
Zurrus Silk-String |

Botting for Seishine.
◆ Elf Step (step twice)
◆ Quick Alchemy to make a Moderate Frost Vial
◆ Strike with Frost Vial, splash only on target
Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Cold damage: 2d6 ⇒ (2, 4) = 6+7 splash

DM rainzax |

Twin Sparring Statues (Round Five / Six)
Seishine freezes White Statue solid - it remains in place a moment, a destabilized icicle, before breaking into pieces upon the ground.
Max's condition takes a turn...
...Max is Up, followed by the Party; We remain in Encounter Mode for the moment!

DM rainzax |

Twin Sparring Statues (Aftermath)
Max stabilizes, and the party takes time to tend to eachother's wounds, before busying themselves with tasks for the rest of the day...
(16 Hex Turns of Downtime!)
...
Going to abstract this for now...
...party will be fully rested as we enter Phase Two...
...but be prepared for next time!
...
First 4 Hex Turns
(□□□□) Cirri to ??
(□□□□) Max to ??
(□□□□) Seishine to ??
(□□□□) Zurrus to ??
(□□□□) ?? to ??
Second 4 Hex Turns
(□□□□) Cirri to ??
(□□□□) Max to ??
(□□□□) Seishine to ??
(□□□□) Zurrus to ??
(□□□□) ?? to ??
Third 4 Hex Turns
(□□□□) Cirri to ??
(□□□□) Max to ??
(□□□□) Seishine to ??
(□□□□) Zurrus to ??
(□□□□) ?? to ??
Final 4 Hex Turns
(□□□□) Cirri to ??
(□□□□) Max to ??
(□□□□) Seishine to ??
(□□□□) Zurrus to ??
(□□□□) ?? to ??

Guide |

Was she waiting there the whole time?
Rising from lotus with a gentle levitation, Ingdani Budisuma unfolds her feet to touch the ground "I suppose a single haunted room in an otherwise cleared out ancient monastery isn't so bad!" she points in the direction of room A12 (see Temple map) "And, safe to say that you have completed your objective. The day is young! Ordinarily, I might prescribe rest, but the sun is yet high. And so..."
Entering a stance in which her heels lift from the ground slightly, leaving her bare toes touching, she swings her arms in a wide arc, whirling fingers tracing different paths, and, elevating a knee to balance on a single toe, challenges [redacted]* by flexing her wrist backward with a "get over here!" hand gesture!
If any PC is interested in Retraining, then it is You* whom she is indicating to accept the implied challenge and make a sparring martial advance!

Cirri for Ruby Phoenix |

"Good job, everyone." Cirri relaxes when she sees Max stabilize.
Cirri tries to help him awaken.
Natural Medicine, DC 30: 1d20 + 23 ⇒ (18) + 23 = 41
Critical Success: 4d8 + 30 ⇒ (1, 3, 7, 3) + 30 = 44
"Hey Max, wake up."
Once that's done, she looks to her teammates. "Anyone needs more help?"
DC 20 for 2d8+10 HP, or DC 30 for 2d8+30. You can roll for yourself.
Cirri relaxes, only to squawk up when Ingdani Budisuma reveals herself. "Eek! How long... never mind, never mind!"
She watches Ingdani take a stance, and she gulps. "Uh... Could you help me with my Tien? I think I almost got the hang of it." She raises a tepid finger.

Seishine NoMichi |

Seishine rubs the warmth back into his hands from the freezing chemicals as things begin to calm down. "Thank you the encouragement Ingdani." Seishine bows respectfully.
Turning to his new companions, he offers them help. "I am fine Miss Cirri. Perhaps I can help if other needs things. I have various healing chemicals, in addition to the more harmful ones. If I run out of chemical healing, I also have some skill in medicine. Please let me know what is needed."
Sorry for my absence guys. Thank you for the assistance as well.

