
Dragonofashandflame |

Their shaman curses Keen's name, but he hands the warrior the potions. Choke on them, elf-get! Only the weak have need of Selzarian's gifts!. Naked, the Warriors from the other tribe each spit at the victors' feet and then stomp off to their own tents to lick their wounds and nurse their rage. They will bear watching, else their pride stoke them to attack as it did the Twisted Nail.
There are a few more Trials that the tribe could participate in, but Guetru's cryptic words also ring loudly in your ears: Uskreth's treasure lies with the Twisted Heart; and it is the key to enslaving the tribes of Belkzen. The Twisted Nail sought them, which means they sought to rule all of the Hold. this is the plot. You guys are welcome to do more trials, but I know you guys said that you wanted to move to the actual plot
sorry. I wrote a nice long post a day or 2 ago, and it seems to have not made it to the site. Silly phone. As for life... I've been more busy by a bi jillion meetings that somehow all managed to happen within a 4 day window. And, I knew nothing about until the day of. Plus the rolling blackouts. I love El Niño.

Kern Dead-eye |

I am happy to head on toward the main plot with our newly-formed and very strong tribe of brothers and sisters.
After the trials once we've settled in for the night: "Brothers and sisters, it is an honor to call you my tribemates. The Twisted Nail sought a treasure, and I think we should seek it for the glory of our new tribe. Who is with me?"

Choot Othul |

Choot summons Thrall and dresses himself staring with glee at the gleaming pile of gold his actions have given him.
"Yes brother Kern, yes that is what we shall do. We have crushed their spirit now we shall steal their dreams of glory for ourselves!"

Thoku the Bloodied One |

Thoku nods at his tribes words "very well be ready for tomorrow we leave for glory in the battle field. Ready your steel for the bodies we will stand upon will be high as our glory demands"
yep I'm totally for hitting the main story, I forgot we are playing a ap lol ^_^

Dreadmasque'd Shakraal |

Good to go...
Now that the tribe has finished its run of Flood Truce Trials, Shakraal becomes somewhat quiet - her human half quails at the betrayal she has shown her mother. Still, her orc-side is, as ever exultant, and her many-cursed masque hides her weaker shows of emotion.
"Let us find this Uskreth's hoard..."

Choot Othul |

Can we make a few Wisdom or Intelligence rolls to recollect if we have heard or know of the references he is making? If not we can perhaps consult an Oracle...

Thoku the Bloodied One |

(History): 1d20 + 7 ⇒ (10) + 7 = 17
(Local): 1d20 + 7 ⇒ (11) + 7 = 18
ill put these up just in case its needed ^_^

Hakak & Fleshripper |

I am happy to head on toward the main plot with our newly-formed and very strong tribe of brothers and sisters.
After the trials once we've settled in for the night: "Brothers and sisters, it is an honor to call you my tribemates. The Twisted Nail sought a treasure, and I think we should seek it for the glory of our new tribe. Who is with me?"
"What the nail wants, it must not have," Hakak agreed.

Thoku the Bloodied One |

oh let me toss that k geo in to ^_^
k ģeo: 1d20 + 7 ⇒ (8) + 7 = 15

Choot Othul |

Intelligence 1d20 + 1 ⇒ (6) + 1 = 7

Kern Dead-eye |

Int: 1d20 - 1 ⇒ (10) - 1 = 9 Kern is not the most intelligent of half-orcs out there....

