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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() What is this Place!? Life @ +2 (Lan, Religion CS)
Go ahead and open all the initial spoilers, as well as both the initial and inner spoilers for Life! Awaiting Vekka and Kazuki allocations... ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() What is this Place!? Anchor Post The party is no stranger to magic, but no less, the Wall of Ghosts which they have just stepped through is strange. They put their heads together and combine their understanding of the supernatural to understand just where they are, what this place is, and importantly, how they could escape! Your rolled check earns one corresponding "Essence Discovery Point" based upon the Four Essences of Magic (quick read recommended). Questions? Discussion! For each Success, you earn one Essence Discovery Point depending on which Tradition Skill you used to one of it's corresponding Essences (choose one per success). Critical Success is 2 points. Once (If?) the party has earned all 8 points (2 per Essence), they may open the Final Discovery Spoiler! Secondly, I'm treating Kazuki's Survival check as an Aid to all of your Tradition checks: He has earned everyone a +2 to all checks (including retroactively) to glean the nature of the realm you have just journeyed to to help you unlock the Essence Discovery Points! Hero Points still on the table if anyone would like to redo their rolls. Or, if you happen to be trained in a 3rd or 4th Tradition Skill, you may attempt those additional checks now! (Max: One check per Trained Tradition Skill only!) Life Essence (2 points):
All Vitality effects here are dimmed. Treat any vitality effect as one Rank lower for all purposes (rolled damage, healing, counteract level, etc). Spell slots are still expended at their normal rank, they just have a lesser impact (as if they were cast as lower rank spells). All Void effects here are amped. Treat any void effects as one Rank higher for all purposes (rolled damage, healing, counteract level, etc). Spell slots are still expended at their normal rank, they just have a greater impact (as if they were cast as higher rank spells). 2nd Point? Open:
Spoiler:
Everyone gains access to the following ability while here: Brighten Vitality (◆)
Matter Essence (2 points):
You are no longer "in" the Wall of Ghosts per se, or even on Golarion, but, somewhere else, transported by the "Tunnel of Ghosts" to this current destination. That your surroundings appear to resemble the forests around Willowshore may or may not be deliberate, but wherever you are, you are nowhere close to Willowshore nor the Pilgrim's Path. 2nd Point? Open:
Spoiler:
The physical rules that normally dictate how the world works (physics, magic) are altered here. You reckon that with enough willpower, you could impose an alternate gravitational pull against a sufficiently large object, and "walk" upon it vertically as one would walk on ordinary ground. Perhaps a large tree or a rock. To try it, you'd have to walk up to a large tree or rock, and just do it!
Mind Essence (2 points):
You are neither asleep nor awake, but, somewhere between. This realm is "real" for practical purposes (walking, fighting, casting a spell), but, you feel as though it exists primarily within your mind, divorced somehow from your physical body. 2nd Point? Open:
Spoiler:
You are in an Immersive Mindscape! The mysterious architect of this mindscape has opened the door, and you have stepped through. Whether this "opening" was intentional or not is unclear. Who it is is unclear. And you are unsure if there is a way out. Spirit Essence (2 points):
You are within a "pocket" of the Astral Plane, but unable to explore this transitive plane further than the confines of the pocket. 2nd Point? Open:
Spoiler:
This "pocket" was created by the spirit of a powerful entity whose influence extends beyond the planes, and it "traps" you here. If you intend to escape, you must somehow contend with that spirit to do so! Final Discovery (after all 8 earned): Before opening, verify that all 8 other points have been learned first! Spoiler:
You are inside of someone (or something) else's dream! Whoever (or whatever) it is, they are currently experiencing a "good dream", and you are currently experiencing a "nightmare"! Furthermore, somehow, you were "hijacked" here while you passed through the "Tunnel of Ghosts" (which left you vulnerable in crossing), and instead of arriving at your destination, you became trapped here. You can identify the Dreamer by finding some "mark" or "impression" within the dream, whose subconscious leaves such a mark or impression as part of the act of being the architect of the dream! But where to look?...