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My 16 hexes of exploration
4 hexes trolls lore downtime: 1d20 + 21 ⇒ (10) + 21 = 31 he tells stories of them. 24 Extra gold
4 hexes trolls lore downtime: 1d20 + 21 ⇒ (1) + 21 = 22 he tells you how to hunt them. I'm not actually fired, am I, I can continue this next level?
4 hexes research speakers to the winds: 1d20 + 21 ⇒ (18) + 21 = 39 arcana, he talks about wizards, spells, witches and tries to get them on the subject.
4 hexes research winter's roar: 1d20 + 21 ⇒ (10) + 21 = 31 he challenges them to an obstacle course bragging how he is better than them. And tries to show them up, get a feel for how they are and then talk to them afterward hoping they blurt out some info.

Cirri for Ruby Phoenix |

Earn Income with Performance. Failure, 2.4 gp
Research vs Arms of Balance. Critical Success. Asked them about their preferred team strategy.
Research vs Biting Roses. Critical Failure.
Earn Income with Performance. Critical Failure, 0 gp

Cirri for Ruby Phoenix |

I assume we're still level 11 when we do this downtime/hexploration.
Now that the day is won (except for that ghost...) Cirri works on cleaning up the gunk in the stank beast's lair. It's not easy, but it's important to keep the water clean. It's exhausting, but it's relaxing. Cirri hoots, squawks, and flaps to pass the time.
Performance: 1d20 + 14 ⇒ (9) + 14 = 23 Failure
Ahmitar eventually hands her 2.4 gold pieces just to get her to stop. "Oh! Thank you!" Cirri seems oblivious to Ahmitar's annoyance.
---
With the temple cleared of most of the gunk (or at least enough to make a base camp for the night,) Cirri decides it's time to talk to other teams. Make some friends! Check out the island!
Which team?: 2d8 ⇒ (5, 1) = 6
Cirri scopes the Arms of Balance, waves hi to them and introduces herself. "Hi, I'm Cirri. Uh, I lead Cirri's Corsairs. I hope you had a good first day. This island is beautiful, huh? A spider the size of a hill almost ate my friends. Fun!" Cirri begins comparing notes about the Natural creatures and terrain.
Nature: 1d20 + 21 ⇒ (19) + 21 = 40 Critical Success
"Hey? What's your favorite strategy? I'm a big fan of using the beach to my advantage. My Parent taught me how to skip through shallow water- turns out I'm a natural."
---
Which Team?: 2d8 ⇒ (6, 2) = 8
Occultism: 1d20 ⇒ 12 Critical Failure
"The Biting Roses? Why would you do that? Brambles are very tough and not nutritious at all." Cirri sits there, bewildered by their conversation on Occultism. They dismiss her and she quickly takes the hint to skedaddle.
---
Cirri returns to the temple, serene. "I'd like to practice my new Tien. I hope you don't mind if I tell a story."
Cirri squats and covers her feathery shins. "It's been a long time since I've stopped moving around. Dad and Parent retired early. I love them, but I had to leave the nest. Besides, a night at the beach feels so good. Water keeps your feathers warm, wind whips through your hair. It's a reminder. You're a part of this world, and it needs you to keep it together."
Performance: 1d20 + 14 ⇒ (2) + 14 = 16 Critical Failure
Ahmitar is out of sight by the time Cirri finishes. Uh, maybe he was sleepy.
Good call, frankly. Cirri heads to the roof of the temple and sleeps under the stars. What will happen tomorrow?

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I realized I did the research wrong, I misunderstood it. I was suppose to roll the 2d8 before researching. It was confusing for me give there were 31 teams and only 7 listed, was very confused trying to figure out where the rolling of a d8 came from.
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
who: 2d8 ⇒ (8, 8) = 16 My first roll was an 18, so that plus my highest modifier probably does reach 30+, I'm trained in at least one skill for them all.
who: 2d8 ⇒ (6, 1) = 7 The Name Takers, with my 10 I rolled earlier that is 21+10=31 crafting, plus it would make sense I'd pick a team where I have the higher modifier. If I can keep my rolls, 18 and 10 to the highest modifiers I have, cause that is what I would have if I did it correctly from the last post I made.

