
Dungeon Master S |

Krojun!
Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17
Intimidate!: 1d20 + 16 ⇒ (9) + 16 = 25
Intimidate!!: 1d20 + 16 ⇒ (3) + 16 = 19
And initiative:
GO!: 1d20 + 1 ⇒ (18) + 1 = 19
Grym:
Intimidation 1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 15
Initiative 1d20 + 3 ⇒ (11) + 3 = 14
Score at the start:
Krojun: 6
Grym: 0
Krojun pulls for all he is worth:
STR: 1d20 + 6 ⇒ (11) + 6 = 17
Grym. Tug or dig in?

Thorgrym the Tracker |

Thorgrym forgets all about everything prior to this point. He knows he is outclassed but manages to push that away. His only existence is here in the now and enduring the pain of the leather loop cutting into the back of his head...
Dig in 1d20 + 4 ⇒ (8) + 4 = 12

Dungeon Master S |

Grym gets yanked forward before setting in his stance.
End of Round 1 Score:
Krojun: 8 Cannot fail his save. He's still in.
Grym: 0 Cannot fail his save either. He's still in.
----
Round 2: Krojun is confident he can win with an early and aggressive tactic. He yanks again, the cord tearing at Grym's skin. PULL: 1d20 + 6 ⇒ (2) + 6 = 8
Grym!

Morkeleb the Mighty |

Morkeleb watches the match progress, seeing the psychological and physical ground being gained by the braggart newcomer.
I hope Grym realizes that the only way he can win is if he manages to...
Pull, Grym!! Be strong!
He glances about, trying to determine whether cheering on your favored combatant is good, or bad, form.

Dungeon Master S |

Tough to to tell Morkeleb. A crowd is forming, but the crowd is more puzzled than anything else, for now.

Dungeon Master S |

Actually Grym cannot lose this round due to his dig in. No roll needed.
Score after Round 2:
Krojun: 8 Cannot fail his save. He's still in.
Grym: 0 Cannot fail his save either. He's still in.
Krojun pulls ever harder: PULL!: 1d20 + 6 ⇒ (19) + 6 = 25
Grym Round 2...

Gaius Lirsiiv |

Gaius pulls back out of the crowd and tries to duck out of sight of everyone, using the match as a distraction.
Stealth:1d20 + 13 ⇒ (14) + 13 = 27
Once he's confident no one is watching, he casts Invisibility.

Dungeon Master S |

The only one with eyes sharp enough to watch your retreat is locked in a game of Sredna. You're confident that the camp is now yours to explore.

Thorgrym the Tracker |

wait did I miss a turn? Krojun kicked Gryms butt the first round. Then then the second round he rolls a 2. Then its still round 2 but Krojun now rolls a 19? WTF happened to that first crappy roll?
Round 2 Grym pulls for all he is worth 1d20 + 4 ⇒ (9) + 4 = 13

Gaius Lirsiiv |

Hate to be this guy, but can I get a stronger description of the layout of this tent/room/arena? And how is Krojun dressed and equipped?
Just in case... I wish to enter initiative.
Initiative:1d20 + 3 ⇒ (16) + 3 = 19

Dungeon Master S |

I didn't skip your turn Grym. You spent your turn digging in. You withstood his tug (he rolled a 2 and you beat him.) He's pulling you, you can try to play defense (digging in) or score some points (beat his really crazy tug roll.
It sucks to do this over PbP. This would be a straight up game of dice in person. It'd take all of 2 minutes.
Krojun is a fully decked out barbarian. The tent you're in is actually quite sparse. It's got cots and a chamber pot for you. The flap is open. You could make it outside to explore camp.
Check THIS out. This mini is based on the NPC Krojun.

Gaius Lirsiiv |

Looks like a kilt/loin cloth situation. And he's on all fours.
So I could, I don't know, blow on his genitals to distract him and give Grym a slight edge?
I could probably think of something more elegant.

Dungeon Master S |

Yes, I'd give you the effects of the Dirty Trick Combat maneuver.
Phil, not sure if this is your tactic on purpose, but digging in is essentially going total defense, it's a losing proposition. To score you must attack.

Dungeon Master S |

Oops, I am wrong. Sorry Phil I got my wires and mini-games crossed. You're good through Round 3. I've been handling it slightly wrong. There's stuff to do on each of your turns within a given round. Game summary is below.
Start:
Krojun: 6
Grym: 0
Round 1: Krojun pulls, and beats Grym. Grym opts for a dig in, no rolls needed.
Krojun: 8 Can't fail save
Grym: 0 Can't fail save
Round 2: Krojun pulls again, but Grym crushes him. Grym opts again to dig in.
Krojun: 8 Can't fail save
Grym: 2 Can't fail save
Round 3: Krojun pulls mightily and even though Grym stood his ground and REALLY gave him a run for his money, the round goes to Krojun. Grym, still holds fast though, and keeps his ground.
Krojun: 10 Can't fail save
Grym: 2 Can't fail save
Round 4: Krojun is looking frustrated, as he thought this would go much more easily. He doesn't change his game plan, though through his pained look Grym can see a plan forming in the barbarian's eyes. PULL!: 1d20 + 6 ⇒ (8) + 6 = 14. Grym, make your STR check with the +4 dig in bonus, then take your Round 4 action.
Krojun: TBD
Grym: TBD
Off to the side, Sandor and Odric have their efforts at whipping up the crowd and getting people to bet have no effect. The game is drawing onlookers from the outside, but it's a strange novelty to them. They're not sure how to act either.

