Flynric
|
Flynric focuses his mind, trying to be one with the maze to understand how it will shift.
Perception: 1d20 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10
Last Hero Point!
Perception: 1d20 + 7 + 1 + 1 ⇒ (10) + 7 + 1 + 1 = 19
GM Tiger
|
Valeshi focuses and manages to predict the outcome. Flynric manages to do the same. Rickle easily avoids a shifting wall but Mahatma isn't as lucky and gets fwapped by a random tree branch.
------------------
CHASE TRACKER
Round: 10
RACE MAP
Party Location: SHIFTING LABYRINTH
Skills Needed:
DC 16 Perception to anticipate the next change
DC 18 Reflex / DC 20 Acrobatics to react to a change in the walls
Chase Points (Current Obstacle): 4/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi
You see footprints heading towards a large snow drift...
+1 bonus to all checks
A sudden snowstorm sweeps through the maze, making it difficult to see and navigate.
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
Vamir Zylven
|
Vamir heightens his senses to dodge changing walls.
DC 18 Reflex save: 1d20 + 5 ⇒ (16) + 5 = 21
GM Tiger
|
Vamir easily avoids the shifting walls but Mahatma gets whacked in the face by another wall. Rickle dodges out of the way of another wall and the party is in the clear.
You see footprints heading towards a snowdrift.
+1 bonus to all checks
A sudden snowstorm sweeps through the maze, making it difficult to see and navigate.
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
------------------
CHASE TRACKER
Round: 10
RACE MAP
Party Location: HEAVY SNOWFALL
Skills Needed:
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
Chase Points (Current Obstacle): 0/6
------------------
Those with ** need to make a check
Rickle
Mahatma
Vamir Zylven
**Horul
**Flynric
**Valeshi
Horul
|
Fort: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
GM Tiger
|
Fort: 1d20+8+1
You gonna HP the natural 1?
Horul
|
Let’s try to hero point : 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
GM Tiger
|
Horul manages to break trail for the party.
------------------
CHASE TRACKER
Round: 10
RACE MAP
Party Location: HEAVY SNOWFALL
Skills Needed:
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
+1 bonus to all checks
Chase Points (Current Obstacle): 1/6
------------------
Those with ** need to make a check
Rickle
Mahatma
Vamir Zylven
Horul
**Flynric
**Valeshi
Flynric
|
Following behind Horul, the halfling tries to steer the group in the right direction.
Survival: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
GM Tiger
|
Valeshi Perc: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Valeshi and Flynric find a trail even if it appears there isn't one.
Horul - if you didn't HP that natural 1 I was gonna bury you in a snowbank! :)
------------------
CHASE TRACKER
Round: 11
RACE MAP
Party Location: HEAVY SNOWFALL
Skills Needed:
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
Chase Points (Current Obstacle): 3/6
------------------
Those with ** need to make a check
**Rickle
**Mahatma
**Vamir Zylven
**Horul
**Flynric
**Valeshi
Vamir Zylven
|
DC 20 Fortitude: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Vamir shoves the snow out of the way, using his shield as a shovel.
GM Tiger
|
Vamir breaks trail, using his shield as a bulldozer blade. He manages to extricate Rickle along the way, who appears to be stuck...
------------------
CHASE TRACKER
Round: 11
RACE MAP
Party Location: HEAVY SNOWFALL
Skills Needed:
DC 20 Fortitude to carve a path through the dense snow
DC 18 Perception / DC 16 Survival to navigate in poor visibility conditions
Chase Points (Current Obstacle): 4/6
------------------
Those with ** need to make a check
Rickle
**Mahatma
Vamir Zylven
**Horul
**Flynric
**Valeshi
Valeshi2
|
Valeshi does her best to keep the snow out of her eyes and follow the trail.
This way, everyone!
Survival: 1d20 + 11 ⇒ (16) + 11 = 27
GM Tiger
|
Valeshi finds the trail and leads you out of the maze. You emerge into a large clearing.
The air is thick with the sounds of laughter, music, and the clinking of cups. The full moon and colorful lanterns paint the maze walls with hues of red and silver, and dozens of raccoon dog-like humanoids dance and frolic on the lawn. They cheer and applaud as performers take the stage. One of the performers jumps in the air, does a backflip, and as she lands on the stage, she has turned into a beautiful crane, standing on one foot.
