Chapter 4: A History of Ashes

Game Master James Martin

Our heroes have left Korvosa to seek answers to its ills. But will they be able to negotiate the web of diplomacy between the Shoanti and their ways?

Map Link!


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Bonekeep Slides

Joining a passing caravan, it takes about two days to reach Harse. Harse is a small crossroads town, sporting two inns, a pub, three shops and a thriving marketplace. Orsini and Neolandus are relatively quiet on the way there, but as soon as Harse is in sight, Orsini perks up. You leave the caravan and walk west out of town, toward a series of ranches and fields.

As you approach one of the ranches, you see a herd of fine looking horses and some aurochs, the large oxen grazing contently under the gaze of someone you recognize: Trinia Sabor, the bard you helped to escape death as the scapegoat of the King's death. She sits a horse and looks healthy doing it, smiling as she rides toward you.

She dismounts, hugging each of you, and welcoming you. "It's so good to see you! But I take it by your look and faces that things in Korvosa are bad?" She nods when you tell your tale, saying, "I heard from passing merchants that things had gotten bad, but I hoped..." She trails off and takes you in to meet the ranch's owner, a barrel chested man by the name of Jasan Adriel.

He greets Orsini warmly, clapping the man in a bear hug, then welcomes each of you to the Blackbird Ranch and calls over a young girl of 8 summers to show you to your rooms. The ranch is modest, but comfortable and you find it homey in its way.

After dinner, Jasan and Orsini retreat to trade old adventuring stories and catch up, while Neolandus tells you everything he knows of the fangs that were kept beneath Castle Kovosa.

Neolandus was familiar with several old and obscure legends about the chambers below Castle Korvosa— chambers, it was whispered, that were old even when the Shoanti dwelt here, and that used to hide something of great power or evil. There was little more information to go on, but he did uncover mention in some documents from Korvosa’s earliest days of something called Midnight’s Teeth, and that these teeth were believed to be some sort of sacred relic of great import to the Shoanti. Circumstantial evidence indicates that the Shoanti kept these teeth in the chambers inside the pyramid that now serves as Castle Korvosa’s foundation.

Neolandus’s further research uncovered an old legend that chilled his soul. Several hundred years ago, a powerful blue dragon and agent of Zon-Kuthon named Kazavon brought the orcs of Belkzen to their knees and began conquering the neighboring nations of Ustalav and Lastwall, until he was finally defeated and his remains scattered. Some of these remains, according to certain Zon-Kuthonic scriptures, contained fragments of Kazavon’s essence. One of these relics was the Fangs of Kazavon.

By piecing together his evidence, Neolandus suspects that Midnight’s Teeth were none other than the Fangs of Kazavon. The description of the queen’s new crown sounds to Neolandus as if she now wears the Fangs of Kazavon on her brow, the implications of which troubles him greatly.

Neolandus wasn’t able to gather much more information before the Arkonas took him, but he doesn’t suspect there was much more to learn. Hard facts about Midnight’s Teeth were sparse to begin with—Korvosa’s founders didn’t think it important to preserve much in the way of Shoanti culture. Yet there is still some hope. The Shoanti have very strong oral traditions, and if anyone knows the truth behind Midnight’s Teeth, that truth is doubtless hidden among their historians up in the Cinderlands.

Neolandus pauses, sipping his wine. "You must go to the Cinderlands and seek out a man I believe to be wise and honorable. His name is Thousand Bones. He's a shaman of the Skoan-Quah, the tribe of the Skull."

Trinia lets out a soft bitter laugh from where she stands in the doorway, eavesdropping. "You had best hurry, then. The Sklar-Quah, the Sun clan, are readying for war against Korvosa. A small trading party came through a week ago. I spoke with them; they're convinced that Korvosa is possessed by evil and they plan to lay siege to it. If you're looking for this Thousand Bones, you had better hurry!"

Thousand Bones:
You recall that Thousand Bones was the shaman whose nephew was killed and dismembered by the derro way back in Chapter 1. You did him a favor then; he's likely to remember you.

Neolandus nods at this news. "You'll need to head north to Kaer Maga and into the Cinderlands from there. I won't be joining you; I'm old and I'll be of more use here, trying to rally any allies we can find." As he speaks, his arm shakes, a remnant of his time in the torturer's dungeon.