Thorgrym the Tracker |

Round 4
The ranger is used to fighting and such as if he has ice water in his veins. But now he concentrates on the intense pain, he uses it to power his pulling attack.
Pull 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21
do I get to take my favored enemy bonus here? Please give me an extra +4 if so.

Dungeon Master S |

Sadly, Ability checks are not covered by favored enemy bonuses.
Grym switches strategies! GAH!: 1d20 + 6 ⇒ (9) + 6 = 15 He yanks Krojun forward! The onlookers are now surprised at the turn of events. Whispers are starting to spread.
The whispers are shock at how well an outsider is handling himself. You also hear mention that Krojun is taking it easy...for now.
Round 4: Krojun is looking frustrated, as he thought this would go much more easily. He doesn't change his game plan, though through his pained look Grym can see a plan forming in the barbarian's eyes. Grym YANKS his opponent forward.
Krojun: 10
Grym: 4
Round 5: Krojun's eyes go wide and he pulls hard. The veins on his neck and head are now popping out. PULL!: 1d20 + 6 ⇒ (8) + 6 = 14. Grym's Counter 1d20 + 4 ⇒ (16) + 4 = 20. A masterful contest, and it'l lbe 2 points for Grym! Grym, your move this round...
Krojun: TBD
Grym: TBD

Thorgrym the Tracker |

Still uncertain of this very strange game. Grym digs in this round against Krojun's might.
Dig in 1d20 + 4 ⇒ (3) + 4 = 7
The ranger curses for letting himself start to think. He clears his mind as he tries to hold on for another round.

Morkeleb the Mighty |

Krojun is looking frustrated, as he thought this would go much more easily. He doesn't change his game plan, though through his pained look Grym can see a plan forming in the barbarian's eyes.
Morkeleb is watching as well. If Krojun appears to start cheating, the wizard will be prepared to, too. Probably with a Daze spell

Dungeon Master S |

Round 5: Krojun's eyes go wide and he pulls hard. The veins on his neck and head are now popping out. PULL!: 1d20 + 6 ⇒ (8) + 6 = 14. Grym's Counter 1d20 + 4 ⇒ (16) + 4 = 20. Grym plays the waiting game again, digging in.
Krojun: 10
Grym: 6
Round 6: Krojun finally makes his move. This game has gone on long enough. He explodes in a furious rage. His muscles bulge and look like strained rope. He utterly ignores Grym's tactic and goes for broke: RAGE PULL!: 1d20 + 9 ⇒ (19) + 9 = 28. Grym's dig: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9, and blood start's to show on Grym's neck. (It'll be 2 points for Krojun.)
Krojun: TBD
Grym: TBD
Grym, your action.

Dungeon Master S |

Grym ends round 6 with a less than stellar tug. Krojun can't NOT win.
Round 6:
Krojun: 14
Grym: 6
Krojun has now accumulated enough points to test Grym's ability to stay in the match. Grym mus tmake a Fortitude save FORT: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30. The ranger's fortitude is IMMENSE.
Round 7: There is no strategy now, only the rage. PULL: 1d20 + 9 ⇒ (6) + 9 = 15 versus Grym 1d20 + 4 ⇒ (4) + 4 = 8. It'll be 2 points for Krojun. Grym, your turn for round 7.

Thorgrym the Tracker |

Shortly after entering the challenge knew he was outclassed. But he was determined to hold out as long as possible. Yet those thoughts are pushed away into the back of his mind.
All he knows is to pull...
Pull 1d20 + 4 ⇒ (18) + 4 = 22

Dungeon Master S |

Grym pulls! 1d20 + 9 ⇒ (8) + 9 = 17 and WINS!
Round 7:
Krojun: 16 Can't fail.
Grym: 8 FORT: 1d20 + 12 ⇒ (17) + 12 = 29
Boom!
Round 9 begins: Krojun keeps it up 1d20 + 9 ⇒ (19) + 9 = 28 versus Grym. 1d20 + 4 ⇒ (10) + 4 = 14. The blood is starting to really show. It'll be two points for Krojun. Grym, your turn.