Drockhar |

At the end of the trail among the wounded walks a rather unusual medic. He is carrying a full plate armor, with a symbol on his chest of bastardsword crossed with a wing. His outfit had numerous red or silver elements in them, like his pauldrons and belt being of crimson color.
He worked with only his helmet and gauntlets off. He was helping to patch the more wounded contenders.
His scarred face is looking without many emotions on those in pain, but his work was good. "May Ragathiel wings of flames shield you next time."
On his back, he carries a long bastardsword.
=========================
In some of his free time, a rather large and muscular orc organizes classes on how to behave when in the arena. It is more merely a talk about swinging weapons or roaring, but also how to win the crowds. How to move in an arena, what are the most common traps and how to use them to your advantage
Lore gladiator, DC26: 1d20 + 14 ⇒ (18) + 14 = 32 4 hexes - Success 24 gp
Lore gladiator, DC26: 1d20 + 14 ⇒ (14) + 14 = 28 4 hexes - Success 24 gp
The multi-day course is followed by workshops and some practice bouts. Overall others have taken it favorably.
Then Drockhar spends his time with...
Who: 2d8 ⇒ (4, 7) = 11
Winter roar team, he approaches them as a cleric seeing if he is able to help them but in fact trying to learn about them.
Winter roar, Athletics E, DC30: 1d20 + 20 ⇒ (4) + 20 = 24 4 hexes - Failure, 2 hexes to retry
Winter roar, Athletics E, DC30: 1d20 + 20 ⇒ (3) + 20 = 23 2 hexes - Failure, 2 hexes to retry again
Winter roar, Athletics E, DC30: 1d20 + 20 ⇒ (6) + 20 = 26 2 hexes - Failure ok.
But his multi-day engagement brought nothing. Either his heart was not in it or he was slacking off. But no one was even eager to talk to him. But at least they did not have him.

Zurrus Silk-String |

"I've been wanting to adjust a few of my songs; some time to relax and work on my compositions will be wonderful!"
Zurrus leans back against one of the statues and plucks at her harp strings, occasionally shaking her head and trying out new tunes.
Retraining Haste into Time Jump, I think it's thematically similar :). Third level spell, so DC 20 Occultism to retrain? Normally takes a week, so 7 retraining points.
Occultism (E): 1d20 + 17 ⇒ (7) + 17 = 24 Success, 1 RP, Total 1
Occultism (E): 1d20 + 17 ⇒ (10) + 17 = 27 Success, 1 RP, Total 2
Occultism (E): 1d20 + 17 ⇒ (14) + 17 = 31 Crit Success, 2 RP, Total 4
Occultism (E): 1d20 + 17 ⇒ (16) + 17 = 33 Crit Success, 2 RP, Total 6
Occultism (E): 1d20 + 17 ⇒ (1) + 17 = 18 Crit Fail, -1 RP, Total 5
Occultism (E): 1d20 + 17 ⇒ (16) + 17 = 33 Crit Success, 2 RP, Total 7
After a few hours, Zurrus has her song exactly where she wants it! She gathers everyone for a quick impromptu performance, to their admiration and/or annoyance.
6 Hex turns used, 10 left.
Which Team?: 2d8 ⇒ (7, 6) = 13 The Name Takers
Intimidation (T) DC25: 1d20 + 18 ⇒ (17) + 18 = 35 Crit Success!
"The Name Takers, huh? Don't suppose I could take your names?" Zurrus smiles a bit too wide, showing rows of sharp teeth. "Any of you have any fun spells? I'm always looking to expand my repertoire."
Which Team?: 2d8 ⇒ (5, 5) = 10 Steps of the Sun
Performance (M) DC25: 1d20 + 26 ⇒ (10) + 26 = 36 If I'm allowed to count the bonuses from using my harp it's a Crit Success. Otherwise regular success.
"You guys look fun! Can we trade songs? Please?? OH! Let's put on a performance for each other!" Zurrus is practically giddy to be around other performers, and particularly another catfolk. She asks of the dancers: "Those fancy dances aren't just for show, huh? Got any secret moves up your sleeve?"
8 hex turns spent scouting other teams.
Zurrus spends the remaining two hex turns putting on performances for change, using her trusty harp.
Performance (M): 1d20 + 26 ⇒ (20) + 26 = 46
Critical success, if we're still at level 11 during this downtime (and it's a level 11 task), that's 20 gp.
The strings are more magical than usual tonight. She stays up late, plucking a soft tune that rises into the sky above the temple.

