Alviana Shadowsworn

GM Euan - Jade's page

1,001 posts. Alias of Euan.


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What are your wishes for Tieqing?
”He is free to chose his own path.”

The body almost seems to sigh as the dead man finishes one last conversation.


Roll20 Map - Tracking Sheet

The dead man speaks with a bit of a lisp owning to damage to his face, but he is intact enough for the spell.

Would you prefer burial or cremation?
”Cremation.”

Is this location satisfactory for your shrine?
”The Forest of Spirits is a fine resting place.”

Do you have any unfinished business we could attend to for you?
”There is always unfinished business. Such is the way of death.”

What would you wish done with your belongings?
”I do not care - for they are not mine any longer.”

Durgan, you have one more question. Do you want to use Kisaiya’s?


Roll20 Map - Tracking Sheet

Tieqing settles in unhappily, watching the party work. It is clear he pines for the deceased but he does not interfere with your work - though his stare is a little unnerving.

Given the snow and available trails, the caravan can't get that close, but Snowball guides it in as closely as she can and camp is made though it's only lunchtime. Everybody understands it's for a burial, and no one objects - pitching in where they can.


Roll20 Map - Tracking Sheet

Unk begins to dig out a foundation for the shrine as Mukluk identifies the gear.

Do you have your laborers construct the shrine? If so, it’ll take a day, possibly two, to build something nice. Someone (again you can have caravan members help) needs to build a funeral pyre to cremate the remains as well. That’ll take some time too, but can be done concurrently.

Snowball:
”My master called me Tieqing, and I will remain faithful to him even in death. I thank you for seeing to his remains."
- - -


Roll20 Map - Tracking Sheet
Kisaiya Shiraishi wrote:
”Miyaro-san, do you know what he would want to be done with his body? I do not want to presume. If you are not sure, even a best guess would help.”

”Well, we wouldn’t bury him. Not exactly. We should build a small shrine and cremate the body, putting the ashes in the shrine. Perhaps, in time, others will come and build something bigger to him too. But a small shrine will do for now.”

If none of you have a better solution, you do have some skilled carpenters among the caravan crew who could build something. It might not be a work of art, but it’ll be functional.

The party investigates the dead man, discretely, while Snowball and the dire-tiger converse. Mukluk can't find any particular cause of death, even with Durgan's support. He was extremely old though from the looks of him. So death by old age seems likely.

Leather armor +2
Light wooden shield +2
Sickle +1
Boots of striding and springing
Headband of inspired wisdom +2
Handy Haversack
Inside the Haversack are a large assortment of tools, and various useful odds and ends that a villager might find handy. There’s also a great deal of cash, but a lot of it is in copper - which he was known to dole out with great zeal. It amounts to 2,706gp worth of stuff.

Snowball:
”Here is a good place. It is a stout tree, and there is a goodly sized cave nearby. I can live in it and protect his spirit a while.” The way he says it makes you think it’ll be until his death. That ‘while’.
- - -


Roll20 Map - Tracking Sheet

Mukluk is a driver and so cannot have a phantom steed, but everyone else can if they wish. I think an unseen servant could drive a wagon. But it would be in a straight line, or at best ‘follow the wagon in front’, but it wouldn’t avoid road-problems, and would in many ways be problematic ‘cause they can’t think or react. Driving a wagon is much more complicated than it appears on paper. :)

You follow the tiger into the forest and away from the clearing. Keeping up is a challenge, and the party quickly finds themselves strung out along a few hundred yards of forest with Snowball in the lead and Mukluk in the rear.

Just as you’re getting to the point where you’re worrying about how far you’ve gone, and the distance between party members, the tiger stops and lies down on his haunches - scarcely breathing heavily for the run. He looks with sadness to an enormous tree - large even for this forest.

The faster await the slower, and eventually even Mukluk catches up. You approach and examine the tree, but it’s what’s behind the tree that surely has the great cat’s attention.

A stocky man with white-gray hair, clearly a local, is seated in the nook of the tree as if resting a moment. It looks like he’s been dead for some time however, maybe a few weeks? Maybe a bit longer? Hard to tell since the local environment has had its way with the body.

He is wearing a fine brown robe, hooded and good walking shoes. Is that a handy haversack next to him? Why yes. Yes it is. Interesting. As you get closer and examine the body, you see he’s wearing very supple leather under the cloak, he’s sitting on a light wooden shield, and has a sickle at his belt.

Miyaro is crestfallen when she eventually sees the body. ”That’s Gushiang. He’s a kind hearted druid around these parts. But his animal companion was a much smaller tiger - I’m sure of that at least.” The dire-tiger is a mystery to her, but she’s not surprised at the death. ”He was a very old man, and had been for many years. People told him to retire and spend time with the few friends he hadn’t already outlived. But he wouldn’t hear of it. He traveled around the small villages at the edges of the Spirit Forest, helping in his kind way with supplies, and often, a bit of money.”


Roll20 Map - Tracking Sheet

The tiger, ever pacing, looks up again at the dainty Snowball shaped morsel, quite possibly just within reach of a powerful jump. It stops pacing a moment and roars more quietly.

Snowball:
”Your master would do that for my master? Follow me!”
- - -

Excitedly, the giant tiger turns on a dime and leaps into the forest, bounding away and clearing the path!

What does the party do? What should the caravan do?


Roll20 Map - Tracking Sheet

The party overwhelmingly feels this is wrong somehow. A tiger would never hunt in this way. It would wait for you in the tall grass, or better still a thicket in the forest and spring out from that hidden bower, pouncing on its prey.

This is something wholly different. If you had to hazard a guess too, the dire tiger is sad, not angry. Almost as if there was a thorn in its paw it could not pry loose - though it’s not limping or showing any other signs of physical frailty. Just sadness…

Durgan Far-Walker wrote:
"Miyaro, do you think we have offended the spirits in some way?"

”It’s hard to know…” Miyaro begins slowly, ”I don’t think this is a spirit, but they are flighty and so it is possible to offend without realizing it. Usually a heart-felt apology works, if you can get them to tell you what they’re offended by.”

The tiger rears up, and looks to spring! However, it holds off for the time being and instead paces an oval in the snow across the path. It roars at Snowball.

Snowball:
The tiger speaks, ”What do you know of it! Has your master died? No. No he hasn’t!”
- - -


Roll20 Map - Tracking Sheet

Tigers like fresh meat Unk. Jerky if they’re desperate perhaps…

The next day (Neth 6), you reach a clearing along the track you follow - fairly early in the day. It’s a picturesque valley, small and roughly oblong. Filled with tall grasses, still brown from last season and somewhat snow-covered. Peaceful.

Until the dire tiger appears at the far edge of the clearing and roars! The valley positively fills with the sound. It reverberates with strength and, what is that, a tinge of sorrow?

