Sigurd Kolphan, Season of Ghost |
Sigurd Strides to the edge of the trash heap. "Gurglegut!" he shouts and stares at the drunken murderous oaf. "Come!"
He calls upon Shizuru to heal himself before swinging his katana at the Yellow-clad jinkin, planning to take their head off in a clean stroke.
Heal: 1d8 ⇒ 5
Katana: 1d20 + 6 ⇒ (20) + 6 = 26
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7 Critical Hit? Please double damage.
Deadly: 1d8 ⇒ 6 Add this if it was a critical hit.
"One more." He cries out.
◆ Stride
◆ Cast Heal on Sigurd Kolphan
◆ Strike Yellow
DM rainzax |
Sigurd dispatches Yellow Jinkin Beastie who, still bedazzled by his spell, never even saw it coming...
Gurglegut guffaws gregariously "Ha Ha HA HAW HAAAWWW!!!" a satisfied look of pure stupefaction coming over his face "That was GOOD, little one! VERY GOOD!!!!!" he slaps his knee with pleasure - nearly stumbles "Tell you What! I can KILL you, or, we can make a DEAL!" he points to the dead jinkin "YOU can take his place as my JESTER, and I will let you LIVE" he snorts "What do you say? DEAL with GURGLEGUT or DIE?"
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Auntie Wu!
Sigurd Kolphan, Season of Ghost |
"I grow tired of these deals. And I would never turn my back on my community just to become your... jester!" Sigurd nearly spits in rage. But that would be littering. "Prepare for divine judgement!"
But he knows he must stand tall in front of his one-eyed foe. Keep him distracted while his allies pick at Gurglegut's vulnerabilities.
Auntie Wu |
Stepping back and sideways so she doesn't zap Sigurd (and she's farther away from the nasty danger), Auntie Wu zaps Gurglegut again.
Electric Arc: 2d4 ⇒ (3, 2) = 5
DC 17 reflex
She deliberately keeps her mouth shut, not wanting to draw any more attention to herself than necessary.
◆ Stride, ◆◆ Cast a spell
DM rainzax |
Grey Boss Basic Reflex w/ Sick (-3) vs 5 electric (DC 17): 1d20 + 6 - 3 ⇒ (19) + 6 - 3 = 22
"You will be my JESTER whether you are DEAD or ALIVE!!" he vomits, literally and figuratively.
Fortitude w/ Sick (-3) vs Mint Sake (DC 14) to lower Sickened: 1d20 + 9 - 3 ⇒ (19) + 9 - 3 = 25
◆) Retch (from Sickened 3 to Sickened 1)
◆) Stride
◆) Strike
Grey Boss Kukri vs Kolphan: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 251d6 + 6 ⇒ (6) + 6 = 12
Low on time - Kolphan are you down?
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The Party (except Kolphan?) is Up!
Kazuki Sato |
Kazuki continues his ranged assault upon Gurglegut...
Longbow w/flurry: 1d20 + 7 ⇒ (19) + 7 = 26
piercing: 1d8 ⇒ 5
Deadly?: 1d10 ⇒ 4
Longbow, map & flurry: 1d20 + 7 - 3 ⇒ (1) + 7 - 3 = 5
piercing: 1d8 ⇒ 4
He lets loose another arrow...
Longbow & map: 1d20 + 7 - 6 ⇒ (2) + 7 - 6 = 3
piercing: 1d8 ⇒ 4
With his final shot, he tries to knock the king's crown off its head...
Longbow & map: 1d20 + 7 - 6 ⇒ (3) + 7 - 6 = 4
piercing: 1d8 ⇒ 3
If targeting the crown is not possible, just a regular strike. I found a ranged disarm feat, using a firearm, but I'm not trying to disarm. Just knocking the crown of his head.
Meh. Missed anyway.
◆ Hunted Shot w/flurry.
◆ Strike w/flurry.
◆ Strike w/flurry.
Sigurd Kolphan, Season of Ghost |
The monster bears down upon Sigurd. If only he snapped his shield in time!
I had 8 HP last round. Healed myself for 5. I just took 12 damage. I'm at 1 HP!
The kukri cuts deeply into him, almost felling him in one shot. "Hurry!" He calls out. "I'll stall for as long as I can. Can someone trip this beast?"
Kazuki Sato |
"Trip? Trip the beast?" Kazuki thinks to himself after hearing Sigurd's inquiry. He quickly glances at the kusarigama coiled at his hip.
"Yeah, I think I can trip it!" he calls out to Sigurd. Noticing the holy warrior bleeding profusely, he adds, "Hang in there, Sigurd!"