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Open the Wall of Ghosts! Yami steps back "Okay, one back scratch before we go - for good luck!" she curls up to Lan, and lets the party do their thing! Level: 2
Outcome of Secondary Checks: Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results. Critical Success: You gain a +2 circumstance bonus to the primary check.
I will allow two CS +2s to offset a single -4, if we come to that...
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Open the Wall of Ghosts! This is a Ritual And so, Yami and the party fully cooperate to perform a ritual strong enough and weird enough to break a tiny crack in the mysterious "Wall of Ghosts" that surrounds - traps! - the town of Willowshore from it's neighboring geography! Cast: 1 day
She agrees to be a secondary caster to the strongest party member who is at least an expert in Occultism or Religion! Party Primary Skills:
[ dice=Ho Lan's Occultism (T)]1d20+7[/dice] [ dice=Sigurd Kolphan's Occultism (T)]1d20+7[/dice] [ dice=Auntie Wu's Religion (T)]1d20+12[/dice]
If you are the Primary caster, please roll Last (this is a big moment)! ![]()
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Busy Week! 1) Stable Fire
Feel free to attempt all three in your next post, or to break it up as you please.
☆☆☆ 1) Stable Fire Willowshore Stables (W2) had a rough time of things during the summer, and unfortunately for its proprietor Kum Soon-chong (#2), fall has more peril in store. Near the end of this week, a plume of dark smoke starts to rise from the main barn of Willowshore Stables. Arriving shortly, the fire has engulfed the barn and the employees have managed to save the livestock by leading them into the pasture. However, the fire now threatens to spread into the pasture and potentially further into
Food is on the line! ➤ Level: 4 (base DC 19)
Need 5 successes! ☆☆☆ 2) Kimchi's Ascent While the PCs are going about their downtime, they hear from one of the villagers that one of the village cats, Kimchi, has gotten herself stuck up in a tree. The fluffy orange and white cat chased a squirrel up to the highest branches of a tree just outside of town and has been meowing loudly enough for nearby villagers to hear. The cat is easy to spot from the ground, but she’s 30 feet up, and it’s too dangerous for the villagers to try and help her Hope can be raised! ➤ Level: 4 (base DC 19)
Need 2 successes! ☆☆☆ 3) An Icy Grasp Goh (an aged poor human fisherman of Southbank) approaches the PCs, shaken and scared, with a story of feeling hands grabbing at his ankles earlier in the day after he got into the water to pull his skiff ashore. He’s convinced that these hands belong to his brother’s spirit, returned to Willowshore to carry him away for letting his brother drown... Unclear what is at stake... ➤ Level: 4 (base DC 19)
Need 2 successes! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Hut Fire! What started as a little untended tea kettle soon splatters wrong and catches blaze. Kindled by material inside of Ho Jeong-hui's house, while the party was outside dealing with the ghost, the fire had a couple precious moments to spark further! Each round, it doubles, until it consumes the entire structure! ➤ Level: Four plus Hazard (+2); base DC 21
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Double Route: Walking Dead from the South, Wandering Phantoms from the Northeast A pincir threat twice the first, the party realizes that a few days time will converge the two bands of undead upon Willowshore, so they split up to route both, hoping to at least lessen their numbers! ➤ Level: Four (base DC 19)
➤ Walker List of R1 Skills: Athletics (hard), Nature, Survival (easy); Forest Lore (easy), Hunting Lore, Scouting Lore
➤ Phantom List of R1 Skills: Athletics (hard), Nature, Survival (easy); Forest Lore (easy), Hunting Lore, Scouting Lore
Thresholds ➤ Critical Success @ (80% rate), Success @ (60% rate), Failure @ (40% rate) ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Double Route: Walking Dead from the South, Wandering Phantoms from the Northeast A pincir threat twice the first, the party realizes that a few days time will converge the two bands of undead upon Willowshore, so they split up to route both, hoping to at least lessen their numbers! ➤ Level: Four (base DC 19)
➤ Walker List of R1 Skills: Athletics (hard), Nature, Survival (easy); Forest Lore (easy), Hunting Lore, Scouting Lore
➤ Phantom List of R1 Skills: Athletics (hard), Nature, Survival (easy); Forest Lore (easy), Hunting Lore, Scouting Lore
