
DM NomadSage |

Thousand Bones ponders the fire for a few minutes, then responds. "Among the Lyrune-Quah is a Truthspeaker named Akram, the only one living that I know of. Truthspeakers are born, not made. A truthspeaker is one who has lived many lives without lie, and has achieved the gift of speaking only truth after decades spent in chastity, self-control, and introspection. I do not know if he would agree to endorse you; however, if you can go before the Sklar-Quah Sun Shaman with a truthspeaker at your side, the shaman would know that the you are earnest and true."
He smiles after a moment, adding, "Another possible way to earn respect: become an enemy's nalharest. It means, roughly, 'honorary sibling.' It is one thing to defeat an enemy in battle, but another to earn that enemy’s respect. Through no fault of your own, you may already have an enemy in Krojun. If they can convince Krojun to proclaim even one of as his nalharest, the Sun Shaman will be forced to admit that the you are people to be trusted."
Thousand Bones then defers to his companions for further inputs. Chief One-Life, who has remained silent up to now, speaks in a low and soft voice. "The Shoanti of all tribes know and venerate the stories of our past heroes. If you were to duplicate a legendary Shoanti hero's storied accomplishment in front of Shoanti witnesses, people of all tribes would respect it. Perhaps that of Skurak and Cindermaw?"
Ash Dancer flashes a knowing grin, made all the more ominous with her painted skull visage. "In ancient times, a caste of magic-users the Shoanti remember as the 'Thrallkeepers' kept our people as slaves. The Thrallkeepers are now gone, but some of their buildings remain. One such is found in the Cinderlands: a dangerous acropolis many Shoanti voyage to, seeking to earn the Thrallkeeper’s Mark as a way to prove their bravery. Some never return. Those who do earn the Thrallkeeper’s Mark are known to be powerful, lucky, or both."
Thousand Bones nods, "I know where the acropolis is, but never dared enter the ruin myself."
"The last challenge I can think of off hand, if you can earn permission from the Sklar-Quah, is to take the Trial of the Totem. It is a harrowing trial of both spirit and endurance. Should you survive it, even the most intolerant Shoanti of that tribe will be forced to admit that the you deserve respect.

Jarha Madu |

Jarha, who had been quietly listening, finally contributes something:”We are to select among these options, any of which will hopefully be sufficient? Where does Akram live? Because our intentions are pure and good, perhaps he will see so right away.”

Absinthe Mooneyes |

"I used to be a thief," Abby says, bluntly. "I am better now, but still. Would it count against us?"

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seren(a) holds up a finger to protest Jarha’s statement and then thinks better of it.

Absinthe Mooneyes |

"I tripped that one time, Abby," says Melianthe, "And next time I'll just fly."
"Everytime we try to sneak in anywhere, a battle breaks out," Abby points out in a reasonable tone.

DM NomadSage |

Thousand Bones responds to Jarha, smiling, "These are just some ideas, but choice is yours. I expect it will take several bold accomplishments to accumulate the reputation you need."
"As a member of Lyrune-Quah, Akram is a nomad and travels with his clan throughout the area. Fortunately, I know where they are likely to be camped for the season: The House of the Moon, an ancient Desnan temple, older even than the Thassilonian ruins that dot the Cinderlands."
To Absinthe, he shakes his head, "You are tshamek -- they will already consider you thieves, liars or worse. You must prove them wrong."

Segang |

And what guidance would you give to get Krojun to pronounce me nalharest? Perhaps if I were to earn the Thrallkeeper’s Mark. Yes, this appeals to me and I feel suited to the task. He looks to the others of the party and adds And who knows what wonders we might find in such a place.

Melianthe Ssulissien |

"That intrigues me as well," says Melianthe. "The Elves remember Thassilon well. There were wild ones in the forest, old ancestors of mine, who attacked the Edasseriline province of Thassilon. I would be interested to know more of their magic, foul as it was."

