Minions |
The Skeletal Magiker held fast within the entangling flora meets deathly gaze and points a bony finger at Brendar - a black icy bolt shoots forth, chilling him to the bone!
Demoralize (Intimidation) in Necril (+4) vs Brendar (Will DC): 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27 (+4 only if Brendar speaks / understands Necril!)
◆) Demoralize
◆◆) Cast a Spell @ Brendar
◇) Sap Brendar's Strength Negative Spirit Damage: 3 = 3
Ranged Spell Attack (cold, darkness, evil) vs Brendar: 1d20 + 13 ⇒ (1) + 13 = 14
Cold Damage: 5d6 ⇒ (2, 4, 3, 4, 6) = 19
GM rainzax |
Finding the Thief: Round Two
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Valeros @ Enlarged so Clumsy @ -15
Skeletal Magicker @ speed hindered
Brendar @ -3 sap @ Frightened 1 or 2?
Skeletal Monstrosity (AC 17) @ -8 blunt spear, -4 resisted longsword
Zisiro @
Natalu @
➤➤➤➤➤➤➤➤➤➤
Brendar is Up!
Brendar Sootscale |
The skeleton's words are disturbing, but luckily their meaning is lost on Brendar. (He doesn't speak Necril. Common, Draconic, and Sylvan)
The fleet kobold hustles up to Valeros and lays a hand on the warrior's shield. Glowing runes crawl across the shield boss.
Stride, Cast runic weapon
RUNIC WEAPON [two-actions] SPELL 1
CONCENTRATE MANIPULATE
Traditions arcane, divine, occult, primal
Range touch; Targets 1 weapon that is unattended or wielded
by a willing creature
Duration 1 minute
The weapon glimmers with magic as temporary runes carve
down its length. The target becomes a +1 striking weapon,
gaining a +1 item bonus to attack rolls and increasing the
number of weapon damage dice to two
Minions |
If only Brendar understood what was being said, he might have quaked - instead he bolsters Valeros's shield boss - it gleams with power!
Large Skeletal Monstrosity to Reflex (DC 19): 1d20 + 8 ⇒ (6) + 8 = 14 (Speed Hampered -10)
The Skeletal Monstrosity - still dealing with ensnarement - attempts to carve down the heroes with it's mighty polearm! Brendar or Natalu?: 1d6 ⇒ 6
Glaive (forceful, deadyl d8, slashing, reach 15) vs Valeros (AC 23 / clumsy / shield / palisade) : 1d20 + 12 ⇒ (10) + 12 = 221d8 + 7 ⇒ (6) + 7 = 131d8 ⇒ 6
Glaive (forceful, deadyl d8, slashing, reach 15) vs Natalu (AC 21 / palisade): 1d20 + 12 ⇒ (5) + 12 = 171d8 + 7 ⇒ (4) + 7 = 111d8 ⇒ 1
◆◆) Broad Swipe
◆) Strike
Horn (agile, piercing, reach 10) vs Brendar: 1d20 + 12 - 4 - 4 ⇒ (17) + 12 - 4 - 4 = 211d10 + 5 ⇒ (6) + 5 = 11
GM rainzax |
Finding the Thief: Round Two
Natalu ducks and clumsy Valeros blocks the mighty blow with help from glimmer palisade, but Brendar is taken aback with the unexpected spasm! (11 damage)
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Valeros @ Enlarged so Clumsy w/ Magic Boss @ -15
Skeletal Magicker @ Speed Hampered -10
Brendar @ -3 sap, -11 horn
Skeletal Monstrosity (AC 17, HP 38/50, resist slash 5) @ Speed Hampered -10
Zisiro @
Natalu @
➤➤➤➤➤➤➤➤➤➤
The Party (except Brendar) is Up!
Zisiro the Spirit Eater 2e |
Zisiro emerges from the copse. He calls upon the surrounding spirits to strike at the skeletal monstrosity.
