Darius Finch

Muzouka's page

* Venture-Agent, Philippines—Quezon City 225 posts (1,843 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 11 aliases.


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Sovereign Court

Qstor wrote:
I have 2 spots First come first serve for 10-14 here with Redelia.

Is there still room? I have a level 7 cleric.

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Player: Muzouka
Character Name: Kuon Firecleaver
SFS Character Number: 259896-2001
Class & Level: Soldier 1
Current XP: 0
Faction: Exo-Guardian

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I'd like to join using the Soldier pregen.

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What is the requirement for the PCs to learn Ancient Thassilonian?
The Player's Guide say the PCs earn 8 fame per adventure. Does that mean per chapter or per book?

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GM Lupulus wrote:


Lin, Toto, Elmenar, and Sakura can act in this surprise round, so either standard or move action.

This said we can act so I moved. If we can't move then I will use my turn to take cover behind the mast and identify us.

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Chronicles found here

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"Have you ever encountered something like this before? Multiple gnomes experiencing bleaching in close proximity to each other?" Catushlara asks as she follows Quil. "Do we know anything about the victims? Anything they have in common?"

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Toto and Elemenar have not yet signed up to the
registration sheet.

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Please make your day job rolls.

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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."

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“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.

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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.

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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.

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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
unfairly gained power from the Braid of a Hundred Masters, cheapening the path to self-perfection. He challenged the master to remove the braid and compete against him without its power. The master did so and, in the process, defeated the student.

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.

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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.
The last bearer of the Braid of a Hundred Masters was a master who was challenged to a fight without the Braid. The master's room is the one opposite the entrance from this room.

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.

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The big hall in the south:
Two large, corroded cooking pots dominate the center of this otherwise unadorned, long, tiered room. Nothing interesting in this room.

The room Sakura entered:
This fifteen-foot-by-thirty-foot room seems to have escaped the destruction found throughout the rest of the monastery. A statue, leaning against the northern wall, appears out of place among the rest of the room’s contents—clay pots, ruined sacks, and aged tools. The statue, made of finely carved stone
with jade inlays, depicts a man with a serene face, standing in a meditative stance.

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.

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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?

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Sakura catches the yeti as it attempts to flee, beheading the yeti. The exercise yard is totally silent.

COMBAT OVER

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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
Elemenar -23
Toto
Kiyoko -22
Yeti -101(heavily injured)
Sakura

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Sakura almost misses but corrects herself just in time. The unexpected direction of the attack allows it to go past the yeti's guard. The follow up left hoof also finds its mark.

ROUND 4
Elemenar -23
Kiyoko (negative 10)
Toto

Yeti -98(heavily injured)
Sakura

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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
claw 2: 1d20 + 15 ⇒ (4) + 15 = 19damage: 1d6 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10

Both claws hit and deal some very serious wounds on the wizrd.

ROUND 3
Elemenar -23
Kiyoko (negative 10)
Toto
Yeti -75
Sakura

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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
Elemenar
Kiyoko -10(stabilized)
Toto
Yeti -67
Sakura

Spoiler:
ref: 1d20 + 5 ⇒ (7) + 5 = 12

Its wounds taking a toll, the yeti is unable to dodge Elemenar's breath.

ROUND 3
Elemenar
Kiyoko -10
Toto

Yeti -67
Sakura

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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
claw 1 confirm: 1d20 + 15 ⇒ (2) + 15 = 17
claw 2: 1d20 + 15 ⇒ (10) + 15 = 25damage+ 1d6 cold damage: 1d6 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19

I think the first attack on Kiyoko confirms? Total damage is 41 which takes Kiyoko to -8?

ROUND 2
Elemenar
Kiyoko -41
Toto
Yeti -33
Sakura

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Spoiler:
ref: 1d20 + 5 ⇒ (19) + 5 = 24

It manages to avoid the brunt of Elemenar's fire breath but it is still super effective!

The yeti gets angrier as Kiyoko's blade leaves quite a gash on it.

ROUND 2
Elemenar
Kiyoko
Toto
Yeti -33
Sakura

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Asb's panicked attacks miss the big yeti though Sakura's greatsword doesn't and deals some damage to the yeti.

ROUND 2
Elemenar
Kiyoko
Toto

Yeti -17
Sakura

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Ok. You only take 18 damage

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ROAR!
The yeti roars as it beats its chest and flies into a rage! With a big target in front of it the yeti charges Sakura.