DM NomadSage |

To Segang, Thousand Bones can only shrug and smile. "You have made a good start by competing so closely in the sredna match. Challenging him directly or even asking for his respect would likely have the opposite effect. I can only suggest that you continue to do what is in your nature to do -- anything else would be insincere."
Since there are a lot of potential paths and strange proper nouns involved, I'm adding a summary overview to the campaign tab. You can always refer to the individual posts for specifics, but it will probably be handy to have a quick reference sheet. Its ultimately for you guys, so let me know if you want anything added/clarified.

Jarha Madu |

"Thousand Bones, could you tell us how many days travel it is to the House of the Moon and to the Acropolis of the Thrallkeepers?"

DM NomadSage |

Thousand Bones nods and sketches out a map of the Cinderlands in the sand by the fire. He frames the area with bits of kindling and stones. (Link to map for reference)
"The Acropolis sits atop a raised area in the shadows of the Wyvern Mountains, perhaps one hundred miles northwest of here, as the crow flies. The House of the Moon is another thirty or so miles north." He marks their location with an angular stone and broken stick, respectively.
"To reach either, you will pass by Flameford, the main camp of the Sklar-Quah." He flicks a half-burning brand into the middle of the map.

Jarha Madu |

"Thank you. I assume we should stop and speak to the Sklar-Quah, to explain our intentions and seek their permission? Is there someone in particular we should seek to speak to? Can you send us with something that will show them we act on your suggestion? I suppose at the same time we could ask them about the Trial of the Totem."

Segang |

Segang looks troubled. I would prefer not to initiate conversation with the Sklar-Quah. Perhaps they will come as speak with us if we pause near them?

Jarha Madu |

"I defer to your instincts, but do we not need to seek their permission when crossing their land and entering their sacred sites?"

DM NomadSage |

Sorry for lagging...
Ash Dancer speaks up, "Not necessarily. The Sklar-Quah, like all the tribes, have territories they frequent -- and I would not suggest you enter one of their camps without approval first -- but they do not own those lands and no one needs their permission to pass through."
Thousand Bones adds, nodding, "You could easily circle around Flameford on your way to the Acropolis or House of the Moon, if you wish to avoid the Sklar-Quah. As Segang suggests, thier Burn Riders will probably see you coming first anyways. If you change your minds, whether to attempt the trial or not, then ask for the Sun Shaman directly. He abandoned his name when he took the mantle for his tribe -- it is both name and title."
"As for proof of your intentions, and also a sign of the Skoan-Quah's support in your quest, we will send four Boneslayers as guides. They will lead you through the Cinderlands and act as witnesses to your deeds. Their words will be trusted by the Shoanti tribes and help spread the respect you seek."

Jarha Madu |

"Thank you for the guidance. I am unfamiliar with your ways. I too am ready at any time."

DM NomadSage |

The council fire breaks up and you head to your yurt and carriage to rest for the night. In the morning, you are greeted by Hargev and three other Boneslayers. Hargev nods respectfully and introduces his companions as Ahalak, Nalmid, and Shadfrar.
"We are ready to go when you say," he says, gesturing to their four horses waiting nearby. "Have you decided where you wish to go first?"

Segang |

We must first gather honor before speaking to Akram. I say we brave the Acropolis of the Thrallkeepers to claim their mark. that or simply seek out the threats to the Shoanti here in the Cinerlands. Once we have done deeds of merit then we should meet with Akram.
Do we know the legend of Skukak and Cindermaw?

DM NomadSage |

With the four Boneslayers leading the way, you set out into the Cinderlands.
Segang cannot recall any childhood tales of Skurak and Cindermaw. Upon asking, Hargev explains what he knows. "Skurak was a great warrior and greater traitor to the Sklar-Quah. He slew his brother, a man of even greater courage. To the Sklar-Quah, family is purity—crimes against family are the greatest one can commit. Although Skurak claimed the death was an accident that occurred while 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 great Cindermaw the Clan-Eater. Skurak walked up to the beast carrying only his dagger. Without fear he dove into the beast’s mouth 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."
The Boneslayers guide you across their land, showing you safe routes around obstacles and rough terrain that would otherwise slow you down. You keep up a good pace and the weather remains clear and dry. The first day passes without incident, and as you set camp, you enjoy a majestic, colorful sunset against the wide desert horizon.
Perception checks please.

