
Vekka Tchakon |

Vekka eyes Zoudou dubiously as she makes her final declaration and ends herself. He certainly agrees with Sigurd's take that their stated ends seem to accomplish little.
He is relieved as the others are that Mama Kazuki is okay, and chuckles when she bonks her son. He appreciates the little interactions of a healthy community, the odd ways that the humanoids express care.
Despite that... he turns to the altar and eyes it at length.
I wonder... could we destroy this so that no other cult members could use this as the centerpiece for another ritual?
Could Vekka know this with Arcana+9 or Occultism+3 recall knowledge?

DM rainzax |

It would take at least a day to destroy the Altar of Blood.
You could probably Research a Ritual to "undo" the Profane influence the area has been tainted with, which too would probably take days...
Despite the activity of the Ritual interrupted, the Wall of Ghosts remains fully intact. Perhaps dormant. Perhaps...
It seems to stretch on for miles in each direction!
Critical Success?
And beyond that, seems to bend around for miles after that, encompassing a vast area in a shape similar to a gigantic circle!

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Assured that everyone is going to live, Auntie Wu forces herself to face the Wall. Trembling, she patters off to the left for a bit to see how far it goes, then dashes off to the right.
Perception DC 15: 1d20 + 12 ⇒ (12) + 12 = 24
Returning to the group, pale and shaky, she whispers ominously: "It never ends."

Sigurd Kolphan, Season of Ghost |

"It's a curse, then. By the entity Ugly Cute warned us about. We have to dispel this wall. We will find a way to remove it."
He waits for the acolyte to answer their questions.
Kazuki and his mother look well.

Kazuki Sato |

Mama Kazuki, coming to, stands up and thanks Auntie Wu for healing her.
Then she walks over to Kazuki and bonks him on the head like he was 10.
And hugs him close.
”Promise me that you’ll never leave home again”
"Ouch, mom!"
"Not in front of my friends.""I thought the Reenactment Festival was going to be fun! Not turn into all of this mayhem and chaos. It's good to see you, mother. Let's get you to Matsuki's estate."
Kazuki introduces everyone to his mother. He then looks at the wall, biting his lip in worry.
"We'll need to take care of this creepy wall of spirits first, though."

Vekka Tchakon |

Vekka frowns at the altar and raps it with his sheathed katana as a way of confirming it won't be destroyed any time soon.
Even the ritual influence... I think it would take a while.
Then Auntie Wu returns, seemingly in a state of fright. He listens to her brief description, and his gaze lifts upward.
DC 15 Perception: 1d20 + 6 ⇒ (14) + 6 = 20
That's... too physically large to only be separating us from something in another world. Are we being cut off from the outside world?
Not having achieved the crit-success, is the part of the wall we've observed blocking us from returning to town (if we believed it could end in either direction), or from getting further away from it?

DM rainzax |

Not having achieved the crit-success, is the part of the wall we've observed blocking us from returning to town (if we believed it could end in either direction), or from getting further away from it?
Vekka looks up - The Wall itself appears to be about the height of a very old tree, but too, the mists that bubble and froth about eerily - and occasionally appearing to look like a face or figure! - taper somewhat proportionally with it's height.
Beyond - presumably, the townships days of travel away - perhaps inaccessible from this very spot.
Back - Willowshore - with renewed smoke trails reaching into the sky!

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"Oh no!" Auntie Wu exclaims when she sees the smoke in Willowshore's direction. "We need to get back there!"
Per this post, we arrived at this site during the late morning, so it's probably too soon to rest and get those extra spells from leveling up. Pity.
As soon as everyone's ready to leave, Auntie Wu begins leading the way back so Kazuki can focus on his mom.
Survival to Sense Direction: 1d20 + 10 ⇒ (12) + 10 = 22

Sigurd Kolphan, Season of Ghost |

Sigurd sees the smoke and realizes his victory is cut short. "Willowshore needs our help." He picks up his shield and sword. "I await our opportunity to rebuild..."
He Defends with his shield at the ready. "That's coming from the tea house, isn't it?"