◆ Stride
◆◆ Cast (V/S): divine lance @ Skeletal Monstrosity: 1d20 + 8 ⇒ (5) + 8 = 13
Spirit: 2d4 + 3 ⇒ (3, 4) + 3 = 10
Natalu |
Oh sure. A human warrior shows up and he gets all the spells just 'cuz he's tall.
Well, Natalu doesn't need to be tall. He can do just as well at his size. Shifting his spark into his spear, he strikes with the weighted end and channels divine power. The energy flows disruptively through the skeletal creature, and back into his own skin. Where it's not disruptive at all.
* Shift Immanence to weapon ikon
* Strike +1 dancer's spear: 1d20 + 10 ⇒ (8) + 10 = 18 for bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3 +2 spirit damage
* Spark Transcendance, dealing spirit damage: 1d6 ⇒ 2 and shifting spark to Body Ikon
DIVINE EXEMPLAR
Frequency once per round
You shift the focus of your divinity, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon’s immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered.
Special In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.
Immanence Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes.
Transcend—Strike, Breathe, Rend [one-action] (spirit) Requirements Your last action this turn was a successful Strike with the noble branch; Effect You channel a pulse of energy down your weapon at the moment of contact. The target of the required Strike takes spirit damage equal to your weapon damage dice.
[spoiler=Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend.
Immanence You gain resistance to bludgeoning, slashing, or piercing damage equal to half your level. You make this choice when you gain this ikon, and it can’t be changed thereafter. This resistance doesn’t apply against critical hits, which successfully find your unprotected spot. [/spoiler]
0-Bot |
Sorry, client came in for their scheduled appointment. The nerve.
Already exactly where he wants to be, Valeros presses the attack. Though he leads with his shield this time.
** Double Slice +1 Striking Shield Boss: 1d20 + 12 ⇒ (5) + 12 = 17 for bludgeoning damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13 and +1 longsword: 1d20 + 10 ⇒ (12) + 10 = 22 for slashing damage: 1d8 + 6 ⇒ (8) + 6 = 14
* Raise Shield
Minions |
Zisiro's lance pitters.
Natalua bangs and rings. (7 total damage)
Valeros double bonks. (13+9 = 22)
The Monstrous Skeleton remains rooted despite the beatings.
Skeletal Magicker looses a pulse of deafening doom!
Basic Fortitude (Sonic) DC 23 @ Brendar, Natalu, Valeros, Zisiro: 3d10 ⇒ (10, 5, 10) = 25
◆◆) Cast a Spell @ Everybody
◇) Sap Brendar's Strength Negative Spirit Damage: 3 = 3
◆) Stride (5 feet)
Teeth chittering at Brendar, It then struggles against the flora, moving north, but only barely.
GM rainzax |
Finding the Thief: Round Three
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Valeros @ Enlarged so Clumsy w/ Magic Boss @ -15 @ save panding
Skeletal Magicker @ Speed Hampered -10
Brendar @ -3 sap, -11 horn, -3 sap @ save pending
Skeletal Monstrosity (AC 17, HP 09/50, resist slash 5) @ Speed Hampered -10
Zisiro @ save pending
Natalu @ save pending
➤➤➤➤➤➤➤➤➤➤
When you roll your basic saving throw, please report your outcome and damage sustained!
Brendar is Up!
Natalu |
Natalu Fort: 1d20 + 9 ⇒ (13) + 9 = 22 Failure, 25 damage
Valeros Fort: 1d20 + 9 ⇒ (7) + 9 = 16 Failure, 25 damage
Minions |
Brendar falls!
The Skeletal Monstrosity carves down the still adjacent pair Valeros and Natalu - then hornbutts Nat or Val?: 1d6 ⇒ 3 Natalu for good measure!
Glaive (forceful, deadyl d8, slashing, reach 15) vs Valeros (AC 23): 1d20 + 12 ⇒ (20) + 12 = 321d8 + 7 ⇒ (1) + 7 = 81d8 ⇒ 1 (Crit for 17?)