The great tiger paces back and forth across your trail some 50 yards away in your path. You’re going to have to face it.

Knowledge nature or sense motive for more.


Roll20 Map - Tracking Sheet

Mukluk has a question about dire tigers if he wants it. I'll push us on later today.


Roll20 Map - Tracking Sheet

You travel the rest of the day, and most of another (Neth 5), when your scouts, including Snowball, report that the party is being followed, and circled, by some sort of tiger. But not a normal tiger. No, it can’t be that of course. This one is ginormous. Bigger than anything anyone has seen before in stripes.

Knowledge Nature DC 18:
It could be a dire tiger. Those things are very very large! N Large animal

Tigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a tiger has developed a taste for humanoid flesh. Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds. You are now following not far from a river.

While the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region’s top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature’s mouth is shut.
- - -

Miyaro is happy however, ”Oh! That’s a good sign. The spirits and the tiger are as one. Very good signs, tigers.”

”As long as they don’t eat you of course.” she adds a little more quietly at the end. "Very wild they are. Not at all tame."


Roll20 Map - Tracking Sheet

Unk begins a summons after seeing invisibility and Snowball pounces! Kisaiya does something heroic. Mukluck hastens the party, then . Durgan reaches out and touches the figure. Ameiko piles on, casting cure light wounds.

Ameiko Touch: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 (heroism) CLW: 1d8 + 5 ⇒ (5) + 5 = 10

A figure forms of an angry samurai, with a particularly wicked looking countenance. He is whipping peasants dressed as convicts. As Durgan casts, the peasants shackles burst asunder! When Snowball pounces and Ameiko reaches out, the convicts rise up and overwhelm the samurai who is beaten to death. Again.

The spirit dissipates. You have successfully thwarted it.

- Round 1 -
Unk - 21
Kisaiya - 20
Mukluk - 18+
Durgan - 18-
Spirit - 16 (-43hp)


Roll20 Map - Tracking Sheet

Hrm. The spirits aren't really there until they begin to manifest. Then you can see them - if wispy. So I don't think see invisibility will help you much.

Snowball can lay on paws at will! The apparition begins to appear as Durgan's ready goes off.

Snowball and Kisaiya to go.


Roll20 Map - Tracking Sheet

Mukluk:
Not only do you think you can make out a word or two of Tien in the songs and poems, but you're also sure that your spirit does not like this spirit.

Nicely rolled!
- - -


Roll20 Map - Tracking Sheet

Snowball, Mukluk, and Kisaiya all hear the crack of a whip. However, it’s not coming from far off, but rather from the intersection of your route and the trail! Seeing nothing there, you conclude it must be another spirit.

Snowball, Mukluk, and Kisaiya may act in the surprise round, as may Unk. Then everyone is up in round one. Let me know your plans.

Mukluk:
In your head you continue to hear the occasional smattering of poetry and song, all in Tien of course. It's so common that you've sort of ignored it a bit, but every so often it surfaces more strongly. As you might imagine, with another spirit so close, it's surfacing more strongly now... Sense motive if you like.
- - -

- Round 1 -
Unk - 21
Kisaiya - 20
Mukluk - 18+
Durgan - 18-
Spirit - 16

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (17) + 1 = 18
Kisaiya: 1d20 + 2 ⇒ (18) + 2 = 20
Mukluk: 1d20 + 2 ⇒ (16) + 2 = 18
Unk: 1d20 + 11 ⇒ (10) + 11 = 21
Spirit: 1d20 + 0 ⇒ (16) + 0 = 16


Roll20 Map - Tracking Sheet

You are indeed able to get going once Durgan casts his spells - and the few hours of today’s daylight yet as well for the minor issues.

It’s Neth the third, a Fireday, and you get moving again quickly. The day passes uneventfully, though you continue to hear far off noises from time to time, and some not as far off too. You pick up the pace a little and make good time and the day quickly passes into tomorrow (Neth 4 a Starday).

You continue to make good time as you pass through the largely trackless forest. Until you cross a track. Miyaro notes that it’s probably a smugglers trail. You’re not that far from the Spirit Road, but far enough that you’re certainly safe from being found. Taxes are high on the Road, so smuggling exists.

Perception checks please.


Roll20 Map - Tracking Sheet

Mukluk finds little among the giant’s possessions. A few baubles, a fair bit of raw (frozen) meat, and one or two gemstones rattling around in their packs. All told maybe 250gp worth of salable wealth, a few supplies for supper, and the rest trash.

However, there is extensive damage to the caravan. The first wave (or two) of the boulders crunched wagons, injured steeds (though easily healed with channels), and generally mucked up the works. I believe most of Durgan’s spells are on a war footing, which means you’ll need some downtime to handle repairs. A couple of days without Durgan’s aid, but at least the rest of the day with it - if I’m mistaken about his memorized list.


Roll20 Map - Tracking Sheet

Kisaiya, last round, just manages to topple the blue giant with three hits! Starting this round then, Durgan is able to do the same to green!

We are out of initiative!

- Round 4 -
Durgan - 3
- Round 5 -
Unk - 22 (-22hp)
Kisaiya - 8 (-40hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-111hp, bleeding)
Green - 4 (-108hp, bleeding)


Roll20 Map - Tracking Sheet

Durgan manages uncharacteristically to miss twice! Unk is swatted, and it smarts! His summons hits every time from flank. Kisaiya does something heroic. Mukluk hides among the trees, watching the battle from relative safety. Ameiko continues to inspire as she 5’ steps and swings with her ally!

AoO Blue Club on Unk: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 12 ⇒ (6, 4) + 12 = 22

The AoO connects, but Unk is undeterred.

Spiritual Ally (Dead Man): 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 (inspire, flank)
damage: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (inspire)

Ameiko rapier: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 (heroism, inspire)
damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (inspire)

Blue is being beaten savagely by all who surround him. He looks perhaps to flee, but hemmed in, he 5’ steps and swings on Kisaiya again!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (15) + 18 = 33 damage: 2d8 + 12 ⇒ (7, 2) + 12 = 21
Blue Club on Kisaiya: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23

If he’s not felled by Kisaiya, he hits once.

Green also backs up a step, and swings on Durgan one last time.
Green Club on Durgan: 1d20 + 18 ⇒ (5) + 18 = 23 damage: 2d8 + 12 ⇒ (6, 6) + 12 = 24
Green Club on Durgan: 1d20 + 13 ⇒ (2) + 13 = 15 damage: 2d8 + 12 ⇒ (4, 4) + 12 = 20

Green, luck and skill against him, misses twice!

- Round 4 -
Durgan - 3
- Round 5 -
Unk - 22 (-22hp)
Archon - 22 (-hp)
Kisaiya - 8 (-84hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-69hp)
Green - 4 (-55hp)

Next up, everyone and Kisaiya twice.


