DM rainzax |
Kolphan seems very eager to follow the humanoid tracks East, but Sato isn't so sure. The rest of the party soon weighs in, taking stock of the clues to the dispersed struggle...
If the party decides to go NE, NW, or E (easy), the Tracking DC is 13 - if the party decides to go South (moderate), the Tracking DC is 15 - once we have a quorum of two people in agreement about a direction, the Tracker can go ahead and roll!
Auntie Wu @ Track or Sense Direction
Ho Lan @ Scout
Kazuki @ Search
Sigurd @ Defend
Vekka @ Avoid Notice
Auntie Wu |
Auntie Wu is not trained in Occultism or Religion, so cannot ID the centipedes further.
As soon as the threat is really, actually, for-really-for-real over, Auntie Wu reaches for her healer's tools to take are of that nasty bite--and realizes that she has no idea where they are. Oh no! I must've stashed them somewhere after eating those mushrooms! With a tiny wail, she turns to look for a berry bush so she can cast Goodberry on one of the fruits, when Sigurd heals her wounds for her.
Oops! I also forgot to buy healer's tools during character creation. I'll have to do that when they get back to town. Pity. I want to know what was in that spoiler.
"Oh! Thank you, Sigurd." She gulps and nods, then leans her head on his shoulder as he kneels beside her, plaintively wondering: "What happened to those poor things? They're usually not...evil."
As the subject of "what to do next" is discussed, Auntie Wu has a very strong opinion, but is hesitant to share her reasoning. "East! Yes. Let's go east. Maybe Chung-he is that way." She's not remotely in the mood to battle that bigger creature (and possibly more of them) until she's had some special tea and a soothing smoke.
There's a part of me that wants to make a quip about climate change causing the warm seasons to begin sooner.
Once everyone is agreed (since splitting up would be dangerous at this point), she begins following the tracks eastward as best she can while hungry and sober, two things she generally tries to avoid.
Survival DC 13 to track): 1d20 + 7 ⇒ (14) + 7 = 21
Sigurd Kolphan, Season of Ghost |
Oops, I forgot to check the centipedes
Religion: 1d20 + 5 ⇒ (12) + 5 = 17
"Did anyone notice the influence over the centipedes? Like a spirit, of pure malice. Their speech, hunger for flesh, refusal to stay dead." Sigurd keeps his sword and shield ready.
DM rainzax |
The tracks lead East into the woods (Party Token on Slide #1 Moved), and with some luck, the party catches up with their quarry, trekking perhaps 2 miles over about an hour's time.
Success
You spy a solo creature, cloaked and skulking, humanoid or perhaps simply human, cutting it’s way through some brush to a greater copse beyond, who seems too preoccupied with it’s machete to notice that you have tailed it to it’s current location…
You have some options here - essentially, you can Confront or Evade the creature.
Confront
Walking right up to the creature, you can keep your weapons sheathed and attempt a Social Encounter, or, you can draw your weapons and attempt a Combat encounter.
In the former case, folks can each mark their post with a Deception, Diplomacy, Intimidation, or Perception check. In the latter case, we roll regular Initiative and starting combat with Reactions readied.
Evade
Staying back to leverage the surprise, you can either attempt to Ambush it by forcing a combat encounter at a distance of your choosing, or, you can attempt to Chase the creature while remaining Undetected.
Both of these cases would use Stealth, the former to simply roll initiative (everyone using Avoid Notice exploration activity), the latter being a skill challenge where Stealth is the best option, but with other options including Perception and Survival, with a success in this endeavor allowing everyone an opportunity to Identify the creature more closely before committing to a full encounter.
The party quietly decides how to play their advantage before furthering their approach!
Ho Lan |
After the fight, Lan studies the creatures.
Occultism: 1d20 + 4 ⇒ (17) + 4 = 21
Religion: 1d20 + 3 ⇒ (20) + 3 = 23
He knows what Sigurd said, but more.
"An evil spirit or spirits somehow exerts influence over these animals - unusual intellect, ability to make basic speech, hunger for flesh, ferocity upon apparent death - rendering the otherwise ordinary animals as more fearsome than their uncorrupted kin. But this magical signature is personal, old, looking to gain more power - and probably corrupts a great many more animals than those just encountered!"
---
Sigurd, are you sure you want to spend an actual spell slot to heal Auntie Wu? She's only down 3. Lan can use rejuvenating flames (1d4) without expending daily resources. Also, Auntie Wu and Kazuki are trained in Medicine and can Treat Wounds, and it looks like there's a spoiler that nobody attempted to open.
---
Upon meeting the creepy guy in the the misty woods after waking up in an unknown location.
"Hey, guys, maybe he knows directions!"
