
Kazuki Sato |

Kazuki moves from the bush to get a better view of the creature.
He takes aim and fires a shot, sending the arrow between Lan and Sigurd...
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10), hunter's aim vs. Target: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 161d8 ⇒ 31d10 ⇒ 1
◆ stride.
◆◆ hunter's aim.

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Grabbing the coin from Lan's hand, Auntie Wu urges him: "Burn that thing! I'll do the coin!" She prays hurriedly but sincerely: Abadar, we beseech you to watch over our city. Help us defeat all those that stand in the way of our prosperity! Please light this Eternal Lantern! While she assumes Abadar can tell she doesn't value the same type of prosperity that his worshipers generally do, she figures he can also tell that she's faithfully relaying a message and that their goals are currently aligned.
Religion DC 18: 1d20 + 9 ⇒ (14) + 9 = 23
◆ Interact, ◆◆ Activate Lantern

Beacon |
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Sunbright orange divine light glows radiantly at the base of the lantern, a shining beacon in all directions, bathing the town of Willowshore in it's holy light!
The Mirage Mist and Crimson Moon conditions suppress while the Eternal Lantern is lit!
...the mangled mass of brain and nerves practically folds in upon itself as it's organic material burns away, dampening the nerves and clouding the disembodied brain's functioning...
Gurglegut's Brain and Nerve Ending Mass is now Sickened 3 while in the light!
...off in the distance, murmuring of the total change in atmosphere begins bubbling from the mouths of citizens and monsters alike, inspiring in them hope and fear in proportion - a Shining Dawn overtakes the village, as the very air itself feels safer somehow!
New condition in effect: Shining Dawn grants the party greater facility with the three skills associated with the trinity of Blessed Coins - a +1 item bonus to Medicine, Society, and Religion; please take a moment to amend your Macros accordingly, as if your character was wearing an item that granted those bonuses!
Furthermore, the Wandering Monster Chance in Willowshore changes to: 0%!

The gods themselves |

...there is another voice... ...a god perhaps?... ...Fumeyoshi?!... ...no... ...some other lingering malignant entity... ...barely audible in the background noise of reality... ...like a foul and faint radiation leaking as if from a hole in the cosmos itself... ...watching... ...listening... ...angry... ...plotting... ...in whispers... ...a remaining powerful force that refuses to wither away... ...still standing up the hairs on the backs of your necks... ... ... ... ... ...
...a single word... "No"...
...can you hear it?...

DM rainzax |

Lan, with his own faulty conscience coin-handling skills alleviated by Auntie Wu, scans the changing battlefiled over Dawnstep Bridge, and decides what to do!
➤➤➤➤➤
GURGLEGUT'S NERVE!
Monster ID: Occultism (DC 22) or Religion (DC 20)
Affixing a Coin into Eternal Lantern (◆◆): From an adjacent square, you may attempt a Religion or Thievery check vs DC 15 to properly affix the coin. If you critically fail, you drop the coin, which rolls in a random direction determined by GM!
Sigurd w/ Runic Katana @ -6
Kazuki w/ Hunting but mind Soft Cover
Lan @ -12
Gurglegut's Brain and Nerve Ending Mass (AC 21, 39/80 HPs) w/ Sick 3 (Lantern) @ +2 AC vs Kazuki @ Overload reset 0
Auntie Wu @ -12
Vekka w/ Runic Katana
➤➤➤➤➤
Lan is Up!

