
Minions |

White Reflex vs 4 electric (DC 19): 1d20 + 6 ⇒ (19) + 6 = 25 @ 2 damage
Purple Reflex vs 4 electric (DC 19): 1d20 + 6 ⇒ (16) + 6 = 22 @ 2 damage
Jolted again, but the centipedes remain standing!
Spooked and near death, White centipede flees!
◆◆◆) Stride x3 Off Map!

DM rainzax |

➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu @ -7 damage
Sigurd
Purple @ -7 shock
Kazuki
Orange
Lan
Green
Blue
Vekka
Red
➤➤➤➤➤➤➤➤➤➤
Sigurd is Up!

Sigurd Kolphan, Season of Ghost |

"I have no plans to retreat." Sigurd keeps his response short. He points his katana at the Orange hued centipede.
Katana: 1d20 + 8 ⇒ (14) + 8 = 22
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Katana: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
Then he raises his shield. "Come!"
◆ Strike Orange
◆ Strike Orange(or Red if Orange is defeated)
◆ Raise Shield
↺ Shield Block the first Strike I take. Hardness 5.

DM rainzax |

Decapitating Orange and nearly cutting Red in half, Sigurd’s katana flies and sullies itself with green gook as insects wail!
Purple centipede flees in fear!
Kazuki is Up

Kazuki Sato |

With the blue centipede marked as his prey, Kazuki continues to fire arrows at it. It's going to be a bit tricky, though, at such close range with a powerful longbow and with dim light...
DC 5 flat check vs Concealment: 1d20 ⇒ 12
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) vs Blue: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 171d8 ⇒ 11d10 ⇒ 9
DC 5 flat check vs Concealment: 1d20 ⇒ 3
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-3) vs Blue: 1d20 + 10 - 3 - 1 ⇒ (12) + 10 - 3 - 1 = 181d8 ⇒ 11d10 ⇒ 7
DC 5 flat check vs Concealment: 1d20 ⇒ 3
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-6) vs Blue: 1d20 + 10 - 6 - 1 ⇒ (11) + 10 - 6 - 1 = 141d8 ⇒ 51d10 ⇒ 9
DC 5 flat check vs Concealment: 1d20 ⇒ 7
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-6) vs Blue: 1d20 + 10 - 6 - 1 ⇒ (20) + 10 - 6 - 1 = 231d8 ⇒ 21d10 ⇒ 9
Kazuki smirks as the final shot strikes true.
All attacks include -1 for Volley.
◆ hunted shot (blue)
◆ strike (blue).
◆ strike (blue).

Minions |

4 arrows stick out of Blue Centipede as it continues to writhe - with a single arrows wide, it is the ranger's 5th that finishes the deed - it drops to the ground motionless...
...and remains so...

DM rainzax |

➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu @ -7 damage
Sigurd
Kazuki
Lan
Green
Vekka
Red @ -4 chop
➤➤➤➤➤➤➤➤➤➤
Lan is Up!

Ho Lan |

Lan will cast ◆◆ electric arc again, and then ◆ glass shield.
Red Concealment: 1d20 ⇒ 16 vs DC 5
Green Concealment: 1d20 ⇒ 13 vs DC 5
Electricity: 3d4 ⇒ (1, 2, 2) = 5
DC 19 basic Reflex save

Minions |

Red Reflex vs 5 electric (DC 19): 1d20 + 6 ⇒ (17) + 6 = 23 @ 2 damage
Green Reflex vs 5 electric (DC 19): 1d20 + 6 ⇒ (2) + 6 = 8 @ 10 damage
Another bolt of jolt!
Green completely explodes covering anyone nearby in Green goo!
➤➤➤➤➤➤➤➤➤➤
Vekka is Up!

Vekka Tchakon |

With his blade at heightened potency and running out of targets, the tengu jogs in precise movements to stand alongside Sigurd before he beats the familiar spell drum of basic flame. He watches the red flames gush from the dark-blue shimmery blade for a sufficient moment before slashing down at the creature.
◆ Stride
◆◆ Spellstrike
Cast a spell Ignition
Strike RED: +1 katana attack, slashing damage (one-handed, runic weapon, arcane cascade), Fire damage: 1d20 + 10 ⇒ (17) + 10 = 272d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 143d6 ⇒ (4, 4, 5) = 13
deadly damage IFF crit: 1d8 ⇒ 5
On Critical Success The target takes double damage and 2d6 persistent fire damage.