DM rainzax |
>SHOOK< >WHIFF< >WHIFF< >WHIFF<
A spray of arrows but only one sticks... 5 damage ...Gurglegut's reflexes seem to return to him as he narrowly ducks his head to avoid getting shot right in his single eye... ...He looks down upon Kolphan, his tone surprised condescension "I made a PERFECT cut - You should be DEAD!" is the frustrated lament. His hiccups seem to have cleared.
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Boss Gurglegut (AC 18, 18/48 HPs) w/ kukri @ sickened 1, wearing Crown
Kazuki Sato w/ longbow (AC 18, HP 14/19)
Vekka Tchakon w/ katana (AC 17 or 18 shield, HP 14/15) @ Arcana Cascade @ Spellstrike expended
Ho Lan w/ empty (AC 16 or 17 shield, HP 15)
Auntie Wu & Mogu w/ shield (AC 16 or 18 shield, HP 09/16, Mogu 5)
Sigurd Kolphan w/ katana and shield (AC 18 or 20 shield, HP 01/17, Font 1/4)
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The Party (except Sato) is Up!
Sigurd Kolphan, Season of Ghost |
"Shizuru, help me in my moment of need." Sigurd feels the sunlight glow upon him for the last time today. His Divine Font is finally spent.
Heal: 1d8 + 8 ⇒ (8) + 8 = 16
He raises his shield. "That was indeed a good cut. Let's see if you can repeat the stunt."
◆◆ Cast Heal upon Sigurd Kolphan
◆ Raise Shield (AC is 20)
↺ Shield Block with the Steel Shield. Hardness 5. Break threshold 10.
Vekka Tchakon |
Brack! He moved just a little too far away.
Vekka steps forward before muttering some ancient-sounding spell words. With his next step he blurs and his form disperses out of existence. Just as quickly, he re-manifests next to Sigurd in mid slash. It follows through into Gurglegut...
◆ Stride 5 ft E
◆ Cast a spell (verbal) Dimensional Assault
katana attack, S damage, deadly damage IFF crit: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (5) + 4 = 91d8 ⇒ 4
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.
NOTE Casting a conflux spell recharges arcane strike
He then envelopes himself in ghostly fires again.
◆ Enter stance: Arcane Cascade
Doing that because he should have lost his stance when he was knocked out.
I think you're about to experience a lot of perfect cuts.
Auntie Wu |
Well, Auntie Wu can't get a good bead on Gurglegut to zap him now, what with her allies in the way. But Sigurd won't be standing much longer. She casts Rousing Splash on him, soaking his hair with refreshingly cool water.
Sigurd's Temp HP: 1d4 ⇒ 2
These temp HP last for up to 1 minute.
Then she backs up even more. Because she wants to do a 3 action Heal next round and hit everyone but Gurglegut.
◆◆ Cast a spell, ◆ Stride
DM rainzax |
A final push, Kolphan drains his Font with a prayer - his god responds with maximum blessing. Vekka's magical aim finds truth - he teleports through a tiny wormhole and cuts Gurglegut. (Gurglegut 09/48 HPs). Auntie Wu girds her allies strength even more with magical water. (Kolphan 19/17 HPs).
Lan decides if he is brave, or if he runs, and...
...is Up!
Ho Lan |
Lan has heal spells left as well, so hang in there.
Lan can't trip the beast, but he can try to mechanically affect it in the same way. He casts his glass shield ◆, and then moves behind the creature ◆, opposite Kolphan.
"Hey, look at me, I'm on the throne! I guess that makes me the king now, huh?"
◆ Demoralize: 1d20 + 7 ⇒ (11) + 7 = 18 vs Will DC
DM rainzax |
Lan's words touch a sensitive nerve - Gurglegut nearly explodes in furious anger! "YOU CANNOT BE KING I AND I ALONE AM KING! I WILL KILL YOU JUST FOR SUGGESTING OTHERWISE!! AND FEAST ON YOUR SOFT FLESH TO ABSORB YOUR POWER!!!" (So, that's where the Jinkins got that phrase...). He whirls on the sorcerer, vomits, and tears him limb from limb!
(Demoralize a "Success"...)