Trinia pipes up again. "I can speak Shoanti! I'll go with you!"


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

"Everywhere I turn these last few months have been bones... I don't suppose that changes any now."


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Doting, i will get leveled up as soon as possible


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"We actually know Thousand Bones. He is very wise...perhaps if we could get to him, we could talk him out of war. We've helped him in the past.". As Pai spoke, she smiled at Trinia, good to see her hale and hearty and safe again.


Bonekeep Slides

Neolandus nods, looking pleased. "Excellent! Thousand Bones does not counsel war, but his voice was lessened by the riots and the Queen's behavior. Still, if you can contact him, perhaps you may be of use to each other."


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"Do you know where Thousand Bones' tribe is located? I'd rather meet his tribe first and see if he can help us with the others."


Bonekeep Slides

"They're usually near the Kallow Mounds this time of year. Unlike the other tribes, the Skoan-Quah are more sedentary. They have to be, for they oversee the burial grounds. Thus their range is smaller. Here, I will show you..." He unrolls a rough map of the Cinderlands, pointing out landmarks.


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

If he was willing to give the map up, Pai takes it, making sure all the landmarks have been noted. "To the Kallow Mounds, then. Who else is coming with us? We've got a long way to walk, so we might as well get started. Hope Thousand Bones remembers us."


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

"And if speed is needed, are there horses we can borrow?"


Bonekeep Slides

"I can aid you with that." Jasan speaks from the doorway behind Trinia, where Orsini also waits. "My ranch is famed for its horses; I can supply each of you with a light horse, trained for battle. Vencarlo has told me of the situation and I agree, it is a dire one indeed. My family is packing and will head west for Magnimar in the morning. I have advised Vencarlo to head for Janderhoff; I have contacts there who will be able to offer aid, but they'll need convincing. Will you be ready to leave in the morning?"


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

Pai nods at the question. "We'll be ready. Now, how can we contact you all again after our mission is successful? Where should we be prepared to gather again?"


Bonekeep Slides

Jasan smiles. "My family will be safe in Magnimar, but I'll be remaining here. I'll be in contact with Vencarlo and Neolandus. If you need to contact them, send a message to me. Or you can return here. We're close enough to Korvosa to act quickly, but far enough that we should be pretty safe."


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

Pai shakes hands with the group and spends the evening telling everyone about the groups discoveries until she nodded off to sleep, ready for the morning's trip.


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

I'm ready whenever everyone else is as well. I have an 8 in Survival and a 7 in Ride so I can be the guide.


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Paxs gets up and buffs Thrak. Thrak appears to look different, instead of the huge stinger and tail he seems to have sprouted another set of legs with wicked claws.

mage armor on Thrak


Bonekeep Slides

Guys, I'll update tomorrow. I need to write a big travelogue post!


Bonekeep Slides

You travel together with Orsini and Kaleopopolis until the road to Janderhoff branches off and it is with a heavy heart that you bid farewell to your allies. Continuing on horseback, you follow the road to Kaer Maga. The famed city known for its bizarre hexagonal shape and stranger inhabitants is the easiest way to make it up the Storval Plateau without weeks of diversion. Though the path is straight, you meet few travelers on it, seeing only the occasional farmer on their way to market. As you approach Kaer Maga, you begin to see more traffic, until you finally join the line at the base of the Storval Rise, and pay your toll to the take the Halflight Path through the living stone. The Duskwardens, an order of guides, take you safely through the dark stone caverns and strangely carved ruins beneath the city, though you are delayed for an hour when a halfling goes missing from the group. After an hour of searching the Duskwardens shrug and mutter something about the darkness taking its toll.

You emerge into the City of Strangers, to the sight of a troll disemboweling himself and reading the future from his own guts, before shoving them back in and waiting for the wound to heal. Creatures you would describe as monstrous rub shoulders with members of the civilized races, and large golems patrol slowly through the streets. The place is odd, and you leave it behind after a night spent in an inn where all manner of drugs and liquor flow freely.