Segang |

Segang enjoys the travels with the Boneslayers, feeling a kindred with them and this land.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Jarha Madu |

Jarha quietly contemplates the landscape as they travel, drawing comparisons in his mind to Osirion.
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seren turns and looks, "Where?"

Segang |

To the north. There is a rock ourcrop just there. Segang points. They know we are here so I say build a welcoming fire and be alert this night.

Melianthe Ssulissien |

"I really should prepare some sort of watchful spells," says Melianthe, "That is...if I can find a scroll that Hloire can eat." Her scorpion has taken a liking to the Cinderlands and has been out and about much more than normal, 'conversing' with various spiders, mites, and of course, other scorpions.
Melianthe grants Segang the Ward Hex. "I assume you'll be the first watch, Segang? Do the Shoanti greet at dusk?"

DM NomadSage |

Back from vacation. Sorry for the long delay.
Hargev and the Boneslayers agree to help keep watch, letting you double up on the shifts. "Keeping guard is wise," Hargev explains. "Even though the Cinderlands may appear desolate and empty, it is deceptively full of life. And anything hardy or cunning enough to survive this harsh land is equally dangerous."
The night passes without incident.
In the morning, the dawn's light is muted by a haze in the distance. "Sand and wind today," Hargev states, nodding towards the gray-brown horizon. You set off a short time later, continuing towards the north and west. The haze chases you, closing from the east steadily throughout the morning until it becomes an overcast. The wind whips at your backs, dry and tangy.
The land ahead rises into broken and stony ground flanking a wide depression.
Perception checks again, please.
1d100 ⇒ 32
1d100 ⇒ 50
1d100 ⇒ 27
1d100 ⇒ 85

Jarha Madu |

Jarha is happy to take a guard shift and enjoys the desolate silence under the stars.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Melianthe Ssulissien |

Perception: 1d20 + 13 ⇒ (6) + 13 = 19
"If we see something, we take to the air," says Melianthe in a murmur. "Hargev, I hope you do not mind us defending ourselves with magic. It is as natural to us as a sword."

Segang |

Segang enjoys sleeping outside and wakes well rested. As the group moves the barbarian asks Is it always this hazy here?
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

DM NomadSage |

Nalmid: 1d20 + 8 ⇒ (13) + 8 = 21
Ahalak: 1d20 + 8 ⇒ (13) + 8 = 21
Shadfrar: 1d20 + 8 ⇒ (11) + 8 = 19
1d5 ⇒ 1
Nalmid shouts a warning, pointing up into the sand-laden sky, just before the air is split with a piercing shriek. The warning comes too late for you to react.
A large shadow rushes past Segang in the lead of the group. Large, toothy jaws snap at his head, narrowly missing.
Three large dragons with dark-blue scales circle in the hazy air like vultures. They have long tails tipped with distinctive hooked stingers... wyverns! The one who nearly snatched Segang is slightly larger with purple scales. Its tail is bifurcated, each end tipped with a hooked stinger. Heavy smoke drips from the beast’s nostrils and jaws.
FT bite vs Segang (flat-footed): 1d20 + 13 ⇒ (3) + 13 = 16; Damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13
Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Roll Initiative and post actions if you beat the above. Roll20 map updated. Wyverns are all flying 30-50 feet up.

Segang |

Init: 1d20 + 2 ⇒ (20) + 2 = 22 Hmm. Was that a wasted nat 20 roll, or not? :)
Acting quickly Segang rages in a controlled rage that increases his accuracy at range. (+4 Dex). He draws his bow and fires at the retreating two tailed wyvern. before moving so not everyone can be targeted if it has a breath weapon.
Composite Longbow: 1d20 + 15 ⇒ (3) + 15 = 181d8 + 3 ⇒ (1) + 3 = 4

Jarha Madu |

Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Assuming one of the two wyverns closest to him is one of the ones flying 30 feet up, Jarha moves over and targets it with an empowered telekinetic blast.
Empowered blast versus AC within 30 feet: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 6d6 + 13 ⇒ (1, 1, 6, 4, 4, 2) + 13 = 31
But in his rush to respond his aim is way off.