Roll20 Map - Tracking Sheet

Durgan swings on green, hitting twice! Unk summons a hound, who hits twice, while also boosting Kisaiya who opens up on red! On her third swing, and hit, she brings down the mighty giant. Mukluk dodges and weaves in the forest, keeping at least one large tree between him and a giant. Ameiko continues to inspire, dismounts drawing her rapier, and moving up a bit while her ally attacks from flank (and provides flank for Kisaiya against blue).

Spiritual Ally (Dead Man): 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26 (inspire, flank) damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (inspire)

The ally hits, doing a little damage.

The giants doggedly keep hounding the party!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (2, 6) + 12 = 20
Blue Club on Kisaiya: 1d20 + 13 ⇒ (3) + 13 = 16 damage: 2d8 + 12 ⇒ (1, 6) + 12 = 19

Green Club on Durgan: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (6, 6) + 12 = 24
Green Club on Durgan: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 2d8 + 12 ⇒ (3, 2) + 12 = 17

Kisaiya is hit once more, while Durgan remains elusive to the club.

- Round 3 -
Durgan - 3
- Round 4 -
Unk - 22
Kisaiya - 8 (-63hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-8hp)
Green - 4 (-55hp)

Next up, everyone.


Roll20 Map - Tracking Sheet

Durgan hops into position as his spells further protect him. Unk does something heroic! Kisaiya moves up and enhances her blade further. Mukluk misses by one, and then a little more. Ameiko begins to inspire courage (+2), and she summons The Dead Man behind the opponents who attacks the already wounded red.

Spiritual Ally (Dead Man): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 (inspire) damage: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 (inspire)

The Dead Man connects!

Unable to easily reach Mukluk, they two-hand their mighty stone clubs and attack foes closer to them!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23
Blue Club on Kisaiya: 1d20 + 13 ⇒ (11) + 13 = 24 damage: 2d8 + 12 ⇒ (4, 6) + 12 = 22

Green Club on Durgan: 1d20 + 18 ⇒ (7) + 18 = 25 damage: 2d8 + 12 ⇒ (1, 5) + 12 = 18
Green Club on Durgan: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 2d8 + 12 ⇒ (5, 3) + 12 = 20

Red Club on Kisaiya: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (3, 5) + 12 = 20
Red Club on Kisaiya: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 2d8 + 12 ⇒ (1, 5) + 12 = 18

Red and Blue each connect with Kisaiya, buffeting her in the air with their mighty stone clubs.

- Round 2 -
Durgan - 3
- Round 3 -
Unk - 22
Kisaiya - 8 (-43hp)
Mukluk - 5 (-50hp)
Red - 4 (-41hp)
Blue - 4
Green - 4

Next up, everyone and Unk twice.


Roll20 Map - Tracking Sheet

Unk draws his wand and glitterdusts a pair of giants while Snowball gives Kisaiya an edge. Kisaiya air walks to the front as she further prepares. Mukluk identifies the stone giants for what they are and scorches red, twice!

Blue will: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 21 for blindness!
Green will: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 21 for blindness!

Red bellows in pain as he’s burned, but he returns fire on the poor Mukluk - throwing a boulder!
Boulder on Mukluk: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 12 ⇒ (3) + 12 = 15

The other two giants, miraculously un-blinded, throw their rocks at Mukluk as well!
Boulder on Mukluk: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d8 + 12 ⇒ (5) + 12 = 17
Boulder on Mukluk: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 12 ⇒ (6) + 12 = 18

They all laugh, as Mukluk is pounded by boulders, though I suspect their laughter will be short-lived...

- Round 1 -
Durgan - 3
- Round 2 -
Unk - 22
Kisaiya - 8
Mukluk - 5 (-50hp)
Red - 4 (-26hp)
Blue - 4
Green - 4

Next up, everyone.


Roll20 Map - Tracking Sheet

No DR, but they do look very handy with those rocks (rock catching).


Roll20 Map - Tracking Sheet

The spirit seemingly ‘dealt with’, the party rejoins the caravan and continues into the forest. Noises and watchers continue as you make your way on old, unused dirt trails between the tall pines. The quiet of the forest, beyond the restless spirits, is calming and peaceful as you make your way south and east.

A few more days in (Neth 2, an Oathday), and you reach an area of small rock outcroppings. The tor are interesting, and the caravan members spend time debating the shape of each one and what it looks like. Much as you do with puffy cloud formations. It breaks up the otherwise monotonous forest, and becomes a pleasant pastime… until three of them stand up and throw boulders at the caravan!

Knowledge Local DC 18:
You face Stone Giants! N Large humanoid (giant)

Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they favor gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.

Stone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days’ travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.
- - -

Mukluk hears humming of dismay and another poem. He thinks he can make out a word or two in the story!

The giants seem as surprised to see you as you are them, and so the encounter is much closer than it would be otherwise. Still, they get a good heave (or two!) before you are able to close the distance. The boulders do some significant damage among the wagon train as you organize your defense. They also have great stone clubs.

- Round 1 -
Unk - 22
Kisaiya - 8
Mukluk - 5
Good Folk - 4
Durgan - 3

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (2) + 1 = 3
Kisaiya: 1d20 + 2 ⇒ (6) + 2 = 8
Mukluk: 1d20 + 2 ⇒ (3) + 2 = 5
Unk: 1d20 + 11 ⇒ (11) + 11 = 22
Good Folk: 1d20 + 2 ⇒ (2) + 2 = 4

• First up everyone but Durgan, and Unk may act in the 'surprise round'. New map up! Remember, if you are on a wagon, or mounted, and wish to be on foot, it’s a move action to do so (unless you can fast dismount of course).


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Roll20 Map - Tracking Sheet

Mukluk’s eyes glaze over a moment as the spirit enters him. And then he seems his own self again.

Mukluk:
You hear, if you listen closely, Tien poetry and song. You cannot make out the words of course, but the music and language is quite complex. It’s very beautiful.

It changes rhythms as you interact with the world as if it too is reacting with you - as a part of you. It’s a constant hum in the background, but not in an unpleasant way. It seems to add another layer to your view of the world. A most interesting layer!

You feel as though connections are being made with and without you.

For the time being, you gain a +2 untyped bonus to Knowledge history, local, and nobility. You may also make difficult checks with those skills untrained.
- - -


Roll20 Map - Tracking Sheet

The humming grows louder, and you can almost hear a rhythmic Tien language speech. Sounds like… poetry? It’s quite lilting and somewhat soothing. This spirit doesn’t seem talkative however, and does not respond to your diplomatic advances.

However…

Durgan Kisaiya Mukluk Unk: 1d4 ⇒ 3

Mukluk feels something slip under his skin. It’s a little unpleasant, but only for a moment - sort of like hitting your funny bone, only all over. It passes quickly though.