Once out of the city you are in the Cinderlands proper: an arid, barren land of flat prairies and tall weed-like grass. As Trinia can quote from the well-known travelogue "The Cinderlands Expedition," "The Cinderlands play host to a desolate backdrop of scrubland and drought, famine and death. As hot as a forge and dry as a desert, the broken flats radiate a hazy, wavering heat so tangible that it robs the body of precious moisture in mere hours. What beasts make their homes there are deceptive and violent, while what few plants claw their way through the cracked ground are as nourishing as rocks. It is the next best thing to Hell on Golarion. Gozreh swelters in this parched place, repeatedly venting his fury against the unsuspecting lands in cleansing baptisms of fire.”

By the time you're three days into this road-less land, your throats are dry, your lips are cracked and your skin is burnt. The sun seems too close here, and you see shimmering mirages in the distance, making your eyes untrustworthy. However the wind is the worst: it never ceases, never stops. It blows grit and grime in places you'd never dreamed of and after a few days, you despair of ever being clean again. Red snot trails from your nose and your earwax is red with the stuff.

You find some patches of oasis: small pools of clear water where you're able to fill your waterskins, but even so, on the fourth day you approach a pool to fill your skins only to be stopped dead by the sight of an untouched dead aurochs lying near the water, apparently killed by the air or water. You pause, not knowing what to do, when a buzzard flies down to perch on the corpse. No sooner has it landed than it makes a gasping shriek and falls over, convulsing. It seems even the land itself is inhospitable here, and you move on toward the next oasis.

1d100 ⇒ 98

On the fifth day in the Cinderlands, you are suddenly startled by the sound of a loud explosion ringing through the land, followed by a shudder in the earth. You calm the horses, but suddenly you spot several burning dark shapes falling through the sky rapidly toward you!

Make a Reflex save!


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

1d20 + 9 ⇒ (13) + 9 = 22


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Me 1d20 + 6 ⇒ (17) + 6 = 23
Thrak with evasion 1d20 + 9 ⇒ (16) + 9 = 25


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

Reflex 1d20 + 6 ⇒ (18) + 6 = 24


Bonekeep Slides

Ruperta Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Corbyn Reflex: 1d20 + 12 ⇒ (10) + 12 = 22

You barely manage to dive to the side as several flaming boulders the size of a dwarf smash into the ground! Piercing Damage: 3d6 ⇒ (2, 5, 2) = 9 and Fire Damage: 2d6 ⇒ (1, 4) = 5! Everyone save Ruperta takes half damage. Ruperta's foot catches in her saddle and she takes the brunt of the blast of head and glass that explodes from the impact. You stay down, ready to dodge any more blasts, but aside from distant thuds no more fall near you.

In the distance a plume of smoke rises from a small hill that wasn't there before. Clearly the Cinderlands are not hospitable. You get Ruperta healed then head back on your journey, a little more wary now.

On the sixth day you spot some riders in the distance. It's still early morning and the heat hasn't yet built up to intolerable levels. What would you like to do? The riders are headed toward you at a gallop, but you can't make out features yet. You estimate you have about a minute before they're close enough to really see you.


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

Pai will cast her two main defensive spells, seeing riders coming toward them. First she casts Mage Armor. After that she casts False Life, adding 1d10 + 9 ⇒ (9) + 9 = 18 hit points.

"Look alive. Does anyone know the proper way to greet these tribesmen, assuming that is what they are?"

Ruperta would generally handle this, but as she is having internet issues, we might have to step up and cover for the time being.


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Paxs casts a defensive spell upon Thrak.

"I do not know, I would assume having weapons ready would probably be insulting."

Mage armor


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Slumper will have his rapier close by but not visible if possible.


Bonekeep Slides

Four riders approach, riding horses marked with white dust, and bearing the same white dust on their faces in the forms of skull markings. They are armed with spears and light shields, but they are not wielding them as they approach. They rein in there horses about twenty feet away from you and stare at you for a moment. Then the leader, a young man around 18, calls out to you. "Sharatok, tshamek. What brings you to the Kallow Mounds, where the Skoan-Quah camp and the dead rest?"

Trinia leans over and says in a low voice, " Sharatok, Tshamek. It means 'be received, strangers' in Shoanti. It's a formal greeting."


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"Greetings," Pai repeats, and she nods in a gesture she hopes was recognized in almost any culture.

"We have come to pay respects to and speak with our old acquaintance, Thousand Bones of the Skoan-Quah. Would you etll us where he might be located, please?"