Dragonofashandflame |

[OOC: Wisdom rolls will work, too. Also, sorry this is late. I started cleaning my house and got lost in call of pledge[/ooc]
Solving Gurtru's "riddle" isnt' that hard (DC 15), since she wasn't the most imaginative of orcs, despite being a witch doctor for the Twisted Nail.
* Uskroth pounded nails into hearts and led the Twisted Heart tribe: he took two tribes, one probably being the Twisted Nail, and made a new tribe called the Twisted Hearts.
* The last wall of man could be a reference to Lastwall, or one of the many battle lines the humans built to fight the orcs.
* Blood marches could hint at Bloodmarch Hill. Hope slaying whelps, if it means a hopeknife, which human children learn to use to slay each others to spare them being cooked alive, would support that idea.
History remembers mighty Uskroth! He was a giant of the Heart Eaters tribe that claimed the lands just north of the green lands of the south. He assembled a great horde, binding his tribe of hill giants with the Twisted Nail. By all accounts, he was a fierce and inspiring chieftain. He led his horde south beyond the Kestrel River, shattering the defensive wall the humans had built and slaughtering all in his path. He enslaved the weak and enforced breeding campaigns, mingling orc with human and even giant blood.
Despite their strength, Uskroth didn't have the support of the other orc tribes. When the humans rallied, Uskroth's horde couldn't withstand them. The tribe collapsed and the Hero Chieftain died with over 23 spears and swords piercing his hide. The battle took place near Bloodmarch Hill, and he was entombed where he died with all of his arms and armor. Without the Hero Chieftain, the tribe disintegrated, and the giants and orcs went their separate ways.
The legend of Hero Chieftain Uskroth is told by many orcs in the south. He was a powerful warrior blessed by the Chiefs in Blood and Fire. Selzarian blessed him with Agrimosh a great warhammer of fierce size and power, and a suit of armor. Exactly why Agrimosh was so special is a bit fuzzy, but it's said to be created by the Chiefs of Blood and Fire. The armor was said to turn aside any blade. Since the giant died wearing the armor, that's highly unlikely.
The orc and giant tribes in the south hold the legend in high honor. Anyone claiming the arms of Uskroth would have a powerful hold over their chieftains and shamans. No doubt, Shrogkar and Gurtru believed that they could use them to amass a great horde in the south and overrun the rest of the Hold.
The human town of Trunau sits atop Bloodmarch Hill. If Uskroth is buried there, the entrance to his town would probably be under that town somewhere.
The humans of Trunau hate orcs even more than the warriors of Lastwall. Pureblooded orcs are forbidden, and even half-orcs are held in suspicion. Entering the town will not be easy.

Choot Othul |

Wisdom check 1d20 + 2 ⇒ (3) + 2 = 5

Thoku the Bloodied One |

Thoku sets up a fire and finds some random slave to cook for dinner ending its cries with a sharp twist snapping its neck. As he turns the meat over the fire thoku shares his knowledge with his tribe "sit eat as i tell you what i know [b]"History remembers mighty Uskroth! He was a giant of the Heart Eaters tribe that claimed the lands just north of the green lands of the south. He assembled a great horde, binding his tribe of hill giants with the Twisted Nail. By all accounts, he was a fierce and inspiring chieftain. He led his horde south beyond the Kestrel River, shattering the defensive wall the humans had built and slaughtering all in his path. He enslaved the weak and enforced breeding campaigns, mingling orc with human and even giant blood.
Despite their strength, Uskroth didn't have the support of the other orc tribes. When the humans rallied, Uskroth's horde couldn't withstand them. The tribe collapsed and the Hero Chieftain died with over 23 spears and swords piercing his hide. The battle took place near Bloodmarch Hill, and he was entombed where he died with all of his arms and armor. Without the Hero Chieftain, the tribe disintegrated, and the giants and orcs went their separate ways...That is an orc to remember"
"More of his legend is Hero Chieftain Uskroth is told by many orcs in the south. He was a powerful warrior blessed by the Chiefs in Blood and Fire. Selzarian blessed him with Agrimosh a great warhammer of fierce size and power, and a suit of armor. Exactly why Agrimosh was so special is a bit fuzzy, but it's said to be created by the Chiefs of Blood and Fire. The armor was said to turn aside any blade. Since the giant died wearing the armor, that's highly unlikely.
The orc and giant tribes in the south hold the legend in high honor. Anyone claiming the arms of Uskroth would have a powerful hold over their chieftains and shamans. No doubt, Shrogkar and Gurtru believed that they could use them to amass a great horde in the south and overrun the rest of the Hold."
Thoku thinks for a moment "Now about that town...ah yes The human town of Trunau sits atop Bloodmarch Hill. If Uskroth is buried there, the entrance to his town would probably be under that town somewhere.
The humans of Trunau hate orcs even more than the warriors of Lastwall. Pureblooded orcs are forbidden, and even half-orcs are held in suspicion. Entering the town will not be easy. "

Kern Dead-eye |

Wisdom: 1d20 + 3 ⇒ (11) + 3 = 14 <-Of course I'd roll a 14... LOL

Choot Othul |

Choot listens to the tale woven by Thoku.
'Then that is the place we must go! The pinkskins cannot see when the Burning Angel flees from the sky, it is at that time that we shall enter this town. Still, where to begin searching when we get there..."

Shakraal Bloodscreamer |

Wisdom: 1d20 + 2 ⇒ (17) + 2 = 19
Intelligence: 1d20 + 1 ⇒ (1) + 1 = 2
Shakraal nods as Thoku relates what he knows.
"Gaining access is nigh impossible given our band. What then else might we do?"

