"Fists of the Ruby Phoenix" (Campaign) w/ DM rainzax

Game Master rainzax

⌛Time: 270 minutes
⛈️Weather: Today @ Clear, Tomorrow @ Partially Cloudy
☀️Date: (☑|☑□□) @ Early (☑☑,☑☑,☑☑,☑☑), Noon (☑☑,☑☑,☑□,□□), Evening (□□,□□,□□,□□), Late (□□,□□,□□,□□)
♠️Silver Feathers: (☑☑☑☑☑,☑□□□□)
Wealth Tracker @ LINK

Bonmu: LINK
Temple of Irori: LINK
Tactical Map / Slides: LINK
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
Challenge Matrix @ 5 PCs = Trivial/Low/Moderate/Severe/Extreme @ 50/75/100/150/200
Terrain Difficulty @ (◆) Plains, (◆◆) Forest or Shoreline, (◆◆◆) Mountain or Swamp, (◇) by River lowers one step
Houserules > (LINK)


Skill Challenge:

Level: 14 (Base DC 32)
Complexity: Two Rounds (4 successes)
Timeframe: Minutes
Synergies: Skill feats w/ Listed Skills
List of Skills: (+0 DC) Thievery, Gladiator Lore; (+2 DC) Deception, Intimidation, (+5 DC) Diplomacy, Perception, Performance

NPCs: The Lightkeepers
...

Round One
Cirri to Observe (Perception) vs DC 37 @ 32 (Failure)
Droskar to Influence (Intimidation) vs DC 34 @ 32 (Failure)
Max to Influence (Acrobatic Performance) vs DV 37 @ 35 (Failure)
Zurrus to ??
= 0 Successes

Round Two
Cirri to ??
Droskar to ??
Max to Influence (Acrobatic Performance) vs DV 39+ @ 35 (Critical Success)
Zurrus to ??
= 2 Successes

...

[dice=Random Encounter (20%)]1d100[/dice]
[dice=Event or Encounter]1d2[/dice]

...

Hexploration Tracker (Day One):

⌛Time: 150 minutes
⛈️Weather: Today @ Partially Cloudy
⭐Starting Hex: A/B1/C/E

Early
(☑☑) Party Travels East (E) thru Forest
(☑) Cirri to Survey Wildlife @ Deadly Mantis
(☑) Party Travels Northeast (NE) thru Plains/Forest
(☑) Party Travels Northeast (NE) thru Plains/Forest
(☑) Party Travels Northwest (NW) thru Plains @ Ahmoza Twins
(□)
(□)

Noon (□□,□□,□□,□□)
Evening (□□,□□,□□,□□)
Late (□□,□□,□□,□□)


...

Campaign Intermission (Part One)

Downtime Tracker (16 Hex Turns):

☑ Cirri @ 8 days Earn Income = 2.40gp; 8 days Research = Critical Success vs "Arms of Balance"
☑ Drockhar @ 8 days earn Income = 48.00gp; 8 days Research = Failure
☑ Max @ 8 days Earn Income = 24.00gp; 8 days Research = Critical Success vs "Speakers to the Winds" + Success vs "Winter's Roar"
□ Seishine @ 4 days Earn Income = 0.00gp; 12 days remaining (must use different skill to Earn Income)
☑ Zurrus @ 6 days Retraining = Haste > Time Jump; 2 days Earn Income = 20.00gp; 8 days Research = Critical Success vs both "The Name Takers" and "Steps of the Sun"

Did I miss anything?

I am keeping track of your Earn Income accumulations in the "Wealth Tracker" link in the Campaign Headers - this money will "rollover" on top of your level-scaling "Table 10-10: Character Wealth" amounts, as a little added bonus on top.

Character Advancement (12th Level):

□ Cirri
☑ Drockhar
☑ Max
☑ Seishine
☑ Zurrus

Don't forget to update your Character Bars too!

Character Wealth (12th Level):

□ Cirri
□ Drockhar
☑ Max
□ Seishine
□ Zurrus

I realize this needs to be tracked separately. Click the "Wealth Tracker" link in Campaign Headers. You are checked off here if you have both declared whether using the "item slots" or "lump sum" options as well as finalized any Earn Income amounts accrued during Downtime.

Rarity Boons (2):

□ Cirri
□ Drockhar
□ Max
□ Seishine
□ Zurrus

I am limiting Uncommon and Rare options using this House Rule, which is inclusive of all character options, such as Ancestry, Background, Class, Equipment, Feats, Heritages, and Spells. At this time, up to either two Uncommon Options, or one Uncommon and one Rare option, are allowed. Please declare your (2) Rarity Boons here, and if you are over the limit, you can freely swap in an equivalent Common option to round out your character.