Diplomacy 1d20 + 3 ⇒ (3) + 3 = 6


Bonekeep Slides

The riders exchange a glance, then the lead rider gives a small nod. "You are acquainted with Thousand Bones. Very well, follow me, tshamek, but be warned: any violence offered will be returned in kind." He turns without waiting for any reply and rides off toward a series of mounds in the distance.

As you ride toward the mounds you can see that they are covered by thousands of small stone cairns, some decorated with flowers or art or weapons. The Skoan-Quah camp is on the western side of the mounds, where a series of small huts and long houses are laid. Camp fires burn low in some of them, and men and women exit to stare hard at you as you approach.

The riders let out a series of screeching hawk-like calls, and an elderly woman emerges from a hut near the largest longhouse. Although she is bent with age, her eyes are clear and her posture commands respect. She exchanges a few rapid words with the lead rider in Shoanti, then nods to him. He runs off toward the largest long house.

She turns to you and nods, unsmiling. "Greetings outsiders. It is rare for the People to have visitors from the low-lands. I am Ash Dancer, shaman of the Skoan-Quah. This is our chief, One-Life." A gaunt, tall man emerges from the same hut to stare at you hard. She begins to speak, but is interrupted by the appearance of Thousand Bones, coming from the largest long house. He smiles at you and the immediate effect of his approval is noticeable as the tense aura of the Shoanti seems to ease.

"My friends. You have come a long way to my home. Peace be upon you! Come, let us drink together and speak of news from Korvosa." He nods to the chief and the shaman respectfully and gestures toward the long house. They follow him inside, where a long table with low chairs await. Fresh fruit and pitchers of water wait inside and Thousand Bones serves first the chief, then the shaman and then you, murmuring blessings in Shoanti.

"What brings you to our land, friends?"


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"Good to see you again, Thousand Bones. I hope you are doing well. Pleasure to meet you as well, Ash Dancer and One Life. We are still fighting the good fight in Korvosa." Pai fills him in on their recent adventures including the plague, the vampires, and the assassins encountered. She also mentions the rumors heard about the Queen and the strange crown.

"But the main reason we have sought you out, friend, is not just to catch up on old times. We have heard that the Sklar-Quah, the Sun clan, is considering moving against our city and declaring war. We were hoping you might know someone there, and might be able to intercede on our behalf. We would be in your debt."


Bonekeep Slides

Thousand Bones sighs and shakes his head. "To understand the Sklar-Quah, you must understand the history of the People. Once we lived as one people in the lands you know as Korvosa. But the tshamek came and drove us out. Today the Skoan-Quah are a peaceful people, yet we are also all but shunned by our kin. Our willingness to mix with tshamek shames many of my brothers and sisters in the other quahs. Only their respect for our tradition of guarding and protecting the dead of all Shoanti keep them from open hostility against us. My words do not reach their ears when I advise against war on Korvosa. They hear tales of the city in flames, of its king dead, of disease ravaging its people, and they see this as the time foretold. A time when the Shoanti can ride down from these burning lands and reclaim greener lands to the south, lands that were once ours. Yet war is not good for us. My brothers do not see that, even crippled, Korvosa remains a powerful enemy. It is best to make your enemies your friends, do you not think? Yet my brothers do not listen to these words. They see weakness, they demand action."

"This was many generations ago, yet it is a wound that has never healed. My brothers among the Skoan-Quah have forgiven, but our numbers are small. We were once a part of the Sklar-Quah, yet our readiness to forgive marked us traitors and we were exiled from that clan. In the generations that passed we grew more at peace with our role here—there is beauty in the Cinderlands, if you know where to look. We have abandoned our memories of lives below the rise in a way the Sklar-Quah have not. Those memories poison them. They do not see that this land is theirs. They only see lands that their ancestors called home. If you seek more wisdom of those times, you must seek out the keepers of words among the Sklar-Quah. You must seek the words of a Sun Shaman.”


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"A Sun Shaman? How would we go about locating one? Would they receive us peacefully? Do you think the Sun Shaman could help us talk peace with the rest of your clans?"