Lan votes to approach and use Diplomacy. He doesn't carry anything in his hands, so being unarmed is no problem for him.
a Stranger |
The party decides for an open approach - moving cautiously, they stow their weapons and Confront the humanoid (human?) figure, who freezes as he (male?) becomes aware of not being alone in the wood, relaxing his machete arm, and stopping in place, but interestingly, not turning around fully, or really at all, instead, turning only his neck, and only slightly, so that, presumably, his hood barely permits the acknowledgement of their presence, perhaps, too, permitting his peripheral vision to track them, in return, visually.
There is a pause where it would seem natural for him to speak - but he chooses not to, or cannot, or will not...
Deception, Diplomacy, Intimidation, or Perception.
As you craft your post, choose one skill above to roll. If you have special skill feats / ancestry feats, now is a good time to mention them (and provide text / links).
Players are not "forbidden" from bearing arms per se - but I will assume you have done so unless you post otherwise, which if you do, may impose a bonus or penalty to any social skills the party rolls (ex. Diplomacy vs Intimidation)
Vekka Tchakon |
Vekka nods.
I see no malice in this person. Let's give them benefit of the doubt and see how their day goes.
Then they approach and the figure doesn't fully turn and acknowledge the party. This vexes Vekka.
Hello there! Did you not hear us? I assure you we mean no harm.
He looks at the others and then advances to place his hand on the person's shoulder, but quickly realizes this may be a bad idea.
Please. We entreat you to speak with us. What are you doing out here and have you seen any strange creatures or possessed animals?
Make an impression (Diplomacy): 1d20 + 3 ⇒ (13) + 3 = 16
Sigurd Kolphan, Season of Ghost |
Lan, if you'd like to use Rejuvenating Flames to heal Auntie Wu, go ahead. No one has healing tools and thus couldn't make the Treat Wounds attempt.
Sigurd nods with everyone's wisdom, and stows his shield while sheathing his katana.
"Greetings, friend. I am Kolphan, given name Sigurd. I live South of the Ceiba River. May the sun bless you today."
Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12
"We're looking for Chung-he. He said he would meet us in the morning with breakfast. Given the strange creatures in the forest, I grow concerned. We haven't seen him yet."
a Stranger |
Unsure if he wants to turn around, the hooded stranger remains motionless, but does not tighten his grip on his machete...
Auntie Wu w/ ??? @ ???
Ho Lan w/ ??? @ ???
Kazuki w/ ??? @ ???
Sigurd w/ Make an Impression (Diplomacy) @ 12
Vekka w/ Make an Impression (Diplomacy) @ 16
Skills: Deception, Diplomacy, Intimidation, or Perception
Kazuki Sato |
With his weapons sheathed, Kazuki follows behind the others and cautiously approaches the stranger.
"Uh, oh. That machete looks quite deadly."
"Chung-hu, is that you?" he inquires with a glint of hope and a smile that the man is his fellow townsfolk.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Just in case the stranger tries to run off, Kazuki studies the stranger carefully. He makes a mental note of the boots he is wearing to make it easier to track him and also notes the color of his cloak to be able to see it better through the greens and browns of the thick woods.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
I thought Choe Chung-hu was the man who was supposed to bring us breakfast/rescue us. Who is Chung-he? I'm guessing just a misspelling.
Auntie Wu |
1 person marked this as a favorite. |
Since DM rainzax is letting us retroactively purchase healer's kits, I'll do so and retcon her actions to what I had intended to do before I realized my error.
Suddenly, Auntie Wu remembers: "Oh! It's in the other pocket!" She fumbles around in her pack again and pulls out her healer's tools so she can bind the bite wound.
Treat Wounds DC 15 on Auntie Wu: 1d20 + 7 ⇒ (15) + 7 = 22
HP healed: 2d8 ⇒ (8, 3) = 11
As she pulls her clothing aside to treat the wound, a livid bruise shows beside it. "What? When did I get that? I know I didn't have it before the festival." Having taken a bath that morning, she would've noticed. "Come to think of it, I ache all over. Does anyone else feel like they have bruises everywhere?" She checks herself all over (well, almost all over), as well as anyone else who allows her to. "These bruises are fresh. They're only half a day old."
That gets her mind turning. The village's "kidnappers" weren't particularly rough. Why would they be so bruised?
Medicine DC 15 to Diagnose Cause of Bruises: 1d20 + 7 ⇒ (1) + 7 = 8
Boo. Anyone else trained in Medicine want to try?
--------------
And now, back to the present
It really bugs her that this person isn't turning to face them. That's what shady characters do. And she's not a fan of haphazardly hacking vegetation when one could simply go around it. That's just plain offensive. But most folks don't like you getting serious about their business first thing, so she decides to go along with the diplomatic approach the group has chosen and broach the subject with some levity. Gesturing toward the machete and the path of destruction, she remarks as lightly as she can: "What'd the plants do to deserve that?"
Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6
Ohhh, I need some tea.
DM rainzax |
Botting Lan
Ho Lan's Diplomacy (T): 1d20 + 7 ⇒ (7) + 7 = 14
Lan's salutation very nearly sounds sincere...
a Stranger |
Deception vs Party (Auntie Wu 17, Lan 13, Kolphan 15, Sato 17, Vekka 13): 1d20 + 8 ⇒ (18) + 8 = 26
The hooded stranger tightens his grip on his machete, and with a graceful motion, slides it behind his back, as if feigning harmlessness, simultaneously turns around to face the party, the coverings of his hood leaving his identity unknown, between the low light of the trees in the small clearing, and the shadow cast of it's heavy, sunken, wooly stitching. He speaks! His voice ordinary, human, groveling.
"You have found me! I am lost. I was taken. Let me show you my wounds..." he advances closer a stride, standing now adjacent to Auntie Wu, Kolphan, Lan, Sato, or Vekka: 1d6 ⇒ 5 Vekka "...do you see?" leveraging the kindness of Vekka's heart against him, he seizes the opportunity to stab the tengu viciously, pulling the machete back out from behind his back, and striking brutally!
~) Surprise Attack
◆) Strike
◆◆) Stride x2
Machete (slashing, sweep, deadly d8) w/ Sneak Attack (1d4) vs Vekka (AC 15 / off-guard): 1d20 + 8 ⇒ (17) + 8 = 251d6 + 1 + 1d4 ⇒ (3) + 1 + (4) = 81d8 ⇒ 8 (24 slashing damage!)
Vekka goes down!
And with that, the stranger flees!
DM rainzax |
Vekka is Dying 2
The Party (except Vekka) is Up!
Ho Lan |
"Wait! We didn't give you directions!" Lan yells as the man flees, completely taken by the man's deception.
He sees Vekka collapse and starts moving towards the tengu, but then pauses as his body begins to glow. Flames shoot forth in a 15' cone, but nobody is hurt. As a matter of fact, everyone heals 1d4 ⇒ 2 points, reviving Vekka.
Sigurd Kolphan, Season of Ghost |
Sigurd does not recognize this person. North of the River? South of the River? Does he worship at a shrine? And why is he reaching for his-
Such betrayal! He should punish the interloper with a-
Never abandon a companion in need.
Shizuru's words grant him some needed clarity.
"Vekka." Sigurd calls upon the sun to shine upon the tengu. "Not yet, my friend."
Casting Heal to restore 1d8 + 8 ⇒ (8) + 8 = 16 hit points.
"That is a nasty wound. But if we are to give chase, we don't have time to fully patch it."
He turns to the team. "We should give chase. If this butcher is in the forest, I worry to think of Chung-he."
DM rainzax |
Hooded Deception!
Vekka falls to the ground bleeding profusely, but two of his allies quickly soothe him with curative magic. Unarmed and Unshielded, the party scrambles to assist their ally while the perpetrator flees!
New Tactical Map!
➤➤➤➤➤➤➤➤➤➤
HOODED DECEPTION
Terrain: Trees are Obstacles, Branches and Rocks are Difficult Terrain
Weather: A reddish mist lingers, but not strong enough to cause Concealment
Monster ID: Sato only (see PM), w/ Society (DC 18)
Hooded Stranger w/ machete
Auntie Wu & Mogu (AC 16 or 18 shield, HP 16, Mogu 5)
Ho Lan (AC 16 or 17 shield, HP 15)
Kazuki Sato (AC 18 or 20 shield, HP 19, improved initiative) @ Hunting Stranger
Vekka Tchakon (AC 17 or 18 shield, HP 15) @ Wounded 1, Prone
Sigurd Kolphan (AC 18 or 20 shield, HP 17)
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Auntie Wu, Sato, and Vekka (w/ ◆◆◆) and Ho Lan, Sigurd Kolphan (w/ ◆) are Up!
Sigurd Kolphan, Season of Ghost |
"Dishonorable fiend!" Sigurd draws his katana. "You will regret your action!"
It's times like these Sigurd regrets his medium weight armor. He did hear good rumors about a remastered doctrine that would help with heavy armor, though. He makes a note to read it over when he gets the chance...
Kazuki Sato |
"What the...!?!" Kazuki is in utter shock as the man strikes his feathered friend down. Luckily, others immediately rush to save Vekka.
In a flash, Kazuki arms his bow and sends a flurry of arrows at the fleeing stranger...
◆ draw bow
◆ hunted shot...
