D. Rex
Magic Eight Ball
What exactly is ward hunting?
Also, would Hazel have a chance to look over the papers she took?
Also, would Hazel have a chance to look over the papers she took?
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Then going ward hunting sounds like a blast. And maybe we can get ahead of Zahur and whats his name while we are at it.You can always make time to study the papers you took. They're encoded and you don't have the cipher, but you could try to crack the code. You might be able to find the cipher at the Alcazar or another ancient site of the same organization.
As to ward hunting, the Lady of the Forest has temples in most major settlements where she can be petitioned for a sacred hunt to obtain a ward. The guardian beasts of the jungle will attack and kill anyone who enters the jungle without a ward, a symbol that appears above their brow when the guardian beasts are close. Every clan and family that operates in Locura hires martial artists and other heroes to complete a hunt for them every year so their people can work the jungle if not in safety than in relative safety. The wards don't protect from mundane predators and natural hazards, just some of the most overtly hostile and supernatural dangers. If your petition is accepted, you'll be given the location of a specific guardian beast to slay, and killing it will grant you and your clan a ward until next Calibration. The annual Great Hunt is held just after Calibration for this reason.
Linguistics seems like a sensible choice for codebreaking. Let's say a Linguistics + Int extended test with an interval of one week, a difficulty of 3, and a target number of 10.
You can always toss Fate Points at problems to make them more advantageous - as an example, if persuading Aajej to relinquish Hasani doesn't seem interesting, you could declare Nomarch Chuma Fayum had been assassinated, prompting a succession crisis amongst the Fayum as three of his four children squabble for power and try to pull the vassals into their respective camps. Aajej wouldn't prevent Hasani from returning home for his father's funeral, so that trades your current problem for a new one. That little civil war could give the Hematti an excuse to break away, lead a vassal rebellion, play Nomarch-maker, etc. You could declare some useful things about some of his children or the other vassals to help your favoured path to power.
OOC what is the roll for a knockdown attempt? A standard Withering attack?
You can roll Int+Lore to declare an ideal site to hole up, or Survival+Wits to find such a place and fortify it. Survival+Wits/Perception would be good for getting there without being ambushed before nightfall and generally avoiding the dangers of the jungle. Hazel can of course offer the use of her magic flying cloud, which makes traversing the jungle easier and less dangerous, or some summoned Agata to fly faster.Is there a place where he can bunker down and wait to confront the guardian? Also, I think it’s already approaching nightfall, how much time does he have to prepare for a confrontation?
Xp is always a good thing.That first one is indeed achieved, netting everyone 3 XP.
You can always trust the players to get around blast through any potential obstacles with sheer force of creativity, absurdity, or stupidity.Then it's a good thing I'm bad at running my own metagame, because I'm pretty sure Hazel and John had an Obstacle in figuring out where the Alcazar was, and they definitely did that. That brings the total up to 12 XP for everyone, plus the I think 6 earned at character creation.
I'd say that's at most Difficulty 1 or 2, so you definitely succeed. One or both of you should roll Wits + Survival (Difficulty 2 if you're flying, 3 on foot, with benefits for net successes) for getting there in one piece and on time, or hire/summon a guide to make the roll for you. Other than that, there's nothing holding the scene.[Rolling to Introduce a Fact of an old ruin around a tilted tower with an un-tilted/level interior that is near their mark. No essence on charms, but John gets a free non-charm success from Harmonious Academic Methodology. Unlucky roll, only 3 successes.]