Bonekeep Slides

"A Sun Shaman would be with the Sklar-Quah in their camps. But such a person would not speak with tshamek, or with me. The tales you seek are old secrets of the Sklar-Quah and such are not for outsiders. What you ask is for them to lay bear their very hearts; They may come to respect lone tshamek after many days of seeing them act honorably, but what you ask is for the Sun Shaman to lay bare his quah’s heart. The deepest memories of his clan. These memories are not for tshamek. Not since Skurak the Reborn have the members of the Sklar-Quah unbanished a man and
welcomed him into their quah."
He sighs and takes a long drink.

Outside there is a sudden commotion, the sounds of whoops and hooves. One-Life and Ash Dancer both stand up and move to the door. Ash Dancer pauses there for a moment, looking at something outside, while you hear rapid-fire Shoanti spoken between One-Life and a deeper voiced younger man. Ash Dancer turns back to you and speaks in common, "We are needed for funeral rites. Thousand Bones, you may stay." Thousand Bones nods respectfully and turns back to you.

"My people perform the funeral rites for the quahs. They bring their dead to us, and we grant them honor and speed their souls to the realms beyond."


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

"If Skurak can be unbanished maybe Thousand Bones can..."


Bonekeep Slides

Thousand Bones smiles. "I am already quah. And I am too old for Skurak's way! The legend of Skurak is of a great warrior and greater traitor to the Sklar-Quah. He slew his brother, a brave of even greater courage. To the Sklar-Quah, family is purity—crimes against the family are the greatest a man can commit. Although Skurak claimed the death was an accident as he and his brother were hunting, others spoke of murder spawned of jealous rage. Skurak was declared a tshamek by the Sun Shaman and cast out. But before Skurak left he said he would be born again and return to his tribe. This he did. He went to the killing grounds of the great Cindermaw the Clan-Eater. Skurak walked up to the beast carrying only his dagger. Without fear he dove inside the beast and cut his way out. He returned to the clan and declared he had been reborn, and had left his misdeeds behind in the cleansing fire of Cindermaw’s belly. The legend says the Sun Shaman accepted this and Skurak’s time as a tshamek was spoken of no more.”

A loud mocking bark of a laugh echoes from the door. Standing in the doorway is a huge Shoanti man, at least six and a half feet tall and lean with muscle. He is bald, but swirling white tattoos cover his head and his arms. He has an enormous spiked hammer leaning on one shoulder and the skull of some lizard on his arm as a shield. He stands with the proud confidence of a warrior, and his smile is mocking. "I knew the Skoan-Quah had dealings with tshamek, but I had no idea their shaman had sunk to telling tales of the People to them! Will you sing for your supper next, old man?"

Thousand Bones frowns. "You would enter this place of camaraderie without introducing yourself? I am Thousand Bones. Who are you and what brings you here?"

The man mock bows. "I am Krojun Eats-What-He-Kills! I escort the body of Berak of the Sklar-Quah! Tell me, since when do the Skoan-Quah harbor tshamek trespassers? "

Thousand Bones stiffens slightly, but smiles. "Tell me, Krojun, when did the Sklar-Quah become judges of who trespasses on the Kallow Mounds where the ashes of our fathers lie?”

“Your words change the question, Thousand Bones,” answers the Shoanti hero with a snort. “These ones bring trouble to the Cinderlands, and you know it. The coming days shall reveal to us all who is right about them.”

“Perhaps,” answers Thousand Bones. “But not today, and not here. Would you have word of Berak’s burial tainted by bloodshed get back to your Sun Shaman?”

Krojun pauses, the cords in his neck straining, but then he exhales and grins. “You misunderstand me, Thousand Bones. My grief has wounded my words. But see to it that no tshamek defiles our memories here.” His smile broadens as he pulls a thin leather loop from one of his packs. “Certainly, though, guests of the Skoan-Quah must be brave to come this far. You wouldn’t mind if I tested the courage and strength of your guests, would you?”


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

"If and only if Thousand Bones allows it, I will take whatever test you have. But I will not bring dishonor on him or this place"


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

Pai waits patiently, suspecting she knows so little of their customs that Thousand Bones must lead the way in this discussion. She puts her hand on Slumper's, and whispers, "Let them come to an agreement, Slumper. We will all take any sort of test required."


Male Half Elf Summoner 14 HP 83/95; AC 22, F +9 R +9 W +12; Init +8; Perc +2 and +9 for Thrak

Paxs nods and pats Thrak.