Bow, Hunted Shot, Flurry: 1d20 + 7 ⇒ (13) + 7 = 20
piercing: 1d6 + 4 ⇒ (5) + 4 = 9
Bow, Hunted Shot, Flurry, MAP: 1d20 + 7 - 3 ⇒ (19) + 7 - 3 = 23
piercing: 1d6 + 4 ⇒ (4) + 4 = 8
Kazuki then chases after the stranger.
◆ Stride 25'.
"He's not human! He doesn't have a nose!" Kazuki shouts to his friends as he gives chase.
DM rainzax |
"He's not human! He doesn't have a nose!" Kazuki shouts to his friends as he gives chase.
Sato's shared observation now allows any PC to attempt to ID the Hooded Stranger!
Monster ID: Sato only (see PM), w/ Society (DC 18)
Monster ID: Society or Occultism (DC 18)
Kazuki Sato |
Actual Longbow damage:
1st. piercing: 1d8 + 4 ⇒ (2) + 4 = 6
2nd. piercing: 1d8 + 4 ⇒ (3) + 4 = 7
Auntie Wu |
Multiple thoughts bombard Auntie Wu in too short a span of time for her to process them. What the--?! Vekka!! Thank goodness he'll be okay! Why? No nose? *I'm* not human either. He's a murderer! Did he kill Chung-hu too?! Catch him! Quickly tapping each of the guys around her, she casts Guidance on Vekka, Ho Lan, and Sigurd. "Stop him! We need to question him!"
◆ Cast a spell, ◆ Cast a spell, ◆ Cast a spell
Vekka Tchakon |
Vekka blinks awake again. In that instant his mind quickly works through how he got here, onto the floor of the forest, looking up at tree canopy and helpful companions.
Those near him can hear a low growl/grumble through his beak.
That was... unexpected. I thank you. He looks Signurd and Ho Lan in the eye while nodding. Clearly he's pushing the gratitude through an overriding haze of anger and surprise.
All that having given him a moment to collect himself he springs up from the ground and looks around for the fleeing figure.
Don't rush, don't be sloppy. Think. What can I do immediately.
Even as the thought is finishing the low rumbling spell words begin emerging from his beak. His left hand outstretches and points at the hooded figure, while his right hand crosses his body and thumps one of the drums on his sandalwood spell circle (a different one from before).
This time the sigil glows, but does not disappear cantrip! while a bright, light-blue shimmering ray of icy-cold energy makes a sharp line from his outstretched finger towards their prey.
◆ Stand
◆◆ Cast a spell (somatic, verbal) Ray of Frost (Range 120 ft)
Spell attack (guidance), cold damage: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 261d4 + 2 ⇒ (4) + 2 = 6
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
UPDATE That was a calculated risk but I'm happy to see the slow-down probably applies and now Sato can catch him :)
DM rainzax |
With two arrows sticking out of his back, an arc of cool blast freezes his ligaments, slowing the fleeing Hooded Stranger dramatically...
...making a beeline for the entrance back into the woods from the clearing, he looks breeched to continue his flight none-the-less, severely wounded...
◆◆◆) x3 Stride (w/ 10-ft speed penalty)
➤➤➤➤➤➤➤➤➤➤
The Party is Up!
Vekka Tchakon |
I've slowed them down. Sato, don't let them get away! the tengu screams as he picks himself up and moves forward and to the side to keep a clear shot on the hooded finger.
He jumps into his final step, simultaneously thumping the ray of frost drum and pointing forward.
◆ Stride
◆◆ Cast a spell (somatic, verbal) Ray of Frost (Range 120 ft)
Spell attack, cold damage: 1d20 + 5 ⇒ (7) + 5 = 121d4 + 2 ⇒ (4) + 2 = 6
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Well... the die sure regressed-to-mean quickly...
a Stranger |
Hooded Stranger - perhaps six seconds from freedom - ducks his (allegedly noseless) head just in time to avert a followup icy blast - the woods are so close - he feels warmth in his joints again (speed penalty lapses) - he makes his last ditch break for it!
(AC 16, but +2 with Cover from Rocks / Trees)
➤➤➤➤➤➤➤➤➤➤
The Party (except Vekka) is Up!
Sigurd Kolphan, Season of Ghost |
Sigurd realizes this coward is going to flee.
◆ He Strides as much as his armor will allow.
◇ He drops his katana.
◆ He draws his crossbow.
◆ He fires.
Hand Crossbow with Guidance: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
The crossbow bolt chips one of the trees. "Coward!"
Ho Lan |
Lan will Stride forward once, to stay close to his allies. He considers rushing forward, but scared, he opts to conjure a glass shield, and Seek for traps.
◆ Stride
◆ Glass Shield
◆ Seek (30' cone to the south), Perception +3
DM rainzax |
Hooded Deception! (Aftermath)
...ricocheting off the tree, the invisible hand of Auntie Wu's faith guides the bolt to unexpectedly strike true...