DM rainzax |

Velka obliterates the final Centipede - nothing survives the annhilation!
59 damage - encounter over
The party takes stock of their wounds, and decide how best to proceed next…

Sigurd Kolphan, Season of Ghost |

"We don't have time to waste. The trail could have gotten cold." He looks at his teammates.
"Auntie Wu, allow Shizuru to heal your wounds."
Casting >Heal<. Minimum healing amount is 18, so she should be at full.
"Can we pick up the trail again? It seems to have scattered. Maybe we follow the majority of the prints?"

Ho Lan |

"Has everyone learned all they can about what happened here? Some kind of ritual? This just all seems very familiar, so if we can figure out what's going on, maybe we can find a way to end it."
Lan has Perception +5, Religion +5.

Vekka Tchakon |

Yes, they footprints do scatter, but is there any pattern here within the campsite before they do.
Vekka is wondering if something like a ritual is obvious here.
Perhaps Perception+5 and one of: Arcana +9, Occultism +3, Religion +2? If he had to guess he would think occultism is most relevant.

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"Thanks, Sigurd. Yes, let's check the tracks." Auntie Wu immediately begins searching around, hoping to find "the real trail" that leads to more prisoners. She holds up her torch (which she lights with flint and steel) so she can see.
Survival to Track: 1d20 + 9 ⇒ (5) + 9 = 14

Sigurd Kolphan, Season of Ghost |

Sigurd takes an opportunity to search for anything of religious significance. Some of the ghost faces seemed to worship something.
Religion +7. Perception +7.

Hexploration |

Failure vs DC 15
The trail simply splits, and the quarries seems to have gone their own way, disbanding, and so, there is nothing to really "track" per se, and the roll is to determine how much time is lost making that determination!
CS ➤ You travel one or more hexes in half the standard time, following your quarry
S ➤ You travel one or more hexes in the standard time, following your quarry
F ➤ You travel one or more hexes in twice the standard amount of time, following your quarry - subsequent check increase in DC
CF ➤ You are "lost" for an amount of time determined by GM, and lose your quarry, ending up in a hex determined by GM
Standard Time Lost (Hours): 1d4 ⇒ 1
Random Encounter (20%): 1d100 ⇒ 79
The party chases tracks of ones and twos tither and yon, which at first seem to lead to somewhere, until ones seem to doubleback and twos to part again, an utter lack of organization that leads the party in circles, and leading them to second guessing themselves, until finally the conclusion is reluctantly reached: This set of tracks simply doesn't lead anywhere; whatever grouping had existed has now disbanded!
As darkness hits, the party realize they have no recourse but to turn back to the Lumber Camp or head back to Willowshore (or, to venture deeper into the Hinterlands?) - in the dead of night!
See Slides for Hexploration Map!
Where to?
Quorum of two!

Vekka Tchakon |

Vekka thinks on their options.
At the lumber camp there are at least safe enclosure and even some high spaces to wait out the night. Perhaps some of them may circle back to the camp overnight and we can get a glimpse of where they head next. It's not without danger but it may be better than starting over.

Sigurd Kolphan, Season of Ghost |

Nothing. Just darkness.
"We may as well return to the Lumber Camp. We won't survive the night wandering in the darkness." Sigurd sighs.
"May Shizuru protect everyone, for a bit longer."

Kazuki Sato |

Before the Disambiguation...
Kazuki studies his surroundings and the tracks they are following.
"They split off again." he laments.
"Maybe I can get us back on track."
Survival (E) & +1 Ter. Exp.: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Woo hoo!!!

DM rainzax |

The party returns to the Lumber Camp with Kazuki's expert navigation, staying the night in a building of their choice, and keeping watch...
1) I will assume we repeat the Watch in the Spoiler below? Cool?
2) Which Building will the party hole up in? Quorum of two to decide.
3) Briefly describe any Activities you perform while on Watch (ex. Kazuki @ roof)?
4) Daily Preparations if different from yesterday!
5) As the Lumber Camp is easily defendable (Wall, etc), I will set the Base DC at 10
LINK
Night Watch Order
1st Watch (2hrs) @ Sigurd
2nd Watch (2hrs) @ Vekka
3rd Watch (2hrs) @ Auntie Wu
4th Watch (2hrs) @ Lan
5th Watch (2hrs) @ Kazuki
Night Watch Mechanics
Best of Perception, Stealth or Survival - I will roll for you.
CS ➤ 0 rolls for Random Encounter
S ➤ 1 roll for Random Encounter; if results in an Encounter, Watcher gets 1 free round to act!
F ➤ 2 rolls for Random Encounter
CF ➤ 5 rolls for Random Encounter; if results in a Hostile Encounter, enemy starts with 1 free round to act (or similar advantage)!
The current Random Encounter chance is 20% (per "roll") in the Hinterlands
See Slides!
□ Guard's Dorm
□ Loading Island
□ Log Piles
□ Perimeter of Wall
□ Worker's Dorm
□ Warehouse
□ Guard Tower
□ Guest House
□ Manager's Dorm
□ Kitchen
□ Office
□ Shallow Dirt Mound
□ Storeroom
□ Treasury
□ Outhouse
□ Meeting Room
□ Ox Stables