Bonekeep Slides

Thousand Bones frowns for a moment. "If the outlanders wish to engage in your game, I have no objection."

Krojun lets out a triumphant "HA!" and looks at Slumper. "Come, tshamek, let us see if you are strong!" He heads outside, toward a large area of bare dirt in the center of the camp.

Thousand Bones explains the concept of sredna to you as you walk. Around the bare patch of dirt, young Skoan-Quah warriors gather, as well as six warriors who look like Krojun and cheer for him loudly.

The Rules of Sredna:

In sredna, two opponents face one another on their hands and knees with their foreheads spaced just over a foot apart. The contest requires a thin cord of leather tied in a loop. One end of the loop is placed behind the ears of each competitor so that the players are bound to one another. When the game begins, each player stares his opponent in the eye while slowly attempting to crawl backwards. The resulting tug-of-war results in extreme pain as the leather digs into the soft part of the back of the neck and skull. At some point, one of the competitors relents, acknowledging defeat by bowing his head, causing the strap to roll over the top. Sredna games typically only last for seconds, but two evenly matched opponents might duel much longer. In such cases, standoffs and ties are frequent.

When a sredna match begins, each player must spend three “breaths” (3 rounds) staring into each other’s eyes before attempting to pull. Pulling before the 4th round is an immediate disqualification. Intimidation and patience are almost as important tools to win sredna matches as is strength. During these initial 3 rounds, the players make opposed Intimidate checks by growling, gnashing teeth, and spitting insults. Each time a player wins one of these checks, he gains two sredna points, and in the case of a tied Intimidate check, both players gain one sredna point. On the 4th round, each character makes an Initiative check to determine when he moves. On his turn, a character may opt to tug or dig in.

Tug: The characters make opposed Strength checks. A defending character who dug in on his previous turn receives a +4 bonus on this check. If the tugging character wins the check, he gains two sredna points. If he fails (or if the results are evenly matched), his opponent gains two sredna points instead.

Dig In: The character readies himself to withstand his opponent’s tug, he gains a +4 bonus on his next Strength check to resist a tug.

Go ahead and make three Intimidate rolls, Slumper.

Round 1: Krojun Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33
Round 2: Krojun Intimidate: 1d20 + 16 ⇒ (11) + 16 = 27
Round 3: Krojun Intimidate: 1d20 + 16 ⇒ (12) + 16 = 28

Krojun Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Slumper Initative: 1d20 + 4 ⇒ (14) + 4 = 18

Round 1:
18 Slumper
8 Krojun

Slumper, what would you like to do: Tug or Dig In?


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Intimidate1d20 + 3 ⇒ (17) + 3 = 20
Intimidate1d20 + 3 ⇒ (10) + 3 = 13
Intimidate1d20 + 3 ⇒ (1) + 3 = 4
Despite his scarred apperance he's a bit of a kitten... DIG IN!FYI I have an 18 Str to make it easier

Slumper visibly clenches fists full of ground waiting for the first salvo.


Bonekeep Slides

Krojun tugs! Krojun Strength: 1d20 + 6 ⇒ (4) + 6 = 10 vs Slumper Strength: 1d20 + 8 ⇒ (16) + 8 = 24! Slumper wins!

Score: Krojun 6 vs Slumper 2

Fortitude saves to continue vs a DC of your score! Krojun: 1d20 + 16 ⇒ (19) + 16 = 35 and Slumper: 1d20 + 12 ⇒ (8) + 12 = 20
Both continue!

Round 2!

Slumper, what do you do?


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Smirking at his opponent Slumper tugs back quickly after Krojun's move trying to catch him off balance.
1d20 + 4 ⇒ (16) + 4 = 20


Bonekeep Slides

Krojun's Strength check: 1d20 + 6 ⇒ (8) + 6 = 14 Slumper yanks hard on the leather strap, cutting into Krojun's neck!

Krojun chooses to tug back! Krojun Strength: 1d20 + 6 ⇒ (14) + 6 = 20 vs Slumper Strength: 1d20 + 4 ⇒ (15) + 4 = 19 Krojun barely wins!

Score: Krojun 8 vs Slumper 4

Fortitude saves vs a DC of your score! Krojun: 1d20 + 16 ⇒ (11) + 16 = 27 and Slumper: 1d20 + 12 ⇒ (2) + 12 = 14 Both continue!

