Sybille Sybil of the Cosmos
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"I think we can easily do that!" she tells Summer Storm with positivity.
Toavandil Hanustar
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"I suppose it would be possible to give a presentation of physical perfection and elven expertise. That should count as entertaining, if not overwhelming", Toavandil considers his choices.
Calvyn Sunglass
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"I was a musical prodigy, and Robett here plays a mean tamborine. I think I can distract the Thane."
GM Tiger
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The Thane knows nearly everything that occurs within their domain in the First World. They don't have the power of the Eldest, but they are not to be underestimated, especially not when within their home. You have 4 rounds to either keep the Thane's attention on yourselves or to help Summer Storm scout out escape routes. Each round is 10 minutes long.
Tasks:
Finding the Volls
Entertaining the Thane
Secure the Escape Route (1 PC/round only)
Winning Friends and Influencing Fey
The Volls are scattered throughout the feast, having been relegated to waitstaff after displeasing the Thane. All of them desperately want to go home and all have aged thirty years.
DC 15 Diplomacy (Gather Info), Intimidation (Coerce), Perception (Seek) to locate the Volls.
Each family member you locate gives you a +1 circumstance bonus to a single check before the end of the quest (there are 5 of them)
Only 1 PC per round may attempt this task; Once you achieve either 2 successes or 1 crit success, you have done all you can and may not attempt this any more
You attempt to find less noticeable places to help with the escape, or even set up simple snares and the like to thwart potential pursuers.
DC 16 Stealth or DC 18 Perception to locate various blind spots
DC 18 Crafting to Craft simple snares that could aid their escape
The Thane desires that their feast be livelier and directs all to make friends.
There are 5 fey you can attempt to influence. You can use the listed skill (after you choose) or Diplomacy. DC is 18 for all checks. DC 20 if you use the same skill twice in a row
The Archivist: This individual takes notes of all the activities at the feast.
Captain of the Guard: The Captain is a stout old, 15-foot-tall animated tree with stringy moss interwoven into his branches.
Clyetus: Clyetus is only interested in keeping the Thane happy.
Klyphotise: Klyphotise is fascinated with the Universe
Wurcohn: Wurcohn has a persistent cough that's causing him some embarrassment.
You can make direct attempts to entertain or impress the Thane. The Thane is very open to being entertained. So anything you can think of can be attempted. Bonuses will be given if the action is well roleplayed. The Thane gets bored if you try the same tricks though, so reusing tricks is more difficult.
DC: 20 (22 if you or anyone else has succeeded with the same skill)
Skills: Any, as long as it fits
Please go ahead and give me 2 rounds of checks
Sybille Sybil of the Cosmos
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"I will look for the family and gather them together." Sybille begins asking around about the members of the Volls family.
DC 15 Diplomacy to Gather Information: 1d20 + 8 ⇒ (16) + 8 = 24
DC 15 Diplomacy to Gather Information: 1d20 + 8 ⇒ (13) + 8 = 21
Benkost
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The dwarf tries to secure an escape route.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Toavandil Hanustar
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Toavandil Hanustar tries to entertain the Thane. He pulls out his staff, and starts presenting its usefulness. "It is splendid in many tasks, for example giving a bit more range", he says, and does a long pole vault with it. "And in a fight, you can trip someone with it", he says and flips a chair over.
"And of course, you can balance on it," he says, placing the staff on two rocks and walking along it, "Or balance with it", he says, standing on a stump and helping his balance with the staff.
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Calvyn Sunglass
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"Your grace, I am but a humble knight-errant, a poet in steel," Sir Calvyn says in a loud voice to the Thane, "It is often thought that we are constrained by our armor, but good steel hammered by skilled artisans, its not nearly as cumbersome as often thought."
Calvyn tries to do some high jumps in his armor.
Athletics: 1d20 + 8 ⇒ (12) + 8 = 20
Calvyn smirks, "And that's just the steel, not the poetry. As a boy, I was a singer. Robett, give me a C. No, a C. ♪When I'm here, you need to be here♪."
After a few moments of back and forth, both Robett and Calvyn begin singing an old drinking song from the Bandu Hills.
