and mists give way to a small clearing, the sun dappling through the foliage. The sounds of wildlife fade, leaving a serene silence. At the centre of the clearing stands a menhir circle composed of weathered, dark stone. The rainbow cedar within Jeeves’ hands hums, its gossamer leaves shimmering in the light.
This appears an obvious place to plant a sapling.

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As Grum leads the group into the clearing, Jeeves says, "Well done, Master Grum. You were brilliant." Seeing the menhir circle, Jeeves studies the sapling and turns to the group. "Our rainbow cedar sapling seems alive here. What do you think?" After his last debacle, Jeeves is very reluctant to take any action on his own. He waits patiently for responses.
If the group thinks that planting the sapling is a good idea...
With the group's permission, Jeeves retrieves a crowbar from his pack, gets down on his knees, and joins anyone else in digging a hole for the rainbow cedar sapling. He carefully places the sapling in the hole and helps others pack in dirt around it.
Just for flavor ...
Nature: 1d20 + 9 ⇒ (17) + 9 = 26
In Sylvan, Jeeves whispers to the magical sapling, "Enjoy your new home."

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An artist's rendering of the glade
As Jeeves holds the rainbow sapling in his hands, questioning his colleagues, the whole team becomes aware of occasional strangely-echoing noises marring the serene peace of this glade. Each of you experiences the hairs on your forearms and neck rise - you are being watched. And yet, as you glance to the trees, espying what appears to be a pair of flat eyes staring back at you, with your next blink, the eyes are gone and you query what you thought you saw.
I'll await to see if the majority of you agree to Jeeves' proposed plan before continuing.

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Nina readily agrees to Jeeves's plan. She'll help dig.
Nature: 1d20 + 8 ⇒ (12) + 8 = 20
"Oh, are those the things you guys have been seeing? Those are kodama - guardian spirits of blessed forested places. They are easily startled, curious, and usually non-threatening."

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Kamil follows Jeeve's plan as he have no idea on how to do something like that.
When Nina explains what they see, he adds while helping Jeeve.
At least that. I hope that what we do will keep them to be non-threatening.

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As Jeeves plants the sapling, multi-coloured energy flows from its leaves through the earth into the menhir stones, illuminating etchings covering the gate with lines of green light that plunge back into and course
through the ground.
GM roll: 1d5 ⇒ 1
One of the lines of green light streaks towards the orc, racing up Grum's leg, coursing around to his back, and finally disappearing into his rucksack.
From the trees bordering the clearing, hundreds of small, vaguely humanoid shapes materialise into existence, each with a featureless stone face and wearing a rope made of braided straw. Interspersed through the branches, peeking from behind trunks, standing among the roots, the blank‑faced spirits stare with hollow eyes into the clearing. Then, in unison, their heads begin to shake, drowning the silence with a cacophony of chimes and rattles. Suddenly, the noise stops, and the spirits are still.
Two bits of art work (top 2 slides) depicting the scene

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Nina has Glad-Hand, so she can Make an Impression right away with a -5 modifier (and reroll with Make an Impression as usual) on a fail or crit fail)
Diplomacy (Glad-Hand): 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
"Gentle kami, I see you are curious about what we are doing. We are here to restore magic to these lands. This sapling is a magical focus, it will be the center of magic."
Nina will invite them into the clearing, let them see her staff of healing, etc.
Diplomacy (Make an Impression): 1d20 + 12 ⇒ (12) + 12 = 24
If they seem friendly, she will ask, "Will you adopt this tree amd care for it as your own?"
Diplomacy (Make a Request): 1d20 + 12 ⇒ (17) + 12 = 29

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Nina speaks to the curious kami spirits. In response, the kodama scuttle slightly closer to the menhir circle and the team, though they continue to shy away if any adventurer gets too close.
Nina has logged a success. Someone else may try to Make an Impression. You all may attempt a single Aid for that person via Diplomacy, Nature, Religion, Society, Survival, or an appropriate Lore skill (such as Forest). Please do let me know who is trying to Make an Impression; I will not count any Aid actions that are posted AFTER the next Make an Impression roll.