Ho Lan |

Lan is fine with the current watch system. He'll just Seek, and if possible, keep a fire burning for light (or he can go through torches, I'm not sure how long those are supposed to last).
Lan will advocate staying in a room that we've thoroughly searched. For instance, he would see it as tempting to stay in one of the dorms, but nobody's cleared it of dangers. He'd rather stay in the meeting room or ox stables (which he searched), or the warehouse or treasury (which others have searched) instead.
He's going to invest in his pearly white spindle aeon stone the next day, although he doesn't know what it does yet (he just knows it's magical).

Sigurd Kolphan, Season of Ghost |

Sigurd is fine with the night watch.
Listening to Lan, he suggests they stay in the meeting room, as it was cleared and should be easy to defend against invaders.

Kazuki Sato |

Kazuki suggests holing up in the treasury for the night, especially if it can be securely locked. He's also fine out in the open, by the campfire in the center of the camp. He agrees to the routine of the night watch from the other night.
Kazuki considers keeping watch from a rooftop, however, soon decides it is probably best to keep watch close to the group so he can quickly alert his friends and spring into action, if necessary.

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Auntie Wu agrees to spend the night in the Treasury. She likes the idea of having the walls around her.
The watch order is fine with me.
During her watch, she allows Mogu to keep an eye on the outside, reducing her need for light. They know to tap her head on the corresponding side if they see anything amiss. She prepares and drinks a cup of special tea to help her stay awake for a bit, making sure to time it so the drowsiness that follows comes after her shift is over.
Mogu Perception +7; Auntie Wu Perception +11
Cantrips (level 1): Detect Magic, Electric Arc, Guidance, Ignition, Light, Vitality Lash
1st: Heal, Grease, Pummeling Rubble
2nd: Heal, Restoration

DM rainzax |

The party holes up in the Treasury...
1st Watch (2hrs) @ Sigurd (DC 10)
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (17) + 7 = 24
2nd Watch (2hrs) @ Vekka (DC 10)
Vekka Tchakon's Stealth (T): 1d20 + 7 ⇒ (6) + 7 = 13
Random Encounter (20%): 1d100 ⇒ 37
3rd Watch (2hrs) @ Auntie Wu (DC 10)
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (2) + 11 = 13
Random Encounter (20%): 1d100 ⇒ 29
4th Watch (2hrs) @ Lan (DC 10)
Ho Lan's Stealth (T): 1d20 + 8 ⇒ (6) + 8 = 14
Random Encounter (20%): 1d100 ⇒ 94
5th Watch (2hrs) @ Kazuki (DC 10)
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (3) + 9 = 12
Random Encounter (20%): 1d100 ⇒ 37
...The night passes without event - rising early in the morning, the party decides their next move!

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Subdued by last night's failure, Auntie Wu glumly suggests: "We could go after the heavy creature that might be Ugly Cute, but I'd be afraid of it being another false trail. Or we can report back to the leaders of Southside and Northside. What do you think?"

Sigurd Kolphan, Season of Ghost |

Sigurd finishes his katas as the sun rises. "How likely are we to find them? The trail may have gotten cold. If we still have a chance, I would like to help Ugly Cute. If they were to scatter someone would have to carry it."

Vekka Tchakon |

Back from weekend, catching up!
Vekka largely agrees with the others to spend the night in a camp location that they've searched before. The only criteria he adds for consideration is that it allow sufficient portholes, windows, or cracks to watch out through, while not revealing their presence. but now that is moot
Recovers focus point
Memorizing same spells as yesterday:
2nd blazing bolt
1st runic weapon (2)
Cantrips (2nd) caustic blast, frostbite, light, shield, tangle vine
--------------------
Now
Vekka weighs in Perhaps we give the trail one more day before declaring it cold.