Thresholds ➤ Critical Success @ (80% rate), Success @ (60% rate), Failure @ (40% rate) ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Routing the Giant Tarantulas (Open):
From the West, a Clutter of Giant Tarantulas - possibly fleeing some greater menace? - are spotted heading straight for Willowshore. Can the party route them in time!? ➤ Level: Four (base DC 19)
Skills not described as "easy" or "hard" are moderate by default! Thresholds ➤ Critical Success @ (12 points or 80% rate) ☆☆☆☆☆/☆☆☆☆☆/☆☆, Success @ (9 points or 60% rate) ☆☆☆☆☆/☆☆☆☆, Failure @ (6 points or 40% rate) ☆☆☆☆☆/☆
Sigurd and Kazuki arrive at the threshold between tamed and untamed wild in easily half the time it's "supposed" to take, buying them several "extra" hours to prepare their ambush! ☆☆☆☆ due to double critical success!
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Routing the Giant Tarantulas From the West, a Clutter of Giant Tarantulas - possibly fleeing some greater menace? - are spotted heading straight for Willowshore. Can the party route them in time!? ➤ Level: Four (base DC 19)
Skills not described as "easy" or "hard" are moderate by default! Thresholds ➤ Critical Success @ (12 points or 80% rate) ☆☆☆☆☆/☆☆☆☆☆/☆☆, Success @ (9 points or 60% rate) ☆☆☆☆☆/☆☆☆☆, Failure @ (6 points or 40% rate) ☆☆☆☆☆/☆ ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Week Two: A Slithering Situation A nervous looking man introduces himself as Matsu and approaches the party, claiming a nest of vipers has taken up residence in his outhouse. He offers money and to cook dinner if the party can remove the infestation. ➤ Level: 4 (Base DC 19)
Special Limit: Each type of check can only be tried once! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Week One: An Offering for Daikitsu A child named Minhwan approaches the party - he has been taking care of a fix in the forest. Dejected after discovering the makeshift shelter he built for it was abandoned this morning, he went home and had strange dreams wherein the fox touched him on the nose. He comes to the party asking what offering he should leave for the departed fox, unsure of spiritual matters himself, and wanting to pay his respects. ➤ Level: Trained (base DC 15)
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Final Progress Tracker (Open):
➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
Auntie Wu w/ Unknown Moderate Favor (☆☆)
Skill Challenge a Success bumped to a Critical Success with Favors! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker (Open):
➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
Auntie Wu w/ Unknown Moderate Favor (☆☆)
Kazuki - two more checks please! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker (Open):
➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
Auntie Wu w/ Unknown Moderate Favor (☆☆)
4 skill checks left... 12 successes so far, plus 10 in favors, puts us on track for Failure but turned to Critical Success with Granny Hu favors... As usual, double-check my maths... ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker (Open): ➤ Level: Four (base DC 19)
Thresholds
One
Two
Three
Four
Five
Pledges
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker (Open):
➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
8/14 puts on track for Failure so far... most of you have two rounds to go! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker: ➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Progress Tracker: ➤ Level: Four (base DC 19) ➤ Complexity: 5 rounds ➤ Timeframe: 30 minutes (so, about 2.5 hours altogether) ➤ Synergies: Group Impression, Group Coercion ➤ List of Skills: Warfare Lore (very easy), Diplomacy (easy), Intimidation (moderate), Society (moderate), Survival (moderate), Perception (hard), Performance (hard), any Tradition skill (hard) Thresholds
One
Two
Three
Four
Five
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Negotiation for the Proportional Requisition and Quartering of Willowshore's Standing Army Lan terrified Granny Hu with his obstinance and sheer presence. So. Having a contingency plan, she relegated him to the other room in an attempt to isolate and divide. Unfortunately, her own plan may be experiencing a backfire, as the party's counter proposition that the Willowshore Ghost Army be equally conscripted and stationed on both sides of the bank seems to be resonating with folks on account of it's own merit. Can the party pull off the negotiation without an Additional Provision working it's way unintended into their Tentative Agreement? ➤ Level: Four (base DC 19)
Thresholds
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() What can you do for Granny Hu?