Glaive (forceful, deadyl d8, slashing, reach 15) vs Natalu: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 7 ⇒ (2) + 7 = 91d8 ⇒ 7 (Crit for 25?)
Horn (agile, piercing, reach 10) vs Natalu: 1d20 + 12 - 4 - 4 ⇒ (10) + 12 - 4 - 4 = 141d10 + 5 ⇒ (2) + 5 = 7
◆◆) Broad Swipe
◆) Strike
GM rainzax |
Anyone who has not fallen is Up first!
0-Bot |
Even as he's hit, Valeros manages to push his shield against the skeleton and shove it off-balance.
[Reaction] Shield Block. Against 17 damage, he still goes down and breaks his shield, but...
[Free] Aggressive Block. The creature chooses to be pushed back 5 feet or become flat-footed until the start of Valeros's next turn. If it chooses to be shoved, Valeros chooses the direction. But if it would be shoved into difficult terrain (which it'd have to be here), it becomes flat-footed instead.
GM rainzax |
Finding the Thief: Round Three
Suddenly the last standing, Zisiro reels from the sonic blow (save pending) and decides what to do!
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Skeletal Magicker @ Speed Hampered -10
Brendar @ Prone, Unconscious, Empty-handed, Dying 1
Valeros @ Enlarged so Clumsy w/ Magic Boss @ Prone, Unconscious, Empty-handed, Dying 2
Natalu @ Prone, Unconscious, Empty-handed, Dying 2
Skeletal Monstrosity (AC 17 or 15 off-guard, HP 09/50, resist slash 5) @ Speed Hampered -10, Off-Guard
Zisiro @ save pending
➤➤➤➤➤➤➤➤➤➤
When you roll your basic saving throw, please report your outcome and damage sustained!
Zisiro is Up!
Zisiro the Spirit Eater 2e |
Fortitude (E): 1d20 + 9 ⇒ (2) + 9 = 11
Hero Point: Fortitude (E), Vestments: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Zisiro draws upon the strength of the tree spirits to endure as best he can (hero point). He then beseeches the nature spirits to revive his companions and castigate the skeletal monstrosity.
◆◆◆ Cast: heal @ everything within 30 ft, Fortitude DC 18: 1d8 ⇒ 5
Brendar's still got a 2nd level heal in there, right?
Minions |
Basic Fortitude vs 5 positive / vitality (DC 18): 1d20 + 10 ⇒ (10) + 10 = 20 @ 2 damage
Reviving each of his allies who lie naked of weapons upon the ground before the great monstrosity that doesn't quake from the blast, the dire situation springs with feeble hope.
Meanwhile, the as-yet unharmed Skeletal Magicker preys upon the strong: Zisiro!
Demoralize (Intimidation) in Necril (+4) vs Zisiro (Will DC): 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33 (+4 only if Zisiro speaks / understands Necril!)
◆) Demoralize Zisiro
◆◆) Cast a Spell
◇) Sap Zisiro's's Strength Negative Spirit Damage: 1 = 1
A brackish bolt spews forth from his skeletal claw, striking the animist and sapping his strength!
Ranged Spell Attack (necromancy) vs Zisiro (AC): 1d20 + 13 ⇒ (17) + 13 = 30
Zisiro - please make a DC 23 Fortitude save!
GM rainzax |
Finding the Thief: Round Four
Zisiro is sapped of life and vitality as he saves the entire party but now quakes in fear!
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Skeletal Magicker @ Speed Hampered
Brendar (5 HPs) @ Prone, Empty-handed, Wounded 1
Valeros (5 HPs) @ Enlarged so Clumsy w/ Magic Boss @ Prone, Empty-handed, Wounded 1
Natalu (5 HPs) @ Prone, Empty-handed, Wounded 1
Skeletal Monstrosity (AC 17 or 15 off-guard, HP 07/50, resist slash 5) @ Speed Hampered, Off-Guard
Zisiro (-1 sap) @ Frightened 2 @ Save pending!