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Nina will give the kami lots of space and introduces the team.
Aid Diplomacy: 1d20 + 12 ⇒ (13) + 12 = 25

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After Nina introduces the group, Jeeves timidly steps forward and greets the creatures, speaking in Sylvan, "We are thankful for your help in caring for this sapling."
Jeeves attempts to make an impression with aid from Nina.
Diplomacy-Make an Impression: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34

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That’s a critical success! No need for further rolls.
As Jeeves entreats with the kodama, several of the stone-like spirits scamper around the freshly-planted rainbow cedar sapling. One places a rope of braided straw around the sapling’s trunk. The sapling takes a shimmering glow, and all the kodama in the clearing rattle at once for several seconds and then vanish instantly. The rainbow cedar retains its magical sparkle; a straw rope braid possessing the same sparkle rests at the base of the tree.
It is worth about one treasure bundle. Congrats! You may now return to Kukuha to rest, get your next focus item, and report your experience.

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Nina will vote for Airishin Cove next.

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When we get back to camp, Jeeves is excited to tell our story to Kukuha. In true bardic fashion, he accompanies the glorious tale with some music from his lyre.
"Through the deep forest, Grum led
Seemed like it took an hour.
It wouldn't be long, Grum said.
And suddenly there was a tower.
Twas Kayajima in make.
It had a crumbling stair.
The climb we decided to make.
This box of coins we found there.
A fallen tree blocked our way
Obstacles seemed to abound.
Nina found this dog made of clay.
See how it spins around!
A swamp was the next troubling place.
Grum got stuck, but we made it through.
A shrine with a fox for a face.
Daikatsu is what MugVug knew.
Our sapling was giving direction.
But then we came to some mist.
Once more, Grum led with perfection.
To a clearing of ultimate bliss.
A menhir circle was there.
And curious kami we saw.
We planted our sapling with care.
Kami adorned with a braid made of straw."
Jeeves smiles, sets his lyre aside, and looks for a drink. When discussing plans, he agrees with Nina about heading to the Cove the next morning.

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Nina will teach everyone a waltz to accompany the music.
Performance: 1d20 + 10 ⇒ (1) + 10 = 11
Unfortunately, Jeeves's song is not in 3/4 time.

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Jeeves, that song is definitely worth a bonus Hero Point. Congrats!
The tengu listens enraptured at your recount of the journey into the Makuzen Forest. When you indicate your next immediate plans, she scurries to her campsite and returns with a brownish‑green stone shaped like a twisting double helix.
“This olivine fulgurite was created from green beach sand struck by a lightning elemental. It will serve nicely to channel the latent power of the stormy sea.” Kukuha motions to a path leading to the southwest.
“Follow that path as it turns to rock, and it’ll lead you to Airishin Cove, the location where you must place this focus. I scouted the location yesterday, and it seems a sea dragon has taken up refuge in the cove, right near the Wrathful Tide Gate. From afar, it seemed as though they might be struggling in some way, but I deemed it unwise to approach the dragon regardless. It would be a shame to fight them without parleying first. Perhaps you could earn the Society a mighty ally.”
Kukuha further indicates that it would take about thirty minutes to travel there, though it might be more to travel there at night.
It is late afternoon/early evening. You may rest at the crumbled fortress with Kukuha and set off in the morning, or you may attempt this next mission under the cover of night. It is your choice.

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Nina votes rest. There doesn't appear to be any advantage for going at night, and there are plenty of disadvantages. If we go at night, Nina can cast darkvision on the three of us that don't already have it, but that would be the remainder of her 2nd level spells.

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Great song Master Jeeves, great song indeed.
comments Kamil.
After hearing Kukuha he says We can go now. I also can cast darkvision if needed and I've haven't cast a spell since the start of the day.

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That's one vote for resting; one vote for travelling at night. We need some more votes.

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Thanks GM...had fun writing that.
Jeeves nods humbly, enjoying being able to retell their epic story. When the group is discussing plans, Jeeves offers, "I'm fine to go now, but if we want our sorceress at full strength, perhaps it's best to rest."
Jeeves looks around at the accommodations. "If we stay for the night, I can conjure up a log cabin -- protection from the elements and large enough to include a fireplace and 3 cots."
See the new Cozy Cabin spell in the APG.

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"Beast bigger than boars hunt at night. I say we rest" Grum said sitting his back down and laying greataxe across it.
Plus gets us our dailey resources back, which is always a win.