Round 3! Slumper, your choice!


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"Ooo, this looks just horrible! You don't have to keep doing this, Slumper. We can find another way," Pai cries out, rubbing her own ear, as she sees the blood start to fly from the contest.


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Slumper winces at Pai's words but digs in resolutely.


Bonekeep Slides

Slumper digs in, but Krojun is clearly in it to win! He lets out a roar and begins tugging! Krojun Str: 1d20 + 6 ⇒ (3) + 6 = 9 vs Slumper Str: 1d20 + 8 ⇒ (4) + 8 = 12 Slumper wins again!

Scores: Krojun 8 vs Slumper 6

Fort Saves: Krojun: 1d20 + 16 ⇒ (16) + 16 = 32 and Slumper: 1d20 + 12 ⇒ (13) + 12 = 25

Both continue!

Round 4! Slumper, your choice? If you plan on digging in on your turns, let me know and I'll roll this thing out to its conclusion!


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

At this point I think that's my best strategy Dig in sir! Too bad with all these scars I'm not more intimidating :P


Bonekeep Slides

No worries! Let's see how this ends!

Round 4:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (19) + 6 = 25 vs Slumper Str: 1d20 + 8 ⇒ (7) + 8 = 15 Krojun wins!

Score: Krojun 10 vs Slumper 6

Fort saves: Krojun: 1d20 + 16 ⇒ (7) + 16 = 23 and Slumper: 1d20 + 12 ⇒ (9) + 12 = 21

Round 5:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (5) + 6 = 11 vs Slumper Str: 1d20 + 8 ⇒ (5) + 8 = 13 Slumper wins!

Score: Krojun 10 vs Slumper 8

Fort saves: Krojun: 1d20 + 16 ⇒ (14) + 16 = 30 and Slumper: 1d20 + 12 ⇒ (15) + 12 = 27

Round 6:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (14) + 6 = 20 vs Slumper Str: 1d20 + 8 ⇒ (3) + 8 = 11 Krojun wins!

Score: Krojun 14 vs Slumper 8

Fort saves: Krojun: 1d20 + 16 ⇒ (12) + 16 = 28 and Slumper: 1d20 + 12 ⇒ (17) + 12 = 29

Round 7:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (17) + 6 = 23 vs Slumper Str: 1d20 + 8 ⇒ (9) + 8 = 17 Krojun wins!

Score: Krojun 14 vs Slumper 8

Fort saves: Krojun: 1d20 + 16 ⇒ (4) + 16 = 20 and Slumper: 1d20 + 12 ⇒ (11) + 12 = 23

Round 8:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (12) + 6 = 18 vs Slumper Str: 1d20 + 8 ⇒ (11) + 8 = 19 Slumper wins!

Score: Krojun 14 vs Slumper 10

Fort saves: Krojun: 1d20 + 16 ⇒ (16) + 16 = 32 and Slumper: 1d20 + 12 ⇒ (18) + 12 = 30

Round 9:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (16) + 6 = 22 vs Slumper Str: 1d20 + 8 ⇒ (17) + 8 = 25 Slumper wins!

Score: Krojun 14 vs Slumper 12

Fort saves: Krojun: 1d20 + 16 ⇒ (8) + 16 = 24 and Slumper: 1d20 + 12 ⇒ (18) + 12 = 30

Round 10:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (14) + 6 = 20 vs Slumper Str: 1d20 + 8 ⇒ (20) + 8 = 28 Slumper wins!

Score: Krojun 14 vs Slumper 14

Fort saves: Krojun: 1d20 + 16 ⇒ (5) + 16 = 21 and Slumper: 1d20 + 12 ⇒ (4) + 12 = 16

Round 11:
Slumper digs in, but Krojun tugs! Krojun Str: 1d20 + 6 ⇒ (7) + 6 = 13 vs Slumper Str: 1d20 + 8 ⇒ (19) + 8 = 27 Slumper wins!