➤➤➤➤➤➤➤➤➤➤
The Party (except Zisiro) is Up!
GM rainzax |
Finding the Thief: Round Four
Zisiro nearly collapses as perilous exhaustion pulls down in his limbs with unbearable gravity! (Enfeebled 3)
Brendar's magic seems to bathe the entire forest in positive energy - burning into the paired skeletons, turning the Monstrosity to dust, and crumbling the Magicker from outside-in!
It screams in Necril!
"ខ្ញុំនឹងស៊ីព្រលឹងអ្នក។"
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Skeletal Magicker (-14 HPs) @ Speed Hampered
Brendar (19 HPs) @ Prone, Empty-handed, Wounded 1
Valeros (19 HPs) @ Enlarged so Clumsy w/ Magic Boss @ Prone, Empty-handed, Wounded 1
Natalu (19 HPs) @ Prone, Empty-handed, Wounded 1
Skeletal Monstrosity (AC 17 or 15 off-guard, HP 07/50, resist slash 5) @ Speed Hampered, Off-Guard
Zisiro (-1 sap) @ Frightened 2 and Enfeebled 3!
➤➤➤➤➤➤➤➤➤➤
The Party (except Brendar) is Up!
Natalu |
"Ugly, mean--yeaguhgh!" says Natalu, grabbing his spear and using it to push himself to his feet.
He releases the energy from his body to empower Brendar instead before flowing back into his bangles.
* Interact to grab weapon
* Stand
* Spark Transcendence: Crash Against Me. Also triggers Radiant epithet which heals Brendar 8, then move Divine Spark to Palisade Bangles which gives everyone +1 to AC.
Immanence (aura) You are surrounded by a 15-foot aura that protects you and all allies within the aura from harm, granting a +1 circumstance bonus to AC. This bonus increases to +2 for anyone in the aura who has a buckler raised, or +3 if they have a shield raised.
Transcend—Embrace of Destiny [one-action] (emotion, mental, spirit) You draw an enemy within the aura into your reach, moving them directly toward you into a square within your melee reach unless they succeed at a Fortitude save against your class DC.
Zisiro the Spirit Eater 2e |
Zisiro follows his companion's advance and beseeches the spirits to further heal Valeros.
◆ Stride
◆◆ Cast: heal @ Valeros: 1d8 + 8 ⇒ (2) + 8 = 10
Minions |
Skeletal Magicker channels dark energy from the ground, taking a page from Brendar's book!
◆◆◆) Cast a Spell
◇) Sap Valeros Negative Spirit Damage: 2 = 2
Basic Fortitude @ Party (necromancy, negative) vs DC 23: 2d8 ⇒ (6, 5) = 11
The Party is Up!
(Don't forget to make your Fort saves first!)
0-Bot |
Natalu Fort: 1d20 + 9 ⇒ (2) + 9 = 11 Oh, come on!
Valeros Fort: 1d20 + 9 ⇒ (12) + 9 = 21
His broken shield is a severe hindrance to Valeros, but the fact that the skeleton stayed on the ground certainly helps.
He grabs his sword and tries to stab it--it doesn't seem likely to be effective, but he already knows cutting it doesn't work well. The fact that his sword is now far too small for him to use is also a problem. Well, fine. He has fists and feet! He follows up with a stomping kick.
* Strike fist (flat-footed): 1d20 + 11 ⇒ (12) + 11 = 23 for piercing damage: 1d4 + 6 ⇒ (2) + 6 = 8
* Strike fist (agile, MAP, flat-footed): 1d20 + 7 ⇒ (19) + 7 = 26 for bludgeoning damage: 1d4 + 6 ⇒ (1) + 6 = 7
* Strike fist (agile, MAP, flat-footed: 1d20 + 3 ⇒ (19) + 3 = 22 for bludgeoning damage: 1d4 + 6 ⇒ (4) + 6 = 10
Oh right, dropped equipment is... not useful while enlarged.