◆) Retch
◆◆) Strike x2
Retch w/ Sick (-1) w/ Fright (-1) vs Mint Sake (DC 14): 1d20 + 9 - 1 - 1 ⇒ (14) + 9 - 1 - 1 = 21
Kukri (slash; agile, trip) w/ Fright (-1) vs Lan (AC 17 / glass shield): 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 111d6 + 6 ⇒ (5) + 6 = 11
Kukri (slash; agile, trip) w/ Fright (-1) w/ MAP (-4) vs Lan (AC 17 / glass shield): 1d20 + 11 - 1 - 4 ⇒ (13) + 11 - 1 - 4 = 191d6 + 6 ⇒ (3) + 6 = 9
Fumbling a little, his second slash gashes the newly brave sorcerer scoundrel - seeing him bleed removes his fear...
No longer sickened nor frightened - Full Power!
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The Party is Up!
Kazuki Sato |
Kazuki swaps his bow for his kusarigama.
"I have not had much practice tripping with this weapon! I'll give it a try, though!"
He moves toward the beast as he spins the chain of the kusarigama above his head, letting the length of the chain fully extend. When he's within range, he smacks the end of the chain at the beast's ankles then gives the chain a good yank, hoping the beast falls.
Athletics (T) to trip vs. Reflex DC: 1d20 + 4 ⇒ (18) + 4 = 22
◆ Swap bow for kusarigama (reach, trip).
◆ Stride 25'.
◆ Trip attempt.
I hope his reflex is 12 or less!
Sigurd Kolphan, Season of Ghost |
Katana, Flanking with Lan: 1d20 + 6 ⇒ (8) + 6 = 14
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
A single swing. Is it enough? Probably not- Gurglegut is no longer distracted by the sake. Mint sake.
Katana, Flanking with Lan: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Unable to land a blow, he steps aside, to give Vekka a chance to flank and strike. He has to be stopped- now!
◆ Strike
◆ Strike
◆ Step
Vekka Tchakon |
Vekka looks on, gaining a more nervous expression as Gurglegut's form is returning to form that matches the "king's" confidence.
He's looking better! I think it's time to end this fast!
He closes his eyes for a moment, calling on the flames of the sea again. His blade appears a deep blue shard of the deep, and flames begin to gush from its edges.
Bringing his arm and the blade level and in front of him, he slashes strongly sideway and delivers the flaming edge to Gurglegut.
◆◆ Spellstrike
Cast a spell (somatic, verbal) Produce Flame
Strike: katana attack, slashing damage (one-handed, arcane cascade+1), fire damage: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 4 + 1 ⇒ (6) + 4 + 1 = 112d4 ⇒ (2, 2) = 4
On Critical Success The target takes double damage and 1d4 persistent fire damage.
He decides to make way for his companions who might deliver a finishing blow and manifests a shield of shimmering arcane force in front of him. He mutters the draconic word for "protect," and that rune on his circle of spell drums lights up.
◆ Cast a spell (verbal) Shield
Auntie Wu |
The others are all gathering around Gurglegut, but Auntie Wu doesn't dare. Besides, she just remembered that she has a searing, pounding headache. So she simply takes one step closer and shoots an Electric Arc at the soon-to-be-erstwhile king.
Electric Arc: 2d4 ⇒ (4, 2) = 6
DC 17 reflex save
◆ Step, ◆◆ Cast a spell
Vekka Tchakon |
Scratch that last action apparently :)
The shard of the deep sea gets less resistance than the tengu expected. Vekka's eyes light up as he sees opportunity. The flames from the edge continue to sear a path for the blade and before he knows it, the blade emerges from the opposite side of Gurglegut. The steel sheen returns to it, and the fires subside.
For a full several seconds Vekka stares at the clean cut, clearly not having expected that to work. He looks over at the upper half of the body.
How does the expression go? "Long live the king."
He walks over and picks up the crown.
Vekka Tchakon |
Shortly after that Vekka starts wildy looking around.
The village. There may be more of these and we've yet to make contact with the elders!
I forget which elder we were to visit first, but Vekka would try to lead the group back on that path.
DM rainzax |
Indeed, with Gurglegut dead and Lan sitting on his throne and Vekka wearing his crown, plus four dead Jinkins (including Sato’s nemesis, Black Jinkin!) dressed in the coats of the costablary (and armed with their weapons), the party takes a moment to patch their wounds while taking stock of their situation!
The crown is a fancy heirloom of some sort, a valuable thin silver tiara, probably the property of someone who lives in Northridge.
And that kukri is etched with a potency rune.
Empty bottles of sake, and heaps of trash...
1) How much time to Rest?
2) Any business here at the Dawnstep Bridge?
3) Continue making your way as planned to Granny Hu’s home?
Sigurd Kolphan, Season of Ghost |
"And that ends this nightmare." Sigurd wipes his katana clean. "How do we all feel? I am in... full health."
He looks at the Dawnstep Bridge. Was there a lantern here we wanted to light up?