You may resist if you wish, or accept the spirit. Resistance means a will save.


Roll20 Map - Tracking Sheet

Though you’re very knowledgeable about undead, haunts, and all things religious, spirits are a whole other thing, and harder to pin down - given your experience and training. You already know that free roaming spirits like good smells. They can’t generally interact with their environment in a physical way, but they can still smell, so it becomes an important sense for them.

Music? Well they can hear, but whether they want accompaniment or not is hard to say, and likely more of an individual choice rather than a spiritual one. But you’re really not sure.

Unk and Kisaiya still to act.


Roll20 Map - Tracking Sheet

Durgan detects no evil, though he's sure he has the humming area in his range.


Roll20 Map - Tracking Sheet

You enter the Forest of Spirits and the winds slow to a whisper, and the falling snow is quite peaceful. You do however have the feeling you’re being watched, though you can see no signs of anything following you. Yet everyone feels it. Strange noises occasionally ring out through the forest, though it is impossible to discover their source.

After a couple of days it becomes background noise to the otherwise quiet monotony of travel.

Perception Rolls:

Durgan: 1d20 + 17 ⇒ (11) + 17 = 28
Kisaiya: 1d20 + 13 ⇒ (9) + 13 = 22
Mukluk: 1d20 + 20 ⇒ (19) + 20 = 39
Unk: 1d20 + 6 ⇒ (18) + 6 = 24

Midafternoon, on Lamashan 30, a Moonday, you encounter your first spirit up close. Durgan and Mukluk notice it first, but Kisaiya and even Unk notice it too eventually - a tuneful humming. It seems to be coming from a space just ahead of the caravan. Having been warned by Miyaro, you’re sure this is a free roaming spirit. Like haunts, if you want to drive it off, you must do so quickly, and with positive energy. Of course, you do not know if it is good or evil yet...


Roll20 Map - Tracking Sheet
Snowball wrote:
"Ah, are you the Kami of this marker? We ask for your blessing to pass by this way and remove an evil from the forest.”

The old man turns, and smiles, ”You may have my blessing for your journey, but know that the wood contains many dangerous spirits and creatures. Mortals should not tread carelessly beneath the forest’s boughs. I will tell the other kami you are coming.”

Kisaiya Shiraishi wrote:
Kisaiya pulls out some of the leftover rolls she makes every day. ”Would you like something to eat, Ji-san?”

”No, thank you, daughter. But they do smell lovely.” he replies with a kindly grin.

He turns and walks toward the forest, disappearing in the air before he reaches the treeline.

You make camp and are untroubled in the night, and feel quite welcome to the Forest of Spirits. You also obtain a +1 luck bonus to all saves. I’ll let you know when it expires, but it feels wonderful.

Morning rises slowly as the soft snow falls around you. It’s so peaceful here, you feel you could stay for some time if you wished. But no, duty calls, and the road, well, dirt trail, beckons. It is Lamashan 28, a Starday, and time to enter the Forest of Spirits!


Roll20 Map - Tracking Sheet

Durgan can probably handle it, but you all lend a hand. You prop up the stone, setting it properly so it’s unlikely to falter again. There is a small bowl (image) set into the waymarker wherein Durgan puts a gold coin and some fresh water. Snowball makes it smell very much like freshly baked cookies, though Mukluk looks for the real thing - but is found wanting.

At the fringes of the roadway, a wizened two foot tall man in homespun robes steps out from the air itself. He bows to the party and smiles, the wrinkles in his face crinkling up in a friendly way. ”Thank you.” he says in Tien, and you all feel a deep sense of gratification from those simple words.

He seems ready to turn back into the forest and continue his vigil, though you have a moment to say something if you wish.

I know some (all?) of you can speak Tien, or have Tongues going. Let me know if you can with your next post and I’ll try to keep track. It mostly doesn't matter 'cause a few of you can translate (including Ameiko).


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As you approach the forest, Miyaro sys, ”Countless incorporeal spirits wander the Forest of Spirits, and are attracted to those living creatures that wander inside the forest’s boundaries. Something between ghosts and haunts, these spirits are actually neither, though they have abilities similar to both. Spirits can be of any alignment however so not all should be driven away. Some are helpful.”

”A spirit can possess a living creature, but it cannot control the body as a ghost does. A spirit does have an effect upon a body it possesses - sometimes beneficial and sometimes detrimental. While the spirit is free, it can be driven away with positive energy, but once it possesses something, or someone, a protection from alignment spell, or dispel alignment will help. Even dispel magics can be useful.”

She’ll gladly answer any other questions you have about Spirits, but we’ll continue on.

The narrow dirt path you’ve been traveling on disappears into the dark edge of the forest ahead. The scent of pine. The boughs of the trees hang heavy with fallen snow. An almost preternatural silence reigns over the area. Ahead, a small stone pillar engraved with strange symbols has fallen across the path, blocking the way forward.

Miyaro and Ameiko join you in front as Sandru stops the caravan and the guards take up positions. You get a little closer, and see the path does actually jog around the fallen waymarker, so you could just go around it. Miyaro deciphers the symbols, ”It warns that the Forest of Spirits lies ahead. Such waymarkers often have kami associated with them. It would be good to set it back upright, and perhaps leave an offering to the Forest here.”

It’s about 4pm so you could stop for the day if you wanted and start into the Forest tomorrow. Or press on for an hour or so before it gets too dark and make camp in the forest. What’s the plan, and what do you do with the waymarker?


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Kisaiya Shiraishi wrote:
”What do kami eat, by the way? I was thinking it might be nice to prepare something for them.”

”Kami are spirits, and most are incorporeal, so they don’t eat exactly. That said, they are enamored by smells. The more complex the better, but even a simple offering is accepted readily.”

The first few days give Sandru an opportunity to gather more supplies from the farming communities. He’s not sure how much safe hunting will be possible in an enchanted forest, so he wants to be fully stocked up by the time you reach it.

You leave the villages behind pretty quickly, and the wagons roll heavily though the hilly terrain. Sandru does a pretty good job of weaving the caravan between the worst terrain and Miyaro, having walked this way for this purpose, is able to guide you as well. Still, there’s a growing reliance on Durgan’s spells to keep the caravan in one piece on the rough trails and overland route.

But there’s also nothing out here. Oh sure, there were two tricky encounters and a handful of ‘also rans’, small roving bands of gnolls mostly who tend to avoid you. One encounter was a small grove of hangman trees that Miyaro missed on her way in. The trees released their spores, and most of the caravan had a tough time of it, but the sheer size of your entourage, and the many hero’s within it allow you to pull away without undue hardship. The other encounter was with a roving colony of giant tarantulas and was somewhat tougher. Their nausea and poison were far more effective and you lost a couple of days of travel as Durgan and Koya healed the strength damage inflicted on folks in the caravan as well as the steeds.