Natalu |
Oh hey. My count says I have 0 Hero Points, but yours says I have one. Let's see, checking the thread... started with two, earned one, spent two.
Okay, let's try that save again then: Hero Point: 1d20 + 9 ⇒ (15) + 9 = 24
"You are done," the not-yet-dead sprite assures the skeleton. Its fate inevitably draws it towards its conclusion as Natalu's energy flows into his weapon.
* Stride
* Stride
* Spark Transcendence. Magister can make a DC 19 Fortitude save or be pulled adjacent to Natalu (and Valeros). Shift spark into body ikon.
GM rainzax |
Finding the Thief: Round Five
Valeros lands three unarmed blows against the prone Magicker - it survives yet! (25 blunt)
Magicker Fortitude vs Embrace (DC 19): 1d20 + 12 ⇒ (6) + 12 = 18
Natalu pulls the prone Magicker closer for easier final pounding - it tries to grip the grass with it's claws as it's pulled across hallowed earth!
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Skeletal Magicker (AC 20, 19/58 HPs remain) @ Speed Hampered, Prone, Embracing Final Destiny
Brendar (27 HPs total) @ Prone, Empty-handed, Wounded 1 @ save pending
Valeros (15 HPs total) @ Enlarged so Clumsy w/ Magic Boss @ Prone, Empty-handed, Wounded 1
Natalu (14 HPs total) @ Prone, Empty-handed, Wounded 1
Zisiro (full HPs) @ Frightened 1 and Enfeebled 3 @ save pending
➤➤➤➤➤➤➤➤➤➤
Brendar and Zisiro are Up!
Natalu |
I edited my post above (I meant to preview with the save, not post; oops), but here it is again since you could easily miss it:
"You are done," the not-yet-dead sprite assures the skeleton. Its fate inevitably draws it towards its conclusion as Natalu's energy flows into his weapon.
* Stride
* Stride
* Spark Transcendence. Magister can make a DC 19 Fortitude save or be pulled adjacent to Natalu (and Valeros). Shift spark into body ikon.
Brendar Sootscale |
Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
Hero Point: 1d20 + 7 ⇒ (11) + 7 = 18
Brendar's luck is barely enough to keep him upright. He stands, scuttles over to Valero's, and slaps a bandage on the big guy.
Battle Medicine DC 20: 1d20 + 11 ⇒ (18) + 11 = 29
Healing: 2d8 + 10 ⇒ (2, 2) + 10 = 14
Zisiro the Spirit Eater 2e |
Fortitude (E): 1d20 + 9 ⇒ (20) + 9 = 29
Zisiro's apparition dispenses with the malign energy (nat 20).
The animist calls upon the spirits to smite the restless bones and the to ward himself.
◆◆ Cast: divine lance @ magiker: 1d20 + 8 ⇒ (9) + 8 = 17
Spirit: 2d4 + 3 ⇒ (4, 3) + 3 = 10
◆ Cast: shirld
↺ Shield Block 5
Minions |
With Skeletal Magicker hanging on by a thread despite Zisiro's spiritual blast, it chooses to rise here, and feared of the mighty sprite's ability to pull it close to him, unleashes a significant remainder of it's power sending dark perilous energy into the Exemplar's perfect body!
◆) Stand
◆) Touch of Undeath
◇) Sap Natalu Spiritual Void: 2 = 2
◆) Harm
◇) Sap Natalu Spiritual Void: 2 = 2
Basic Fortitude vs Natalu (DC 23): 1d6 ⇒ 4
Basic Fortitude vs Natalu (DC 23): 2d8 ⇒ (2, 5) = 7
The Party is Up!
Natalu |
Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12 Critical failure, 8 damage.