Performance, Singing: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
hero point
Performance, Singing: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
GM Tiger
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Sybille, you can have both checks back. Konbu's crit for Perception found all the Volls
Benkost finds an escape route (2 rds)
Wurcohn has a persistent cough that's causing him some embarrassment. He can be influenced with Medicine checks to Treat Disease.
Calvyn does some high jumps in his armor. The Thane looks impressed. The Thane is even more impressed when Calvyn performs an old drinking song in two voices.
Sybille - 2 checks needed
Konbu - 1 check
The Archivist: This individual takes notes of all the activities at the feast. Any skill that can be used to Recall Knowledge can influence the Archivist.
Captain of the Guard: The Captain is a stout old, 15-foot-tall animated tree with stringy moss interwoven into his branches. The Captain can be influenced with Athletics checks to Grapple, Shove, or Trip and Warfare Lore checks to Recall Knowledge.
Clyetus: Clyetus is only interested in keeping the Thane happy. Acrobatics checks to Tumble Through or Performance checks to Perform can show Clyetus your ability to entertain.
Klyphotise: Klyphotise is fascinated with the Universe, and can be influence with Lore checks of any location within the Universe to Recall Knowledge or Society checks to Recall Knowledge.
Wurcohn: Wurcohn has a persistent cough that's causing him some embarrassment. He can be influenced with Medicine checks to Treat Disease.
DC 18 for all checks
DC 20 if the same skill is used twice in a row
You may substitute Diplomacy for the listed skills if you wish
GM Tiger
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Just to clarify. Only making friends and entertaining the Thane are viable options.
You can make direct attempts to entertain or impress the Thane. The Thane is very open to being entertained. So anything you can think of can be attempted. Bonuses will be given if the action is well roleplayed. The Thane gets bored if you try the same tricks though, so reusing tricks is more difficult.
DC: 20 (22 if you or anyone else has succeeded with the same skill)
Skills: Any, as long as it fits
DC 20: Anything except Athletics and Performance
DC 22: Athletics, Performance
The Archivist: This individual takes notes of all the activities at the feast. Any skill that can be used to Recall Knowledge can influence the Archivist.
Captain of the Guard: The Captain is a stout old, 15-foot-tall animated tree with stringy moss interwoven into his branches. The Captain can be influenced with Athletics checks to Grapple, Shove, or Trip and Warfare Lore checks to Recall Knowledge.
Clyetus: Clyetus is only interested in keeping the Thane happy. Acrobatics checks to Tumble Through or Performance checks to Perform can show Clyetus your ability to entertain.
Klyphotise: Klyphotise is fascinated with the Universe, and can be influence with Lore checks of any location within the Universe to Recall Knowledge or Society checks to Recall Knowledge.
Wurcohn: Wurcohn has a persistent cough that's causing him some embarrassment. He can be influenced with Medicine checks to Treat Disease.
DC 18 for all checks
DC 20 if the same skill is used twice in a row
You may substitute Diplomacy for the listed skills if you wish
GM Tiger
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Lande provides some herbs for Wurcohn's cough. Wurcohn looks relieved enough that he promises to aid him in the future.
Lande, you have one more round -- anything else you want to do?
GM Tiger
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Lande manages to impress the captain by getting into a shoving match with him and prevailing. Konbu tells the Thane stories. The Thane listens with rapt attention.
Sybille Sybil of the Cosmos
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Sybille entertains Clyetus by dancing and producing light along the path of her dance for some effects.
Performance: 1d20 + 8 ⇒ (20) + 8 = 28
After that, she impressed Clyetus by telling them that she loves parties.
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
Benkost
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The dwarf tries to turn Clyetus on their friends side demonstrating.
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
And again.
Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
GM Tiger
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Sybille manages to entertain Clyetus by dancing. Clyetus watches with rapt attention. He's so impressed that he speaks to the Archivist on your behalf. Sybille turns to the Thane and politely tells him stories. The Thane nods his head in appreciation.
Sorry for the delays, btw...
You also notice five humans clustered around Konbu. They appear relieved.
At the end of the first 20 minutes, the Thane claps his hands for silence. He stands up and calls for some entertainment. "I'd like to see some skilled combatants! You, Pathminders, or whatever you call yourselves, I'm sure you've had to fight during your adventures! How about you show us how it's done!"