Ho Lan |

Lan steps away ◆ and faces the brain, unleashing a powerful cone of flames that engulfs the brain, Sigurd, and Vekka, healing his allies and scorching his foes.
◆◆ Rejuvenating Flames: 2d4 ⇒ (3, 4) = 7
DC 19 basic Reflex save for Brain

Boss Monster |

Thing Basic Reflex vs 7 phoenix flame (DC 19) w/ Sick (-3): 1d20 + 12 - 3 ⇒ (7) + 12 - 3 = 16 (-7 flame damage)
Fully recharged, the desperate Thing sends another blast of silent screeching supersonic energy, incidentally against the same party members again in a psychic storm, overloading their ears to bleed open!
⬜⬜⬜⬜⬛⬜⬜⬜⬜
⬜⬜⬜⬛⬛⬛⬜⬜⬜
⬜⬜⬛⬛⬛⬛⬜⬜⬜
⬜⬛⬛⬛⬛⬛⬛⬜⬜
Ⓜ️️️️️️️️️️️️️️️️️️️️️️⬛⬛⬛⬛⬛⬛⬜⬜
⬜⬜⬛⬛⬛⬛⬜⬜⬜
⬜⬜⬜⬛⬛⬛⬜⬜⬜
⬜⬜⬜⬜⬛⬜⬜⬜⬜
⬜⬜⬜⬜⬜⬜⬜⬜⬜
Gurglegut's Brain and Nerve Ending Mass
◆◆◆) Synaptic Overload
Mental Damage (4d8; enchantment, incapacitation LV5, mental, occult) vs Will Save (DC 16 / sickened 3) w/ Reset (1d4 rounds) vs Auntie Wu, Lan, Sigurd: 4d8 ⇒ (8, 7, 2, 8) = 251d4 ⇒ 4

DM rainzax |

Alternating current of healing flame and destructive mental static overwhelm!
➤➤➤➤➤
GURGLEGUT'S NERVE!
Monster ID: Occultism (DC 22) or Religion (DC 20)
Sigurd w/ Runic Katana @ -6 then +7 (so, full) then pending Will save
Kazuki w/ Hunting Thing (but mind Soft Cover from allies)
Lan @ -12 then pending Will save
Gurglegut's Brain and Nerve Ending Mass (AC 21, 32/80 HPs, Sickened 3) @ Overload reset 4 rounds
Auntie Wu @ -12 then pending Will save
Vekka w/ Runic Katana @ +7 (but already fully healthy)
➤➤➤➤➤
If you go down, hold off on Recovery until your New Initiative Count!
The Party is Up!

Sigurd Kolphan, Season of Ghost |

Sigurd feels conflicted. Lan surely would have secured the coin if he had another moment. But then again he wouldn't have been able to bathe the team in bright flames, and scorch the remains away.
Will Save: 1d20 + 9 ⇒ (11) + 9 = 20 Success, 12 damage
"Not yet, fiend." Sigurd feels its scream peak and shake his ears violently. But Sigurd stands.
He waits to see if his teammates are alright, or if they need immediate medical attention.

Ho Lan |

Will: 1d20 + 7 ⇒ (2) + 7 = 9
Lan will cast electric arc ◆◆ to see whether it's vulnerable to electricity.
Electricity: 3d4 ⇒ (4, 1, 2) = 7
DC 19 basic Reflex save
Then, he shields ◆ himself.
Edit: Oh, shoot, that fail would knock him out. Lan will use a Hero Point, then, for the Will save.
Will, Hero Point: 1d20 + 7 ⇒ (13) + 7 = 20
Lan will then heal ◆◆ himself and shield ◆ himself.
Heal: 2d8 + 16 ⇒ (7, 1) + 16 = 24

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Macros updated.
Will DC 18 vs. 25 mental damage: 1d20 + 11 ⇒ (18) + 11 = 29
Success for 12 damage. She's now at 12/36.
Gasping haggardly, Auntie Wu turns a malevolent eye on the floating brain. There's something vaguely familiar about it, but can she remember...?
Recall Knowledge (Religion; DC 20): 1d20 + 10 ⇒ (11) + 10 = 21
Resistances?
Curling her lip in disgust, she casts Vitality Lash at it. "Pharasma sends her regards!"
Vitality damage: 2d6 ⇒ (3, 2) = 5
The brain needs to make a DC 19 basic Fort save. On a crit failure it's enfeebled 1.
◆ Recall knowledge, ◆◆ Cast a spell