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Init: 1d20 + 3 ⇒ (4) + 3 = 7
A dirty and irascible Seren looks up in irritation at their attacker. The city born and bred half elf is having a hard time acclimating to the wilderness and finds this latest inconvenience to be the last straw.
"Die, you thrice cursed beast!"
Phantasmal killer at the nearest wyvern

DM NomadSage |

Round One: Melianthe, Jarha, Segang, Wyverns, Boneslayers, Seren, Absinthe
Melianthe ducks for cover and casts flight magic on Segang. Jarha moves underneath one of the circling dragons and hurls a telekinetic blast into the sky.
Segang fires an arrow at the forked-tail wyvern but doesn't lead enough and misses by a foot.
The wyverns dive, snapping jaws as they fly by and then climb back into the dusty air.
Wyvern A flyby attack bite vs Nalmid: 1d20 + 10 ⇒ (2) + 10 = 12; Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Wyvern B flyby attack bite vs Jarha: 1d20 + 10 ⇒ (17) + 10 = 27; Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Wyvern C flyby attack bite vs Segang: 1d20 + 10 ⇒ (10) + 10 = 20; Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Grab vs Jarha CMD: 1d20 + 16 ⇒ (10) + 16 = 26
The wyvern snatches up Jarha in its jaws, carrying him into the sky. Grappled!
The forked-tail wyvern dives again at Segang, but again misses its mark.
Forked-tail Wyvern flyby attack bite vs Segang: 1d20 + 13 ⇒ (3) + 13 = 16; Damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11
The Boneslayers take a cue from Segang and run their horses away from the group to spread out, taking cover by some nearby scrub trees. They also draw bows and fire at the wyverns. As a group, their aim is pretty poor, but Shadfrar hits a bullseye.
Hargev longbow vs Wyvern B: 1d20 + 7 ⇒ (2) + 7 = 9; Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Ahalak longbow vs Wyvern B: 1d20 + 7 ⇒ (2) + 7 = 9; Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Nalmid longbow vs Wyvern C: 1d20 + 7 ⇒ (7) + 7 = 14; Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Shadfrar longbow vs Wyvern C: 1d20 + 7 ⇒ (20) + 7 = 27; Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Shadfrar Confirm Critical: 1d20 + 7 ⇒ (15) + 7 = 22; TOTAL Damage: 2d8 + 4 + 10 ⇒ (1, 6) + 4 + 10 = 21
Wyvern A Will save: 1d20 + 8 ⇒ (4) + 8 = 12
Wyvern A Fort save: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 3d6 ⇒ (6, 6, 2) = 14
Seren casts a spell at the nearest wyvern. The dragon swats at something in front of it and spasms violently, but manages to recover and continue flying.
Actions for R2?

Jarha Madu |

Jarha's voice is calm but he yells to Segang: "Segang, could you help me out? I have no way to escape from this beast's grasp!"
I think it's fair to say that Segang would be aware that Jarha can fall without being harmed (air kineticist air cushion ability), given all the time they spent together on the ranch before entering the Cinderlands, much of which time Jarha spent in training.
Having nothing he can do to get out of the grapple and being unable to target the wyvern holding him, Jarha targets with an electric blast the wyvern that Shadfrar injured, accepting another point of burn:
Empowered electric blast versus TOUCH AC while grappled with +2 from elemental overflow: 1d20 + 9 - 2 + 2 ⇒ (3) + 9 - 2 + 2 = 12
Damage, with bonus from elemental overflow and empowered: 6d6 + 9 ⇒ (5, 2, 5, 3, 5, 3) + 9 = 32
At the last moment an idea apparently occurs to Jarha and a sly smile crosses his face as he pulls out his wand of reduce person. I have no idea if casting it will allow him to escape the grapple -- it sort of makes sense it would but I can't find anything on it online.

