| Dungeon Master S |
Sadly, you are tshamek. Outlanders. Rightful or not, the Sklar-Quah will see you as the children of those who murdered their ancestors and drove them from the green lands. The Sun Clan does not like outsiders at the best of times. And less so now that war against Korvosa is on every brave’s lips. Even your first step with Krojun is not nearly enough. You must understand. The Sklar-Quah are very certain of these things. 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.
| Morkeleb the Mighty |
Thousand Bones, it seems that an obvious solution might be for one whom the Sklar-Quah do not see as tshamek to either seek out the information for us, or to speak on our behalf so one, or some, of us might be trusted and accepted to gain what is needed. Might they not be made to understand the danger the Queen poses? Those who seek power in the manner she has done, are never satsified with what they have. They will always seek more--and they will threaten anyone near them. our interests, and those who live here, coincide.
| Dungeon Master S |
“Alas, this will not work. They would ask us why we want to know of such things. We would have to tell them. They will not give us secrets to tell tshamek."
| Sandor Stouthammer |
Thousand Bones, Might I inquire how many Quah's are there? Sandor waits for an answer.
If there are several Quah's not counting the Sun, and Thousand Bone's Quah, then he will proceed with this statement
Thank you do your people have something like a Grand Council of Elders? That meet and pass resolutions that all Quah's have to abide by? Or something close to that? The reason I'm asking is that if the Sklar-Quah will never give us access, then if we get enough of the other clan's on our side their elder's might vote for us to be given the information even against Sklar-Quah's wishes. I don't mean to offend, but since asking them directly will not work, even if we do earn their respect, then we need to find another way towards the goal.
| Gaius Lirsiiv |
I have an... Alternate... Solution.
Gaius looks thoughtful for a moment before continuing.
Can one of us become Sklar-Quah though marriage or deed? If the knowledge cannot be shared with outsiders, then one of us must cease to be an outsider.
| Dungeon Master S |
"No, marriage is out of the question. The couple would instantly both become tshamek. There is no Council like you ask Sandor. The only one to ever join the Sun Clan after birth was Skurik, and even then he was born among them. His tale... may hold the answer."
Thousand Bones smiles enigmatically for a brief instant before going on.
“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.”
| Gaius Lirsiiv |
Then if we are cleansed of our past, we may be reborn? We could, as individuals, cleanse the sin we carry as Korvosans. Would we need to declare this to The Sun Clan before we set out, as Skurak did?
Follow up will be:
What can you tell us of Cindermaw The Clan Eater?
| Dungeon Master S |
Negative on the side missions ghost rider, the pattern is full.
"“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 andof fire that roars."
"So is this is a way for you to earn the Sklar-Quah’s favor? Perhaps. Yet this route is more complex than you suspect. 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."
Here Thousand Bones grows silent for a moment, and Ash Dancer speaks for the first time. "They could bring a Truthspeaker, Thousand Bones..."
| Dungeon Master S |
"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, however, 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. “It is a ruin left over from an ancient time, a time when great powers ruled over this land. We speak of these ancient lords only in whispers today, but you may know their mark by the Sihedron, the seven-pointed star. I know not what perils await you within the Acropolis, but its location is not unknown to the Skoan-Quah. When you are ready to leave, I shall send with you four boneslayers to lead you there.”
This "info dump" is a bit much for all at once. The questions and answers are hastened to keep the posts moving at a reasonable pace. So, my apologies for the railroad of quests presented. To sum up: Go to the Acropolis to retrieve an item that will serve as a gift for the Lyrune-Quah. Give them the gift so that they will bear witness to your attempt to execute the ritual of Rebirth. This proof will gain you entrance to the Skoan-Quah. Their shamen, assuming success, can tell you what you need to know about how to counter the Queen's artifact of Power.
| Gaius Lirsiiv |
Wait a sec, are we not going to fight a dragon...
It doesn't sound as though this Cindermaw is a dragon. I think it's something we will have difficulty imagining. It *could* be a dragon. "Mountain That Crawls", and, "Fire That Roars". What I've heard of dragons could fit this description, or it could be something else. If Skurak's tale can be taken as literal truth, he was swallowed and cut his way out, and both Skurak AND Cindermaw survived the process. Taken as poetic legend, we may not need battle Cindermaw at all, we only need to survive it's test.
But that's not where we are yet. First we delve into The Acropolis of The Thrallkeepers and seek the stone globe for Spherewalker's mark. With this mark, we can meet with Quah-Kael. One of their truthspeakers can bear witness to our Ritual of Rebirth, and vouch for it's legitimacy with The Sklar-Quah. Then, their Sun Shamans may be willing to share their lore with us.