➤ Level: Four (Base DC 19)
Previous Influence
Outcomes
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Shou for Mayor? Final Party Progress @ ♥️♥️♥️♥️♥️, ♥️♥️♥️♥️♥️, ♥️♥️ Description and Stat Block:
The Governor's missing mansion being somewhat lost in the chaos of the Downtown Occupation - verily ended by the PCs with the slaying of Mo Douqiu, leader of the monster insurgency - it begins to slowly become apparent that there is a political power void at the highest level of leadership within Willowshore, with two clear contenders to rise to the mantle: Shou "Old" Matsuki and Ban-niang “Granny” Hu, the respective leaders of the Southbank and Northshore sides of the Ceiba River that bisects the town geographically, as well as culturally and ideologically. And so, each leader begins working to muster their "base" as towards ushering Willowshore into the Autumn months, preparing to rebuild and reprioritize town efforts to weather what might become the longest Winter in the settlement's history. And so. Will the party pick a side? ➤ Level: Four (base DC 19)
Progress:
R1 Auntie Wu w/ Diplomacy vs DC 19 @ 27+ ♥️♥️ Kazuki w/ Willowshore Lore vs DC 17 @ 21 ♥️ Lan w/ Willowshore Lore vs DC 17 @ Sigurd w/ Diplomacy vs DC 19 @ 12 Vekka w/ w/ Diplomacy vs DC 19 @ 19 ♥️ R2
R3
Weakness
Thresholds:
Influence 3 Old Matsuki revises his initial assumption that the PCs have no respect for tradition and admits (if only to himself) they’re likable sorts. The start of this better impression grants the PCs 1 Reputation Point with Southbank. Influence 6
Influence 9
Old Matsuki will show great favoritism towards Auntie Wu (♥️♥️♥️♥️) and Kazuki (♥️♥️♥️) from here out, genuine respect for Lan (♥️♥️), and he will at least not forget the names of Sigurd (♥️) and Vekka (♥️) when he sees them! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Shou for Mayor? Description and Stat Block:
The Governor's missing mansion being somewhat lost in the chaos of the Downtown Occupation - verily ended by the PCs with the slaying of Mo Douqiu, leader of the monster insurgency - it begins to slowly become apparent that there is a political power void at the highest level of leadership within Willowshore, with two clear contenders to rise to the mantle: Shou "Old" Matsuki and Ban-niang “Granny” Hu, the respective leaders of the Southbank and Northshore sides of the Ceiba River that bisects the town geographically, as well as culturally and ideologically. And so, each leader begins working to muster their "base" as towards ushering Willowshore into the Autumn months, preparing to rebuild and reprioritize town efforts to weather what might become the longest Winter in the settlement's history. And so. Will the party pick a side? ➤ Level: Four (base DC 19)
Progress:
R1
R2
R2
Current Progress @ ♥️♥️♥️♥️♥️, ♥️♥️♥️
Go ahead and roll your Final Round of Influence!