Seishine NoMichi |

Using Craft to Earn Income.
Craft (DC 30): 1d20 + 26 ⇒ (1) + 26 = 27 1 HEX
Critical failure. YOU'RE FIRED!
Not sure if you will allow another check. I will roll anyways, and if no further rolls are allowed just ignore them.
Craft (DC 30): 1d20 + 26 ⇒ (15) + 26 = 41 15 HEXES x 15 gold per day = 225 gold
Critical failure to critical success.
I have updated Seishine to 12th level. Only think not updated is the results of the downtime.

DM rainzax |

Campaign Intermission (Part One)
☑ 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 =
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.
□ Cirri
☑ Drockhar
☑ Max
☑ Seishine
☑ Zurrus
Don't forget to update your Character Bars too!
□ 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.
□ 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.
□ 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

DM rainzax |
3 people marked this as a favorite. |

31 Rival Teams: Research
Consider "favoriting" this "anchor post"!
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)!
Critical Success (Cirri): One question about offense, defense, or special abilities!
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!
Critical Success (Max): One question about offense, defense, or special abilities!
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!
Critical Success (Zurrus): One question about offense, defense, or special abilities!
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!

Cirri for Ruby Phoenix |

Cirri asks a bit about the Arms of Balance and their favorite defensive techniques.
She was born at the sea, and she enjoys talking about warm water, whistling winds and crumbling sands.

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

Zurrus Silk-String |

Using my two rarity boons on Catfolk ancestry and Suli heritage.
Zurrus asks the Steps of the Sun about their favorite offensive dances.

Seishine NoMichi |

Gladiator Lore (earn income) DC 28: 1d20 + 18 ⇒ (13) + 18 = 31 Second 4 hexes = 20 gold
Gladiator Lore (earn income) DC 28: 1d20 + 18 ⇒ (14) + 18 = 32 Third 4 hexes = 20 gold
Gladiator Lore (earn income) DC 28: 1d20 + 18 ⇒ (3) + 18 = 21 Fourth 4 hexes = 32 silver
A couple of issues with the original but nothing that meant much of a difference, so going to stick with the results above.

DM rainzax |

Campaign Intermission (Part Two)
☑ 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 @ 16 days Earn Income = 43.20gp
☑ 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"
☑ Cirri
☑ Drockhar
☑ Max
☑ Seishine
☑ Zurrus
☑ Cirri
☑ Drockhar
☑ Max
☑ Seishine
☑ Zurrus
☑ Cirri @ Strix (R) + Wovenwood Shield (U)
☑ Drockhar @ Orc (U) + Diviner's Nose Chain (U)
☑ Max @ Second Chance Champion (U) + open slot
☑ Seishine @ Ring of Wizardry (U) + open slot
☑ Zurrus @ Catfolk (U) + Suli (U)
Looks like we are all complete! I will get to moving us along shortly...

DM rainzax |
3 people marked this as a favorite. |

31 Rival Teams: Research (V.2)
Consider "favoriting" this "anchor post" as it incorporates and overwrites the previous one!
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 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!
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 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.
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 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).
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!