Gaius looks about the room, at the surprised glances from his companions.
I told you people with uncompromising ethics were irritating.
Gaius turns back to Thousand Bones.
Honored Thousand Bones, before we depart, what do you know of The Acropolis and The Thrallkeepers? What dangers can we expect there?
Once that's answered, Gaius moves that we depart immediately.
| Dungeon Master S |
I did skip a piece in the summary:
1. Retrieve an item in the Acropolis as an entrance gift to the Lyrune-Quah
2. Convince them to bear witness to your attempt at the Ritual of Rebirth.
3. Find the Cindermaw, and pray for success.
4. If you are successful, use the Truthspeaker to convince the Skoan-Quah to open up to you.
5. Gain the knowledge necessary to fight the Queen and her Crown.
| Dungeon Master S |
Yes, give me a knowledge Local for more.
Trinia: Knowledge Local 1d20 + 12 ⇒ (20) + 12 = 32
Well in that case: This is what she can tell you.
| Morkeleb the Mighty |
Gaius looks about the room, at the surprised glances from his companions.
I told you people with uncompromising ethics were irritating.
Morkeleb gives a tiny one-sided smile and murmurs Indeed!
Once that's answered, Gaius moves that we depart immediately.
Seconded.
| Dungeon Master S |
Thousand-Bones stops you before you retire for the night. "I will not
send you into the Cinderlands on this quest alone or unarmed."
He calls forth four brave young Skoan-Quah boneslayers, introducing them, "These are Ahalak, Hargev, Nalmid, and Shadfrar. These four are the your guides through the Cinderlands, and will lead you to where you need to go."
Further, he presents some gifts to you: five potions of cure serious wounds, a wand of create water (44 charges), a wand of endure elements (23 charges), and five pots of Shoanti war paint (three red and two silver).
| Dungeon Master S |
Spellcraft Red: 1d20 + 10 ⇒ (11) + 10 = 21
Spellcraft Silver: 1d20 + 10 ⇒ (9) + 10 = 19
Trinia: "The red paint will give you moderately powerful Fire Resistance for a day. The silver.... I don't know, but it's clearly abjurative magic."
Thousand-Bones: "The trip alone is one of the most dangerous aspects. It's a journey of many days and the Cinderlands are less than forgiving. Once there, supposedly a many tentacled beast guards the inner parts of the sanctum, but no one knows what kind of beast. Rumor says only that you must bring blades to fight your way through."
| Gaius Lirsiiv |
Out of Character: Slashing weapons then. Hrm.
Thousand-Bones, these gifts are a King's bounty! Mere words cannot express our gratitude for your guidance and generosity.
Gauis immediately puts what he's learned of The Shoanti (with significant help from Trinia) to use and tries to make friends with the four boneslayers.
Diplomacy:1d20 + 11 ⇒ (3) + 11 = 14. There's my mod if you care to make a check for each of the warriors.
-Dungeon Master, can you describe the four boneslayers?
-Before departure, Gaius looks for someone among the Shoanti to trade with, someone who would sell weapons. I've gold, but am willing to negotiate a trade if gold won't do. I'm looking for a sickle, an enchanted one if possible. Failing that, something new of Shoanti design or a dagger built for slashing. Just need something easy to use [simple weapon] that can cut. Preference is for a light enchantment.
| Morkeleb the Mighty |
Trinia: "The red paint will give you moderately powerful Fire Resistance for a day. The silver.... I don't know, but it's clearly abjurative magic."
Morkeleb takes one of the pots of siler war paint, and dabs a finger in minutely. He waves his staff over the painted finger while inhaling the aroma...
Spellcraft: 1d20 + 16 ⇒ (1) + 16 = 17 <--SRSLY?!?!
I take it one pot = one dose? Also, do you need a separate spellcraft check for Morkeleb to know whether there is any special kung-fu to the application of the paint, or can it just be "put on?"
Thousand-Bones: "The trip alone is one of the most dangerous aspects. It's a journey of many days and the Cinderlands are less than forgiving. Once there, supposedly a many tentacled beast guards the inner parts of the sanctum, but no one knows what kind of beast. Rumor says only that you must bring blades to fight your way through."