Score: Krojun 14 vs Slumper 16

Fort saves: Krojun: 1d20 + 16 ⇒ (2) + 16 = 18 and Slumper: 1d20 + 12 ⇒ (2) + 12 = 14

After a minute of painful yanking and tearing, Slumper gasps and drops his head, letting the leather strap slip off. Krojun, who looks nearly as worn as Slumper, stares hard at him for a moment, then stands and offers Slumper a hand up. If he takes it, Krojun looks at him for a moment, then laughs loudly and slaps Slumper on the shoulder. “You pull like an aurochs dam in heat, little tshamek. Well done!” He nods to his fellow Sklar-Quah and marches off with them, leaving you behind. You sense that you've gained some measure of respect from him.

Thousand Bones walks up and smiles at Slumper. "You have gained his respect. That is not an easy thing to do. Come, let us get you more drink and sooth your wounds." He leads you back into the long house where he pours you a drink of a heady liquor that immediately makes you feel less in pain as it warms you inside.

"Now, where were we?"


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Slumper takes the offered hand, but resolutely does not rub his ears.

Drat and I was ahead finally!


Gnome Illusionist 14 HP 83/110; AC 14(18); F +12 R +11 W +14; Init. +7; Perc. +16

"I think that was pretty impressive, Slumper. I'm afraid my ear would have been ripped right off my little head. Hopefully he might put in a good word or three for us, if we are ever able to speak to his tribe."


M Human Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Slumper starts to nod in agreement then winces as he thinks better of that idea..


Bonekeep Slides

Thousand Bones suddenly lets out an exclamation. "Ah yes, Cindermaw! A legend, yet one of flesh and blood. Cindermaw dwells on the northernmost edge of Shoanti lands, in the place where Shoanti and orc and giant vie for life and water. His hunting grounds are known as the Feeding Grounds of the Quah-Kael, the land of the Clan Eater. The orcs of Urglin avoid this region; the giants of the north hunt only on its edges. Within, few have returned to tell tales, but those who do speak of a mountain that crawls and of fire that roars.”

He pauses. "It may be that you could be pass this test yourselves. The Sklar-Quah would never believe the words of tshamek on such a matter, nor would they risk travel to the Feeding Grounds just to see foolish outlanders attempt to recreate legends. I could come with you, if my bones were not so tired, yet I am Skoan-Quah. My words would hold little light with the Sun Shaman, I fear. Though you could bring a Truthspeaker... There are those among our people who, after living lives without lie and never speaking falsehood, have earned the title of Truthspeaker. It is a rare honor, one that requires many years of chastity, of self-control, of introspection. There are Truthspeakers among the Sklar-Quah, yet that does not help you. Were that the Skoan-Quah had one. Yet The Skoan-Quah and the Sklar-Quah are not the only Shoanti in the Cinderlands. I have heard tell that the Lyrune-Quah, who dwell in the shadow of the Wyvern Mountains far to the northwest, have Truthspeakers among them. If you could perform the ritual of rebirth at the Feeding Grounds of the Quah-Kael in the presence of a Truthspeaker, his words would be all the proof you need to secure an audience with the Sklar-Quah."

“The Lyrune-Quah are nomads. This time of year, they gather at a place sacred to them, a place called the House of the Moon at the northeasternmost edge of the Wyvern Mountains. Yet I fear that they will distrust you as tshamek as well, unless you bring to them proof of your honesty and need. The Lyrune-Quah are unusual among the Shoanti. They do not seek enlightenment through our ancestors, but from the Song of the Spheres. They are devotees of Desna, and they trust those who worship her. Yet that trust is, alone, not enough to earn the aid of a Truthspeaker to be witness to your heroics against Cindermaw. The faithful of Desna have a tradition of exploring distant and dangerous places as a way to honor their deity, who watches over all who travel. When they reach the goal of their pilgrimage, a priest leaves a found-mark to honor his journey. One of the Lyrune-Quah’s greatest ancestors was a priest of Desna named Tanjah—their legends speak of her pilgrimage into an ancient ruin and her discovery of a potent relic sacred to Desna, a stone globe held deep within a place called the Acropolis of the Thrallkeepers. Those who follow Tanjah’s footsteps and seek her found-mark upon this globe are said to be given the Spherewalker’s Mark, and with this mark, the Lyrune-Quah would welcome into their camp even their most bitter rivals.”

Thousand Bones sighs deeply. "But it is a place only the chosen of Desna can truly know. If only you had one such among you... But I fear without one, you would be lost."

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