Here are some links involving the use of Rarity and Access: Rarity, Using Rarity and Access, and Rarity in your Game.

Daily Preparations:

□ Cirri
□ Drockhar
□ Max
□ Seishine
□ Zurrus

Finally, once you have completed the above tasks, and once GM has supplied the information you learned using the Research downtime activity (incoming!), please declare your Daily Preparations, including any "morning spells" you are casting, etc. Here is a link: Daily Preparations

Note: Clarify "Open Hand" rule, add Terrain to Map Choice

Downtime, Hexploration, Retraining, Research:

Downtime and Hexploration

Downtime and Hexploration are susbsystems that are measured in days, and we are going to combine them for the Second Half of Book Two: Roving “Danger Island” Fighting Rival Teams for Silver Feathers!

Time will be measured in Hexploration Rounds, or simply, “Hex Turns”, which represent a half hour of time passing in the game world. You may have noticed that “Hex Turns” is the "unit" in the Campaign Tabs; for example “☀️Date: (☑|□□□) @ Early (☑☑,☑☑,☑☑,☑☑), Noon (☑☑,☑☑,☑☑,☑☑), Evening (□□,□□,□□,□□), Late (□□,□□,□□,□□)” means that on Day Zero of the Tournament, the party has spent 16 Hex Turns (or 8 hours) clearing out their Temple, leaving 16 Hex Turns left as Downtime (and 16 for Long Rest), essentially “finishing early” and having some time to kill, before starting Day One of the Elimination Round of the Ruby Phoenix Tournament!

For the purposes of Downtime, One Day = One Hex Turn. This unit will be consistent through the Second Half of Book One. Any value your character generates as a result of Downtime will be seperately added to their Wealth by Level as it scales (see Wealth by Level Houserule). Also, check out the Retraining and Research subsystems which are another option you can spend your Downtime doing.

Retraining and Research

Retraining (1 Hex Turn)
If you would like to retrain a character option, you can spend one Hex Turn to: Identify the Level of the Option you’d like to retrain, Choose a Pertinent Skill, and roll a Skill Check with that Skill against the Level DC of that Option, with the following outcome:

Pertinent Skills are usually ones matching your Spellcasting Tradition, Skills trained by your selection of Class or Subclass (Muse, Order, Thesis, etc), Skills matching the Skill Feat you are retraining into, etc.

Critical Success: You gain 2 Retraining Points
Success: You gain 1 Retraining Point
Failure: You gain 0 Retraining Points
Critical Failure: You lose 1 Retraining Point

When you have accumulated enough Retraining Points equal to the number of Days a particular Option requires to retrain (Retraining Link), you successfully retrain into the new Option, effective immediately. As retraining is specific to individual Options, any excess Retraining Points are then lost.

Research (4 Hex Turns)
If you would like to Scout one of the other 31 Rival Teams, you can spend four Hex Turns to: Roll a 2d8, Choose one of the Rival Teams you rolled (see below), Choose a Pertinent Skill (“How are you obtaining this information?”), and roll a DC 30 Skill Check with that Skill with the following outcome:

"Pertinent Skills" is narratively open-ended but always answer the question "How are you obtaining this information?", essentially involving your creativity as a storyteller: You are encouraged to take some leeway here!

Critical Success: You learn the Ancestry, Background, and Class of each member of that Team, as well as an answer to one question about them, and the next time you face them during the tournament, may name one ally when rolling Initiative to share the better of your two d20 results with (each adding your own modifier to the higher of the two d20 results).
Success: You learn the Ancestry, Background, and Class of each member of that Team, as well as an answer to one question about them!
Failure: You learn nothing, but can retry by spending another 2 Hex Turns to roll again against that same Team.
Critical Failure: You learn nothing, and cannot retry against that Team. If a future 2d8 (rolled by you) indicates this Team, treat the result as an “8” (GM’s choice).

31 Rival Teams (2d8)
1) Arms of Balance (Nature or Religion)
2) Biting Roses (Astrology Lore or Occultism)
3) Lightkeepers (Gladiatorial Lore or Thievery)
4) Speakers to the Winds (Arcana or Society)
5) Steps of the Sun (Acrobatics or Performance)
6) The Name Takers (Intimidation or Crafting)
7) Winter's Roar (Athletics or Survival)
8) GM's choice

Lesser Rival Teams (1d4)
1) Lightning Callers
2) Nightmares
3) Golarion's Finest
4) Under the Pale Sun

(Skills highlighted by teams instead have a DC of 25)

...