Multiple PCs can participate -- so who volunteers?
GM Tiger
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"Aren't you supposed to be ready for anything, my little green friend?" the Thane answers.
Toavandil Hanustar
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"Ah, but not knowing it just makes the proof of prowess that much more impressive. I will certainly join this challenge and distinguish myself in your eyes", Toavandil states confidently.
Calvyn Sunglass
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"Robett, my lad, get me shield and sword, Sir Calvyn Sunglass will be happy to dance with any partner willing to go."
Calvyn is in
GM Tiger
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"Suffice it to say that it will be according to your skill. Or are all Pathminders this soft? Your comrades are stepping forward. You may sit and whimper at the sidelines, little leshy." the Thane sneers at Konbu...
Sybille Sybil of the Cosmos
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When Sybille sees her allies moving forward, she thinks she must join them too. "I will join too!"
GM Tiger
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The Pathfinders hurry forward, including the slightly doubtful Konbu.
To those who haven't played this before -- surprise! it's not what you think! :)
Rather than a standard fight, the duel is a performance and takes as long the other activities. Participating PCs need to succeed at three checks before getting three failures to win the duel against the fey chosen by the Thane. The Thane wants an interesting fight, so they have chosen a combatant for each PC that roughly matches their skill. During the fight a PC can attempt the following checks to overcome their opponent. A critical success counts as two successes and a critical failure counts as two failures.
Need 3 successes before 3 failures. A CS is 2 successes and a CF is 2 failures
Skills:
DC 13 Acrobatics to Tumble Through can leave the opponent off balance and open.
DC 13 Performance to Perform might not land a telling strike, but the PC looks so good that no one minds.
DC 15 Deception to Feint embarrasses the opponent and leaves them open.
DC 15 melee Strike to land an impressive blow that would have made contact if not for the Thane's magic making such attacks harmless.
DC 17 Athletics to Trip or Shove puts the opponent at a serious disadvantage.
You also see Summer Storm running through the crowd conducting business, though you have no idea what he's doing.
Go ahead and make your checks. Bonuses available for good RP (I'm an easy sell)
Konbu
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Konbu starts off with feinting to fool their opponent
deception: 1d20 + 10 ⇒ (16) + 10 = 26
before Tumbling through
athletics: 1d20 + 7 ⇒ (19) + 7 = 26
and another feint
deception: 1d20 + 10 ⇒ (7) + 10 = 17
Tag! You're it
GM Tiger
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Konbu faces off against the leshy guard captain. Before the captain can move, Konbu makes him look the wrong way before tumbling between the captain's legs, and then finally flicking the captain's ear. The Thane applauds loudly. "MASTERFUL! Your Pathminders are amazing!"
Calvyn Sunglass
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Calvyn understands the Thane's game. He had to slow down his swings before, to show Robett how to swing a sword. The iron dance was a dance, after all.
Performance: 1d20 + 6 ⇒ (7) + 6 = 13 (I don't think this would get his specialized singing performance, so forgoing that bonus.)
Then, he tries again with his scimitar at full speed.
Scimitar attack roll: 1d20 + 9 ⇒ (11) + 9 = 20
Then with an extended flourish, Calvyn tries to get on the other side of his opponent with his scimitar at the enemy's throat.
Performance: 1d20 + 6 ⇒ (20) + 6 = 26
Benkost
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The dwarf uses his knowledge to tumble through the opponent.
Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21
And again.
Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28
And again.
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Toavandil Hanustar
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Toavandil pulls out his bo staff and whirls it about as he enters the fight area. "So first we have to get into position", he says and rolls past the challenger.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
"Then a pair of good whacks", he continues and swirls his staff, first attacking with one end, then the other.
Melee #1: 1d20 + 8 ⇒ (1) + 8 = 9
Let's reroll that 1
Melee #1(reroll): 1d20 + 8 ⇒ (18) + 8 = 26
Melee #2: 1d20 + 8 ⇒ (18) + 8 = 26
"And remember to keep the distance, to make the poor fellow waste time getting up to you. That is the basic routine", he ends his combat performance, and leans on his staff, looking confident that he has impressed the audience.