Vekka Tchakon |

It certainly does't like the blade. Let's see how it likes flame.
He beats the spell drum that makes fire gush forth from his blade and attempts to deliver all of it into the floating brain.
His motions are sharp and practiced, as if he's still in one of his training sessions on the old mountain.
◆◆ Spellstrike
Cast a spell Ignition
Strike: +1 katana attack, slashing damage (one-handed, runic weapon), Fire damage: 1d20 + 10 ⇒ (8) + 10 = 182d6 + 4 ⇒ (2, 5) + 4 = 113d6 ⇒ (2, 4, 3) = 9
deadly damage IFF crit: 1d8 ⇒ 6
On Critical Success The target takes double damage and 2d6 persistent fire damage.
But it's not enough. The thing is truly too dodgy for him right now.
◆ Enter stance: Arcane Cascade

Boss Monster |

Auntie Wu observes the Thing’s constitution, spotting its electrical-neural and void energy dual power source - as if sustained by hate and blackness!
HP 80 (negative healing); Immunities death effects, disease, electricity, mental, paralyzed, poison, unconscious; Weaknesses slashing 3

Sigurd Kolphan, Season of Ghost |

The team is still conscious. Good.
Auntie Wu mentions its strengths and weaknesses, and Sigurd smiles. To think, he would have used void energy had it stood still. He would have healed it!
The Eternal Lantern shines brightly, filling Sigurd with confidence.
Katana, Runic Weapon, Flanking: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Slashing, Runic Weapon: 2d6 + 3 ⇒ (6, 3) + 3 = 12
Sigurd takes a single practiced swing, and then reaches out to choke the remains with the sun's vital energy. "Return to death, and bother us no more."
Heal, Vitality Energy: 2d8 ⇒ (2, 7) = 9
◆ Stride
◆ Strike
◆ Cast >Heal< at Gurglegut's Brain. DC 17 Fort Save to resist.

Kazuki Sato |

Noticing his friends getting hurt by the brain thing, Kazuki continues to pepper it with arrows...
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10), vs. Target: 1d20 + 10 ⇒ (3) + 10 = 131d8 ⇒ 51d10 ⇒ 9
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-3) vs. Target: 1d20 + 10 - 3 ⇒ (13) + 10 - 3 = 201d8 ⇒ 81d10 ⇒ 4
He takes careful aim and fires a shot, sending the arrow between Auntie and Lan...
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-6) & Hunter's Aim (+2) vs. Target: 1d20 + 10 - 6 + 2 ⇒ (8) + 10 - 6 + 2 = 141d8 ⇒ 41d10 ⇒ 4
◆ hunted shot.
◆◆ hunter's aim.

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Auntie Wu would have immediately shared what she knows about the floating brain.

DM rainzax |

Fort Save vs Auntie Wu 5 vitality (DC 19) w/ Sick (-3): 1d20 + 9 - 3 ⇒ (3) + 9 - 3 = 9
Fort Save vs Sigurd 9 vitality (DC 17) w/ Sick: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21
Shot, flamestruck (that hit with sick 3, Vekka), and double-dosed in vital energy, the Raw Nerve is become no more.
The party takes stock a moment, some of their ears still bleeding and disoriented...
Sigurd @ -12 damage
Kazuki
Lan @ -24
Auntie Wu @ -12 (you CS'd the blast)
Vekka
➤➤➤➤➤
You find: a silver scepter set with semi-precious stones and a full deck of hand-drawn cards in a special little box....
➤➤➤➤➤
☑) Auntie Wu
□) Kazuki
□) Lan
□) Sigurd
□) Vekka
After taking a short rest (How long?), the party decides where to head to next...
Quorum of two

Sigurd Kolphan, Season of Ghost |

"Well done." Sigurd raises his sword towards the sun. "We are blessed yet again."
Heal: 2d8 ⇒ (1, 3) = 4
Heal: 2d8 ⇒ (5, 1) = 6
10 on a 4d8... oof
Sigurd's divine font seems to have been weakened from the fight. "That fool, Gurglegut. I doubt that trick was his doing, though..."
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Maybe Sigurd has stared at the sun for too long, he can't see anything in that mess. Gurglegut's throne isn't worth it.
"Where do we go now? I say we either check the mill again, or we look for more survivors. Now that the town is protected, it may be easier to look."