Still, much better than the oni and ninja attacks which would have almost certainly jeapardized your journey on the road - along with who knows what else. And hunting is good in the steppes, so you’re well supplied as you reach the Forest of Spirits - and it begins to snow. At least it’s not as cold as it was on the Crown of the World! It’s a ‘warm’ wet snow, and really very beautiful.

The Forest of Spirits is a vast subarctic pine forest separating Minkai from mainland Tian Xia. It is a dense forest with massive trees and virtually no undergrowth, almost continuously shrouded in snow. Beyond the outer fringes, there is a real scarcity of human or other civilized life in the forest, though it teems with animals and the spirits that give the wood its name. Minkai lies over 1,200 miles from the forest’s border with Hongal, though your journey will not take you straight through the forest.

Let me know if you do anything particular during the first two weeks or so of travel. You should reach the forest tomorrow. It is currently Lamashan 26, an Oathday.


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Durgan Far-Walker wrote:
"Welcome aboard, Miyaro!"

Miyaro smiles back, ”Thank you very much. Yours is a friendly troop - very welcoming.”

Unk the Conjurer wrote:

Phantom Steed says it can only be ridden by the designated rider, which makes me suspect that I can't have extras led around by tying them to Moose or the caravan or something.

Durgan, Unk, and Ameiko? Oooh, is Miyaro our new guide? She can have one too, starting the next morning after we pick her up...

That's correct. The rider is designated at the casting. And yes, Miyaro will guide you into the Forest, and is most appreciative of a phantom steed.

"Much better than walking. I had to walk the whole way here! Thanks for the lift."

Mukluk Muletender wrote:
"Good day, Miyaro," Mukluk says, trying to keep it friendly here in the safe wilderness.

She looks surprised, ”It is a good day. In the last 24 hours, I have met the Empress of Minkai, and on the field of battle no less! That feels good. Also, you have all agreed to help my Spirits. I feel sure that you can get to the bottom of the House off Withered Blossoms and free many kami from their arduous watch.”


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Yeap, you have 1800gp in diamond dust remaining of an original 2k. I'll take another 200gp off, and you are healed!


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You exit the city gates of Ordu-Aganhei without further incident, and the guards peel away and march back into the city. Trade and travelers from the south, on the Spirit Road, pay some attention to your foreign caravan (and the city guard no doubt!), but that interest quickly fades as they eagerly await Ordu-Aganhei’s markets, and likely wintering in the city.

About a half mile out, as promised, a square signpost with ‘Spirit Road’ down one side facing south, and ‘Ordu-Aganhei’ down the north side. To the east is a less travelled road leading to farmland and villages. There’s a little chill to the air, but the sun is warming things nicely.

You take the eastern road into the hills and quickly lose sight of the Spirit Road. Around a few more bends and you see Miyaro standing in a three way split in the road. She seems to be studying a late blooming flower, and it takes a moment to notice you all.

”Ah. I’m glad you came. I was beginning to worry that the Prince had detained you.” She breaks out a map to Minkai (link) and notes the distances.

”It’ll take us two weeks through the hills to reach the Forest of Spirits, and three more weeks through the forest to reach our destination near the House of Withered Blossoms. Hopefully they’ll expect you to take the Spirit Road and will search for you there. That should delay them long enough that our trail will grow cold.”

She hands the map to Sandru and asks permission to climb aboard, which is of course granted. And you’re off!

There were some things being made while in the city. Those are done, or will be soon (before the next encounter) so go ahead and complete this round of crafting. From this round of crafting Ameiko's AC climbs 6 points and her perform skill by 5 points!


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Sandru is concerned that he hasn’t had as much time to resupply as he’d like, but he’ll make do. ”We’ll be ready.” he promises, and gets to work.

Your night passes uneventfully. No one makes an attack on the Prince’s fortress. You awaken early (Lamashan 10, a Toilday), keen to get going and find Sandru tired, but ready - as promised. He leans in, ”The guards and servants are all being of great help. More than usual if that’s possible. I get the sense that word has come down we’re to leave today. So it’s good that we’re ready because I suspect we’d be leaving no matter what.”

He mounts up on his wagon, and the other drivers take their places. Before you begin to mount to your own spots, the outer doors begin to open, presumably to let you leave since there is no inbound traffic.

The Prince does not see you off, though his guards are thick around your caravan as you enter the city streets. A wedge, clearing a path to the city gates.

Let me know if you want to do anything before departing the trade city of Ordu-Aganhei, capital of Hongal.


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”Great. You’ll leave the city by the south gate, which opens onto the Spirit Road. However, about a half mile or so out of town, there’s a sign post indicating you’re on the Spirit Road. At that signpost, you’ll see a smaller road leading east into the hills - ostensibly to the farming communities nestled there. Take that side road. I will meet you before you reach the first village.”

”I will see you in the morning. Safe travels until we meet again!”

She guides you out of the small maze of shops and dwellings you find yourself in. Back on a main road, it isn’t long before the Prince’s forces stumble into you and you’re quickly enveloped by guards and speeded back to the Prince’s compound. The Prince doesn’t receive you, which is strange because when you left he was eager to hear about your exploits in his city.

Still, you’re well treated as before and are enveloped by servants tending your many needs. It’s well after supper, and you presumably want to let Sandru know you’re pulling out tomorrow. Is there anything else you want to do before sleeping?


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Yes, the staff of journeys should be back to full.

Mukluk Muletender wrote:
"So...why would we be attacked over all that? Why us? Why would the Five Storms want to hurt me? I ain't done nothing to nobody. Why should I be murdert?"

Miyaro pointedly looks at Ameiko. She starts, previously lost in thought, realizing folks are looking at her generally. She nods seriously. ”Mukluk, you’re attacked because they don’t want me to reach Minkai and claim the throne. You could return now with Moose, or wait for the spring thaw at least, and then head back. You’d be safe then.”

Ameiko asks, ”So these oni of the Five Storms have extended their influence to Minkai?” Miyaro nods, frowning. ”The Jade Regent is their man through and through. There may have been some, ah, influence in getting him in power too. They’ve had many years to plan.”

Unk the Conjurer wrote:

"I foresee that we can defeat the last oni." Unk announces suddenly.

"Uh- and maybe the spider people too, if they aren't cooperative." He adds, suddenly unsure.

Miyaro looks relieved, ”The kami believed that would be your position when it was explained to you.”

Durgan Far-Walker wrote:

"So the Kami ask that we venture into the House of Withered Blossoms to defeat the last oni (and possibly the araneas)? And this oni is one of the Five Storms that have been staging attacks against us?

Well. I believe I can agree to that.
What should we expect in the Forest of Spirits?"

”The oni of the Five Storms control much of Minkai, and the Spirit Road from Hongal to Minkai. If you travel that route, they will know you, and counter your movements. Perhaps even an open assault with Minkaian troops.”

