Taking a quick look around the remaining room turns up nothing further of note. The trek back to the basecamp is uneventful and you make your way back to lodge. "Well done on recovering the Braid of a Thousand Masters." Venture-Captain Amara Li says as she looks at the braid on her desk. "And good work in finding out how to activate it. I will organize a search for the last master and the young student who followed him immediately. Take some time to relax for now. I'm sure you will be busy enough soon."
“No, I do not. Only the master of the monastery would know how the Braid of a Hundred Masters functions. The last master, Li Yao, left the monastery and the braid here many, many years ago.” the statue replies. Looking up into the sky Elemenar squints as the sun shines brightly. It seems it is just past noon.
No check needed. Just Detect magic.
Detect Magic: The braid has a strong transmutation aura., It is currently dormant and grants no bonuses or effects when worn. The holy symbol and the jewelry are all none magical. The only magical item in the pile is the braid, the +1 sai, the +1 temple sword and the bracers of armor +2.
Among the various sticks and animal bones Sakura finds a braid. She also finds a number of other, surprisingly fragile items of value located in the nest, including an antique Iroran silver holy symbol worth 100 gp, four jade gemstones worth 50 gp each, a magnifying glass worth 100 gp, a set of silvered armbands depicting pouncing tigers worth 500 gp as a pair, two blue-colored jade gemstones worth 100 gp each; a matched pair of +1 sai; and a +1 temple sword and the armbands with bracers of armor +2.
It is a tale of foolishness and pride. The last master of this monastery was Master Li Yao. He was also the last bearer of the Braid of a Hundred Masters. The braid was an heirloom passed from the previous master to the next. Li Yao sensei had eleven students. One of them was a petulant student who thought that he had already surpassed his master and sought to challenge him. Unable to defeat his master the student proclaimed that the master
Once the master had proven himself to the student, the master left the braid at the student’s feet, then turned away, leaving the monastery, never to return. The master took one student with him that day, the young disciple, Ying Pei, while the remaining students squabbled and fought over the braid. None could call upon the power of the braid and so they left the monastery, one by one, once again seeking their true paths to perfection. Eventually, only the petulant student and the braid remained. Here he stayed, until the day he died, contemplating the significance behind his master’s actions. Unable to Perhaps, through searching for the master and his last disciple, you may uncover the answer to the Braid of a Hundred Masters.
This one is Jiang Dan, a simple servant of the Master of Masters. I know not where it currently resides. Sakura gets an impression of someone shrugging their shoulders.
Sakura sees a map in her mind with a pointer at her current location saying "You are Here" and an X in the room Kiyoko previously checked before the big yeti attacked.
The big hall in the south:
The room Sakura entered:
Sakura takes a closer look at the statue when she suddenly starts hearing words in her head. Greetings young one. This one greets you and welcomes you to the Clouded Path Monastery. Sakura gets the impression of the statue bowing to her in greeting.
With no further signs of danger Sakura relaxes and sniffs the air. She detects the faint smell of something that reminds her of tea. DC 20 Knowledge (nature):
The leaves of the shrubs in the southeast when properly treated serve as the basis for a special type of tea. You properly identify and then harvest the cuttings, leaves, and bulbs so that they can survive the transportation back to Goka.
Which rooms would you like to explore?
Spoiler:
ref: 1d20 + 5 ⇒ (11) + 5 = 16 Elemenar manages to breath a wisp of fire giving the yeti some minor burns. Kiyoko drinks a potion while To-to heals the sword saint. The pain finally getting through its rage the yeti decides to get some range. Sakura can make an AOO. ROUND 4
Recalculated the damage for the yeti. It is at -75. Elemenar's breath did 8 damage. Heavily injured with various burns and wounds oozing blood the yeti turns to the fire breather and swipes at him with both claws.Has 10ft reach claw 1: 1d20 + 15 ⇒ (7) + 15 = 22damage: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (3) = 13
Both claws hit and deal some very serious wounds on the wizrd. ROUND 3
Sakura takes the opening made by the yeti going for Kiyoko and opens another great wound on the creature. Asb hoofs miss but the unicorn takes a bite out of the yeti. ROUND 3
Spoiler:
ref: 1d20 + 5 ⇒ (7) + 5 = 12 Its wounds taking a toll, the yeti is unable to dodge Elemenar's breath. ROUND 3
The yeti turns it fury at Kiyoko in revenge for the wound it received.claw 1: 1d20 + 15 ⇒ (20) + 15 = 35damage+ 1d6 cold damage: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11
I think the first attack on Kiyoko confirms? Total damage is 41 which takes Kiyoko to -8? ROUND 2
ROAR!