Boss Monster |
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1) Who is Kugaptee? Your deity?
Answered here: LINK
Yes, Kugaptee is their Deity.
4) Where are the other prisoners?
"Oh, you must mean the Early Experiments. Well. They were too Young. We needed a Soul that had been Aged for longer..."
Dead. Sacrificed in early attempts at the same ritual, which all ended in failure. It's likely that Mother Sato would have been sufficient age to "work". Children are easier to capture however.
8) What is The Real?
"This World around us? It isn't Happening. It has already Happened. The Real has yet to Happen. It will Happen. We just need Kugaptee to allow us to Pass Through!"
Pretty literal. The Acolyte believes this world is fake, and that the world beyond the Wall of Ghosts in the true real world. Almost like sacrificing people in the fake world "doesn't count" because it's fake. He is ardent about his conviction, and cannot be convinced otherwise. Probably...
9) What is the nature of the Wall?
~9a) How does it work?
"We have been Waiting for the Wall! Have you not Seen it? It surrounds us! Keeps us from The Real. Keeps us from Kugaptee! Kugaptee will Test us to Pass Through! Without Kugaptee, nothing is Real!"
You have seen evidence of this. The Wall of Ghosts is, at least, miles long, and the Acolyte believes it came to be only recently ("waiting for the Wall..."), and that it is a barrier between the fake world and the real world. He doesn't know how it works per se, but seems convinced that the ritual the party interrupted would have been sufficient to transport the ritual-casters "over" the Wall. As for the "Ghosts", he believes those to be entities from one or both worlds (fake and real), but is unsure from which, if only from one, or both. In summary, his understanding of the Wall has little to do with it's actual "nature", and more to do with it's "function" in his belief system!

Guide |
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The party hurries back to Willowshore, following the smoke. And their mysterious guide re-appears!
"So! You've seen it now! Well, what do you think?" he pulls out some wares and sets them on the ground beside you "I know you are in a hurry, but, where you are going, you will need these!"
To Do:
1) Anyone who answers his Question is in the running for a final Book One Hero Point!
2) Anyone lacking a Striking Rune or a Minor Reinforcement Rune or a 1st Rank Wand may choose one now (just add it to your equipment)

DM rainzax |

After receiving gifts from their mysterious Guide, the party heads straight into Willowshore - having been absent at least 3 days! - arriving in the late afternoon, and make a hustling dash for Mo Douqiu's hideout downtown.
"They have returned!" someone yells, and goes running off repeating the phrase with elevating excitement "Maybe they can save the children" another speculates. It quickly becomes apparent as the party is swarmed by passerbys - both northerners and southerners! - that their presence was sorely missed.
Anyone trained in a Gather Information skill may optionally spoiler a secret roll to learn more about Mo Douqiu's allies and minions against a moderate DC!
And they learn of a horrible occurance!
Mo Douqiu has been stealing children and young adults to service him as forced concubines.
Without hesitation or rest, the party makes haste to their final confrontation!

Settlement |

Arriving at the Cerulean Teahouse (W25 - you can click on this alias), they decide upon their point of entry!
Across the street, other buildings burn to the ground...
Qing Mai-Lai had a Secret Door installed between the Pantry (northern-most room) and the Private Banquet Hall (north-east room).
If you succeed at this check, you will not need to Search for this Secret Door!
To Do:
1) Exploration Mode
2) Place Token on New Map
3) Weapons out? Which?
4) Other preparations?
5) Go ahead and Roll Initiative to Open the Door or Window!

Sigurd Kolphan, Season of Ghost |

Half of what this ghost speaks of is nonsense. The world isn't real? Killing old people will open a gateway for their deity to whisk the faithful away?
Sigurd knows his perception of reality is limited. He can see the sun, but in his dreams - and in his final moments, narrowly averted - he can see Kolphanir, his family's namesake. Her wings spread, her glaive shining, her gaze fixed on Shizuru herself. Sometimes they beckon him to come close, other times they tell him to return home. He's not certain what to make of it all.
But also, this ghost is responsible for kidnapping and sacrificing many. Sigurd knows the acolyte would have ended his life had his friends not intervened.
For now, Sigurd will tighten the bindings and hurl the acolyte into the same cage that once held Kazuki Sato's mother. Execution is a line he couldn't cross. Not like this. Zoudou robbed him of justice.