DM rainzax |

Survive (Chapter Two)
An hour before the sunset of "day zero", a pair of enforcers communicate via the phoenix necklace:
Who is wearing it?...
"Qualifiers, please meet us at the front entrance of the temple"
The party quickly heads over and are instructed to produce the necklace, which is quickly confirmed and returned to the holder with care and reverence.
"Your objective, over the next three days, is to collect 10 feathers by legitimate combat: Do you have any questions about the Rules of Engagement?"

Drockhar |

Drockhar meets the others, his chain from his nosering to the ear making a bit of noise whenever the wind blows. He stands in his full-plate armor like it would not be bothering him.
He looks at the phoenix necklace and looks at his allies "Who would like the necklace?" I don't mind carrying it, but if some skill is needed to be related to talking maybe Zurrus?
"So this will be about the fight, hmm." I don't see it written anywhere, and I don't want to ask a question that is obvious to others but are the fights lethal? Should we be stopping our blows, or at the end of the fight there is someone healing the fallen?

Cirri for Ruby Phoenix |

Cirri snores quietly, wrapping her wings like a coat as she sleeps. "Wha?" she hoots awake from her second nap. "What are we- what's going on? Oh! Front of the Temple?" Swayaah stretches her wings, grabs her staff, puts on her armor and catches up to the team.
Cirri will gladly wear the necklace if no one else wants to.
The necklace is beautiful. Even if they never found the extra feathers in that sandstorm. She was certain they would claim the extra feathers they needed.
"Oh! Thank you for all of your help. I hope the necklace looks good. These phoenix feathers are beautiful. I'm kind of jealous. Assuming the phoenix gave their feathers with consent." Cirri kind of runs on while the officials politely ignore her.
"Rules of engagement... got it..." CIrri reads the rules.

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Max looks over the rules. Sounds simple enough.

DM rainzax |

Yes.
Though often rendered less so due to high level magic and rituals.
How did your character come to know this? What were the names of the teams that were "cruel" and "merciful" in previous years?...

Guide |

As the PCs nod to the Enforcers, they bow and move along their patrol. The night passes and morning comes.
☀️Date: (☑|☑□□) @ Early (□□,□□,□□,□□), Noon (□□,□□,□□,□□), Evening (□□,□□,□□,□□), Late (□□,□□,□□,□□)
Ingdani is doing morning yoga, and if anyone approaches her, she asks "So - where are you headed first today?

Drockhar |

Drockhar looks at Seishine and his odd answer
"How about east? Let's head towards that mountain that we see from here, then we will walk around it, from the northern or southern side."
Drockhar never showed much interest in the tournament
No Society skill so I would have to go with the flow on this one. With regards to direction I have no proposition so east is as good direction as any.

Cirri for Ruby Phoenix |

How many feathers do we have? 3?
"Wait, give me a minute." Cirri squats, closes her eyes, and breathes slowly.
Cirri will >Survey Wildlife< to determine what creatures are in the area.
Survival +18 to observe animal signs/tracks/scat. Then she can make Nature +22 checks to identify animals in the area. She's a Master in Nature so she suffers no penalty.
Survival: 1d20 + 18 ⇒ (18) + 18 = 36
"Okay, if we're going east, we should look out for these flora and fauna."

Guide |

Cirri leads the team East, as their guide, Ingdani Budisuma, follows dutifully.
Though the day is not as sunny as yesterday, even the partial clouds leave plenty of room to gain a better perspective of the island.
Visibility today: 2 Hexes
Cirri is able to identify the gargantuan tracks as those belonging to some species of deadly mantis - perhaps their lair is nearby?
Cirri may Recall w/ Nature vs DC 28 to ask one question.
Random Encounter (Invert Flat DC 20): 1d100 ⇒ 53
No REs
Early
(☑) Party Travels East
(☑) Cirri to Survey Wildlife, Drockhar to ??, Max to ??, Seishine to ??, Zurrus to ??
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Noon (□□,□□,□□,□□)
Evening (□□,□□,□□,□□)
Late (□□,□□,□□,□□)

Cirri for Ruby Phoenix |

Cirri notes the giant tracks. "Ooo! Look. Mantis tracks."
Nature: 1d20 + 22 ⇒ (9) + 22 = 31
"Now, let's see... any special... attacks they could have? It's best to be careful."