CLAW 1: 1d20 + 15 ⇒ (12) + 15 = 27damage: 1d6 + 8 ⇒ (6) + 8 = 14cold damage: 1d6 ⇒ 4
Total of 30 damage on Sakura ROUND 1
Yes, the rooms are there. Elemenar and Toto finally join the others in the exercise yard and join in looking around. Sakura decides to take a closer look at the mosaic. Aside from being a fairly interesting mosaic it is nothing special. Kiyoko opens the door to one of the rooms and find a room with a pile of filth covering the once fine mats laid upon the floor. Nothing pops up as interesting in her eyes. Suddenly the doors from the southern room bursts open with a terrifying roar. Spoiler:
Will (To-to-obika): 1d20 + 9 ⇒ (17) + 9 = 26 Will (Kiyoko Tamahi): 1d20 + 1 ⇒ (13) + 1 = 14 Will (Sakura): 1d20 + 6 ⇒ (8) + 6 = 14 Will (Elemenar): 1d20 + 5 ⇒ (4) + 5 = 9 Toto, Sakura and Kiyoko are able to ignore the mind numbing fear but Elemenar is frozen in fear(for 1 round). Initiative:
Ini(To-to-obika): 1d20 + 2 ⇒ (16) + 2 = 18
ROUND 1
You have the time but it will take you an hour and you'll need to make a fort save. Here's teh description of the Exercise yard. The remains of four wooden training dummies stand in the northeast corner of this wide courtyard, while a few scraggly plants struggle to grow in the southeast corner. A cracked mosaic lies half-buried beneath years of dirt in the training ground’s center.
Elemenar and To-to continue their run to catch up with the others as Sakura and Kiyoko pass through the door to be greeted by an empty exercise yard. No yeti in sight. As Sakura and Kiyoko look around Asb's ears swivel around before the unicorn turns to look towards the bushes to the southeast. ROUND 5
Green was careless and came too close to Kiyoko allowing the samurai to dispatch the yeti in a single strike. It falls to the ground in two separate pieces. With a masterful stroke Sakura deals Blue a grievous blow and it stares in confusion as a large wound appears on its body. ROUND 2
Not yet fully recovered from the trek To-to makes his was to Sakura. Green looks around and notices Kiyoko peeking out from the other end and goes to meet her, throwing its shortspear at the samurai. shortspear(ranged): 1d20 + 5 ⇒ (7) + 5 = 12 Not having a very good angle Kiyko is able to duck behind the wooden frame and the shortspear misses. ROUND 1
Spoiler: 1d20 + 16 ⇒ (8) + 16 = 24
Blue moves up to see what Brown is yelling about. Upon seeing Sakura and Asb Blue turns its Frightful gaze on both. Frightful Gaze is mind affecting. Successful save makes the target immune for 1 day.
The samurai shrugs it off. ROUND 1
As one the yeti turn to look at the noise and with a yell head toward Sakura! COMBAT!
GM:
Initiative
Ini(To-to-obika): 1d20 + 2 ⇒ (16) + 2 = 18
ROUND 1
Just to be clear: Sakura and Asb are fine, Kiyoko is Fatigued, To-to and Elemenar are exhausted. Exhausted: Creature moves at half speed. –6 penalty to Str and Dex. Rest 1 hour to become fatigued. Fatigued: Creature cannot run or charge. –2 penalty to Str and Dex. Rest 8 hours to remove.