”Fortunately, you have an ally in the Forest - the kami. Well, and me.” She grins a bit shyly. ”I will guide you through the Forest of Spirits. Once there, I will introduce you to the kami.”

”We should leave at first light however. I worry that the next attack might be a larger group. Or perhaps they’ll attack your caravan directly, hoping to limit your supply. It’s also possible the Jade Regent will put political pressure on Prince Batsaikhar to take action against you directly. He's reliant on Minkai for trade... and fickle in his moods.”

Can you leave in the morning?” she queries unsure.


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Mukluk reminds the party of the difference between kami and oni, knowledge Durgan shared earlier as well (if I remember correctly).

Mukluk is less sure about the oni of the Five Storms. He’s heard the name perhaps, but only recently. Prior to entering Tian Xia, he’d not have heard of them spoken, so all he really knows is rumor and innuendo. Some say they’re the reason the Forest of Spirits is haunted. Some say they’re the power behind the throne in Minkai. Still others claim they’re myth - oni from generations ago who have faded with time, likely imprisoned somewhere by the forces of good.

”They’re all a little true.” Miyaro interjects.

”Deep within the Forest of Spirits stands an ancient pagoda called the House of Withered Blossoms. The palace of the oni of the Five Storms. It also serves, served, as their prison. The kami, the spirits of the forest outside, have kept endless watch over their enemies, but just as the oni were forbidden by the gods to leave the House of Withered Blossoms, the kami were not allowed to enter the pagoda. And so, for centuries, the pagoda and its occupants were held in balance, even stagnation.”

”No mortal magic, no mere teleportation or gate spell, could enable the Five Storms to escape their prison, their sentence decreed by far more powerful beings. - beyond mortal understanding.”

”Yet oni are not of mortal flesh; they are the heralds of disaster, and the leader of the Five Storms, a powerful wind yai oni named Anamurumon, vowed that he would not spend his days in torpor, locked in his prison palace, when outside, beyond the Forest of Spirits, there was flesh to flay and covet and command.”

”The kami do not know what Anamurumon planned, but he eventually gathered a hobgoblin army who went on forays - attacking and slaying seemingly at random throughout the Forest of Spirits and on the Spirit Road. The kami were able to slay most, but not all of these hobgoblins as they raided from the House of Withered Blossoms.”

”However one day, after many years, the raids just stopped.”

”The kami grew more and more concerned about the Five Storms’ harvest of souls and subsequent silence. Soon, through agents, they discovered that the majority of the Five Storms had escaped their prison, though how they had accomplished this feat remains a mystery. Still unable to intervene directly, for at least one oni remained behind, the kami had no choice but to continue their vigil over the nearly-silent pagoda.”

”When a tribe of araneas, under the leadership of a sorcerer named Akinosa, came to the House of Withered Blossoms some years ago, in search of great stores of wealth and knowledge that Akinosa believed lay in the dungeons beneath the palace, the kami allowed them to pass, hoping that the araneas would drive out the last of the oni. Once the kami were able to enter the pagoda, they could discover the exact whereabouts of the Five Storms and the method of their escape. Nothing came of this venture however.”

”Outside, in the Forest of Spirits, the kami continue to watch the House of Withered Blossoms, for as long as even one oni remains inside, they must maintain their guard. Meanwhile, the Five Storms grow in strength, and their ally, the Jade Regent, tightens his grip on the empire of Minkai.”

Knowledge Arcana DC 14:
Araneas, N Medium magical beast (shapechanger)

These bloated spiders have hunchbacked bodies and a gleam of intelligence in their multiple eyes.

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea’s brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance.
- - -


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Miyaro is Minakian, human (as far as you can tell).

Mukluk & Durgan:
You confirm what Durgan learned earlier (link) at the church.
- - -

Knowledge Local for more information about the Five Storms if you wish.


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Ameiko is happy to have most of her strength back, and says so, ”Thank you as always!”

At the toast, Ameiko looks uncomfortable - trying to decide. In the end, she follows Kisaiya’s lead, ”To Minkai.” and she drinks the strong stuff.

She, and indeed all of you, look to Miyaro. She looks embarrassed a moment, before gathering her wits about her. ”As I said before, I am Miyaro, and I am here, have been sent, by the kami of the Forest of Spirits. I’ve walked a long way to meet with you, but had trouble getting past the Prince’s retinue as, I suspect, did the enemy - the oni of the Five Storms.”

”The kami are aware of your arrival in Tian Xia, and the precious treasures you have with you.” She nods to Ameiko with respect, though she did speak in the plural. "The Spirits are anxious to see the Five Storms destroyed and the rightful empress on the throne of Minkai. As they are bound my immutable laws not to interfere too directly, they sent me as herald and ambassador.”

”Clear so far?” she says, eager to press on to the meat of the matter, and totally unaware of what you actually know. She assumes much. Perhaps more than you possess!


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Ameiko and Kisaiya are slightly wounded after the channel I think, but the Azata tops them off and the party continues on - fully healed.

As you follow Miyaro down an alley, Ameiko slides up next to Durgan, ”You don’t happen to have a lesser restoration do you? I’m feeling a little weak from that poison still.” (-2 str dam, also -1 str drain if you have a full restoration available. Mukluk is also facing str drain.)

You go through what certainly looks like the back of someone’s house, and you emerge in another alley, where you pass a lone soulful musician. They’re playing an odd instrument with only one string, yet they seem to bring so much music forth! It’s beautiful in its own sharp way, and there is a small box for tips.

Continuing on, and after another twist and turn, Miyaro eventually ducks in a low door, festooned with small colorful flags. Inside, it takes a moment for your eyes to adjust. The dimly lit interior is some sort of wine house. No one is here but an extremely thin proprietor who brings a pot of wine, nestled in a bowl of steaming water to keep warm. He also provides small cups, much like shot glasses though a little taller and with a wider mouth.

Miyaro settles in her chair, facing the door. She pours the hot wine into the cups, carefully and formally sharing them around until everyone has one. ”To the kami.” she says quietly and drinks some wine, bowing to you.

What do you do?

Knowledge Local or History DC 20:
It’s a simple drinking ceremony. It’s an ancient form though, which is a bit odd. However, ancient or no, the response is simple as well. Enjoy your saki, praising whatever you hold dear. You can speak it aloud, or merely think about it or them. It’s meant to be a bond of friendship, so sharing your thoughts is encouraged.
- - -


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Durgan wallops purple, and with the bane just drops them. Mukluk can instead put the Trepanator to good use and coupe de grace one of them. Unk powers Kisaiya while lowering Ameiko back to the ground. Snowball checks the playing field while the Azata closes and misses orange. Kisaiya, with Unk’s boost, hits three times, but does not quite drop her foe. Ameiko now firmly grounded, strides over to try and sneak a little damage in.