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Retroactive Cooking Skill Challenge Old Matsuki had the respect of the Southbank, not only as Willowshore's eldest member, but also one of it's most generous, lending his own mansion as a site to take in those pushed from their own homes during the time of the Downtown Occupation. But. He is also a man of tastes, and rumor has it, too a bit of a hedonist in his heyday, known to frequent the Cerulean Teahouse when it operated as a brothel in an earlier era of Willowshore. But today? Today he maintains his love of the senses in the form of food and drink: the finer the better. And the party decides, before meeting with him, to cater to his senses, preparing a provincial yet gourmet meal, over which they could share the time honored tradition of where to steer the village next... ➤ Level: Four (base DC 19)
Thresholds:
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Shou for Mayor? Description and Stat Block:
The Governor's missing mansion being somewhat lost in the chaos of the Downtown Occupation - verily ended by the PCs with the slaying of Mo Douqiu, leader of the monster insurgency - it begins to slowly become apparent that there is a political power void at the highest level of leadership within Willowshore, with two clear contenders to rise to the mantle: Shou "Old" Matsuki and Ban-niang “Granny” Hu, the respective leaders of the Southbank and Northshore sides of the Ceiba River that bisects the town geographically, as well as culturally and ideologically. And so, each leader begins working to muster their "base" as towards ushering Willowshore into the Autumn months, preparing to rebuild and reprioritize town efforts to weather what might become the longest Winter in the settlement's history. And so. Will the party pick a side? ➤ Level: Four (base DC 19)
Progress R1
Total Progress @ ♥️♥️♥️♥️♥️ PAUSE!!! R2
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Shou for Mayor? The Governor's missing mansion being somewhat lost in the chaos of the Downtown Occupation - verily ended by the PCs with the slaying of Mo Douqiu, leader of the monster insurgency - it begins to slowly become apparent that there is a political power void at the highest level of leadership within Willowshore, with two clear contenders to rise to the mantle: Shou "Old" Matsuki and Ban-niang “Granny” Hu, the respective leaders of the Southbank and Northshore sides of the Ceiba River that bisects the town geographically, as well as culturally and ideologically. And so, each leader begins working to muster their "base" as towards ushering Willowshore into the Autumn months, preparing to rebuild and reprioritize town efforts to weather what might become the longest Winter in the settlement's history. And so. Will the party pick a side? ➤ Level: Four (base DC 19)
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() The Hard Read of Mo Douqiu It's probably a ploy, but, is the party willing to take the risk? Were the prisoners on the first floor the only prisoners, or a trick? Who is that screaming for help upstairs? Where even is Mo Douqiu? If the party takes a quick rest, will an innocent person die?... ➤ Level: 5 (base DC 20)
Thresholds of Success (Open only after all five players have rolled!): You need a simple majority to outwit Mo Douqiu: ☆☆☆ If you win, you call his bluff, and may take a brief rest.
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Outcome (Open):
Thresholds Critical Success @ ☆☆☆☆☆, ☆☆☆ Success @ ☆☆☆☆☆, ☆ Failure @ ☆☆☆☆ R1
R2
Knocking a shelf over, which crashes into another, and another, falling like dominos, the prisoners all eyeball the main door with increased fear and expectation, as if something would come forth at any minute! Skill Challenge a Critical Failure Fortunately, despite making a loud mess, nobody is hurt... ...and all is silent... ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Going to give 24 hours to finish up the Skill Challenge - opting out is not an option, as the situation requires Stealth with no real workaround beyond leaving the prisoners tied up, which I assume nobody in the party wants to do, and would rather risk failure at being discreet... ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Sneaking the Kidnapped Away Guarded behind a sturdy lock, the victims of Mo Douqiu, bound and terrified, try to urge the party into silent caution. Can they spirit them away without alerting to their presence whomever or whatever is deeper in the teahouse? ➤ Level: 4 (Base DC 19)
Thresholds
Outcome (Open): R1 Auntie Wu @ ?? w/ sickened 1 Kazuki @ ?? w/ sickened 1 Lan @ 13 w/ sickened 1 Sigurd @ ?? Vekka @ 9- ❌ R2
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Kazuki tries the lock... Open the spoiler based upon your Outcome to see it's results! Pick Locks w/ rolled less than 10:
Critical Failure. The Lock jams! You may not retry, and the DC is +2 for anyone else. Pick Locks w/ rolled a 10, 11, or 12:
Critical Failure. The Lock jams! You may not retry, and the DC is +2 for anyone else. Pick Locks w/ rolled a 13, 14, or 15:
Critical Failure. The Lock jams! You may not retry, and the DC is +2 for anyone else. Pick Locks w/ rolled a 16, 17, or 18:
Failure. You may retry! Pick Locks w/ rolled a 19, 20, or 21:
Failure. You may retry! Pick Locks w/ rolled a 22, 23, or 24:
Failure. You may retry! Pick Locks w/ rolled a 25, 26, or 27:
One Success! The DC is 25 You need to earn a total of 3 Successes before Critically Failing! Pick Locks w/ rolled a 28, 29, or 30:
One Success! The DC is 25 You need to earn a total of 3 Successes before Critically Failing! Pick Locks w/ rolled a 31 or more: One Success! The DC is 25 You need to earn a total of 3 Successes before Critically Failing! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() The party stands behind Sigurd as he opens the door... but it is Locked! If you are going to attempt to Pick the Lock or Force Open the door, please move your Token correspondingly! Both DCs are in the 20's range (Picking is easier than Forcing) - a CF means that character jams the door, raising the DC for other players who attempt to enter via the same method, and the person who CF cannot retry... Anyone adjacent to the door...: The inside smells faintly of... Perception DC 15 (olfactory) or Scent (automatic)
Spoiler:
...ammonia... ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Kazuki's Second Scout Quest Chanting... what could it be? Kazuki, a ghost himself in the forest, scouts ahead once more to learn about the new encampment ahead... ➤ Level: Four (base DC 19)
Reminder: Repeated use of same skill raises DC by +1 consecutively Thresholds:
Kazuki: Please roll your checks in a Spoiler so as to keep your Fate concealed from your Party! Once they decide their next steps (what they are doing while you are scouting), only then will we reveal to them how you have fared! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Auntie Wu's intuition proves strong - Sigurd and Lan begin to maybe understand - Vekka and Kazuki have yet to gain purchase on the Statue Guardian's strange words... Decoding Ugly Cute (Prompt):
➤ Level: 5 (base DC 20) ➤ Complexity: 3 rounds ➤ Timeframe: 10 minutes ➤ Synergies: Oddity Identification, Multilingual, fluency in 5 or more languages ➤ List of Skills: Arcana (hard), Occultism (easy), Nature (hard), Religion (easy), Society (moderate) One question for ⭐
Party Progress: Synergies Sigurd @ ⭐ Round One
Round Two
Round Three
Current Total
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() ...Just on the verge of understanding one sliver, two more slip from grasp, as the party tries to make sense out of the Beneficent if Strange town guardian's words... Decoding Ugly Cute: Speaking in obscure phrases, alluding to things non-tabgible, and positioning query at times from a narrative omniscient perspective more akin to reading a story than having a conversation, it turns out Ugly Cute, despite speaking the common tongue, is difficult to understand! ➤ Level: 5 (base DC 20)
Players can "ask" one question per ⭐, but GM will give answers cryptic and vague, only "decoding" one answer per additional ⭐⭐ for now. Unless told otherwise, I will assume party would like to spend ⭐+⭐⭐ per question to both "ask" and "decode" it. In short, what I need from you is: 1) a list of questions and 2) how many you'd like to decode (GM will choose which from among questions listed) Synergies
Round One
Round Two
Round Three
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() When Sigurd looks as Ugly Cute, some of the things he says seem like they might actually make sense... Decoding Ugly Cute: Speaking in obscure phrases, alluding to things non-tabgible, and positioning query at times from a narrative omniscient perspective more akin to reading a story than having a conversation, it turns out Ugly Cute, despite speaking the common tongue, is difficult to understand! ➤ Level: 5 (base DC 20)
Players can "ask" one question per ⭐, but GM will give answers cryptic and vague, only "decoding" one answer per additional ⭐⭐ for now. Unless told otherwise, I will assume party would like to spend ⭐+⭐⭐ per question to both "ask" and "decode" it. In short, what I need from you is: 1) a list of questions and 2) how many you'd like to decode (GM will choose which from among questions listed) Synergies
Round One
Round Two
Round Three
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Decoding Ugly Cute
➤ Level: 5 (base DC 20)
Players can "ask" one question per ⭐, but GM will give answers cryptic and vague, only "decoding" one answer per additional ⭐⭐ for now. Unless told otherwise, I will assume party would like to spend ⭐+⭐⭐ per question to both "ask" and "decode" it. In short, what I need from you is: 1) a list of questions and 2) how many you'd like to decode (GM will choose which from among questions listed) Progress Tracker: List of Questions
Number of Decoded Answers: ??