Suddenly, someone in the crowd yells, "Intruders!" Looking worried, the cavorting creatures turn toward the entrance and fall silent. After a few moments of confusion, two of the furry creatures step forward, one of them gray and burly, the other short and frail. The latter speaks up, "Well met, I am Mimiko, a village elder of the tanuki enclave upriver from Wanshi in Minkai. This is Kenta, also an elder." Kenta nods in agreement. Looking at the crowd around her, she continues, "And these, these are my people. My fellow tanuki. We love a good party, as you can see. Who do we have the honor to be talking to, by the way? What brings you here, to our party, my dears? Why do you look so cross?"
Horul
|
My name's Horul and here are my soldiers. Our mission was to define what was at the origin of the maze's issue. I think we found that now.
The hobgoblin stays straight in his boots.
Flynric
|
Yes, we followed someone here who said they were "causing pranks". It's causing a lot of trouble with the Maze of the Open Road...
GM Tiger
|
"You followed..." an exasperated look crosses Mimiko's face and she barks, "Toshiro! You and your friends show yourselves at once!" Immediately the tanuki you were chasing step forward but they let Mimiko do the talking.
"We apologize if our presence in the maze has caused any inconvenience. It is in our nature to be mischievous, but we assure you that we mean no harm. Perhaps there is a way for us to find a compromise, so we can all enjoy the maze together. I think I have a solution."
GM Tiger
|
Mahatma rolls his eyes at Horul's introduction. "I'm not sure those words mean what he thinks they mean."
That almost sounds like "I do not think you know what that word means..." or something along those lines... after multiple exclamations of 'INCONTHEIVABLE!!' :)
Horul
|
I hear you. Talk. We need to find a solution anyway.
GM Tiger
|
"I think a fair contest would be appropriate to determine who gets to decide whether we should stay or go. As for what that contest should be, there's only one honorable way to settle the matter!" As usual, Kenta takes a swig from his mug and echoes Mimiko's words, "Yes, one way only!" Mimiko continues, "And that way is a dance-off!" Kenta nearly chokes on his sake and retorts, "What did you say, Mimiko? A dance-off? I say trial by combat is the only way!" Mimiko looks at Toshiro and his prankster friends, who merely shrug, then at you. "Strangers, looks like it's up to you to decide. What will it be?"
Decide as a group what you want to do.
Rickle, Goblin Champion
|
Rickle laughs. "Sounds like you do mean harm."
The goblin shrugs at Mahatma. "I'm better at fighting. But you're not supposed to stab people if you don't have to unless you're a Bad Guy."
Horul
|
Mmhh I suppose you're right, soldier.
Vamir Zylven
|
Vamir rolls eyes but admits that there is no sense in fighting. It looks like they are harmless?
"Sure, let's do dancing," he sighs.
GM Tiger
|
"The strangers have spoken!" Mimiko beams, and continues, "A dancing contest shall decide who is right!" The tanuki crowd starts chanting: "Dance-off, dance-off, dance-off!" and clapping their hands and drumming their bellies, creating a beat to dance to.
A tanuki steps forward. "I am Mochi. I'm soooo happy that I get to dance. I wish you also have fun with the challenge. There are six rounds in this challenge. The first four have a theme but the remaining rounds are freestyle. You need to select one dancer for each style. We will do the same. We each dance and see who does it best. The side with the most number of wins will be victorious! I'd best warn you now, though, I'm the best dancer here, so you won't find it easy to win." she says with a smile.
MYSTERIOUS DANCE
WARRIOR DANCE
COURTLY DANCE
ACROBATIC
FREESTYLE x2
Decide as a group who will dance in which round. You'll only get the skills required when each round starts.
One PC may attempt a DC 20 Deception check to Lie / Perception to seek / Stealth to sneak. Succeeding lets you know which round Mochi will dance
Rickle, Goblin Champion
|
"I can do a warrior dance!" says Rickle excitedly, "Or, um, freestyle?"
The others sound hard. "Or any of them!" the goblin boasts.
Horul
|
Mmh don’t count on me for the courtly dance. It’s not my… style.
Vamir Zylven
|
"Dibs to freestyle. Hehe." Vamir raises his hand to get their attention with his choice.
Flynric
|
Acrobatic is probably my best bet, but I could try to be mysterious if nobody else thinks they can.
Do we have anyone trained in Society to do the Courtly Dance? Just a guess for what might help there.
Vamir Zylven
|
Vamir has Society +8 and can compete with that instead.
Valeshi2
|
Woah, your name is Mochi, too! No way, we're going to be like absolute besties! Can I put braids in your hair?