Miss: 1d100 ⇒ 32
Ameiko rapier: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 (heroism, inspire)
damage: 1d6 + 3 + 2 + 1d6 ⇒ (1) + 3 + 2 + (4) = 10 (inspire, sneak)

Miyaro stays in flank with orange and stabs again as well.
Kukri: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Damage: 1d4 + 6 + 5d6 ⇒ (2) + 6 + (2, 3, 3, 5, 5) = 26 (precision) Miss: 1d100 ⇒ 47

Alas, the displacement protects the ninja. However, seeing the scarcity of friends, and the looming attackers, the remaining ninja does what they can to remain silent. They commit seppuku. It’s an act which provokes, in case anyone wants to pile on.

We are out of initiative!

Durgan - 11 (-10hp)
Mukluk - 4 (-28hp, -1str drain)
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20 (-37hp)
Ameiko - 19 (-35hp, -1str drain, -2str dam)
Ninja - 18 (displacement - 50% miss chance)
RedBlue - 18 (-71hp, bleeding)
Orage - 18 (dead)
Red - 18 (dead)
Yellow - 18 (dead)
Pink - 18 (-60hp, bleeding)
Blue - 18 (-56hp, bleeding)
Green - 18 (dead)

”C’mon, let’s get you off the streets. There might be more of them.” Miyaro looks around, blade still out. ”Follow me and I’ll explain everything.”

She wipes her blade on a dead ninja, sheaths it, and starts back down the alley she came from, moving quickly and motioning for you to follow.


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Durgan plants another solid blow on yellow very nearly dropping them. Mukluk does what he can with his trepenator - but it’s really better served as a coupe-de-grace weapon and he can’t quite connect. Unk greatly aids Kisaiya, while the Azata drops yellow with a crit! Kisaiya aided by Unk, hits nearly ever time - missing only when the displacement was a factor. She also confirms the crit, dropping red beneath a flurry of attacks. Ameiko stuck in the air, can’t close with any enemy - she begins to rethink this levitation business. She continues to inspire, and will follow it up with a heroism just in case.

Miyaro spring attacks orange, staying in flank to assist Kisaiya next round.
Kukri: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Damage: 1d4 + 6 + 5d6 ⇒ (4) + 6 + (5, 3, 6, 1, 1) = 26 (precision) Miss: 1d100 ⇒ 11

Though things are decidedly against them, the ninja do not let up! Purple targets Mukluk and 5’ steps.
purple katana: 1d20 + 11 ⇒ (18) + 11 = 29 damage: 1d8 + 1 ⇒ (7) + 1 = 8
purple katana: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d8 + 1 ⇒ (6) + 1 = 7

Orange fights desperately to take down Kisaiya and also 5’ steps.
orange katana: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 1 ⇒ (7) + 1 = 8
critthreat orange katana: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 1d8 + 1 ⇒ (8) + 1 = 9

orange katana: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d8 + 1 ⇒ (6) + 1 = 7

- Round 3 -
Durgan - 11 (-10hp)
Mukluk - 4 (-28hp, -1str drain)
- Round 4 -
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20 (-37hp)
Ameiko - 19 (-35hp, -1str drain, -2str dam)
Ninja - 18 (displacement - 50% miss chance)
RedBlue - 18 (-71, bleeding)
Red - 18 (dead)
Yellow - 18 (dead)
Pink - 18 (-60hp, bleeding)
Blue - 18 (-56hp, bleeding)
Green - 18 (dead)

• Next up - everyone. For the end no doubt!


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Please remember your 50% miss chances from displacement.

Durgan hits with two mighty blows. The ninja teeters, as a human, and collapses. Mukluk misses with both attempts, though one should have connected! Cheater ninja. Still, he does successfully fight off the poison. Unk casts see invisibility, but sees nothing at the moment. The Azata, I think (51 needed I think?) misses as well. Kisaiya hits green twice, and he manages to keep his feet - but the third blow is a deadly one dropping the poor black-clad man in his tracks. Ameiko continues to inspire, her melodic voice coming from her invisible form. She prepares and casts a tiny bit of healing as she gets out her weapon.

Mukluk displacement: 1d100 ⇒ 21
Azata displacement: 1d100 ⇒ 50

Ameiko CLW: 1d8 + 5 ⇒ (3) + 5 = 8
Ameiko Fort: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23 (cha) vs DC 19 - Healed!

Miyaro spring attacks pink again before settling into a flank to help others with their attacks.
Kukri: 1d20 + 14 ⇒ (11) + 14 = 25 Damage: 1d4 + 6 + 5d6 ⇒ (2) + 6 + (2, 6, 6, 2, 2) = 26 (precision)

”OK, so not the best entry! But I improve!” she grins as pink falls.

Yellow and purple also try to bring down Durgan, or at least wound him!
yellow katana: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d8 + 1 ⇒ (7) + 1 = 8
yellow katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 ⇒ (3) + 1 = 4
purple katana: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d8 + 1 ⇒ (5) + 1 = 6
purple katana: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d8 + 1 ⇒ (7) + 1 = 8

Red, and orange focus on Kisaiya
orange katana: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 damage: 1d8 + 1 ⇒ (1) + 1 = 2
orange katana: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 damage: 1d8 + 1 ⇒ (2) + 1 = 3
red katana: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (1, 5) = 12
critthreat red katana: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 damage: 1d8 + 1 ⇒ (1) + 1 = 2

red katana: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (3, 5) = 13

Red really picks up the slack, and slashes Kisaiya twice - once a crit! (I think)

- Round 2 -
Durgan - 11 (-10hp)
Mukluk - 4 (-13hp, -1str drain)
- Round 3 -
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20 (-39hp)
Ameiko - 19 (-35hp, -1str drain, -2str dam)
Ninja - 18 (displacement - 50% miss chance)
RedBlue - 18 (-71, bleeding)
Yellow - 18 (-17hp)
Pink - 18 (-60hp, bleeding)
Blue - 18 (-56hp, bleeding)
Green - 18 (-13hp)

• Next up - everyone.


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yellow katana: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d8 + 1 ⇒ (4) + 1 = 5

Crit confirmation on the Azata!


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Ameiko agrees to the levitation, but only by 5’ to start. She doesn’t want the AoOs while in flank.

Durgan, untouched, backs against the wall and lashes out at pink with a solid hit! Mukluk speeds the party, helping them to their fullest potential. Unk floats Ameiko a bit above the fray as his celestial aid lights up another wave of ninjas in a lighting stroke while snowball aids Ameiko further against the poison. Kisaiya hits as often as she swings, dropping blue with two, and wounding green. Ameiko begins her inspirational song and defensively casts vanish!