Ho Lan |

Perception: 1d20 + 5 ⇒ (8) + 5 = 13 vs DC 18
Lan kicks around some things in Gurglegut's throne to make sure nothing else jumps out at them, but doesn't think there'd be anything valuable in the mess.
Macros updated. We can get item bonuses to untrained skills, correct?

Kazuki Sato |

Kazuki searches the debris with Lan.
Perception (E): 1d20 + 9 ⇒ (20) + 9 = 29
"Hey! Look what I found!"
He hands the scepter to Lan.
His eyes go wide in surprise as he oggles the deck of cards. One of his favorite pastimes is gambling at the local tavern.
"I've never seen cards like this before."

Vekka Tchakon |

DC18 Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Vekka stares at the mass of brain matter for several moments. Who knows how much of it is required to continue acting on its own? Eventually he accepts the reality and sets aside fear of jump-scare. He's so focused on this he doesn't look very carefully at the throne.
He concurs with Sigurd.
It probably wasn't Gurglegut's doing, which means that whatever dark force may harvest additional bodies to create the same nightmare creature...
She shudders for a moment before weighing in.
I agree with looking for more missing townsfolk. The lantern provides quite a measure of stability here so it's far less likely the missing number will go up.

DM rainzax |

Kazuki's stash is curious - the party studies it...
Non-magical
Crafting (Trained) to Appraise Value (DC 18)
If you carry this around with you, you gain a +1 item bonus to Make an Impression w/ Northridgers.
It is worth 15gp.
Magical
Tradition (Any, Trained, One roll per PC) to Identify (DC 15)
➤➤➤➤➤
Their talk about what to do next continues...
Granny Hu's War Room (Anchor Post)
The Story of the South (Anchor Post)
Search for Missing People is complete - dice have hit the table and left - whomever remains is for all practical purposes simply gone... ...I'm seeing one vote for returning to the Lumber Camp so far?...

Sigurd Kolphan, Season of Ghost |

GM, can Sigurd use his Art Lore to identify the scepter? The bonus for that or Crafting is +5.
"Interesting. A full deck."

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As soon as the brain is actually, truly inert, Auntie Wu scrunches up her face and holds out her hand. Two adorable little mushrooms pop into existence on her open palm. "Here, Lan. These should help with your wounds." Casting Cornucopia twice.
Cornucopia: Healing for Lan: 2d6 + 8 ⇒ (2, 5) + 8 = 15
When Kazuki holds up what he found in Gurglegut's throne pile, Auntie Wu casts Detect Magic on each of them. "Hm. The scepter isn't magical, but the cards are." Inspecting them closely, she discovers...
Religion vs. cards, DC 15: 1d20 + 10 ⇒ (14) + 10 = 24
"Oh! You're right, Sigurd. It's a cantrip deck. Who wants to hold these? Kazuki?"
Auntie Wu would rather Refocus (twice) in a safer location. And she votes Lumber Camp.

Vekka Tchakon |

Ah darn. Didn't realize the remaining lost were gone for good.
DC18 Crafting to Appraise Value: 1d20 + 7 ⇒ (1) + 7 = 8
Vekka gives a regretful, sorrowful look for lost missing.
I suppose the lumber camp is as good as any option. We can at least stop the remaining faceless from ensnaring more of our community.

DM rainzax |

Art Lore, yes!
Also, I am seeing a 20 minute rest break?

Sigurd Kolphan, Season of Ghost |

Even with Art Lore I still missed the DC by 3.
"The scepter is quite valuable..." Sigurd ponders. "Now the bridge is clear, and the lantern shines. Shall we return to the Matsuki estate and focus our energies there?"
He turns to Lan. "You almost had it, I could feel the sun shining upon you my friend. Time was of the essence, but I'm certain you would have connected with the lantern if you had more time."