There is a brief pause and Valeshi realizes they were talking about something else. She was not listening. Something about dancing, maybe?
Uhmmm...hi! Sorry, I've often been told I can be a mystery. Is there a dance for that?
Valeshi unwittingly volunteers for the "Mysterious Dance" not knowing in any way what that entails.
GM Tiger
|
Rickle's Society (T): 1d20 + 6 ⇒ (13) + 6 = 19
Mahatma, the Desert Sage's Society (T): 1d20 + 7 ⇒ (5) + 7 = 12
Vamir Zylven's Society (T): 1d20 + 8 ⇒ (10) + 8 = 18
Horul's Society (T): 1d20 + 9 ⇒ (17) + 9 = 26
Valeshi's Society (U): 1d20 + 0 ⇒ (8) + 0 = 8
Apologies, there was a check I missed. With the new info, I'll let you change your lineup
Warrior Dance - DC 16 Athletics/Intimidation/Performance OR Melee attack vs AC 16
Courtly - DC 16 Nature/Religion/Society/Performance
Freestyle - any skill as long as it fits AND the skill has not been used in a previous round (DC: 16 if the above conditions are met, 20 if the skill was previously used).
Horul
|
ok with first freestyle for Horul
Vamir Zylven
|
Vamir will stick with Courtly Dance.
GM Tiger
|
MYSTERIOUS DANCE
The movements of this style are slow and deliberate, with the dancer appearing to be in a trance-like state. The hand movements are precise and intricate and may be used to convey hidden messages.
A tanuki named Suzu steps forward. With a cheeky grin she asks "Did you like the stone statue prank? Oh! I see you have my incense box! Can I have it back please?"
Skills:
DC 16 Arcana/Occultism/Thievery/Performance
Each dancer makes three skill checks, using the skills listed above. These three checks represent the entrance, the main part of the performance, and the finale. You may substitute a Performance check for any of the three checks. Two out of three successes and you win the dance. A bonus may be given for good RP so this is your chance to ham it up! :)
Valeshi2
|
Valeshi steps forth looking very unsure of what is about to occur.
"Mysterious Dance" is pretty vague, let's see what we can do with this.
As Valeshi approaches the stage, she is wearing her regular attire but with a veil partially covering her face with colorful ribbons attached to her arms. She begins the dance with her eyes closed tight. She waves her arms around, with the colorful ribbons making various shapes, loops, and figure-eights. She just hopes she doesn't make a fool of herself.
Thievery: 1d20 + 3 ⇒ (11) + 3 = 14
Thievery: 1d20 + 3 ⇒ (10) + 3 = 13
Thievery: 1d20 + 3 ⇒ (15) + 3 = 18
GM Tiger
|
Valeshi steps up and does the best she can. Unfortunately, Suzu proves to be more than a match for her. The tanuki applaud politely but they roar with appreciation as Suzu takes her turn.
WARRIOR
This performance can be a war dance, weapon dance, or kata, often consisting of vigorous movements, combat techniques, stamping of the feet, and shouts
Skills:
DC 16 Athletics/Intimidation/Performance
Melee attack vs AC 16
A tanuki named Tonta steps forward. He grins cheekily at the Pathfinders, saying, "I'm sure you saw what I did to that statue. That wreath on his head was a nice touch, wasn't it?" Tonta performs an elaborate dance with a sword, depicting a fight against a mythical creature. Finally, Tonta leaps into the air and stabs downwards, depicting a killing strike. The crowd roars in appreciation.
Rickle, Goblin Champion
|
Stomping, shouting, and waving a weapon around? Easy stuff! For this, Rickle leaves his sword sheathed and pulls his horsechopper out of its harness instead.
And then he starts stomping, shouting, and waving a weapon around.
Athletics: 1d20 + 12 ⇒ (11) + 12 = 23
Athletics: 1d20 + 12 ⇒ (11) + 12 = 23
Athletics: 1d20 + 12 ⇒ (14) + 12 = 26
GM Tiger
|
The assembled tanuki gasp at Rickle's display of weapon proficiency. So much so that the next dancer appears hesitant. Due to the Crit Success, the next dancer's DCs are reduced by 1.
Pathfinders - 1
Tanuki - 1
COURTLY DANCE
Often used to demonstrate social status, this dance is highly structured and formal like ballroom dances, certain ceremonies, or courtship dances performed by birds and some other animals.
Skills:
DC 15 Nature/Religion/Society/Performance
A male tanuki steps out and performs an owlbear courtship dance.