AoO’s on the Azata (c’mon crit!)
redblue katana: 1d20 + 13 ⇒ (15) + 13 = 28 damage: 1d8 + 3 ⇒ (5) + 3 = 8
yellow katana: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 1 ⇒ (6) + 1 = 7

pink Reflex: 1d20 + 10 ⇒ (10) + 10 = 20 vs DC 15 for no damage
purple Reflex: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 15 for no damage
yellow Reflex: 1d20 + 10 ⇒ (5) + 10 = 15 vs DC 15 for no damage
green Reflex: 1d20 + 10 ⇒ (20) + 10 = 30 vs DC 15 for no damage

Ameiko Fort: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15 (cha) vs DC 19 for str dam: 1d2 ⇒ 2
Ameiko Fort: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15 (cha) (Resolve)
Ameiko utilizes the resolve, but still doesn't pierce the poison as she suffers a little strength damage.

Ameiko Concentration: 1d20 + 14 ⇒ (8) + 14 = 22 vs DC 16

From out of the crowd, a woman bursts forth (image) and attacks the ninja! She spring attacks, getting a deep swipe at pink before repositioning back in the alley to avoid flanks of her own.

Kukri: 1d20 + 14 ⇒ (1) + 14 = 15 Damage: 1d4 + 6 + 5d6 ⇒ (3) + 6 + (4, 5, 4, 4, 2) = 28 (precision)

”I’m Miyaro! I’m here to rescue you!” she shouts over the din of battle as she engages. Alas, she trips on some spilled wine and cannot land her first blow, very nearly face-planting in front of the ninja.

The ninja get what flanks they can (not much), but press their attacks hoping to drive a wedge in there somewhere.

The ‘leader’ focuses on the Durgan, closing and swinging.
redblue katana: 1d20 + 13 ⇒ (16) + 13 = 29 damage: 1d8 + 3 ⇒ (7) + 3 = 10

Yellow and pink also try to bring down Durgan, or at least wound him!
yellow katana: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d8 + 1 ⇒ (4) + 1 = 5 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d8 + 1 ⇒ (6) + 1 = 7 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 1 ⇒ (2) + 1 = 3 and Fort DC 17 poison
Durgan is hit once I think, but not by a poisoned blade.

Purple works on Mukluk, who’s definitely going to be murdert in the city.
purple katana: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 1d8 + 1 ⇒ (7) + 1 = 8
purple katana: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 1 ⇒ (1) + 1 = 2
Two hits for 10hp damage.

Green, blue, red, and orange focus on Kisaiya
green katana: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (5, 2) = 13 and Fort DC 17 poison
green katana: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (3, 6) = 15 and Fort DC 17 poison
orange katana: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d8 + 1 ⇒ (1) + 1 = 2
orange katana: 1d20 + 11 ⇒ (5) + 11 = 16 damage: 1d8 + 1 ⇒ (1) + 1 = 2
red katana: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (1, 4) = 11
red katana: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (6, 1) = 10
I think I managed to get Kisaiya once - poison save please.

Mukluk, continuing poison save please.

- Round 1 -
Durgan - 11 (-10hp)
Mukluk - 4 (-13hp, -1str drain, poison 2/6, DC 17 or str dam: 1d2 ⇒ 2)
- Round 2 -
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20 (-13hp)
Ameiko - 19 (-43hp, -1str drain, -2str dam, poison 2/9, DC 21)
Ninja - 18
Yellow - 18 (-17hp)
Pink - 18 (-34hp)
Blue - 18 (-56hp, bleeding)
Green - 18 (-13hp)

• Next up - everyone.


Roll20 Map - Tracking Sheet

Unk squeezes time and manages to maneuver out of reach and summon aid - who electrifies the battle. Kisaiya draws her blade and slices deeply into one of her opponents who’s looking a little the worse for wear (bloodied).

The ninja do their best to move into flank and pile on the attacks! A seriously focused foe.

The ‘leader’ focuses on the Azata
redblue katana: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d8 + 3 ⇒ (5) + 3 = 8 and Fort DC 17 poison
redblue katana: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 1d8 + 3 ⇒ (2) + 3 = 5 and Fort DC 17 poison
One hit for 5hp damage.

Yellow and pink step into flank with Durgan and try to pin him down.
yellow katana: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (1, 6) = 13 and Fort DC 17 poison
yellow katana: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (5, 5) = 18 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (3, 2) = 14 and Fort DC 17 poison
pink katana: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (4, 2) = 14 and Fort DC 17 poison
Two hits for 27hp damage.

Purple works on Mukluk, who’s definitely going to be murdert in the city.
purple katana: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 1 ⇒ (7) + 1 = 8 and Fort DC 17 poison
purple katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 ⇒ (2) + 1 = 3 and Fort DC 17 poison
One hit for 3hp damage.

Orange and red step around Ameiko.
orange katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 2) = 17 and Fort DC 17 poison
orange katana: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 1) = 14 and Fort DC 17 poison
red katana: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 1) = 14 and Fort DC 17 poison
red katana: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (3, 6) = 13 and Fort DC 17 poison
Three hits for 43hp damage.

Green and blue focus on Kisaiya
green katana: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (1, 5) = 14 and Fort DC 17 poison
green katana: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 1) = 16 and Fort DC 17 poison
blue katana: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (5, 1) = 11 and Fort DC 17 poison
blue katana: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (5, 4) = 17 and Fort DC 17 poison
One hit for 11hp damage.

As it's the first round, and most of you are flatfooted and don't have your status posted, I'm not sure about the number of hits. Please let me know if I'm correct and I'll note it next round. Also, don't forget your poison saves (+2 DC for each dose).

Ameiko Fort: 1d20 + 4 ⇒ (6) + 4 = 10 vs DC 17+4 for 1 str drain

- Round 1 -
Durgan - 11
Mukluk - 4
- Round 2 -
Unk - 21
Azata - 21 (-5hp)
Kisaiya - 20
Ninja - 18
Yellow - 18 (-17hp)
Pink - 18 (-17hp)
Blue - 18 (-33hp)

• Next up - everyone.


Roll20 Map - Tracking Sheet

Yeah, I keep forgetting that ability - sorry Unk. Please take a surprise round action as well! I'll add your Azata to the map shortly.

redblue Reflex: 1d20 + 12 ⇒ (4) + 12 = 16 vs DC 15 for no damage
yellow Reflex: 1d20 + 10 ⇒ (4) + 10 = 14 vs DC 15 for 17hp damage
pink Reflex: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 15 for 17hp damage
purple Reflex: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 15 for no damage
orange Reflex: 1d20 + 10 ⇒ (8) + 10 = 18 vs DC 15 for no damage
green Reflex: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 15 for no damage
blue Reflex: 1d20 + 10 ⇒ (4) + 10 = 14 vs DC 15 for 17hp damage

Three of the ninja are scorched, and though clearly in pain, they do not cry out - though they make the face as if to which is even more disconcerting.

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