Sybille Sybil of the Cosmos
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Sybille dances in the arena as she fights the chosen fey against her, trying to distract the fey with her moves.
DC 13 Performance: 1d20 + 8 ⇒ (18) + 8 = 26 Crit Success
She then pretends to attack her opponent by rushing head-on to the enemy!
DC 15 Deception: 1d20 + 8 ⇒ (5) + 8 = 13 Fail
That attempt is clumsy that she continues to dance around the arena instead.
DC 13 Performance: 1d20 + 8 ⇒ (15) + 8 = 23 Success
GM Tiger
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Lande steps up to what appears to be an awakened tree. Lande simply swings his axe twice and drops the tree to the ground...
Calvyn's opponent is one of the leshy guards. The guard's eyes bulge as Calvyn dances around him, the Thane's magic only stopping the scimitar from punching right through his gut. His eyes widen before he goes limp, in a dead faint, as Calvyn ends his performance with a scimitar as the guard's throat.
The next guard looks disdainfully at Benkost but the look of condescension turns to shock as the clumsy looking dwarf performs acrobatic tricks around the amazed leshy.
"Clyetus! Go take on that elf! I think you can handle it!" Clyetus heads out and stands before Toavandil. At the start signal from the Thane, before Clyetus can even pull out a knife and attack, Toavandil has already rolled past his guard and whacked him twice with a bo staff, dropping Clyetus to the floor like a sack of grain. I groggy Clyetus stumbles past the Thane. "Did you get the number on that cart?" he asks...
Sybille dances around the remaining leshy guard the Thane assigned. It's clear that after seeing his other comrades get humiliated by the Pathfinders, he clearly would rather be somewhere else. Fortunately, he manages to see past the feint Sybille attempted, much to the Thane's relief.
"I have never seen such a master performance! The Pathminders win!"
Summer Storm, wearing a big grin, walks up to you. He appears to be holding a pouch filled with jingling coins. "Made a few wagers during that little play-fighting. A lot of these fey are poorer now. Distract the Thane for 10 more minutes. I'm almost ready."
The pouch contains 15gp. You just need to escape to spend it!
Go ahead and make your last round checks to Entertain/Distract the Thane.
DC 20: Athletics, Diplomacy, Performance, Great Old Ones Lore
DC 18: All other skills
Make Friends
Archivist - done
Captain - DC 18 Athletics to Grapple, Trip, Shove or Warfare Lore to RK (Crit Success benefit still available)
Clyetus - done
Wurcohn - done
Klyphotise - DC 18 Society/Lore
Volls - found (5/5)
Escape Route - done (2/2)
Sybille Sybil of the Cosmos
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Sybille approaches Klyphotise to show them her future.
"I can tell you your future. Aren't you interested? I can look at your hands and see what the lines reveal about what lies ahead!" she says excitedly, stretching out her hand, ready to read theirs if they offer it.
DC 18 Astrology Lore: 1d20 + 6 ⇒ (12) + 6 = 18 to Klyphotise
Benkost
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Plan of fire lore: 1d20 + 6 ⇒ (12) + 6 = 18
The dwarf approaches Klyphotise to talk to them about the plan of fire that he knows something about.
Toavandil Hanustar
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Toavandil goes to meet the captain, still his staff in hand.
He leans on it, and says: "You know one more thing that's marvelous with this? You don't need to risk your own balance at an inch's distance from your foe. Here, let me show, just how wonderfully it can hassle the steps from distance".
He steps farther and sticks the staff between his practice opponents legs, and tries a flip.
Athletics Trip with bo staff: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 +1 from rune added to trip weapons
I think I have one more hero point, let's use it here so I don't forget to use it during the quest.
Athletics reroll: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
"Nice jump, but of course I didn't use all my strength as we are just practicing, you see the idea", he dismisses the failure.
Calvyn Sunglass
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"Robett, explain the Sunglass family crest to the Thane, I think he'd be interested." Calvyn says, prodding his squire forward. The mealy mouthed squire starts to talk about the many-starred crest.