Fortitude: 1d20 + 9 ⇒ (9) + 9 = 18 Failure. Down.
0-Bot |
[Reaction to standing] Attack of Opportunity: 1d20 + 11 ⇒ (19) + 11 = 30 for bludgeoning damage: 1d4 + 4 ⇒ (1) + 4 = 5 Huzzah. Don't suppose that drops it and prevents its turn?
Valeros continues trying to stop the comparatively-small skeleton into dust.
* Strike Fist: 1d20 + 11 ⇒ (8) + 11 = 19 for bludgeoning damage: 1d4 + 4 ⇒ (4) + 4 = 8
* Strike Fist: 1d20 + 7 ⇒ (4) + 7 = 11 for bludgeoning damage: 1d4 + 4 ⇒ (1) + 4 = 5
* Trip Athletics (Assurance): 10 + 7 = 17
Zisiro the Spirit Eater 2e |
Zisiro removes the wand borrowed from the caravan and activates it to seal Natalu's wounds.
◆ Interact
◆◆ Activate
Heal @ Natalu: 1d8 + 8 ⇒ (6) + 8 = 14
GM rainzax |
Out of Combat!
The party takes a moment here to rest...
Lavanna Saltspray |
"Thank you!"
A figure emerges from the wood, and grabs a small Paper Lantern from the pile of bones that was once the Magicker.
"I have been tasked with returning this to it's natural grove - even if complications made the task difficult"
He smiles at the party while placing the expensive relic into his leather fanny pack, and winks.
The Paper Lantern - house to a Kami - is attracting undead to the grove like a signal beacon so long as it remains here!
Each PC can attempt a single check to recover the relic.
Diplomacy (DC 17)
Pharasma Lore (DC 15)
Religion (DC 15)
Brendar Sootscale |
Brendar narrows his scaly gaze at the figure: "I think you will find these complications will continue while you carry that beacon for the spirits." He points at the stranger's pack.
"You should hand it over to us. I'll talk to the kami and try to calm it down."
Religion: 1d20 + 9 ⇒ (11) + 9 = 20
Zisiro the Spirit Eater 2e |
Religion (T): 1d20 + 8 ⇒ (14) + 8 = 22
"Allow us to free the kami, and I believe things will become more peaceful again," Zisiro says.
Natalu |
It's a little embarrassing to ask others to bask in his radiance after that shameful display, but Natulu tries to shine his brightest all the save while submitting to treatment.
Natalu can heal everyone ride for 8, then again after 10 minutes.
"That thing is what's attracting them in the first place. And you could try talking to us instead of snatching it like that. It just makes you more suspicious!"
Religioon: 1d20 + 5 ⇒ (4) + 5 = 9
Lavanna Saltspray |
"Unsure if you could be trusted, foreigner" Dorobu responds to the sprite's scolding comment "But perhaps you are right. Please. Take this Paper Lantern out of this forest, and maybe it will release it's hold upon your friends, as well as restore the natural order"
Handing the relic over, Dorobu turns to disappear back into the wood...
GM rainzax |
And with that, the Pathfinders are able to guide the missing caravan back to Sakakabe, with all cargo accounted for!
FIN
Primary
The PCs fulfill their primary objective if they retrieve the relic and defeat the scenario’s villain, freeing the kami trapped within the item. Doing so earns each PC 2 Fame and 1 Reputation for any faction associated with their currently slotted faction boon.
Secondary
The PCs fulfill their secondary objective if they make a positive impression with their contacts along the Spirit Road. To do so, they must fulfill two out of the three following objectives: Earn the village’s charm prior to Encounter A by successfully dealing with the villagers, host at least one spirit in the forest, and acquire the katana prior to Encounter C by successfully negotiating with the thief. Doing so earns each PC 2 Fame and 1 Reputation for any faction associated with their currently slotted faction boon.
You all earn 10 Treasure Bundles