DM rainzax |

Leaping Grab (◆◆) Leaping 40 feet horizontally and 20 feet vertically, the mantis can Strike at any point along the way, which if hits, automatically Grabs the creature and brings it with it.

Drockhar |

Drockhar would follow after Cirri trying to search for any signs of trouble. Perception +21, Reconnoiter to get a better understanding of what is there.
He searches the lands trying to stay close to the others. "Mantis? hmm, I don't think I ever thought one."

Cirri for Ruby Phoenix |

"These indicate the mantises are big. They can do this thing where they leap and strike you while moving. And if they hit, they grab you. Very powerful leg control." Cirri rubs her own leg instinctively.
You can read the spoiler in the >GM's post< for specifics.
"I... might be able to ask them to leave us alone. Then again, bugs are pretty simple minded."
Druids have Wild Empathy. I can use my +15 Diplomacy to Make an Impression on most wild animals, but I have no idea if they will work on insects.

DM rainzax |

While Cirri decides whether she'd like to track the mantises to their lair for a chat, Drockhar wonders what other features might be nearby...
...as the rest of the party weighs in on what to do next!

Cirri for Ruby Phoenix |

"Well, the easiest way not to get hurt is to just avoid them." Cirri stands up. "Let's go... South East."
Cirri wants to check out hex F8.

Drockhar |

"South east sounds good to me!" days the orc looking in that direction. "I think our goal should be to fight other teams to win the feathers and try to avoid other combats"

Zurrus Silk-String |

I think F8 is north east, since the map is sideways. Fine with checking it out though.
"Find with me! I've seen enough bugs after those spiders..." Zurrus shivers.

Guide |

Doing their best to steer clear of the Mantis's Hunting Ground (G3), the group veers northeast, as part of the forested area unfolds under the partial cloud cover, revealing yet more of the center of the island. Further north and just slightly west, a great mountain is lost among the clouds - looking to be the highest and tallest natural formation upon the island - Mount Haminabu!
Ingdani pipes up "It is imperative to reach that peak by sunset (before "Late") of the third day - and be rewarded with it's incredible view!" she stares off blissfully in the direction indicated, as if recalling a panorama...
...
Random Encounter (20%): 1d100 ⇒ 65
⌛Time: 120 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
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Noon (□□,□□,□□,□□)
Evening (□□,□□,□□,□□)
Late (□□,□□,□□,□□)

Cirri for Ruby Phoenix |

"Oh, I bet the view must be wonderful!" Cirri's wings twitch excitedly. "Maybe one day I'll be able to fly from the peak to the base." She hops around a few times before containing her excitement.
"Maybe we can head towards the forest, though. Northeast?" She points to the section marked F12 on her rough sketch of the island. "We can cover more ground that way- maybe we'll meet another team!"

Guide |

Cirri's enthusiasm invigorates her teammates - pressing along the northeastern forest ridge, more of the mighty Mount Haminabu becomes visible through the light cloud cover at the shifting of perspective - as well as three bodies water to the northwest, north, and northeast - two lakes and one sea-connected cove!
Fully half of Bonmu topography now known to the party as they continue to travel quickly over it's tropical landscape!
...
Random Encounter (20%): 1d100 ⇒ 25
⌛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
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Noon (□□,□□,□□,□□)
Evening (□□,□□,□□,□□)
Late (□□,□□,□□,□□)

Drockhar |

"Let's keep on going, we need to find other teams, those feathers do not grow on trees." says Drockhar I am fine with keeping to the same direction.