Heraldry Lore: 1d20 + 4 ⇒ (6) + 4 = 10
"Lubaiko is a deity devoted to sparking inspiration and rebellion. We have many different myths and stories to tell. Let me tell you one," Calvyn says, as he starts talking about St. Dio, a tripkee who fought against Chelaxian colonists.
Religion: 1d20 + 5 ⇒ (3) + 5 = 8
GM Tiger
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Sybille, Konbu and Benkost entertain the Thane with stories of the planes of the existence. However, the Thane is particularly interested in the tales Konbu is telling, asking questions about the exploits of certain "Pathminders".
I switched it to entertaining the Thane after I realized that Klyphotise's Crit Success benefit is effectively non-applicable
Calvyn and Toavandil talk Heraldry and Martial combat respectively. However, the Thane is less than interested.
As you complete your tasks, Summer Storm walks up to you.
"I've obtained an invitation and my servitude to the Thorned Monarch left some of his power within me once he died. He ruled a threshold into your Universe, and I've put that 'rulership' — what little I have of it anyway—into the token that drags people here. But we can't be near the Thane. Once I throw this leaf on the ground, get everyone to walk over it and it should take us home. The power is already fading though. Do we do this slow and quiet, or fast and loud? Whatever you pick, we need to do it now."
Decide as a group - Fast and Loud or Slow and Quiet
GM Tiger
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Summer Storm gives everyone a determined look. "Speed it is then. We need to make it to the Edge of Tomorrow— that's the border of the Thane's time manipulation. We won't be able to get through it, but it's the edge of his domain. They've let their guard down and the doors have vanished, leaving clear access to the Elsewood beyond. The element of surprise is our best bet now. Run for it!"
Summer Storm shouts to cause commotion and confusion, giving everyone enough time to rush through the crowed. The Thane's eyes darken. "So that's your play, then. We shall see how you deal with our hounds, little table scraps. Yes we shall." With that, the table rises and countless beasts, clearly canine in origin, lithe and low to the ground on stocky, powerful legs, rush out from under the table in an unceasing wave. Their mottled brown fur seems to have a green iridescence that blends in well with the foliage of the First World, though the sheer number rushing towards the party diminishes the effect somewhat.
* Welcome to the Chase subsystem. It's a straightforward system where you, as a group need to make skill checks to defeat an obstacle using Chase Points (CP).
* Skill checks result in chase points as follows: CS/S/F/CF - +2/+1/0/-1
* Based on your earlier activities, you have been awarded 2 CPs to use on any obstacle
* You also get a +1 Circumstance bonus to all checks (from Lande's Crit Success earlier)
DODGE THROUGH THE CROWD
Guests stare in shock as you defy the Thane.
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CHASE TRACKER
Round: 1
Obstacle: DODGE THROUGH THE CROWD
Skills:
DC 17 Deception or Intimidate to juke or scare the people out of your way.
DC 19 Acrobatics/Athletics to dodge through the guests
Successes: 0/2
Hounds: 2 obstacles back
Free CPs: 2
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Those with ** may go
**Sybille Sybil of the Cosmos
**Calvyn Sunglass
**Benkost
**Lande
**Toavandil Hanustar
**Konbu
Sybille Sybil of the Cosmos
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"Run!" is all Sybille can explain after seeing the hounds chase them.
"Look! There is one under your table!" she calls out to the one she is going to collide with.
DC 17 Deception: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Konbu
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Konbu tries to make himself look big and scary.
Angry little leshy coming through
intimidation: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
((Hero Point))
intimidation: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
GM Tiger
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Sybille tries to distract one of the fey but doesn't succeed. Konbu simply charges the lot, looking big and scary. The fey gets out of the way, not knowing what Konbu can do...
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TRACKER
Round: 1
Obstacle: DODGE THROUGH THE CROWD
Skills:
DC 17 Deception or Intimidate to juke or scare the people out of your way.
DC 19 Acrobatics/Athletics to dodge through the guests
Successes: 1/2
Hounds: 2 obstacles back
Free CPs: 2
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Those with ** may go
Sybille Sybil of the Cosmos
**Calvyn Sunglass
**Benkost
**Lande
**Toavandil Hanustar
Konbu