DM rainzax |

Two votes for Lumber Camp. One vote for Matsuki Estate. Need a tie breaker, or, a second and third, respectively!
The party debates whether to stay in town and help with the aftermath of what the Eternal Lantern seems to have driven away (and perhaps check on Downtown and Mo Douqiu), or, to regroup, and make a second assault on the Lumber Camp (and perhaps see what became of Ugly Cute - or maybe learn more about Zoudou)!

DM rainzax |

CS = 0 rolls for Random Encounter
S = 1 roll for Random Encounter
F = 2 rolls for Random Encounter
CF = 5 rolls for Random Encounter
Kazuki or Auntie Wu, go ahead and roll that Survival check to navigate back to Lumber Camp. While random encounters inside Willowshore is 0%, the Wilderness still has them…
The party decides to leave town, and take another crack at the Lumber Camp!
Random Encounter (20%): 1d100 ⇒ 51
Random Encounter (20%): 1d100 ⇒ 40
Random Encounter (20%): 1d100 ⇒ 11
Random Encounter (20%): 1d100 ⇒ 98
Random Encounter (20%): 1d100 ⇒ 45

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Before leaving, Auntie Wu tends to whatever wounds aren't already healed.
Treat Wounds on Lan: 2d8 ⇒ (6, 8) = 14
Assurance gives a result of 17 vs. DC 15. Lan should have +29 from Auntie Wu's mushrooms and Treat Wounds.
Treat Wounds on Sigurd: 2d8 ⇒ (3, 6) = 9
Once everyone's ready to go, she starts leading the way back to the lumber camp.
Survival to Sense Direction, DC 15: 1d20 + 9 ⇒ (17) + 9 = 26
Wahoo! Crit success.

Ho Lan |

Lan thanks Auntie Wu for the mushrooms and the bandages.
"The lantern has been lit. That's all that matters - it doesn't matter who lit it."
Lan will vote for the Matsuki Estate next time the choice comes up.

DM rainzax |

The party heads West along the Ceiba River (see Slide #2) the 10 miles back to the Lumber Camp - Auntie Wu's excellent navigating allows them to make the trek with still an hour or two of daylight left - the brisk journey nearly challenging everyone else in her party (She has the highest CON mod in the party) - until they arrive to just outside the Guard Tower's visibility (see Slide #1).
They discuss their method of approach...
Surprise element is essentially blown - you can still attempt to use Deception / Stealth / Perception etc, but I will assess a +5 DC increase at minimum. There is the direct approach - in which case simply place your minis at an entrance point on the map (the "Xs" is where Ugly Cute broke through). Or perhaps something I didn't think of? Also, if you'd like to use magic that has a duration of 10 minutes or longer, that is on the table here. So. How are we going to play this?

Sigurd Kolphan, Season of Ghost |

Lan's humility continues to impress Sigurd as they reach the camp. He readies his shield and prepares to Defend.
"They will be on high alert at this point." Sigurd whispers. "I will assume they either drove off or defeated Ugly Cute..." The shame creeps into his voice.
"There are still people to rescue. We need to see the emergency exit and how they resealed it. Ugly Cute was able to breach the camp's walls- those will likely be the easiest ways to enter, I doubt they had time or resources to rebuild completely."

Kazuki Sato |

"I'm willing to go in through the breacch in the wall. Although, I am considering climbing onto a roof again to snipe from up there. Good vantage point up there, too. What do you all think?"

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Oh, my. +2 is the highest CON bonus in the group, and it's on a female halfling? That's kinda funny.
Auntie Wu surreptitiously takes a swig from a specific gourd and tucks it away. She begins rolling a joint as she listens to the strategy session, and lights it with a cantrip. Eventually she muses: "I wonder if setting those log piles ablaze will be a good enough distraction. We definitely want to force the postponement of their ritual as long as possible. I have Ignition prepared today, so I can be on burning duty. Does anyone have anything flammable we can pour on the logs to make them light up faster? If we don't have much, the pile of carved stakes should be our priority."
She genuinely doesn't think of her alcohol as an option, because that's for *drinking*.
"As far as getting in is concerned, some of us are sneaky and some just aren't." Auntie Wu gives Sigurd a nod of solidarity. While her armor isn't clanky, she seems to have an innate knack for finding all the crinkly, snappy, noisy things to step on in any given area. "So we can split up and come in from multiple angles. Direct approach from one side, sneakers from another. Thoughts?"