Thoku the Bloodied One |

Thoku thinks for a moment "Well i believe this city has our blood with in its boarders so some of us can pass relatively unharmed.As long as we just go as if we are trading, use that to gain information so later in the night when the pinkones eyes are week we strike"

Dragonofashandflame |

Those who breathe deep Selzarian's smoke, can make clouds of soot and flame that can change someone's appearance so they look like another person; as ash can hide race or colors. But, just as ash is washed away by Rull's waters, so, too, this spell. For, all smoke is fleeting, and all but the thickest of smoke is dispersed by wind. It is a simple spell, one of the weakest of the Fire God's flames. HIs larger fires flare brighter and hotter. They burn away at flesh, melting fat and charring bones, just as wood becomes ash and iron makes steel.
Translation: Disguise Self is a 1st level spell that can make orcs look like any other type of humanoid. But, it doesn't last long.
Selzarian's smoke has often been trapped into objects of great power. Some are bottled into thick waters, others are bound in sticks and rocks, or clothing. Clothing is most permanent of workings. A cup once empty no long holds its ale. Sticks can burn in the heat of Selzarian's fire, and break beneath the strength of his smoke. But clothing is worn by all and can be shared. A helm for one warrior is just as good on another's head.
Selzarian has taught some who breathe his smoke, to burn his power into flesh, carving skin and tusk win his dread runes.
Translation: You can find spells that will change your appearance in potions, wands, staves, hats, or tattoos. Potions, like the spell, don't last long and are once-time only. Wands and staves are reusable, but also burn out. Hats and tattoos can work longer and more often on different people.
Remember, the humans of Trunau are suspicious of half-orcs and HATE anything that they see as purely "orc" or anything out of the norm. Using an orc double-axe wouldn't be of any concern (especially if you're a half-orc) since the things are very effective at what they do, but walking around in a witch doctor's mask, or as a giant demon-orc covered in dripping blood would probably not go over well. The warcat and dinosaur will probably get second-glances, but not raise any suspicions.

Thoku the Bloodied One |

Arcane: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Thoku is thinking "I would have to cover my glorious form to walk about the pink ones, I can use bandages and wrappings to cover my body but no mater what we do the softkins will be keeping a close eye on us...I would rather raze the town in fire and ask my questions as i pull the entrails from there living bodies but i feel some subterfuge would be best. Keep in your heads a fight is but a close stare away so this will not be simple"
If i take time to cover my self in bandages will that work? we could say i have been badly scared by orcs so do not with to show my face less i cause some people to grow sick from what was done to me

Dragonofashandflame |

You could do it, but the guards would be suspicions about why someone is walking into town completely covered in bandages. It just screams fishy. So, you'd need to succeed a Disguise check (with a few penalties since you're effectively changing race), then you'd have to create a convincing lie and bluff your way passed the guards (so a Bluff check with penalties) against people who aren't inclined to believe a word you say. It's doable, but is this worth the effort?

Choot Othul |

Choot shakes his head, "No, none of this trading with pinkskins. Let us sneak around this town by cover of night. I can disguise myself to gather information if I must but the Destroyer will not continue to smile on us if we try to be what we are not!"
I know I picked up a tattoo that allowed me to do that, need to pull the exact details of what it did...

Dragonofashandflame |

I think you grabbed 2, actually. One was on Gurtru the other on Shrogkar. They are called Kin Face Tattoos. Basically Disguise self for 5 hours/day and can be spent in 1 hour increments. It only works for humans, orcs, and half-orcs, and you can only look like one of those 3 races.
It'll cost some gp to get the tats moved over: 10gp per tat via Transfer Tattoo spell.

Choot Othul |

I think you grabbed 2, actually. One was on Gurtru the other on Shrogkar. They are called Kin Face Tattoos. Basically Disguise self for 5 hours/day and can be spent in 1 hour increments. It only works for humans, orcs, and half-orcs, and you can only look like one of those 3 races.
Great, thanks for the link! So I and whoever took the other one could enter the city Disguised and gather information on the location of the tomb! Perfect.

Dragonofashandflame |

They'll let half-orcs in, you just need to make sure that you don't seem like you're from Belkzen. Thoku could have one, too, and he could hide as non-blood-red demonic half-orc. Shakraal can take off her mask, and just put it on when she needs to. I'd call it a move action. Everyone else should be OK.

Kern Dead-eye |

Sounds like we have a general idea of where to go, then. Seems reasonable to me.