...the already grievously wounded Hooded Stranger goes down…
…writhes a bit…
…then remains motionless.
From here, you can tell that he can bleed, and that his blood is red. Like a human. Or a halfling or tengu.
➤➤➤➤➤➤➤➤➤➤
3d6 ⇒ (3, 3, 5) = 11
You detect no traps in a 30' cone south of your token!
⬜⬜⬜⬜Ⓜ️️️️️️️️️️️️️️️️️️️️️️⬜⬜⬜⬜
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⬜⬜⬛⬛⬛⬛⬛⬛⬜
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➤➤➤➤➤➤➤➤➤➤
You observe the body from up close… …mostly humanoid, except for one horrible realization!
Horrible Realization
The man has NO FACE!!!
See Slide #8
Trained in Medicine and willing to Touch the Body?
He is dead. Killed by the crossbow bolt.
Either way, from close or from afar, anyone who hasn’t yet attempted to ID the creature once may freely do so now… if you are trained in both skills, you gain a +1 synergy bonus to your single check!
This is a Noppera-bō or “faceless ghost” - not really a "ghost", but an aberration with a corporeal body of unknown origin that typically uses it’s powers to masquerade as human, often with nefarious purpose. They can be solitary, or paired, or can tend to gather into communities of like-mindedness. This one appears to have training as a Rogue, though this is not an inherent characteristic of it’s biology.
Here are two of it’s signature abilities:
Impersonate Shape
[two-actions] (concentrate, occult, polymorph, transmutation) The noppera-bo changes into a Small or Medium humanoid they've touched during the last 24 hours, and the noppera-bo gains the target creature's face and voice. While transformed and their face is covered, the noppera-bo gains a +2 circumstance bonus to Impersonate that creature.
Remove Face
[two-actions] (emotion, enchantment, fear, mental, occult, visual) Requirements The noppera-bo trickster is Impersonating a creature with a face; Effect The noppera-bo trickster's facial features melt into nothingness, and they menace a creature within 30 feet. The creature becomes frightened 1 on a failed Will save (frightened 2 on a critical failure).
➤➤➤➤➤➤➤➤➤➤
The party (most likely) takes a Short Rest.
Auntie Wu @ ???
Ho Lan @ ???
Kazuki @ ???
Sigurd @ ???
Vekka @ ???
Within 10 minutes, Reddish Mirage Mist slowly flows into the clearing...
This time, the Mirage Mist seems thinner but of greater volume - quite unlike the first time (with the ferocious sentient centipedes), which was more a short, thick burst of crimson.
Indeed, this eerie fog is thick enough to obscure visibility beyond a range of 500 feet, with creatures viewed from more than 100 feet away Concealed. In addition, the mist seems to distort peripheral vision, causing one to periodically notice strange shapes moving and shifting about at the limits of their vision! All Perception checks attempted within mirage mist suffer a –1 status penalty as a result, and all DCs for Survival checks to Sense Direction are increased by 5.
This info is stored in the Campaign Header for your reference!
Critical Success?
There is a... sentience to the mist that you can feel. And, you can definitely identify that, in addition to being an objective weather effect, that there is a subjective mental component to it. Someone, or something, powerful and malevolent, can be sensed by you, just outside of your mind's reach while you are bathed in this Mirage Mist.
A deeply unsettling feeling.
Almost like being... watched...
➤➤➤➤➤➤➤➤➤➤
Auntie Wu @ Track or Sense Direction
Ho Lan @ Scout
Kazuki @ Search
Sigurd @ Defend
Vekka @ Avoid Notice
It's been a little over an hour since the party woke up - after some discussion, they decide just what to do!
Kazuki Sato |
Kazuki runs forward to the fallen attacker. He rolls the body onto its back with his foot.
"By the gods! The man has no face!" he shouts in disgust.
"Well, he is dead at least."
Kazuki notices the red mist drifting into the clearing.
Survival (T): 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
+1 Terrain Expertise (forest).
"Strange. The red Mist seems thinner but of greater volume, quite unlike the first time (with the ferocious sentient centipedes), which was more a short, thick burst of crimson."
Sigurd Kolphan, Season of Ghost |
Sigurd carefully reloads his crossbow and double checks his katana. He then approaches the body, shield raised and katana drawn. He's not going to let anyone else get hurt.
"You said he has no nose, correct- he has no face!" Sigurd takes a careful look.
Society: 1d20 + 3 ⇒ (16) + 3 = 19
"A >Noppera-bō<!" Sigurd pauses. "A faceless ghost. These can travel alone, or in pairs, or even a community... this one was training to be a roguish trickster."