Sigurd Kolphan, Season of Ghost |

"The only flammable things of note are my torches." Sigurd pulls out a torch from his backpack. "I have five of them."
"Kazuki, your approach as a sniper was valuable. But they will be on the lookout for anyone climbing the walls. At best I could serve as a distraction."

Skill Challenge |

Return to Noperra-Bo Lumber Camp
Certainly, the Noppera-Bo "Rovers" and "Prayers" - the latter likely absorbing the former at the death of their leader, Mugirou - had increased security since the party's first infiltration and excavation of rightly-gotten prisoners, but then again, the surreptitious arrival of the town guardian "Ugle Cute" was as unexpected as it was unwelcome. Jutting up from the trees, the Guard Tower looms, no doubt crawling with the faceless ones, and despite their recent (yesterday!) occupation and subsequent abscondment, the party decides to once again attempt to sneak in unnoticed, creating a burning distraction that doubles as a sabotage to hamstring the foul ritual the missing prisoner will likely meet their end unto...
Important: Before you roll, please place your Token on Map as described in Discussion!
➤ Level: Three (base DC 18)
➤ Complexity: 5 rounds total, broken up 2/1/2
➤ Timeframe: 10 minutes
Part One (2 checks): Sneaking Under the Guard Tower
➤ Synergies: Swift Sneak
➤ List of Skills: Stealth (very hard)
Part Two (1 check): Locating a Point of Entry
➤ Synergies: Expeditious Search, Survey Wildlife
➤ List of Skills: Perception (moderate), Survival (moderate)
Part Three (2 checks): A Burning Distraction
➤ Synergies: Fire Spell from a spell slot
➤ List of Skills: Deception (hard), Nature (moderate), Stealth (hard), Survival (moderate), or may use a Cantrip w/ fire trait to roll corresponding Tradition check (easy) or Spell attack (easy); +2 circumstance to check if a Fire Focus spell; -2 circumstance if you don't have a tool to make fire with (unless rolling Deception or Stealth); please include your fire-making tool in description of skill checks
Yes, everyone has to make a Stealth check in Part One even if Untrained - but you may Follow the Expert if you qualify.

Sigurd Kolphan, Season of Ghost |

Sigurd hopes that someone, anyone, is an expert at stealth. His Hide Armor is luckily not loud like heavier armors, but he has no skill at this.
Sigurd has a +2 to Stealth. If someone is an Expert at Stealth he will Follow the Leader instead, giving him a +3 Proficiency +2 Expert +2 Dex = +7 bonus.

Vekka Tchakon |

Kazuki I think you on top sniping again is a great idea. Vekka remarks before they approach.
Following on what Auntie Wu offers, he adds I also have magic to burn things. I do not necessarily have to direct it through my sword.
As they approach, Vekka takes a different path, from the opposite side of the entrance. He keeps very close to the wall, and even inside he says close to the sides of buildings like the warehouse.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Note: in the prior break Vekka would have recharged his spellstrike, as it only takes an action.

Ho Lan |

"I am considering climbing onto a roof again to snipe from up there. Good vantage point up there, too. What do you all think?"
"So we can split up and come in from multiple angles. Direct approach from one side, sneakers from another. Thoughts?"
I think these have been precluded because we're all Stealthing. Lan would have preferred that, and would still vote for it if there's discussion, but I'm on vacation and only able to check 1/day.
---
Lan's icon follows the group. I don't think anyone is an Expert.
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24