Thoku the Bloodied One |

Ya it would be best if i get one of those tattoos or else i ether will just have to stay out of the city or we just attack it lol

Dragonofashandflame |

Choot and Thoku find a witch with skill in ink-work in the tents from the Mangled Limb. She is a haggard, gnarled crone, her bony body warped and bent by age. Her tusks have long since rotted to stumps, and her milky eyes stare blankly at the pair with the watery gaze of age and madness. She cackles as Thoku and Choot speak of their desire to have the Kin-Face tattoos transferred.
Choot hands over the two tattoos on the preserved faces of their former owners and the witch leads them into her tent. Foul vapors and pungent herbs fill the air with a choking burning cloud. Both their eyes water instantly amid the fumes. The crone draws a few drops of their blood, and adds to the mixture a foul-smelling black liquor and a few more drops of blood from another bottle. She dips the tip of a bronze knife into the liquid and begins her work. The process is long and painful as their skin and tusks are carved and burned with the ink. Finally, she is done, and commands the pair to wash their faces in water.
The skin of their faces is tight but, also fluid... it feels as though they are wearing a mask over their true faces. With that,s he orders them to leave her and not return.
OK, so that's taken care of. Trunau is 10 days away by foot. You could shorten it by riding... if you ahve mounts. i'll give you time to prepare.

Kraq Skysplitter |

Bah! Sorry had a bunch of life crap bite me in the ass this week. Of course now I miss the intelligence stuff! Anyway I am fine with riding, we should have the funds for mounts? Or do we prefer to walk?

Kern Dead-eye |

Kern is fine with buying a horse or camel.

Choot Othul |

Choot is better at eating horses than riding them plus Thrull cannot ride. A cart would be most welcome for us both, I can throw in for proceeds for the horse as well. We had a pretty big fund from selling the slaves though correct, about 650 GP?

Dragonofashandflame |

Sixteen days the tribe travels across the wastes of Belkzen.
Their journey began the very night the witch tattooed Choot and Thoku. On their mounts leading Choot with a cart laden with supplies, they left the Flood Truce, heading out into dry plains beyond the Flood Road and to their destiny. They skirt scrub lands north of great Urgir, the mighty hold of the Empty Hand. Even miles away, the tops of its great towers peak over the horizon. Outriders from the mighty city stand upon hilltops astride fierce dire wolves. But, they do not approach. Uldreth's law holds strong near his precious city, and his warriors have strict orders to not strike at any who do not issue challenge.
They obey their master like the whipped slaves they are.
Five days later, and the tribe stand at the banks of the River Esk. Its deep waters are sweet-tasting after the long journey through the blasted heath to the north. The swift-flowing river is full of sparkling fish, and the tribe eats its fill on meat as they turn slightly north to follow the river towards the Battle of Last Hope and the river's lone crossing. As they cross, they see the tell-tale sign of a mass migration of people. The sight is not uncommon during the time of Flood Truce (or any time in Belkzen). What is odd, though, is that the people were moving south, towards the Conquered Lands, not towards the Flood Truce.
It takes three days more to travel across the fertile Conquered Lands. The plains are green with soft, waving grass, and a million colors dot the plain. Wildflowers. Several of the tribe recognizes them as herbs used by the witch doctors in their potions and stitchwork. The view is a far cry from the empty and hard-packed scrub of the north. These are soft lands, only newly won from the pinkskins. The tribes that would dwell here would grow fat and lazy. They would die easily before the might of the Horde and the humans of Lastwall.
Finally, after three days of trudging through the pointless grass and flowers, the tribe comes to the mighty Kestrel. Esk was a river that filled its banks, the water lapping the side as it rushed south towards Ghostlight Marsh. Kestrel is a raging torrent surging through a fierce gorge. The waters are deep and full of fish, like the Esk. But, there is no safe crossing. It is known that the Kestrel was a barrier to the Horde for many years. No one could find a pass south of Skull Hill who was willing to pass beneath the shadow of that cursed fort, and the beasts and monsters of the Mindspin Mountains slaughtered nearly all who entered. Those who survived were either enslaved by the creatures within, or their minds were completely shattered and they were as beasts themselves.
For two nights, the tribe travels the length of the river. First, north towards Skull Hill, but Hakak and Kern both find the telltale marks of a great horde moving to the south. They follow the trail and the path turns south towards Ghostlight Marsh. Fortunately, the tribe does not need to enter that blighted land of death, for, on the second day, the tribe finds...
A bridge.
This is impossible. No bridge exists across the mighty Kestrel. It is known. However, it is true! There is a great working of earth and stone, called up from the cliffs of the great river to form a span to cross the might water! Shakraal and Choot both urge the tribe on, as they can sense the magic holding the bridge aloft fading fast. Truth! No sooner does the cart set on the southern bank, Selzarian's smoke leaves the stone and drit and the bridge collapses into dust, sending up a great splash of water from the river, muddying its surface for but a moment before washing away in the grip of the current.
Finally, on the eve of the tenth night, the tribe crests a hill and spots the human village in the distance. it is a small town, with a wooden stockade and guard towers heavily fortified against scaling. A dry moat of stakes surrounds the town, and there is but one obvious way in: the barred wooden gates.
Feel free to explore the surroundings before making your entry.. or.. go on in. your choice.