"They must have stolen someone's face a day ago. That would explain why it faded. I'm not fully certain." He keeps his weapons ready but lowers them a bit. "Do any medics want to take a look?"
There is a spoiler if you walk up to the body that requires a Medicine check.
The reddish mist slowly seeps through the forest.
Survival: 1d20 + 5 ⇒ (10) + 5 = 15
"I agree, Sato. This mist is quite troubling. I worry we will be lost if we do not find the source."
Vekka Tchakon |
Despite the fact that the individual went down, Vekka draws his katana before approaching. Then the exclamation from Sato makes him pause.
No face...?
He shakes his head violently as if trying to clear it of this reality. But it still remains.
A community of these could exist? That does not make sense. Does he have any notes or clues on him about his mission, I wonder.
Vekka covers up the face and searches the man's pockets and bags.
DM rainzax |
No face.
But some decent equipment.
The party shamelessly loots the Hooded Stranger!
Who is taking what?
Then, they come to a decision about what to do with the remains. The pain over Vekka's Wound flares a little, giving him a light lethargy.
You may open the "If anyone succesfully Treats Wounds" spoiler HERE and attempt that check (but only if you have not already attempted it yet).
...
After some rest, some discussion, perhaps a change of equipment, and a decision about the body, the party looks at the mists ominously, and decide where to go next.
The Mirage Mists raise the DC by +5 ~ meaning the DC is now 20!
Critical Failure ➤ 4 hours
Failure ➤ 2 hours
Success ➤ 1 hour
Critical Success ➤ half an hour
And once arriving back, the same next decision lingers over their heads:
Do they attempt to track down the other humanoids that went Northeast, those that went Northwest, the single large creature that went South, or head West back to Willowshore?
➤ Track NE (easy, adjusted for time)
➤ Track NW (easy, adjusted for time)
➤ Track South (moderate, adjusted for time)
➤ Sense Direction West (easy, adjusted for Mirage Mist)
Sigurd Kolphan, Season of Ghost |
"This ghost will not harm anyone else again." He disarms the creature. "I do not have a need for any of these items, but perhaps one of you may benefit. Otherwise we can hold onto it for now."
"Bah! This red mist makes it difficult to discern direction. If only I could see the sun..." Sigurd peers over the tree line, looking for a sign.
"Which way should we head next? My suggestion almost felled Vekka." He waits.
DM rainzax |
Failure
With a little over 3 hours having passed since the party woke up under strange conditions, having defeated sentient centipedes and tracked down and slain (and looted) a "faceless ghost", under the Mirage Mist which confounds overland navigation, they decide their next move.
Token on Slide #1 moved
Back where they started, and with Kolphan undecided, dejected somewhat, the rest deliberate over the question:
Do they attempt to track down the other humanoids that went Northeast, those that went Northwest, the single large creature that went South, or head West back to Willowshore?
Kazuki Sato |
"We should bury the body. Put his poor soul to rest." Kazuki suggests.
He checks the weapons, giving the machete a few swings.
"It's a bit too heavy for me. I prefer lighter, more agile weapons. The shortbow will be useful to me in close quarters, however."
Anyone else want the shortbow?
"I think we should head back to where we first found where the tracks diverged."
Kazuki checks the tracks and regains his sense of direction, noting the position of the sun.
Survival (T): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
+1 Terrain Expertise (forest).
Auntie Wu |
Auntie Wu allows the others to approach the attacker first. Once it's clear that she won't be in danger, she approaches as well, quivering slightly. (With fear. It's only fear. There's no withdrawal at all. None. Nope. Haha...)
Trained in medicine.
A quick inspection of the body tells her the truth. "Oh, he's dead! Now we'll never know if he killed Chung-hu!" As she glances up, she notes the red mist creeping in.
Nature: 1d20 + 7 ⇒ (3) + 7 = 10
She shudders, agreeing with the others. Desperate to get her mind off the scary stuff, she decides to focus on something she's pretty sure she can control. "Vekka, let's take a closer look at your wound. Just to be sure."
Treat Wounds, DC 15: 1d20 + 7 ⇒ (18) + 7 = 25
I have already attempted that spoiler.
She assures herself that there's no lingering poison or anything like that. "Yeah, it looks completely healed. You have those fresh bruises all over, just like me."
As Sigurd informs the group of the identity of the Noppera-bō, Auntie Wu exclaims: "Don't say its name! It's a faceless one. That's plenty descriptive enough!"
"This ghost will not harm anyone else again."
"You did it again! Stop it!" Auntie Wu is handling this like a sheltered mother hearing her child spout curse words.