Sigurd Kolphan, Season of Ghost |

The guide. Again. Of all places, here? Of all times, now? The smoke rising from Willowshore urged Sigurd to push past the man, but the phrasing. He clearly knew more than he let on.
"Hmm. It is clear to me this is how you prefer to present yourself- a form we are comfortable with." Sigurd was too blunt to be diplomatic. "The wall that traps us all within. The entity trying to breach reality. I admit, it's all over my head. But, I will continue to put my faith in Shizuru and protect the community."
"Willowshore is under assault by something that wishes to feast upon us. Pen us in like pigs, fatten us up and then swoop in for the slaughter. Fortunately, we are stronger than they think. This will strengthen all of us and we will strike back when we find them."
Sigurd knows he needs all the help he can get. Images of Zoudou's dagger tearing out his heart are still fresh in his mind. He must keep his shield strong, so failure never happens again.
He picks up a >Reinforcing Rune< and ponders over it. In his hands, it burns to ash. Sigurd is ready to apologize, maybe he crushed it in his hands? Instead, he notices his shield has changed - the rune's pattern is etched across the rim of the circular steel shield, alongside his winged family emblem and the sun of Shizuru.
"I do thank you." Sigurd genuinely bows. "But I wonder if you will ever explain yourself."

Sigurd Kolphan, Season of Ghost |

Sigurd had hoped the Eternal Lantern would protect the town in his absence. It did, but not by enough. At least the people of Willowshore were as one. Mostly panicking, but as one.
"Everyone, calm down, calm down. What's going on? Any information you can provide will help."
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Too much panic. Until he can quell the threat, Sigurd knows he will never get answers. Maybe his teammates will fare better.
The few answers he receives fill him with fury. "What?" is all he can muster. He tightens the grip on his katana until his knuckles turn white. His sword and shield drawn, he can barely wait for his teammates before moving on.
Untrained Willowshore Lore: 1d20 + 1 ⇒ (16) + 1 = 17
It doesn't matter. The children must be rescued. The town must be allowed to heal. "The back door may be best. I will be very loud unfortunately. We need to be quick, decisive. I apologize to the children within for the violence that must spill in front of their eyes. But this is unforgivable."
Sigurd keeps his shield ready to Defend as he approaches the door...
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

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The party hurries back to Willowshore, following the smoke. And their mysterious guide re-appears!
"So! You've seen it now! Well, what do you think?" he pulls out some wares and sets them on the ground beside you "I know you are in a hurry, but, where you are going, you will need these!"
To Do:
1) Anyone who answers his Question is in the running for a final Book One Hero Point!
2) Anyone lacking a Striking Rune or a Minor Reinforcement Rune or a 1st Rank Wand may choose one now (just add it to your equipment)
Surprised at the timely meeting and generosity of this mysterious person, Auntie Wu replies instantly, her mouth failing to check with her brain first. (Or is that the alcohol muddling her impulse control?) "I think it's crazy! There's that big, dangerous plot out there, and a whole bunch of little violent hooligans are distracting us from dealing with the greater threat by wreaking havoc on our home!" Her eyes blaze with fury as she accepts a minor reinforcement rune to harden her shield. "Thank you!"
---------
Back in town, she asks a few questions while they hustle towards the Cerulean Teahouse, trying to help Lan narrow down what they're up against.
Choosing to abstain from rolling Willowshore Lore.
To Do:
1) Exploration Mode: Detect Magic
2) Place Token on New Map: done
3) Weapons out? Which?: Shield in hand
4) Other preparations?: Cast Light so she and everyone who wants it has a light globe floating with them.
5) Go ahead and Roll Initiative to Open the Door or Window! Door preferred
Auntie Wu Initiative (Perception): 1d20 + 12 ⇒ (8) + 12 = 20