31 Rival Teams: Research (V.2)

Consider "favoriting" this "anchor post" as it incorporates and overwrites the previous one!

Arms of Balance (CS):

Trained at the Academy of Golden Arms in Indapatta, this mystical team appears to be leaderless:

Ranya Shibhatesh (LN human ki elementalist) w/ electricity stance
Jivati Rovat (TN vishkanya ki elementalist) w/ paired flame shortswords
Pravan Majinapti (LG human ki elementalist) w/ cold water stance
Usvani (LN vanara ki elementalist) w/ sand and stone stance

Renown for their ability to coordinate their elemental powers and tap hybrid elements such as magma (fire + stone)!

Cirri wrote:
Cirri asks a bit about the Arms of Balance and their favorite defensive techniques.

A powerfully offensive team, defense is somewhat of a weakness for the Arms of Balance, with a notable exception defending against energy attacks. Against energy attacks (anything w/ Acid, Cold, Electricity, Fire, Force, Negative, Positive, and/or Sonic traits), the team is able to reactively counteract those effects if they are within close range of eachother - and possibly even rebound the effect upon the originator!

↺) Ki Elemental Sublimation
Trigger: One member w/in 30 feet of another in the ki collective is about to be damaged by an energy attack (before rolling attacks/saves/damage), two or more can spend their reaction to attempt to "sublimate" the energy.
Effect: Roll to counteract the effect with the highest bonus among those who expended their reaction. If the counteract check is a critical success, the effect is rebounded on it's originator (who now rolls attack/saves/damage against their own effect normally)!
Special: For each member in the ki collective beyond two who is within range and expends their reaction, increase the outcome of the counteract check by one step!

Speakers to the Winds (CS):

This entire team of former-classmates graduated from the Magaambya Academy, led by their former teacher (first entry):

Mafika Ayuwari (NG Zenj Tempest-Sun halcyon speaker) w/ bo staff
Akila Stormheel (LN halfling Emerald Boughs attendant) w/ leopard mask
Boundless Hummingbird and Phuthi Nuware (twin TN gnoll Cascade Bearer transmuters) w/ offensive wind magic and protective-restorative wind magic
Surjit Hamelan (LN gnome Rain-Scribe attendant) w/ camouflage
Umbasi (TN elf Uzunjati attendant) w/ tales and song

Renown for employing a dizzying array of varied and evolving tactics and combining powerful arcane and primal magic!

Max wrote:
Max would like to know speaker of the winds special abilities, like the commonly used tactic.

Studious, the Speakers to the Winds are liable to use Recall Knowledge check against the party (!), adapting their tactics accordingly.

Their default strategy is to utilize their special abilities anchored by their teacher, who has the Stand Still reaction and the Spellstrike ability. Meanwhile, Umbasi's words have the effect of Inspire Courage and similar abilities, Surjit and Akila supply heaving striking with Sneak Attack and Precision Edge respectively, and the twins are both full casters with access to Halcyon spell slots.

Steps of the Sun (CS):

Led by two sisters, this ensemble of four is equal parts martial arts team and travelling troubadours:

Amihan and Maalya (sister TN human battle-dancers) w/ dancing blades
Halsin the Stung (NG catfolk beast singer) w/ morin khurr
Joon-Seo (LN samsaran song striker) w/ sonic boom vocalizations

Renown for confounding their foes with a veritable maelstrom of disorienting music and harrying dance steps!

Zurrus wrote:
Zurrus asks the Steps of the Sun about their favorite offensive dances.

This team is fast! Halsin uses his magic power to accelerate (Haste) his team while Joon-Seo begins immediately blasting with her destructively beautiful voice (Cone, Basic Fortitude Save), all the while the sisters dash in and out of melee skirmishing with deadly accuracy (High proficiency, advanced critical specialization w/ knives) and/or controlling the immediate battlefield with special maneuvers (Knockdown) and fast reflexes (Attack of Opportunity).

Winter's Roar (S):

From the Land of the Linnorm Kings, this band of outcasts willingly bow their heads to their strong leader (first entry):

Urnak Strongwind (NG half-orc viking) w/ frosty axe and shield
Juspix Rammel (TN Irriseni halfling witch) w/ icy hexes
Huldren Skolsdottir (LN Ulfen shieldmaiden) w/ sword and tower shield
Troff Frostknuckles (TN hobgoblin brawler) w/ enchanted gauntlets

Renown for deploying an indomitable frontline to anchor battefield-warping magic with skirmishing tactics!

Success: Zero questions about offense, defense, or special abilities!