Kazuki Sato |

Kazuki thinks for a moment before chiming in.
"I vote for following another trail. We've turned up nothing so far. If that is Ugly Cute's trail, it may need our help."

DM rainzax |

The party quickly musters in the morning and heads Southwest…
…hoping to discover the fate of Ugly Cute…
…Kazuki leads the way through the forest with Auntie Wu’s assistance…
Primary and Secondary rolls from the two of you, please!
I presume that Lan is Scouting, Sigurd is Defending, and Vekka is Avoiding Notice unless I hear otherwise…

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Heart heavy, full of gloom, Auntie Wu steels her mind and begins again, tracking the heavy creature through the forest. We don't have time for another wild goose chase. This had better lead to something useful!
Survival to Track, Terrain Expertise (Forest): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

Hexploration |

Into the Gorge of Fangs and Teeth
Critical Success to Navigate - No Random Encounter Roll
The party hikes under Auntie Wu's expert guidance for about 10 miles, the first half of the journey through alternating forest and plains Southwest, the second half of the journey entering a rocky badlands after turning Southeast, and descending into the Gorge of Fangs and Teeth!
You recall that the Town Guardian - Ugly Cute - was "born" from the quarries from the Gorge of Fangs and Teeth. However, your knowledge confirms an area with a 2-mile diameter, within which there are no less than 3d6 ⇒ (2, 3, 4) = 9 different small (and mostly abandoned) "hidden" mines...
Critical Success?
You will be able to recall the name of the shaft that was used to originally contruct Ugly Cute's stone vessel.
Go ahead and give this shaft a mine-y name!
You have a flash of inspiration!
Ugly Cute - an eternal spirit guardian whose soul would be able to reincarnate into a new vessel if he were ever destroyed - could likely only permanently be killed by conducting a special ritual at his "birth place" - perhaps right here in the Gorge of Fangs and Teeth!
Critical Success
Such a ritual would need to involve materials collected from this "birth place" - but also, such a ritual may involve waking nearby spirits who would be able to "ride" the ritual from their own plane of existence to inhabit suitable vessels upon this plane!
This knowledge gives your character a +2 circumstance bonus to Cast or Counteract such a ritual!
It is here that the party loses the trail in the rocks, stuck now, and deciding how to proceed...

Vekka Tchakon |

DC18 Society: 1d20 + 4 ⇒ (3) + 4 = 7
DC20 Arcana: 1d20 + 9 ⇒ (3) + 9 = 12
Vekka doesn't know much right now but <insert clever quip/it's honest work>.
Well, the Fangs and Teeth sure are a pretty scenery change from the endless, haunted forests.
He admires how the sun hits the formations to make multiplied fangs and teeth patterns across the landscape.
One trained check per hero, right? :D

Sigurd Kolphan, Season of Ghost |

Society: 1d20 + 5 ⇒ (9) + 5 = 14
Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Sigurd feels so lost. What could they have possibly done with Ugly Cute? And the trapped villagers? Did they flee? Did they complete their horrid ritual? Did their superiors punish them for failure?
"Perhaps we have lost the trail entirely." Sigurd takes a moment to enjoy the landscape. Many artists have been inspired by the formation. "Maybe it's best we return to Willowshore."

Ho Lan |

Willowshore Lore: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 16
Arcana: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 20
"The gods are not with us. We are lost and the meanings here are so far beyond us."

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Society DC 18: 1d20 + 2 ⇒ (17) + 2 = 19
Religion DC 20: 1d20 + 10 ⇒ (4) + 10 = 14
"Ugly Cute was born from one of the abandoned quarries around here. But there are almost ten of them, all small and hidden. We don't have time to search for them all. With our luck, Ugly Cute will be in the ninth one, not the first."

Sigurd Kolphan, Season of Ghost |

"Maybe Ugly Cute has retreated here to heal, to recover." Hope seeps into Sigurd's voice. "Unless someone has an inkling to which quarry we should search, let us leave them be for now. When the crisis in Willowshore is averted, we will return and take another look."