Sakura sees, just past the copper bell, a trio of creatures that seem to be arguing with each other. Knowledge(Nature) DC15: The creatures are yeti. They are immune to cold and vulnerable to fire.
The two hour trip is exhausting leaving Kiyoko fatigued while To-to and Elemenar are totally exhausted by the trek. Sakura and Asb look as fresh as before the team left the camp. You find yourselves in front of the Clouded Path Monastery that Venture-Captain Amara Li instructed you to find. The door is gone and you have no problem entering the monastery. Atop a ten- foot rise of gray stone steps stands a wide paved forecourt surrounded by worn, red-painted wood pillars and faded rust-colored walls. A massive copper bell rests in the center of the area, surrounded by a mess of wooden scaffolds
You hear grunts, yells and banging from behind the bell. From your position at the steps you can see some white, hairy legs. They have not yet noticed your arrival. We are at slide 8.
Setting up camp in the cave you turn in for the night and wake up nice and early the next day. At first light the party makes its way up the path. After two hours you finally arrive. Please make 2 Fort saves. DC 16 and DC17 A large stone building lies nestled in a shallow stone cul-desac, hollowed out from the surrounding mountainside. The building shows evidence of poor maintenance—the roof is missing several tiles and the once-proud, central double doors lie in a pile of ruined timbers. The remains of a giant bell, and the wooden structure meant to support and sound it, dominate the center of the flagstone courtyard before the stone structure.
If you leave the camp and go to the monastery you will need to make the fort saves every hour you are there. The weather conditions further up the path is high altitude and you will have trouble breathing. The saves keep getting harder each hour you are up there. Overnight rest at the camp removes the fatigued condition. When you go back up you'll need to make the fort saves continue.
To-to successfully scales the far slope to join the others Sakura and Kiyoko. The three of you are able to pull Asb up then Elemenar up with some effort. A half-hour's travel later you see two rock formations, shaped like a pair of thick pillars, stand prominently near a cliff’s edge. One pillar stands fifteen feet tall and the smaller stands ten feet tall. A shallow cave, just to the side of the pillars, looks as if it might provide some shelter from inclement mountain weather. Knowledge(History or Local) DC15:
These two pillars must be the Two Brothers. A landmark that tells you you're on the right track towards the monastery. The taller of the two formations is known as Big Brother and the smaller is known as Little Brother. Local legend maintains that the Two Brothers were once men who successfully protested against injustices using peaceful and nonviolent means. Upon death, their bodies were transformed into unyielding rock, corresponding to their nature in life. It was not uncommon for representatives of opposing groups to endure the harsh climb to meet here to engage in peaceful negotiation. Often a representative from the monastery would also be present to ensure that the peace was maintained or even to act as mediator. Taking a peek up you see see the walls of the monastery though it looks like a two hour climb from here. If you camp in the cave overnight, the sheltered cave has enough room to hold four Medium characters and offers a +2 circumstance bonus on Fortitude saving throws against exposure. Make 2 Fort save or become fatigued. The first save is DC16. The second is DC17.
Climbing down with a rope is DC5. Climbing up with a rope is DC10. I am assuming Sakura secured the rope as she went up. I'll take it easy and only require 1 roll for going down. and 1 going up unless you fail the roll. To-to and Elemenar can reroll the check to climb up. To-to and Elemenar secure Asb and lower the mount slowly before To-to rappels down once the mount reached the ground. Elemenar goes down last though there were a few close calls.
You can heal up before continuing.
Knowledge(Nature) or Survival DC 20:
It looks like the spring thaw has increased the chance of a rockslide on the far slope. Climbing to the base of the crevasse requires a 50-foot climb with a DC 15 Climb check to traverse safely. The far slope of the crevasse is much steeper, requiring a 50-foot climb with a DC 20 Climb check. The stone pillars on both sides of the crevasse are sturdy and can serve as anchors for tied ropes to lessen the Climb DCs in both areas. The jagged rocks on the far side of the crevasse make easy holds for a grappling hook. |