Dead jinkins, their "boss" Gurglegut, a waste of mint sake... "I agree Vekka, we should press on towards Granny Hu."
He frowns as he looks at the outfits they wore. "I fear the constable may have been taken."
Sigurd could Refocus, but I feel time is of the essence.
Vekka Tchakon |
Hmm, I don't think he'd *wear it*, though he did pick it up.
Kazuki Sato |
"Yes. Let's hurry to Granny's."
Before leaving, Kazuki picks up the kukri and gives it a few swings.
"Huh. Light and has a good feel to it. I'll hang on to this for now." He slides the kukri into his belt.
Unless someone else wants the kukri.
"We should return that silver tiara to its rightful owner. If we ever find the rightful owner." he says with a look of dismay as he stares towards the middle of town.
I don't mind taking 10 minutes to refocus, heal, or whatever.
Settlement |
Vekka Tchakon (HP 14/15) @ Spellslots 0/1
Ho Lan (HP 06/15) @ Spellslots 2/3, Focus 0/1
Kazuki Sato (HP 14/19) @ half quiver of arrows?
Auntie Wu & Mogu (HP 09/16, Mogu 5/5) @ Spellspots 2/2
Sigurd Kolphan (HP 17/17) @ Spellslots 0/2, Font 0/4, Focus 0/1
Just before pushing on, the party takes a moment to examine the Eternal Lantern!
This stone lantern is a 5-foot-tall stone lamp carved from silver-laced granite from the Gossamer Mountains. Its interior contains a cold iron cage with a lotus-shaped pedestal on which three glowing copper coins once sat. It’s said that the light from this lamp protects Willowshore from all manners of evil...
The Eternal Lantern is an immobile 15th-level magical item located on the southern side of Dawnstep Bridge. Gifted to Willowshore many years ago by Master Zhi Hui, the lantern has never been extinguished for as long as anyone in town can remember...
To relight the lantern, all the PCs need to do is open the grill on the Eternal Lantern’s southern face, place three Blessed copper coins in the cold iron cage within, and then close the grill. Each of these is a single Interact action, and once the last is completed, the lantern ignites once more. While the Eternal Lantern is lit and the three coins remain inside, it sheds light in a 30-foot radius (and dim light for the next 30 feet).
Blessed copper coins can be obtained by visiting different Shrines and performing the appropriate rites (upon mundane copper coins), which differ by Shrine.
Critical Success?
Lighting the Eternal Lantern would cause the Mirage Mist to end, as well as repel animals that had been granted cruel sapience and the ability to speak.
Also, Willowshore’s shrines take note whenever their Blessings are used in the lantern by the PCs, and their interest and approval results in a boon granted to the PCs as soon as the lantern’s light shines out. This boon grants the PCs a +1 item bonus to skill checks they attempt with that deity’s divine skill!
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Having made haste (10 minutes tops), the party arrives shortly at Granny Hu's two-story home (About Halfway between W19 and W20 on the Map) - only to find a note posted on her door.
Safety and Defense at The Ceiba-Duyue Exchange - Refugees urged to bring Weapons and their Families
See W21 in this alias!
Sigurd Kolphan, Season of Ghost |
Religion: 1d20 + 5 ⇒ (16) + 5 = 21
"Hmmm. If we relight the eternal lantern, we can dispel this awful Red Mist. It would also calm the animals, like those centipedes who wished to take our heads."
Sigurd looks at the cage. "We need to visit the Shrines in the city, and ask for their blessings upon copper coins. The three coins will serve as fuel to relight the lantern and repel this mist."
At Granny-Hu's door, he reads the note. "Ah, the warehouses. Of course. That would be easier to fortify. We should go there to ensure everyone's safety and tell them what we know. Kim Gu-won... hopefully he is still there, we can ask him more about the shrines."
Let's head to the Ceiba-Duyue Exchange and then figure out a route to the Shrines.
Ho Lan |
Lan wouldn't mind 10 minutes to Refocus, but he'll use a 3-action heal to heal the party first.
Heal: 1d8 ⇒ 6
Lan 12/15, Wu 15/16, everyone else full. If Kazuki or Auntie Wu decline, he'll use a 2-action heal on himself instead, since he's pretty hurt, and because he's the most important.
---
Lan will definitely loot Gurglegut. Vekka, do you want the kukri? You might be the only one who can use it. If not, we can always transfer the rune when we get time.
---
Willowshore Lore: 1d20 + 4 ⇒ (3) + 4 = 7
"Yes, we need the coins, although I've never heard about this dispelling bit. I agree - let's go to the Exchange."