Kazuki Sato |

Kazuki contemplates about the answers from the interrogation as the group hurries back to Willowshore. It still doesn't make much sense.
Suddenly, they nearly bump into Shinzo the Merchant.
"We're headed back to Willowshore!" he exclaims. He glances down at the striking rune.
"Really? We can just take it?"
The merchant nods in the affirmative. Kazuki grabs the striking rune before hurrying off again.
"Thank you!” he calls back over his shoulder and waving.
-----------------------
Back in town, Kazuki tries to make out what the townsfolk are jabbering about.
"WHAT!?! Stealing children? Why that no good..."
He ignores the crowd for a moment as he stares into the distance at the burning buildings.
Lore (Willowshore, T): 1d20 + 7 ⇒ (14) + 7 = 21
"Uhh, the town is on fire again, everyone."
"I know of a secret door in the teahouse, my friends. Let's hurry."

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"A secret door?! Lead the way!"
I don't see Kazuki's token on the map, so I don't know where to move Auntie Wu's token. She would prefer to enter through the secret door than through the front door.

the Constable |

"We'll assist you in the flush out!"
Zheng Peng - Willowshore's most inscrutable constable! - shows up with a handful of men. He avoids eye contact with Lan entirely.
"Stand attention!" he instructs his deputies, beaming with self-importance, commanding them to retrieve their crossbows, then stow them, then "at ease", and so on...

Ho Lan |

"So! You've seen it now! Well, what do you think?"
"The Wall is beautiful and terrifying at the same time. It makes me question which side of that wall we're really on."
he pulls out some wares and sets them on the ground beside you "I know you are in a hurry, but, where you are going, you will need these!"
"You're right."
Lan picks up a wand of mystic armor and activates it immediately. AC is now 20. He'll activate it every morning as part of his daily preparations, and I'll just update my tagline.
Anyone trained in a Gather Information skill may optionally spoiler a secret roll to learn more about Mo Douqiu's allies and minions against a moderate DC!
I'm going to assume Lan's +10 leads. If it doesn't, Lan will Aid whoever has the highest modifier.
[X] Exploration Mode: Scout
[X] Place Token on New Map
[X] Weapons: Dagger
[X] Other preparations: None
[X] Go ahead and Roll Initiative to Open the Door or Window!
Perception, Scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

Vekka Tchakon |

The party hurries back to Willowshore, following the smoke. And their mysterious guide re-appears!
"So! You've seen it now! Well, what do you think?" he pulls out some wares and sets them on the ground beside you "I know you are in a hurry, but, where you are going, you will need these!"
Vekka lets out an exasperated sigh.
Well, the cultists are certainly very... convinced that they know how the Ghost Wall works. However, we've observed that it is in fact there. The prospect of an entity who can create that thing is... frightening. We have to keep working on getting real answers. I should probably visit Jubei soon and see if there's any relevant literature at the Mother's Coil.
To Do:
1) Anyone who answers his Question is in the running for a final Book One Hero Point!
2) Anyone lacking a Striking Rune or a Minor Reinforcement Rune or a 1st Rank Wand may choose one now (just add it to your equipment)
1) To-Done; 2) Vekka purchased a striking rune at the last level-up. So, perhaps a wand of enfeeble is a good choice.

Vekka Tchakon |

Vekka's blood runs cold at the disturbing news. The party notices that he gets particularly quiet after they hear what this "Mo Douqiu" has been up to in town. With a very stern and serious tone he only says
This is the type of villain who can ruin a community. We have no choice but to destroy him as soon as we possibly can.
To Do:
1) Exploration Mode
2) Place Token on New Map
3) Weapons out? Which?
4) Other preparations?
5) Go ahead and Roll Initiative to Open the Door or Window!
1) Avoid Notice
2) Placed3) Katana
4) No
5) Avoid notice (Stealth): 1d20 + 8 ⇒ (20) + 8 = 28

Vekka Tchakon |

As they march to the Teahouse Vekka's seething anger is replaced by a sudden curiosity about their mysterious benefactor.
Is there an eventual cost to his gifts? Is he pulling our strings?
When Peng approaches the tengu jumps right into martial business, continuing his stern tone.
Peng, how would you feel about approaching from the non-secret door? One group may provide a diversion for the other. Either way, Mo Douqiu will have a harder time defending from two sides.