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(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() A couple hours in, and the party’s progress seems pained and strugglesome… …the soul of Ugly Cute slowly begins to slip beyond their grasp… …unless… Four Successes needed with only one final round and Hero Points for the final round only! Go! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Kazuki Aids Auntie Wu, Lan, Sigurd, or Vekka: 1d4 ⇒ 4 Vekka by lifting some stone for him. Ritual to Restore Ugly Cute's Spiritual Vessel:
Having Pick guide you here quickly grants party a +1 circumstance bonus to all checks! ➤ Level: 5 (base DC 20)
Success Threshold: ⭐⭐⭐⭐, ⭐⭐⭐⭐ Round One
Round Two
Current Progress: ⭐⭐⭐⭐
Ugly Cute's spirit seems to be lingering on the threshold between planes of reality... ...will the Party pull though? Awaiting Kazuki's 2nd check plus any last minute Hero Points! Kazuki: As the outcomes of everyone's checks are already know, if you choose to Aid for round two, I will apply it to a random teammate. ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() Ritual to Restore Ugly Cute's Spiritual Vessel
Having Pick guide you here quickly grants party a +1 circumstance bonus to all checks! ➤ Level: 5 (base DC 20)
You need a simple majority (⭐⭐⭐⭐, ⭐⭐⭐⭐) to pull this off! ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() The figure attempts to skulk away... Option One: If the party would like to give chase, a quick (1 round) Skill Challenge using Athletics, Deception, Perception, Intimidation, and/or Survival checks will allow you to corner it in the caves! Option Two: If the party would instead focus on finding Ugly Cute, a quick (1 round) Skill Challenge using Crafting, Perception, and/or Survival will bring us to the next stage of that search! Quick Quorum of Two and go ahead and Roll! ...does the party give chase? ![]()
(⭐) (☆) (❌) (□□□) (☑☑☑)
![]() The party "sneaks" up to the Lumber Camp - perfectly confident that they remain totally and completely unseen! - in roughly two groups, with Vekka going his own way, Auntie Wu, Lan, and Sigurd clustering together, while Kazuki... ...is still putting his Token on the Map! Party Progress (Open):
Part One Auntie Wu w/ Stealth vs DC 23 @ 18 Kazuki w/ Stealth vs DC 23 @ 15 Lan w/ Stealth vs DC 23 @ 21 Sigurd w/ Stealth vs DC 23 @ 15 Vekka w/ Stealth vs DC 23 @ 22 Auntie Wu w/ Stealth vs DC 24 @ 4 ❌
Current Progress
Part Two
Part Three
Auntie Wu w/ ?? vs ?? @ ??
Arriving close, they begin to cross the breach, keeping a lookout for the ambush they are most certainly walking into... Go ahead and open the Spoiler and roll for Part Two! Return to Noperra-Bo Lumber Camp (Part Two): ➤ Level: Three (base DC 18) ➤ Complexity: 5 rounds total, broken up 2/1/2 ➤ Timeframe: 10 minutes Part Two (1 check): Locating a Point of Entry
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