Kazuki Sato |
Lan will definitely loot Gurglegut. Vekka, do you want the kukri? You might be the only one who can use it. If not, we can always transfer the rune when we get time.
Kazuki can use the kukri. In fact, he already slid it into his belt (see post above). But, if Vekka wants it, that's all good. I will definitely take the healing, though.
Kazuki Sato |
"I'm almost out of arrows. I only have two left. I'll need to stop somewhere to pick up more."
"Maybe loot some from dead jinkins, if possible."
Auntie Wu |
Auntie Wu sighs as Lan heals her wounds. Seeing that he's still bleeding, she pulls a berry from her pocket and casts Goodberry on it. "Here, Lan. You did good. You did good..." She trails off, eyes darting all around for jinkins or other causes of mayhem in a state of paranoia.
Goodberry for Lan: 1d6 + 4 ⇒ (6) + 4 = 10
Mumbling incoherently to herself, she begins plotting the best route to the Ceiba-Duyue Exchange.
Auntie Wu would like to rest/refocus for 10 minutes when we get to the Ceiba-Duyue Exchange.
DM rainzax |
Holdout at the Trade Post
Success to Sense Direction to Ceiba-Duyue Exchange by Auntie Wu.
With the defeat of Gurglegut, the probability of a Random Encounter drops from 25% to 20%
Wandering Village Threats (20%): 1d100 ⇒ 1
Willowshore’s new trade office, Ceiba-Duyue Exchange (W21) and its warehouses were completed weeks ago. This, plus the fact that they’re located a fair distance to the east of central Willowshore, makes them perfect makeshift shelters. The party arrives, haggard and tired (and hungover), but victorious. For soon, word will spread of their deed in re-establishing the key checkpoint over the river - Dawnstep Bridge - connective tissue between Northridge and Southbank! +1 Reputation w/ both factions!
Refugees from almost near-exclusively Northern locations huddle here, the sounds of screams distant now, gathered around fires, collected in circles, some bearing weapons and patrolling, others tending to the wounds of their neighbors in makeshift shelters made of fine fabrics repurposed in this emergency. Someone recognizes Lan, and rubs their eyes as if in disbelief, pointing now, and getting the attention of a friend nearby, who has a similar reaction.
A lone child seems to observe Sato, and runs off... returning with a handful of arrows, handing them to him, smiling, and runs off again...
Inside the Trade Post, Granny Hu scrutinizes a map of Willowshore layed out across an entire table capable of seating 10+ people comfortably, and using game pieces from an "Eight Paces" (I will use Chess) game board, having arranged the set pieces at various points across the entire town - notably, a "Black Queen" currently marking Dawnstep Bridge, as well as several Black Pawns, Rooks, Knights, Bishops, and a single King - the whole of it communicating a widespread hostile takeover.
I will give the full rundown of specifics later...
Kim Gu-won (male human cleric) (Local NPC #20 in the NPC Relationships alias) is the first to greet the party, excusing himself from the table so as not to disturb Granny Hu from her pensive thoughts as she manipulates a piece here or there "Welcome!" he too looks about as tired as you feel "We still have some space in some of the warehouses - please, take your rest there, and trust that soon, Granny Hu will have a plan to rid the North of these ghosts and invaders" an automatic response, perhaps, when he suddenly seems to register your weapons and other arms "Are you warriors? We do need support patrolling the camp..." he continues to try and size you up...
1) Introductions to Kim Gu-won (not Granny Hu yet - he acts as her secretary / bureaucracy), and feel free to Make an Impression.
2) As I rolled poorly on the Random Encounter table, we will have an encounter shortly after Introductions.
3) After which, my GM plan is to give you a Long Rest here, coupled with a single Day of Downtime to Earn Income, representing you helping somehow around the camp, and being compensated by gifts or favors - you are also free to purchase any goods or services up to your Level.
4) When that time comes, be prepared to declare your Daily Preparations after your Long Rest!
5) After that, your next series of missions around Willowshore (expect a long haul!)
Ho Lan |
Diplomacy (Make an Impression): 1d20 + 7 ⇒ (12) + 7 = 19
"Mr. Kim, we are here on an urgent mission to relight the lantern, which has been extinguished. We are capable of defending ourselves, but the foes are challenging, and we would be looking for patrols to join us, not the other way around."
Kazuki Sato |
Kazuki is taken aback as the unknown boy suddenly hands over a fistful of arrows.
"Boy! Wait!" he calls out, hoping to thank the boy for the gift, but alas, the boy is nowhere to be seen.