Kern Dead-eye |

Kern will take some time to scout around, trying to see where the least dense concentration of people inside the city walls is, incase the tribe decides to try to scale the walls or dig under them.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Choot Othul |

"Perhaps we can access these tunnels without going into the city proper? Else we can enter and find one who knows these legends and may also know where the tomb was hidden. Of course we will have to silence that being thereafter..."

Thoku the Bloodied One |

Thoku agrees "yes let's look around before we have to dirty our self selves with the city "
survival assist: 1d20 + 5 ⇒ (5) + 5 = 10

Shakraal Bloodscreamer |

Shakrral stares at the stockaded polis, unsure how sentient creatures live in such proximity to each other, and with such order. She admits to none the sight unnerves her, born under the stars and sleeping under rough canvas and hide.
"We must enter this place? It is fit for the mad, and weaklings. I do not wish to tarry in such a place. It will make us weak." Shakraal intones the secret words of the wyrd and makes a protective sign in front of her.

Kern Dead-eye |

"Sister, you would do well to recognize the power of such a place. In such a small area, there are so many living there that you can be overwhelmed by sheer numbers if the mob decides you are a threat. We must look strong, but do not pick fights within the city. Trust me."

Thoku the Bloodied One |

"he said brother when the weak mass together they can take down an orc and there is a lot of weakness in that city"

Dragonofashandflame |

It is the dead of night as the tribe scouts the grasslands surrounding the human village. Verex blesses the tribe, and hides Selzarian's Torches from the world. Even the Cold Light is gone, stolen by the Rat God, as he does once a turn. The dark is the slave of the tribe this night, and they can patrol the surroundings free from the blind eyes of the humans.
Trunau rises from the Conquered Lands like a squat boil rising from the backside of a mule. The cowardly humans hide behind their walls of wood like the fools they are--wood is so easily burned! Better to have no walls than be trapped by Selzarian's gift. The Fire God is crafty and cunning, and those who are not strong enough to control his mighty smokes and embers will soon find his favor turn from them, and they will be as kindling for his greatest flames.
Facing north, and the uncrossable Kestrel river, stands the gates of Trunau. The gates are closed, for the Destroyer has slain the Burning Angel once more and the Great Cavern is black as it should be. The walls are wood, but crafted of stout timber from trees brought up from the south and bound with thick iron bands. It will take a great force to break through! A ram, or a giant, perhaps. The gates form a solid wall of iron-bound wood pierced with giant outcroppings of solid stone that bars the north slope of the hill from the rest of the grasslands beyond.
The palisade follows the plane of the hill, rising along the cliff edge that forms the other three sides of the hill. From strategic points within the village, watch towers rise above the walls and rooftops. There is an inner wall within the town.
The grass about the hill has been burned away, leaving a swath of barren earth surrounding the dry moat of the village. The air hangs heavy with the thick scent of smoke made all the deeper for the watchfires lit upon the towers of the village. The fools! Their reliance on Selzarian's gifts have weakened their eyes and they have turned from the gifts of Nulgreth. They are useless in Verex's time. How this dwelling of pinkskins has lasted so long is a mystery. Only the land protects them. They know nothing of warfare! They will learn!
Just west of the gates lay several immense flat stones, the kind that the tribes use for trading spots throughout the Hold. The earth about the stones has been recently disturbed, and the scent of fresh dung fills the air. Clearly, this is a bazaar during the daytime and is frequently used
On the other side of the hill, the Conquered Lands pass undisturbed to Lastwall and the soft lands of the tuskless to the south of the Hold of Belkzen.
The tribe finds the ruins of a shattered temple to some puny human god--Iomedae, Choot names her. Kern and Hakak's clever senses spot the faint sound of digging and muted Orc voices from within the ruins.

Kern Dead-eye |

"Caution my friends. These are no weak humans, but our kin inside. They may not be expecting to be disturbed, and may attack upon sight of us."
Kern unhooks his double axe from behind his back and prepares for battle.

Choot Othul |

Cursing the fact that Thrull is locked in a coffin, Choot grows ghoulish claws in case the battle comes within melee distance of him.
He then casts Guidance on himself and whispers to Kern, ?Yes, with caution must we proceed".
Stealth 1d20 + 5 ⇒ (19) + 5 = 24