Back in the clearing where the tracks diverged, Auntie Wu decides she'd better just accept the fact that today's going to be an awful day, and she might as well let all the bad karma happen at once so she can go back to having good days again. Yes. That makes sense. Power through this rough patch, and tomorrow will be better. I'll give myself a special reward. Maybe Luma has some of those magic mushrooms. Yes. That'll do. But now... First step: what to do? She clears her throat and begins in a voice that only shakes a little bit: "Okay, boys. We have options. We can wait here indefinitely. We can go straight back to town and tell them we know about a quarter of the information we could've found out. Or we could follow the other tracks and find out as much as we can. Stuff doesn't add up. Things are happening that... Well, we need to figure it out. So do we do that now, or do we go back and try to get help? Because--<gulp>--I don't think Chung-hu is going to come to us here."
Sigurd Kolphan, Season of Ghost |
Auntie Wu's chiding keeps him silent. She's always on edge. Now it's bad luck to utter his foe's identity?
"I would prefer to press on. As you said, it's not adding up. We need to understand what this mist is."
Ho Lan |
"I don't understand. If he was a ghost, why didn't he just ... vanish?"
Lan is pretty eager to get home, although he's not particularly helpful in getting there. Perception +3, Survival untrained.
While people are deciding where to head, Lan will take 10 minutes to Refocus, taking a quick nap and dreaming of a beautiful woman on a poster he saw once, named Hao Jin.
Kazuki Sato |
Kazuki cringes again when the word "ghost" is uttered.
"You're all going to curse us if you keep calling them the 'G' word. I prefer 'spectres' or 'phantoms'."
"Just don't go patting me on the head."
Vekka Tchakon |
Re: machete of potency - while it's not our chosen weapon, runes *can* be transferred and so we should choose a katana to move it to.
Hmm. Put his soul to rest? Given his face I'm not sure he has one. I suppose burying him is still good to avoid others being subjected to this sight.
He steps back to let Auntie Wu deal with his wounds. Each time one of them utters "the word" he chuckles to himself.
Thank you, that was awfully close. I really let him get the better of me. Not good.
Listening to the options, Vekka weighs in.
It might be best to strike while odd things are happening. We should mind the danger though and admit when the stakes are too high.
Sigurd Kolphan, Season of Ghost |
"My apologies. Using Gh- that word is incorrect. It's more of a body in the shape of a human that likes to steal people's identities. So, it is a physical entity." Sigurd bites his tongue. The town was always so suspicious about some trivial matters.
"It sounds like we will continue to explore, then. Let us go..."
1 is Northwest, 2 is Northeast: 1d2 ⇒ 1
"Northwest. I hope the humanoid tracks I found are more peaceful."
DM rainzax |
While Kolphan was eagerly navigating back to the Divergent spot (where the tracks diverged), you were able to see smoke rising from the couple-mile-distant Willowshore over the trees and mist!
Between the Mirage Mist, and the Time Lapsed, the prospects of Sensing Direction and Tracking grow ominously difficult.
➤➤➤➤➤➤➤➤➤➤
Reminder, this is one PC making the check as their Exploration Activity - or more than one PC if someone wants to Aid - be sure to declare who is primary, who is secondary
➤ Track NE (easy, adjusted for time) @ DC 13, +1 per hour = DC 16
➤ Track NW (easy, adjusted for time) @ DC 13, +1 per hour = DC 16
➤ Track South (moderate, adjusted for time) @ DC 15, +1 per hour = DC 18
➤ Sense Direction West (easy, adjusted for Mirage Mist) @ DC 13, +5 for Mist = DC 18
Sense Direction
Critical Success ➤ half an hour per hex
Success ➤ 1 hour per hex
Failure ➤ 2 hours per hex
Critical Failure ➤ 4 hours per hex
Track
Critical Success ➤ You catch up to your quarry, 1 hour per hex
Success ➤ You catch up to your quarry, 2 hours per hex
Failure ➤ You lose your quarry, 2 hours per hex, may retry, DC escalates
Critical Failure ➤ You lose your quarry, 2 hours per hex, may not retry
Kazuki Sato |
Following the tracks back to where they diverge, Kazuki suddenly notices a plume of smoke coming from the direction of the village. He turns to his teammates,
"Hey, friends? Do any of you know if the blacksmith was going to be doing any extra work today? There's a lot of smoke rising over the village."
Suzuki realizes this may not be a normal thing.
"Uhh. Perhaps we should hurry back home."
Will wait for the others to decide if they want to head back to town which might be ON FIRE! Kazuki is willing to be primary navigator.
Ho Lan |
"The blacksmith is on fire? Tian-Zhe!"
Lan will run towards the village as soon as he figures out what direction it is.
Seconding West.
DM rainzax |
The party decides to dispense with tracking their... captors? pursuers? highway brigands?... ...ghosts!?!... ...and instead, seeing the smoke plume, make quick tracks home for Willowshore!