"That was quite thoughtful." he remarks to his teammates.
Thank you, GM! How many arrows?
-----------------------------------
"Are you warriors? We do need support patrolling the camp..."
Haggard and disheveled, Kazuki droops his shoulders.
"Apparently, we are now."He mumbles under his breath.
He nudges Sigurd and whispers, "You should let Mr. Kim know about Hai-Er Ha's death."
Not trained in diplomacy. Not gonna even attempt it.
Vekka Tchakon |
Vekka, do you want the kukri? You might be the only one who can use it. If not, we can always transfer the rune when we get time.
I'm good with Sato taking it. We still have the machete (I think?) that Vekka plans to transfer the rune from.
Since we stopped for 10m Vekka would both refocus (10m) and recharge spell-strike (single action).
Vekka gives Auntie Wu a dubious look as she trails off into rambles.
Are you going to be okay?
--------------------
As soon as they enter the Ceiba-Duyue Exchange, Vekka begins looking around for Jubei.
The tengu has another dubious look for Kim Gu-won.
I presume Granny Hu's plan will be for all of Willowshore, the North and South.
He shifts gears quickly, to proceed smoothly with Kim.
But yes we are warriors after a fashion and can likely be of aid. As Ho Lan suggests, we could use some support getting the lantern(s) lit again. We awoke after the festival to... unexpected circumstances and made our way back here after clearing Dawnstep bridge.
Make an impression (Diplomacy): 1d20 + 3 ⇒ (10) + 3 = 13
NPC Relationships |
"You follow around that famous Inventor, right?" Gu-won seems to recognize Lan "And, yeah, you got selected for the Re-enactment Festival to be 'kidnapped'?" consulting his memory, the automatics of his response fade, and he lightens towards the party (one Success, one Failure = Indifferent ➤ Friendly) "I'm afraid we haven't soldiers to spare, but, until we have Granny Hu's plan..." he gestures towards the woman who is meticulously arranging the "Eight Paces" (Chess) pieces "...all we can do is wait here and help people to be safe"
Politely ducking Vekka's question...
Awaiting Kolphan and Auntie Wu before progressing
Sigurd Kolphan, Season of Ghost |
"Lan, that was an excellent distraction. I never would have considered threatening Gurglegut's kingdom like that. I'm not certain Shizuru would approve of that ever but... anything to protect our home." Ho Lan was quite clever.
As the rest of the team takes the opportunity to search and calm themselves, Sigurd decides to pray to Shizuru, thanking her for assistance protecting the town.
It is good to see some of Willowshore has survived. Sigurd sheathes his katana and dusts off his shoes to the best of his ability before entering.
"Hello, Gu-won." Sigurd bows. "I have much to report."
"I pray the Re-enactment Festival went well from your end, before this... chaos ensued. We awoke, but without Choe Chun-hu or his breakfast. Then we were beset by centipedes, out for our blood. Gh- Abominations who wore the faces of Man, and Jinkins, working for one Gurglegut."
"We were not able to help Hai-Er Ha. She fought bravely against the invaders, but they were cowards and overwhelmed her. We tracked down and slew their leader, Gurglegut."
"The Eternal Lantern is unlit. Someone must visit the shrines in town to get the blessings needed to reignite it. Like the morning sun, it will burn away this blasted red mist and dispel the insanity from the local animals. It may drive away the remaining invaders who have come to feast upon this town."
With his report complete, it is time for more personal matters.
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
"Is Kim here? I must speak to him about Hai-Er Ha."
He pauses as he scans the residents. "Er... I see many from the Northern side of Willowshore here. What of the Southern side? Have you heard any news from them? Perhaps they located a different shelter?"
NPC Relationships |
(two Successes, one Failure = Indifferent ➤ Friendly ➤ Helpful)
Gu-won, fellow of the cloak, listens, responds with:
Curiosity and confusion "Wait wait. Who is Gurglegut?"
Sadness and Sorrow "Hai-Er Hua is here... I will give her the news of her mother's demise..."
Evasiveness and Reluctance "We presume that Southbank can hold their own for now. Besides, with that monster guarding the (Dawnstep) Bridge, making contact is a fool's errand"
When Kim Gu-won says "We" (italicized) he means to exclude himself - inferring that he is accepting Granny Hu's plan even if he disagrees with it, deferring to her leadership...
DM rainzax |
There is a scream outside suddenly!
Then two! Three!!
Racing outside (presumably), the party finds someone panicking "They took him. They TOOK him!!" pointing off yonder direction, away from the makeshift refugee camp.