Cirri for Ruby Phoenix |

Cirri seems bewildered. "Tree feathers? Well, feathered creatures may drop a feather near their nest, which is often in trees. But Phoenixes are much too large for these trees. Maybe a mountain?" She hops with glee. "Oh, maybe we'll see a Phoenix nest when we climb the summit!"
Off to F14

Guide |

Breaking from their northeastern path somewhat, the party heads northwest straight for Mount Haminabu, whose summit comes fully into view as they comb the coastline that hugs the lush ridge into which a small archipelago is also nestled. They continue to push through the island with great speed, seemingly unconcerned with exploring anything but perhaps a final destination.
Random Encounter (20%): 1d100 ⇒ 11
Event or Encounter: 1d2 ⇒ 1
But the island, in a turnabout, seems curious about them! For another Rival Team - two Vudran humans - and Cirri's Corsairs seem to be on a collision course, and from a respectable distance, the sisters, one of whom also sports a phoenix necklace with 2d4 ⇒ (1, 3) = 4 feathers, bow and hail them!
...
⌛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
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Noon (□□,□□,□□,□□)
Evening (□□,□□,□□,□□)
Late (□□,□□,□□,□□)

DM rainzax |

First Challenge (Part One)
NPC Team: Ahmoza Twins (Sister Human Ki Adepts)
Of average height and build, with a couple choice monastic weapons strapped to their backs, these two sisters have stern features and walk with the grace of martial artists, and though not identical, share a clear familial resemblance, where like yin and yang, they differ really only in their choice of monastic garb: Manyala's robes sport red and orange-yellow embroidery of the Monastery of Unblinking Flame, whereas Rijana's robes sport the blue-teal and purple of the Monastery of Unbreaking Waves.
It is the latter sister that speaks first "Hail. We challenge your team with Honor and Respect: And submit for consideration our interest in the Terms (2d4 ⇒ (3, 3) = 6) of Distance and Preparation. Do you need time for Council, or shall your Reply be rendered in lieu?"
While her sister speaks for the duo, the former sister holds a cupped hand over fist forward - which blossoms into a tiny gentle flame! - indicating that the same words speak for her, and that she is ready, and that she is eager to begin!

Drockhar |

Diplomacy, aid, DC25: 1d20 + 18 ⇒ (19) + 18 = 37 Crit success on aid means +2 to Zurrus
"May Ragathiel's eyes fall upon you and for his wings to shield you from harm!" says Drockhar with zealotry in his eyes
"Before accepting your challenge, in Honor and Respect, Cirri's Corsairs would like to negotiate the terms."

DM rainzax |

"Speak then, Corsairs, seeing as Council you need not, and plainly. I am Rijana Ahmoza, of the Houses of Perfection, and this my sister is Manyala, who you see, is eager to dispense with the formalities, to test her Mettle against your Brave Team - for there are none who had made it this far as to secure an invitation to this Sport who are not so - and already half the morning is gone! Let us lay our feathers to Bid, for that we are Diplomats not, and may the Fists of the Ruby Phoenix determine which among us is Greatest in Spirit!"
Adjacent to the speaker, her sister's smile broadens into a toothy grin, the gentle flame from her clutched fist gesture propagating across her body to wreathe around her eyes - drawing her ki towards her crown!
...
Open spoiler only after Fully Resolving Negotiation and Choosing your preferred Terms first:
□) Feathers (2)
□) Terrain (Preference for "Archipelago Site" over "Boathouse Site" or "Grove Site") See Bonmu Map
□) Starting Distance (0 feet)
□) Number of Prep Rounds (none)

Zurrus Silk-String |
1 person marked this as a favorite. |

Diplomacy (E) to Negotiate, DC 25, +2 circ: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41 Crit success!
”Alright!! You’re getting me fired up for this!” Zurrus’ tail starts lashing back and forth excitedly. ”How does this sound: two feathers, six seconds to get ready, and 60 feet to start.” She bares her sharp teeth in a lighthearted sneer. ”May the best team win!”
Based on the discussion thread, went with 2 feathers, one round prep, 60 feet starting distance.