CLAW 1: 1d20 + 15 ⇒ (12) + 15 = 27damage: 1d6 + 8 ⇒ (6) + 8 = 14cold damage: 1d6 ⇒ 4
CLAW 2: 1d20 + 15 ⇒ (8) + 15 = 23damage: 1d6 + 8 ⇒ (1) + 8 = 9cold damage: 1d6 ⇒ 3

Total of 30 damage on Sakura

ROUND 1
Elemenar
Kiyoko
Toto
Yeti
Sakura

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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
Init(Kiyoko Tamahi): 1d20 + 4 ⇒ (20) + 4 = 24
Init(Sakura): 1d20 + 0 ⇒ (4) + 0 = 4
Init(Elemenar): 1d20 + 8 ⇒ (20) + 8 = 28
yeti: 1d20 ⇒ 7

ROUND 1
Elemenar
Kiyoko
Toto

Yeti
Sakura

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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.

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Elemenar finally makes his way to the doors of to the exercise yard. Taking their cue form Asb Kiyoko and Sakura investigate the bushes in the southeast.

Blue jumps out just as the two are about to poke the bush but Sakura was prepared and catches the blue just in time to bisect it.

Combat over!

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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
Elemenar(Exhausted)
To-to(Exhausted)
Kiyoko
Sakura

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The rest of the team joins the chase for Blue.

Everyone who goes through the doors make a perception check

Spoiler:

stealth: 1d20 + 11 ⇒ (4) + 11 = 15

ROUND 4
Elemenar(Exhausted)
To-to(Exhausted)
Kiyoko(fatigued)
Sakura

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Unable to see Blue from his position Elemenar decides to join Kiyoko in the pursuit of Blue. Blue rushes through the door and out of sight.

ROUND 3
Elemenar(Exhausted)
Blue -16
To-to(Exhausted)
Kiyoko(fatigued)
Sakura

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Blue is partially visible to Elemenar. You can only see the top of his head. Brown is also partially visible to Elemenar from his current position.

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My mistake. I forgot the other claw.
Kiyoko chases after Blue while Sakura and Asb tag team Brown and trample it to the ground.

Re-adding Blue since Kiyoko is chasing him

ROUND 3
Elemenar(Exhausted)

Blue -16
To-to(Exhausted)
Kiyoko(fatigued)
Sakura

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Brown roars as it moves to attack Sakura. 2 claws: 1d20 + 5 ⇒ (11) + 5 = 16
In its haste Brown misses.

ROUND 2
Elemenar(Exhausted)
To-to(Exhausted)
Brown
Kiyoko(fatigued)
Sakura

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Two magic missiles slam into Brown. The yeti roars in anger. Blue takes a step back from Sakura clutching its wound before running around Brown and retreating into the upper floors.

ROUND 2
Elemenar(Exhausted)
To-to(Exhausted)
Brown
Kiyoko(fatigued)
Sakura

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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
Elemenar(Exhausted)

Blue -16
To-to(Exhausted)
Brown
Kiyoko(fatigued)
Sakura

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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
Elemenar(Exhausted)
Blue
To-to(Exhausted)
Green
Brown
Kiyoko(fatigued)
Sakura

Spoiler:
1d20 + 16 ⇒ (8) + 16 = 24

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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.
Will (Sakura): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18

The samurai shrugs it off.

ROUND 1
Elemenar
Blue
To-to
Green
Brown
Kiyoko
Sakura

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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
Init(Kiyoko Tamahi): 1d20 + 4 ⇒ (3) + 4 = 7
Init(Sakura): 1d20 + 0 ⇒ (4) + 0 = 4
Init(Elemenar): 1d20 + 8 ⇒ (12) + 8 = 20
Init(brown): 1d20 + 8 ⇒ (1) + 8 = 9
Init(green): 1d20 + 8 ⇒ (6) + 8 = 14
Init(blue): 1d20 + 8 ⇒ (11) + 8 = 19

ROUND 1
Elemenar

Blue
To-to
Green
Brown
Kiyoko
Sakura

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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.

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Up to what level is this adventure? 15?

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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
and a carved-smooth tree trunk, all collapsed into a pile around the carillon. The north wall features an intricate mosaic of monks walking on clouds. A pair of staircases flanks the wall, leading up to a ten-foot-high porch and three sets of wooden doors beyond.

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.

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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.

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It is already 5PM. It will be dark when you get to the monastery if you leave now.

You don't need to make fort saves while you are at the Two Brothers.

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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.

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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.

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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.

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You can heal up before continuing.
The narrow mountain path ends at the lip of a fifty-foot-wide crevasse that stretches out of sight in both directions. A pair of carved stone pillars stands at the edge of the chasm and a matching pair of pillars can be seen on the far side. The remains of corroded iron chains, set within the stone pillars, dangle limply into the crevasse. A relatively gentle slope leads to the bottom of the crevasse. The slope on the far side is much steeper, and is covered with jagged, precarious looking rocks.

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.