Whoever is taking Lead, please roll that Survival check to Sense Direction (DC 18)!
Auntie Wu @ ???
Ho Lan @ Scout
Kazuki @ ???
Sigurd @ Defend
Vekka @ Avoid Notice
Upon arriving at the Eastern Tower - it's possible something is amiss...
Eastern Tower is Attacked (20% per hour) for Hour One: 1d100 ⇒ 83
Eastern Tower is Attacked (20% per hour) for Hour Two: 1d100 ⇒ 30
Eastern Tower is Attacked (20% per hour) for Hour Three: 1d100 ⇒ 52
...awaiting the outcome of the Sense Direction check to roll remaining hours!
Auntie Wu |
The plume of smoke from town sets off Auntie Wu's anxiety again. "Wait! Lan! That's a bramble patch! This way!" She steers the party on the best path she can find through the forest toward town.
Survival to Sense Direction, DC 18: 1d20 + 7 ⇒ (7) + 7 = 14
Of course, being in a near panic doesn't help her competence one bit.
DM rainzax |
Murder at the Eastern Tower
Eastern Tower is Attacked (20% per hour) for Hour Four: 1d100 ⇒ 86
Eastern Tower is Attacked (20% per hour) for Hour Five: 1d100 ⇒ 15
The party reaches the Eastern Tower - a short hike away from the town proper - just in time to witness a horrible event!
Three foul looking creatures, small, wide-grinned with long, pointed ears and sharp, malevolent teeth surround one of the terrified villagers who screams as the Black, Blue, or Green?: 1d6 ⇒ 1 Black one stabs her with his wickedly pointed blade!
Black's Tiny Shortsword w/ Sneak Attack (1d6) vs Villager: 1d20 + 9 ⇒ (20) + 9 = 291d6 - 2 ⇒ (6) - 2 = 41d6 ⇒ 1
While the three cackle with mad glee, the villager falls prone to the ground, dropping her longspear, falling unconscious, and bleeding out.
Villager is Dying 2!
The woman's name is Hai-Er Ha, you have seen her around working shifts at the Eastern Tower. You know that she is happily married, and has a beautiful daughter...
GM will also answer one question too!
Their laughing cut short as the party arrives a considerable distance from the gruesome act, our heroes try desperately - but perhaps with utter futility - to save the dying villager who bleeds out before her cruel and unusual would-be killers!
Auntie Wu's Perception (T): 1d20 + 7 ⇒ (16) + 7 = 23
Ho Lan's Perception (T): 1d20 + 3 ⇒ (14) + 3 = 17
Sigurd Kolphan's Perception (T): 1d20 + 5 ⇒ (15) + 5 = 20
Kazuki Sato's Perception (E): 1d20 + 8 ⇒ (1) + 8 = 9
Vekka Tchakon's Perception (T): 1d20 + 3 ⇒ (2) + 3 = 5 (low-light vision)
Black Beastie Initiative (Perception) w/ shortsword: 1d20 + 7 ⇒ (5) + 7 = 12
Blue Beastie Initiative (Perception) w/ mace: 1d20 + 7 ⇒ (5) + 7 = 12
Green Beastie Initiative (Perception) w/ club: 1d20 + 7 ⇒ (20) + 7 = 27
White Villager (Perception) w/ dropped longspear: 1d20 + 7 ⇒ (6) + 7 = 13
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Green Beastie yells "Kill her, kill you, kill 'em all, Woo Hoo!" he angrily waits for the party to approach, banging his foot against the ground, mad with bloodlust, then looks at Black Beastie who says "Wait until I say Go!" to which he replies "Okay okay!" but then Blue Beastie says "Go!" and laughs to himself as Green Beastie (thinking he is obeying Black Beastie) charges foolhardy towards the party - passing nearby the rolling Red Mist - brandishing his tiny club!
➤ ➤ ➤ ➤ ➤ ➤ ➤ ➤ ➤ ➤
Auntie Wu, Kolphan, and Lan are Up!
New Map on Slide #10
Ho Lan |
Willowshore Lore: 1d20 + 4 ⇒ (16) + 4 = 20
"That's Hai-Er Ha, Leng's mother! She works shifts at the Eastern Tower. Hai-Er, I mean. Heh, heh. I don't know where Leng works. Okay, she's a waitress at that cafe across from the tea shop. But everyone knows that, right? I mean, they've got the best 紙包蛋糕 there, everyone knows that, am I right? It's not like I just go there to stare at Leng, I don't even know where that accusation came from, heh. Gods, think of Hai-Er's husband! He would be so appreciative if we saved her."
Do any of the PCs have second-degree ties to her?
---
"Cover me guys, I'm going to save Leng's mother!"
◆◆◆ Stride, Stride, Stride.