Skill Challenge |
Snake and Missing Child
Asking around, some of the other refugees report that a purple gremlin and a giant constrictor snake abducted one of the children and went "that way" - will the party make it in time to save the boy?!?
➤ Level: One, Base DC 15
➤ Complexity: 2 rounds
➤ Timeframe: 10 minutes
➤ Synergies: Experienced Tracker, Hobnobber, Streetwise; If at least one player scores a success using Perception, anyone with the Hunt Prey ability may add that bonus to rolls to Track
➤ List of Skills: Diplomacy (moderate), Perception (hard), Society (moderate), Survival (easy)
Sigurd Kolphan, Season of Ghost |
"Gurglegut was guarding the bridge. Not anymore, we made sure of that." Sigurd is quick about it, not wanted to focus on his sated bloodlust.
"Thank you. I will speak to Hai-Er Hua afterwards to make sure-" A scream rings out. "My apologies, but what was that?"
Kim Gu-won's explanation makes sense. Trying to cross the bridge to the southern side, unprepared would be very foolish. Sigurd made a note to check.
Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22
And yet, Gu-won certainly shares his concern. Sigurd tolerates the North-South rivalry like he tolerates his siblings teasing him. A mix of annoyance and concern grow over him. Granny Hu is clearly at her limit. But did she at least consider South of Willowshore?
Never mind that. "Alright. Calm yourself. As much information as you can." He nods. "I'll do everything I can to retrieve the boy."
He turns to his allies during the Reenactment Festival. "I need your assistance. The boy... we have to find him."
Once they are outside of the camp, Sigurd draws his katana and shield before he starts tracking. A snake and a purple gremlin? May be a remnant from Gurglegut...
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
Survival: 1d20 + 5 ⇒ (14) + 5 = 19
Kazuki Sato |
Kazuki nods to Sigurd.
"I'll look for tracks..."
He heads in the direction the townsfolk pointed, keeping his eyes on the ground in the search for tracks.
He searches for a groove in the soil that a snake would leave, as well as small humanoid footprints.
Perception to Seek Prey: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
"I think I picked up the snake's trail."
He continues to scan the ground as he follows the trail.
Kazuki has the Hunt Prey feature (+2).
Auntie Wu |
Perception to Sense Motive DC 15: 1d20 + 7 ⇒ (10) + 7 = 17
Auntie Wu notes Gu-won's emphasis on "we" and files away the implication for later.
And then the screams. And a child was taken. What if it had been her child? It's so hard to think through her splitting headache. She fumbles with her waterskin, hoping it'll help without any real belief that it will, and dashes in the direction that everyone's pointing. "Everyone stick together and get inside if you can!" She calls over her shoulder.
Survival: 1d20 + 7 ⇒ (8) + 7 = 15
Survival: 1d20 + 7 ⇒ (11) + 7 = 18
Lavanna Saltspray |
"Is it true?...
A voice, direct but somehow timid, and shaky, like on the verge of being unable to speak.
"Is it true that you saw my mother die?..."
Holding back tears, but also anger, a young warrior - the spitting image of Hai-Er Ha from what you can tell behind her face covering - emerges from around the corner, wielding an Arbalest, just before the party exits to begin searching for the snake that took the boy.
"I'm... I'm coming with you!"
Determination crests here, though, Hai-Er Hua still looks upon the party for their acceptance of her decision.
You would need to succeed at a single Deception, Diplomacy, or Intimidation check (DC 15) to shoo her away.
Otherwise, you have what is effectively a Party Companion minion, who with a single action from the party, gains two actions to use in combat.
If the party decides to take her along (by eschewing or failing the above rolls), I will include her statblock in her alias.
Skill Challenge |
Sato spots slithering tracks (now activating the +2 to Track w/ Hunt Prey), and Kolphan and Auntie Wu waste zero time making quick moves to try and rescue the missing child before the snake swallows him whole!
This is a compulsory challenge - everyone must attempt both rolls (or remain behind!)
➤ Level: One, Base DC 15
➤ Complexity: 2 rounds
➤ Timeframe: 10 minutes
➤ Synergies: Experienced Tracker, Hobnobber, Streetwise; If at least one player scores a success using Perception, anyone with the Hunt Prey ability may add that bonus to rolls to Track
➤ List of Skills: Diplomacy (moderate), Perception (hard), Society (moderate), Survival (easy)
Auntie Wu w/ Survival vs DC 13 @ 15 ☆
Kolphan w/ Survival vs DC 13 @ 23 ☆☆
Lan w/ ?? vs DC ?? @ ??