Dungeon Master S |

1d20 + 9 ⇒ (10) + 9 = 19 It's SO close, but the raging barbarian takes the round.
Round 8:
Krojun: 20 Can't fail
Grym: 8 FORT: 1d20 + 12 ⇒ (15) + 12 = 27
Grym's immense fortitude keeps him in the game. On to Round 9! PULL!: 1d20 + 9 ⇒ (17) + 9 = 26 versus Grym's resistance 1d20 + 4 ⇒ (20) + 4 = 24. Gorum's Gut! The crowd is awed by the fight that this tshamek is putting up. It's still 2 points for Krojun, but Grym's certainly not out of it yet. Grym, your move.

Dungeon Master S |

1d20 + 9 ⇒ (20) + 9 = 29
Round 9:
Krojun: 24 Can't Fail
Grym: 8 1d20 + 12 ⇒ (6) + 12 = 18
Grym's body finally gives out and the cord snaps over his ears. Krojun leaps up, “Almost as good as an aurochs calf. Nothing to be too ashamed about.” With a hearty laugh, he reclaims his strap and stands. He claps each of the outsiders on the shoulder and leaves to go to his brother's service without another word.
Thousand-Bones turns to you, "That went... well. Krojun respects bravery. If you are to secure the help and friendship of the Shaonti, you'll need more of that....
The party has earned one Respect Point. This mechanic is unique to this adventure, and represents your progress with the Shoanti. If indeed they hold the key to defeating the queen, you'll need all the respect you can gain. The Respect Point total will be at the top of the campaign area, located by the map.
Thousand Bones continues, [b]"Tonight you will come to the Bone Council. There the elders will discuss what you are doing here. You've started on a good path, I hope we can keep it. Decide what you want to say. Hemming and hawing will not make you any friends."

Sandor Stouthammer |

I say we say the truth as straight forward as we can, deposing the queen can only help the relationship between the Shoanti, and Korvosa
Amazing attempt there Grym. I will buy you a good dwarven stout to help dull the pain

Thorgrym the Tracker |

The ranger claps Krojun on the shoulder in turn. Then turns to Odric and DeGrog, I made a poor guess of what the challenge would be when I accepted. That would have been a better game for one of you.
Grym agrees with Sandor about being straight forward and honest. He also will accept a strong dwarven beverage.

Dungeon Master S |

Feel free to catch up, The council will be posted tomorrow after my PFS game.

Dungeon Master S |

As night falls, Thousand Bones invites you to join him at the center of the camp. The majority of the other Skoan-Quah retire early to their tents out of respect for the Bone Council Fire—the only people present are the you, Thousand Bones, Chief One-Life, and Ash Dancer who is the tribes eldest wise-woman. As Thousand Bones speaks, Ash Dancer sprinkles the fire with a greenish-brown herbal dust from a weathered pouch.
"You have already done my people a great favor by returning the body of one of our warriors. I sense now you come to me to ask a favor in return, yet know that by doing this favor, you are helping us all. 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."
"Yet you could not know of the coming war. You come to me with a different favor. Speak of what you wish of me, and perhaps we may find our needs are the same.”

Ferox Kerr |

Ferox steps forward and addresses the Bone Council.
He takes a quick moment to look over the members of the council to gauge their current attitudes.
Sense Motive: 1d20 + 14 ⇒ (6) + 14 = 20
The rumors your people have heard about Korvosa have some truth to them, but there is much more that you need to know.
Queen Ileosa perpetrated the King's death, and implicated an innocent woman for the deed. She then engineered the plague that ravaged Korvosa in order to weaken the populace and the other noble houses. Thus, she and her Grey Maidens could tighten her grip on the city.
We recently learned that Ileosa also had the king's brother killed so that she could gain access to the royal treasury. There she came into possession of an ancient crown, forged from the teeth of a great blue dragon, Kazavon. The crown has given her incredible power and invulnerability. We know we cannot defeat her and bring peace back to Korvosa while she has the crown.
We know that the Shoanti once called the lands around Korvosa their own; that they once dwelt in the shadow of the ancient pyramid that now forms the foundation of Castle Korvosa and believed that a great evil resided within those stones. We have come to you in the hope of learning all we can about this great evil, the blue dragon, Kazavon, and if there is any way for us to defeat it.
Diplomacy: 1d20 + 11 + 6 ⇒ (17) + 11 + 6 = 34

Dungeon Master S |

Sorry Gaius, yes you can find "where the women at."
Those here seem interested in your words. When you make mention of Kazavon, Ash Dancer inhales sharply. She speaks next.
"You speak of a time 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.”

Gaius Lirsiiv |

Gaius Lirsiiv wrote:Dungeon Master S wrote:Sorry Gaius, yes you can find "where the women at."Preposterous! With my skill mods??!!*blink* *blink*
would you prefer -not- to find where the women are???
HA! Orcus' Teats, I read that wrong.
Gaius carouses, and establishes diplomatic channels. Exchanges cultural traditions.

CotCT Dungeon Master |

sorry guys I'm away from the module for the next 48 hours....
-Posted with Wayfinder

Ferox Kerr |

The Sun Keepers are the knowledge keepers of the Sklar-Quah? Do you think young Krojun would be willing to take us to his people? He seemed a little impressed with us after his contest with Grym.