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@GM rainzax: Did we Refocus?
Before beginning their approach, Auntie Wu remarks: "Once they spot us, I'm shooting fire all over the place. Max destruction and disruption, while you guys get the prisoners and whatever else."
She lets Lan and Sigurd go first, then begins trying to step where they stepped. Of course, that's tricky, since her strides are only half as long.
Stealth, DC 25: 1d20 + 1 ⇒ (17) + 1 = 18 --> Failure; literally can't succeed.
Stealth, DC 25: 1d20 + 1 ⇒ (3) + 1 = 4 --> Crit Failure
My odds of crit failing on a reroll are too high, I think, so I'll save the Hero Point. It looks like I'll have plenty of opportunities to use it soon enough. :p

DM rainzax |
1 person marked this as a favorite. |

Kazuki Sato's Stealth (T) vs DC 23: 1d20 + 9 ⇒ (6) + 9 = 15
Kazuki Sato's Stealth (T) vs DC 24: 1d20 + 9 ⇒ (7) + 9 = 16
Kazuki tries to be stealthy, but seems distraught - perhaps the looming terror of his mother's continued absence frays his nerves...

Skill Challenge |

The party "sneaks" up to the Lumber Camp - perfectly confident that they remain totally and completely unseen! - in roughly two groups, with Vekka going his own way, Auntie Wu, Lan, and Sigurd clustering together, while Kazuki...
...is still putting his Token on the Map!
Part One
Auntie Wu w/ Stealth vs DC 23 @ 18
Kazuki w/ Stealth vs DC 23 @ 15
Lan w/ Stealth vs DC 23 @ 21
Sigurd w/ Stealth vs DC 23 @ 15
Vekka w/ Stealth vs DC 23 @ 22
Auntie Wu w/ Stealth vs DC 24 @ 4 ❌
Kazuki w/ Stealth vs DC 24 @ 16
Lan w/ Stealth vs DC 24 @ 24 ⭐
Sigurd w/ Stealth vs DC 24 @ 11 ❌
Vekka w/ Stealth vs DC 24 @ 18
Current Progress
⭐❌❌ = ❌
Part Two
Auntie Wu w/ ?? vs ?? @ ??
Kazuki w/ ?? vs ?? @ ??
Lan w/ ?? vs ?? @ ??
Sigurd w/ ?? vs ?? @ ??
Vekka w/ ?? vs ?? @ ??
Part Three
Auntie Wu w/ ?? vs ?? @ ??
Kazuki w/ ?? vs ?? @ ??
Lan w/ ?? vs ?? @ ??
Sigurd w/ ?? vs ?? @ ??
Vekka w/ ?? vs ?? @ ??
Auntie Wu w/ ?? vs ?? @ ??
Kazuki w/ ?? vs ?? @ ??
Lan w/ ?? vs ?? @ ??
Sigurd w/ ?? vs ?? @ ??
Vekka w/ ?? vs ?? @ ??
Arriving close, they begin to cross the breach, keeping a lookout for the ambush they are most certainly walking into...
Go ahead and open the Spoiler and roll for Part Two!
➤ Level: Three (base DC 18)
➤ Complexity: 5 rounds total, broken up 2/1/2
➤ Timeframe: 10 minutes
Part Two (1 check): Locating a Point of Entry
➤ Synergies: Expeditious Search, Survey Wildlife
➤ List of Skills: Perception (moderate), Survival (moderate)

Sigurd Kolphan, Season of Ghost |

How quickly did the Ghost Faces repair the breaches in the wall? Sigurd looks for a way in, quickly.
Survival: 1d20 + 7 ⇒ (14) + 7 = 21

Vekka Tchakon |

Surely they're here somewhere waiting to get the jump on us. Any moment now...
Perception: 1d20 + 5 ⇒ (11) + 5 = 16

DM rainzax |
1 person marked this as a favorite. |

Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (12) + 9 = 21
Kazuki spies what he can see...
Awaiting Auntie Wu and Lan!

Ho Lan |

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Lan's heart pounds as he keeps an eye out.

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Tailing the taller men, Auntie Wu cranes her neck to look around them, trying to spot guards on the walls and what the gate situation is.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23