Sato w/ Perception vs DC 17 @ 21 ☆
Vekka w/ ?? vs DC ?? @ ??
Round Two
Auntie Wu w/ Survival vs DC 14 @ 18 ☆
Kolphan w/ Survival vs DC 14 @ 19 ☆
Lan w/ ?? vs DC ?? @ ??
Sato w/ ?? vs DC ?? @ ??
Vekka w/ ?? vs DC ?? @ ??
Success Thresholds:
☆☆☆☆☆☆☆: The party arrives in time to act quickly to save the boy
☆☆☆☆☆: The party arrives in time to react and possibly save the boy
☆☆☆: The party arrives too late to save the boy but in time to catch the killers after-the-fact
Sigurd Kolphan, Season of Ghost |
"Hai-Er Hua." Sigurd turns to face her and bows with the utmost respect. "Your mother fought valiantly. I saw her final moments. Please, accept my deepest condolences."
"Your weapon..." he views the arbalest. "It seems useful for defending a single location. Like this refugee camp."
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
He wants to ask her to stay here. But he also sees her determination, and urge to avenge herself.
Honor your ancestors.
Conflicted, Sigurd is unable to ask her to remain here. "I apologize, but if we are to move we must go now."
Kazuki Sato |
Kazuki, slightly startled by Hai-Er Hua's unexpected presence, momentarily halts his tracking. He meets her gaze with a mix of sympathy and regret. "Yes, Hua. We were there. Your mother fought honorably. I am deeply sorry for your loss."
Sigurd, understanding the gravity of the situation, readily accepts Hai-Er Hua's company. Kazuki nods in agreement, recognizing the importance of unity. She may also need friends to talk to through such a difficult time in her life.
"Your mother was a fine warrior. You are welcome to join us; however, as Sigurd says, we must hurry."
Resuming his focus on the tracks, Kazuki stoops low to the ground, following the subtle imprint of the snake left behind...
Survival (T), +1 in forest, +2 Hunt Prey: 1d20 + 5 + 1 + 2 ⇒ (10) + 5 + 1 + 2 = 18
Kazuki has the Hunt Prey feature (+2).
Ho Lan |
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Lan is brazenly dismissive of any sort of talk about helping Southside. After all, there are people here who can be helped.
---
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Lan navigates not with his tracking skills, but with his wits! People point Lan in the right direction because he is a hero!
---
When he meets Hai-Er Hua, Lan puts a hand on her shoulder. "Yes, your mother fell protecting the city. My deepest condolences to you and Leng.
Your mother will be honored, and we would be honored to have you join us."
Lan can make the Diplomacy check if others would like to turn her away, but I think we should take all the help we can get.
Vekka Tchakon |
Vekka readily welcomes Hai-Er Hua to join them in their search. Not good at finding tracks himself, Vekka asks bystanders for more details on where they saw the snake go.
Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19
Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
DM rainzax |
Nary breaking a sweat, the party manages to track down the snake and child with ease, and finding a solo Jinkin and his pet Constrictor, probably scare them away!
"Go away!" Jinkin Beastie screams "Or I will tell my snake to eat you!" a trickle of urine trails down his leg despite his feigned confidence!
Lan, as the only PC trained in Intimidation, you may attempt a DC 15 check to Coerce the Jinkin to "run away forever" (other players can Aid w/ Diplomacy or Deception), and if you succeed we can avert this combat entirely, (and I will grant you Experience Points as if you defeated them such). Else, we fight again.
➤ List of Skills: Diplomacy (moderate), Perception (hard), Society (moderate), Survival (easy)
Round One
Auntie Wu w/ Survival vs DC 13 @ 15 ☆
Kolphan w/ Survival vs DC 13 @ 23 ☆☆
Lan w/ Diplomacy vs DC 15 @ 22 ☆
Sato w/ Perception vs DC 17 @ 21 ☆
Vekka w/ Diplomacy vs DC 15 @ 19 ☆
Round Two
Auntie Wu w/ Survival vs DC 14 @ 18 ☆
Kolphan w/ Survival vs DC 14 @ 19 ☆
Lan w/ Diplomacy vs DC 16 @ 26 ☆☆
Sato w/ Survival vs DC 13 @ 18 ☆
Vekka w/ Diplomacy vs DC 16 @ 13
Outcome: ☆☆☆☆☆, ☆☆☆☆☆, ☆
Success Thresholds:
☆☆☆☆☆☆☆: The party arrives in time to act quickly to save the boy
☆☆☆☆☆: The party arrives in time to react and possibly save the boy
☆☆☆: The party arrives too late to save the boy but in time to catch the killers after-the-fact