Kazuki Sato |

Kazuki is awestruck by the alien landscape of the rocky badlands. He is much more comfortable in the forest. He attempts to get his bearings straight and tries to figure out what's going on in the area...
Lore (Willowshore, T): 1d20 + 6 ⇒ (11) + 6 = 17
Nature (T): 1d20 + 7 ⇒ (14) + 7 = 21
Kazuki shares what he knows with the group...
Ugly Cute - was "born" from the quarries from the Gorge of Fangs and Teeth. However, your knowledge confirms an area with a 2-mile diameter, within which there are no less than 9 different small (and mostly abandoned) "hidden" mines.
Ugly Cute - an eternal spirit guardian whose soul would be able to reincarnate into a new vessel if he were ever destroyed - could likely only permanently be killed by conducting a special ritual at his "birth place" - perhaps right here in the Gorge of Fangs and Teeth!
"How I know this, I do not know." Kazuki says with a look of surprise.

Hexploration |

With Kazuki's revelation, the party weighs their options... and importantly, their time...
So: Back to the Lumber Camp, back to Willowshore, or...
We will be using the Hexploration rules to scale. Basically, because the map has "only" 2 mile hexes (instead of, say, 10 mile hexes), instead of measuring turns in terms of days, we will measure in 2-hour turns. This means that with an average party speed of 20-25 feet, the party is entitled to one Hexploration Activiety per 2-hour turn!
Summary
➤The DC to Reconnoiter the Gorge of Fangs and Teeth: Expert (DC 20)
➤It takes 2 Hexploration Actions to Reconnoiter, because it is Difficult Terrain
➤Each Hexploration Action takes about 2 hours to complete as a group
...Looking at the Sun, because of Auntie Wu's excellent outdoor guidance, it is still the early morning!

Sigurd Kolphan, Season of Ghost |

"I see. Maybe we can spend some time to look for that awful ritual." Sigurd relaxes a bit. "They would need some kind of religious marking, or a symbol, or rare ingredients. Maybe we can look for that?"
"If it's afternoon and we haven't seen anything, then we should turn back. Perhaps Ugly Cute managed to retreat safely. Or those fools failed..."

Kazuki Sato |

"I see. Maybe we can spend some time to look for that awful ritual." Sigurd relaxes a bit. "They would need some kind of religious marking, or a symbol, or rare ingredients. Maybe we can look for that?"
"If it's afternoon and we haven't seen anything, then we should turn back. Perhaps Ugly Cute managed to retreat safely. Or those fools failed..."
"I agree. Let's start searching. We should be able to find something out here. Whether it's Ugly Cute himself or one of the mines, we're bound to happen upon something."
Once the group is ready to head out and start searching, Kazuki keeps his eyes peeled for any notable landmarks or features.
Perception (E) to reconnoiter: 1d20 + 9 ⇒ (9) + 9 = 18

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Quorum of two: check!
As Kazuki reveals the likely evil intent of bringing Ugly Cute here, Auntie Wu's blood runs cold. "We need to stop them!" Frantically, she fishes in her pack, grabs a package, and pulls a couple of leaves out of it. After stuffing the leaves in her mouth and returning the package to her pack, she scans the Gorge for signs of which direction to go. Speaking around the leaves she's alternately chewing and sucking, she says: "I think if we follow that route there, we'll be able to rule out certain sections, based on what we can see."
Survival to Reconnoiter, Expert, DC 20: 1d20 + 9 ⇒ (19) + 9 = 28
Survival to Reconnoiter, Expert, DC 20: 1d20 + 9 ⇒ (9) + 9 = 18
Aid is welcome!

Sigurd Kolphan, Season of Ghost |

"Wait, do you think they are-" Sigurd's eyes are wide with shock.
1d20 + 5 ⇒ (3) + 5 = 8
Sigurd is unable to focus and provide any assistance.

DM rainzax |

The party picks back up the tracks - same type of tracks as before - that seem to head into a nearby (abandoned?) mine…
Random: 1d100 ⇒ 93
…the party decides how to approach!

Ho Lan |

Aid Auntie Wu Religion: 1d20 + 5 ⇒ (17) + 5 = 22
Lan throws out a tidbit of information that might help Auntie Wu know what to do.
Lan has no darkvision, which hampers his stealthiness potential, but it seems prudent to sneak in (with the less sneaky maybe some distance behind), in case one of the Noppera-Bo is in there.

Sigurd Kolphan, Season of Ghost |

"Does anyone have a plan? I cannot see in the darkness, and my armor is loud. I can alight four of us, but stealth is out of the question at that point."
He holds his shield and draws his katana. "I am ready to Defend us, if they are enacting the ritual they will fight to the death."

Ho Lan |

"I'm always willing to just walk in and try to talk our way out of any jam we might get into."