Sigurd Kolphan, Season of Ghost |

Sigurd offers a simple nod as Vekka reads his mind. Unforgivable.
He also nods at Vekka's suggestion for Peng to handle the front entrance while they enter the back. The front would get very crowded anyway.
To Do:
1) Exploration Mode: Defend
2) Place Token on New Map: Done
3) Weapons out? Which? Katana and Shield
4) Other preparations?
5) Go ahead and Roll Initiative to Open the Door or Window! >Rolled a 14 Perception<

Kazuki Sato |

"There's a secret door between the pantry (northern-most room) and the private banquet hall (north-east room)." Kazuki informs the group before one of his companions opens the door.
Before heading into the building, Kazuki equips his wakizashi and shield.
To Do:
1) Exploration Mode: Search
2) Place Token on New Map: Done
3) Weapons out? Which? Wakizashi and Shield
4) Other preparations? Nope.
5) Go ahead and Roll Initiative to Open the Door or Window!
Perception Inc. Init & Season Boon: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25

Kazuki Sato |
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"No, you guys. We have to go in through this back door first. The secret door is in the building between two rooms." Kazuki informs Sigurd and Auntie as they wander off to the other side of the building.

Vekka Tchakon |

Vekka nods to Sigurd to carefully open the door.

Skill Challenge |

The party stands behind Sigurd as he opens the door... but it is Locked!
If you are going to attempt to Pick the Lock or Force Open the door, please move your Token correspondingly!
Both DCs are in the 20's range (Picking is easier than Forcing) - a CF means that character jams the door, raising the DC for other players who attempt to enter via the same method, and the person who CF cannot retry...
The inside smells faintly of...
Perception DC 15 (olfactory) or Scent (automatic)
...ammonia...

Sigurd Kolphan, Season of Ghost |

Sigurd realizes of course it would be locked.
Can any of his teammates open the door discretely?
Forcing open the door can be done, but it is loud.

Vekka Tchakon |

Vekka vigorously nods "no" to ability to pick locks.
Untrained +4, but no tools, not really his preferred means

Ho Lan |

From past discussions with the team (a.k.a. looking through character sheets), Lan suggests Kazuki try the door. If he can't get it, the group should just kick the door down (Vekka and Sigurd) and storm the place.

Skill Challenge |

Kazuki tries the lock...
Open the spoiler based upon your Outcome to see it's results!
Critical Failure.
The Lock jams!
You may not retry, and the DC is +2 for anyone else.
Critical Failure.
The Lock jams!
You may not retry, and the DC is +2 for anyone else.
Critical Failure.
The Lock jams!
You may not retry, and the DC is +2 for anyone else.
Failure.
You may retry!
Failure.
You may retry!
Failure.
You may retry!
One Success!
The DC is 25
You need to earn a total of 3 Successes before Critically Failing!
One Success!
The DC is 25
You need to earn a total of 3 Successes before Critically Failing!
One Success!
The DC is 25
You need to earn a total of 3 Successes before Critically Failing!

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Auntie Wu steps up beside the door to listen for sounds on the other side of it while Kazuki picks the lock.
Perception DC 15: 1d20 + 12 ⇒ (3) + 12 = 15
She whispers to the group: "Does anyone else smell ammonia? Do they have barrels of pee sitting open in there?"

Sigurd Kolphan, Season of Ghost |

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Sigurd double checks.
Would Sigurd be able to make a Crafting check to get possible uses for ammonia? Player has an idea but the Character may not. Crafting +6 if so.

DM rainzax |

Sigurd Kolphan's Crafting (T): 1d20 + 6 ⇒ (2) + 6 = 8
You are unsure what may be causing the ammonia smell...
Awaiting Kazuki's rolls HERE!