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That is the majority of the team for resting for the night. You all rest well.
On the morning following your comfortable-if-not-rustic rest at Kukuha's campsite, you make your way southwest along the path suggested by the scholar. Sure enough, soon after the fortress is out of sight, the path turns rocky and starts angling downwards. Natural stone steps soon appear leading down a hillside towards the crashing noise of the sea.
You reach an outcropping that gives you an overview of your goal. Ocean waves gently lap at the sands of this horseshoe‑shaped cove. Rocky outcrops skirt the water’s edges, partially separating the cove’s waters from the larger sea. Near the beach, an azure, serpentine dragon lies on the sand, limbs folded under his body, in front of a rocky peninsula stretching out into the waters. At the end of the peninsula sits a large dais.
As you notice the dragon, it notices you, springing to life, snarling and spraying water from his maw.
“You! How dare you tread upon the domain of the great Aojimitsu (ow - jih - mitt - soo), sovereign of Kayajima! Prepare for the unbridled wrath of the storm, the incarna—”
The dragon coughs and sputters, then wipes his mouth and continues. “The incarnation of the sea’s fury! Bow before... before me... Oh, what’s the use...?” The dragon collapses across the entrance of the peninsula.
“I couldn’t even defend what small stretch of ocean I claimed as my domain. What would the ancestors think of me now? Perhaps my destiny lies elsewhere...” the dragon cranes his neck, gazing out across the horizon.
Aojimitsu sighs, then turns back to the PCs. “I suppose my pride gets the best of me. I can at least defend this sand, this stone. So, who are you, and what are you doing treading upon my land?”
Please come with me to the Discussion thread.

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INFLUENCE ENCOUNTER: ROUND 1/4 (15 minutes)
Discovery Attempt:
Influence Attempt:
Biases:
Resistances:
Weaknesses:
You all may take your Round 1 actions. If you choose to use Discovery to glean knowledge about Influence attempts, you will learn the lowest DC Influence Attempt first with a success, and the lowest two with a critical success. Of course, you'll learn nothing with a failure and FALSE information with a critical failure. As such, Discovery attempts are Secret checks that your GM (me) rolls, so let me know what your bonus is for those. The Influence checks are not secret, and you may roll them.

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Nature: 1d20 + 8 ⇒ (1) + 8 = 9
"It's a green dragon! Be careful, it could be poisonous!"
---
"Mighty Aojimitsu, we have no intention of trespassing. We are explorers, sent into the world to find beauty wherever it is, and to secure friendship. Individually, we are weak -" she indicates her own physical fragility, "- but together we form a strong team. Stay here, and share what makes you strong."
Nina has Diplomacy (Expert) +12 and she has the Glad-Hand feat.

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"So it's true. Kukuha mentioned a sea dragon." Jeeves is clearly in awe. He casts Guidance on himself before trying to recall what he knows about such beasts. "Dragon lore, learned before."
Arcana-Recall Knowledge: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
He excitedly says to the group, "My apologies, Mistress Nina, but I believe this is indeed the Sea Dragon that Kukuha mentioned." He then adds in a whisper, "They're generally good-natured, but can be prone to greed, pride, and other dragon-y traits."
While it's prob a good idea to start with Discovery checks, since Jeeves is good with Diplo, he'll try an Influence check for the First Round.
Jeeves doffs his top hat and bows to the sea dragon. Rising, he attempts to show respect by speaking in Draconic, "Well met, great Aojumitsu. We're simple explorers and mean you no harm. In fact, if there's any way we can provide assistance to such a majestic creature as yourself, we'd be most honored." He humbly awaits a reply.
Diplomacy: 1d20 + 14 ⇒ (9) + 14 = 23

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MugVug looks up in awe at the dragon.
Wow! You are the very first dragon I have ever met! You are majestic!
Arcana-Recall Knowledge: 1d20 + 6 ⇒ (13) + 6 = 19
But what ails you oh mighty one? You seem out of sorts. I would have expected you to have eaten us all up by now. Let me assure you, if you do decide to eat us, goblins are not very tasty at all. No sirree.
If MugVug tries to be diplomatic we all will definitely end up eaten so he'll just try to garner whatever information he can. I'll use Perception with a +5