Segang |

I have PMed a couple questions. I think that Fly By Attacks provoke so will take an AOO and our GM can decide if its legit or not.
As the two tailed wyvern swoops by for an attack Segang uses a clawed hand to strike back at it.
AOO: 1d20 + 12 ⇒ (10) + 12 = 221d6 + 2 ⇒ (4) + 2 = 6
On his turn he will (free action) change his rage to a full rage, drop his bow, and pull his scythe as he charges the wyvern holding Jarha, power attacking.
+2 vicious scythe: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 262d4 + 18 + 2d6 ⇒ (1, 2) + 18 + (2, 1) = 24

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seren casts shadow evocation and creates an greater aggressive thundercloud on the highest wyvern (within range ... 190 feet).
Please add me a token I can move around ... lasts 9 rounds
Damage: 6d6 ⇒ (2, 4, 2, 5, 3, 6) = 22 electricity. First time interact, will Save DC23 for 20% damage; When struck, Reflex Save DC23 to negate; If damaged, Fort Save DC23 or be stunned 1 round ... and FALL!

DM NomadSage |

PMs don't have notification bubbles anymore, I guess. I would never known to check if Segang hadn't mentioned it here. Segang is correct, Flyby Attack has no provision for AoOs, and the wyverns have no special reach, so they will provoke moving past.
Round Two: Melianthe, Jarha, Segang, Wyverns, Boneslayers, Seren, Absinthe
Melianthe takes to the air.
Jarha calls for help while sending an arc of electricity after the wounded wyvern. The beast roars in pain.
After swiping a claw at the fork-tailed wyvern, Segang rushes to help Jarha, slashing the grasping wyvern with his scythe. The beast keeps Jarha clamped in its jaws while rending him with blade-like talons.
Wyvern B rake vs Jarha: 1d20 + 10 ⇒ (18) + 10 = 28; Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Wyvern B rake vs Jarha: 1d20 + 10 ⇒ (10) + 10 = 20; Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Note: grappled gives a -4 penalty to Dex for AC calculation.
The other two wyverns circle, coming around for additional flyby passes.
The fork-tailed wyvern keeps its eyes trained on Segang, making a hard turn before diving after the barbarian. It lands hard, kicking up a cloud of sand as it bites down.
Fork-tailed hard turn (DC 15): 1d20 + 8 ⇒ (10) + 8 = 18
Fork-tailed charge bite vs Segang: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21; Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
The Boneslayers continue harrying the wyverns from their cover in the trees. Hargev clips a wing of the wyvern holding Jarha, while Shadfrar once again lands a bullseye on his target. That wyvern, grievously wounded, wheels away to retreat.
Hargev longbow vs Wyvern B: 1d20 + 7 ⇒ (16) + 7 = 23; Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Ahalak longbow vs Wyvern B: 1d20 + 7 ⇒ (4) + 7 = 11; Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Nalmid longbow vs Wyvern C: 1d20 + 7 ⇒ (10) + 7 = 17; Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Shadfrar longbow vs Wyvern C: 1d20 + 7 ⇒ (20) + 7 = 27; Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Shadfrar Confirm Crit: 1d20 + 7 ⇒ (14) + 7 = 21; TOTAL Damage: 2d8 + 4 + 5 ⇒ (4, 2) + 4 + 5 = 15
Seren casts, summoning a semi-real magical effect. The wyvern jinks away from it, more nimble than its size would suggest.
Wyvern A Will save: 1d20 + 8 ⇒ (20) + 8 = 28
Wyvern A Reflex save: 1d20 + 6 ⇒ (20) + 6 = 26 ... wow!
Actions for R3?

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Ridiculous
Seren moves the thunder cloud to another wyvern and draws his wand of magic missiles.
Damage: 6d6 ⇒ (1, 5, 6, 3, 4, 6) = 25

Jarha Madu |

Any sense of the likelihood Jarha would free himself by reducing himself with wand of reduce person? It requires a UMD roll, so I might decide not to risk it if it wouldn't actually free him from the grapple. I don't see a rule on it.

Melianthe Ssulissien |

Melianthe gives the wyvern holding Jarha the Misfortune Hex.
DC19 Will Save or take the lower of d20 rolls for 2 rounds.
Somewhere in there, Segang lost his Ward Hex, but until he did, he did have +3 to AC and saving throws.