Sigurd Kolphan, Season of Ghost |

The thought that these kidnappers do not have proper sanitation puts Sigurd on edge. He's ready to smash the lock, but perhaps Kazuki can be a bit quieter...

Ho Lan |

I will bot Kazuki since this seems straightforward.
Thievery: 1d20 + 10 ⇒ (10) + 10 = 20
Kazuki attempts to pick the lock, but groans in frustration, unable to open.
Thievery: 1d20 + 10 ⇒ (17) + 10 = 27 vs DC > 20
In the second attempt, one tumbler clicks.
Thievery: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 25 (1/3 successes)
A second clicks.
Thievery: 1d20 + 10 ⇒ (5) + 10 = 15 vs DC 25 (2/3 successes)
... and then the lock jams on the last tumbler.
Sorry, all. Didn't realize the DC would be so high.

DM rainzax |

Awaiting a decision on Kazuki’s Hero Point… let’s give until the end of the day…

Kazuki Sato |

Gonna here point that last pick lock attempt...
Kazuki pauses and sniffs the air for a moment.
"Do you guys smell something?"
Perception (E): 1d20 + 9 ⇒ (16) + 9 = 25
"Ew. Acidic, like ammonia."
He goes to work on the final tumbler...
Thievery (T): 1d20 + 10 ⇒ (19) + 10 = 29
After the lock disengages, Kazuki looks over his shoulder with a smug grin at bis friends.

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Auntie Wu returns a grim chuckle and hoists her shield up to her nose, ready to enter.

Sigurd Kolphan, Season of Ghost |

Sigurd gives a nod. He doesn't approve of such methods but sometimes discretion is needed to slip in.
With the team ready, Sigurd prepares his sword and shield, and reaches to open the door...

DM rainzax |

With some last minute luck, Kazuki pops the well-reinforced lock, and the party proceeds cautiously...
...This pantry is poorly stocked, with any remaining supplies having spoiled long ago. The stink of ammonia lingers in the room - the pungent smell coming from a slow reaction of several spoiled ingredients:
DC 19
Auntie Wu's Fortitude Save (E): 1d20 + 9 ⇒ (8) + 9 = 17 @ Sickend 1 for 1 hour (no retch)
Ho Lan's Fortitude Save (T): 1d20 + 7 ⇒ (9) + 7 = 16 @ Sickend 1 for 1 hour (no retch)
Sigurd Kolphan's Fortitude Save (E): 1d20 + 9 ⇒ (15) + 9 = 24
Kazuki Sato's Fortitude Save (E): 1d20 + 8 ⇒ (2) + 8 = 10 @ Sickend 1 for 1 hour (no retch)
Vekka Tchakon's Fortitude Save (E): 1d20 + 9 ⇒ (17) + 9 = 26
What more, 12 villagers lie cowering and afraid and traumatized, bound hand and foot with coils of rope and not even daring to look upon the party as they enter...
Map Updated!

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As soon as the smell hits her, Auntie Wu's stomach recoils. She turns to the side just in time as the contents of her stomach make a quick, unpleasant exit.
Fortitude DC >17, <25: 1d20 + 9 ⇒ (14) + 9 = 23

Ho Lan |

Lan moves in and holds a finger to his lips, silently. If they threaten to make noise, he'll shoot them an Intimidating Glare. (Intimidation +12, if you need to make a roll for it.)
If they stay quiet, he'll cut their ropes with his dagger, and tell them to stay down.

Vekka Tchakon |
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Not being sickened by the smell, Vekka moves in quietly behind Lan to help with his sharp blade.
Stealth: 1d20 + 8 ⇒ (1) + 8 = 9 Uh oh

DM rainzax |

Lan, has no trouble cutting the ropes - indeed, they seem to recognize him as a "safe" person from around town (nearly a week ago now!) and even angle their bonds towards his dagger, untalking still, but acknowledging the rescue.
Everyone please roll a Stealth check to free the prisoners!
But, when Vekka's sword accidentally drops upon the ground, everyone in the room stares wide eyed and cringes!
CLAAANG!!!

Ho Lan |

Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Lan struggles to free as many as he can before something else happens.