Allow me to echo Gaius' words of thanks. The information that you've given us alone is invaluable. The guides and treasures are more than we'd ever expect.
| Dungeon Master S |
Big post with answers, updates, and pictures coming tonight.
| Dungeon Master S |
The warriors see this assignment as just another duty, and are neither unfriendly nor friendly to you. They're young, but they look like they can handle themselves. Each is armed with a bow and a strange weapon known as an earthbreaker. There names are Ahalak, Hargev, Nalmid, and Shadfrar.
Almost any melee weapon is available, masterwork even, but not enchanted. The tribe actually favors the klar
| Dungeon Master S |
It's a 4 day ride to the Acropolis. The guides provide a large enough bonus that there is no check needed to stay on course, only wandering monsters. You'll have time in the morning to make any last minute preparations, then we ride.
| Odric the Stout |
Odric wields an Earthbreaker. Rather he lugs one around in case of emergency.
He tries offering homebrew to the four and engages them in spirited talk of adventure and heroics. Topics dear to the heart of any young man, his attempts to influence their attitudes are.... Diplomacy 1d20 + 3 ⇒ (20) + 3 = 23 <- Successful?
| Dungeon Master S |
Let's take Gaius aiding the warrior on this one, and with a 25 to shift their attitude towards Friendly.
| Morkeleb the Mighty |
Are there any arcane scrolls available for purchase? I'm thinking getting Endure Elements in my spellbook might not go amiss--that wand, while great, can get burned up RIGHT fast.\
also, is the wand of EE arcane or divine?
also also, did Thousand Bones tell us what the sliver war paint does? And whether special care/skill is needed in application of same?
| Sandor Stouthammer |
Sandor takes and prepares what he needs from memories of traveling to the great volcanic forges when he was younger. The smiths who worked there were a almost a coppery hue there skin acted like it had been bathed in flame and heat for so long it had taken on some of it's properties.
He also thinks that Odric has a great idea, so Sandor buys another mule to go along with Donkeyhorse. This one is meant for supplies for both beasts and men. Leaving Donkey horse to carry Odric's ever growing impressive array of weapons.
Before he leaves he goes to see Thousand Bones.
Elder I may not be that great with words, but I would like ta thank ya for helpin us out. If'n for some reason we fail to take out Ileosa, please promise me that you'll agree with the other Quah's and retake the land. I feel Korvosa would be much better off with the Shoanti in charge than her. Just remember the Crimson Throne had had many occupants, most of them meet an early death. I just hope we can stop Ileosa in time.
| Dungeon Master S |
There are definitely NO arcane scroll of any kind. They distrust arcane magic. You may be able to find some potions from the cleric/druid/shamen/ranger list.
Ahalak, Hargev, Nalmid, and Shadfrar can all tell you that the silver paint turns blades aside. [ooc]+3 Deflection bonus to AC for 24 hours.
Thousand-Bones gives Sandor the nod of appreciation. The elder gives no words, just the laconic nod.
| Ferox Kerr |
So, the wands are both divine; they should either go to Gaius or me?
| Thorgrym the Tracker |
So, the wands are both divine; they should either go to Gaius or me?
Or Grym, since he is a divine spell caster too..
. The ranger makes no claim on either wand and is happy not to the responsibility of carrying one.
| Dungeon Master S |
The journey is relatively peaceful with your guides in tow. As the journey progresses, you cross the Yondabakari River. It is just after that when you come across a grizzly sight indeed —the rotting head of a Shoanti man mounted on a sharp wooden pole, the other end of which has been jammed into a cleft between two rocks so that the head hangs out almost like a flag on the side of a building. Bright red crossbow bolts have been driven into each of the head’s eyes.
The boneslayers accompanying the you mutter and whisper at this discovery. When Morkeleb asks the Boneslayers about it, Hargev says the head belonged to a Sklar-Quah, but was placed here by a “tshamek devil” the Shoanti call the Cinderlander. The brave goes on to explain that, for the past several years, this mysterious figure has stalked the Cinderlands. He never attacks large groups—targeting only lone braves with a strange “sideways screaming bow.” There are plenty of legends and tales about the Cinderlander, who he is, where he’s from, and why he hunts the Shoanti. The Skoan-Quah believe he is the unquiet ghost of a Korvosan general who stalks these lands and will continue to slay Shoanti until his victims equal those the Shoanti took from him. Two crossbow bolts in the eyes have become the Cinderlander’s calling card, but the aged condition of the head implies that the mysterious killer is long gone from the region.
In any event, Shadfrar scrambles up to retrieve the decapitated head. Without knowing the Shoanti’s identity, his ashes cannot be interred in the Kallow Mounds, so instead, that evening, the boneslayers hold a short service of their own, burning the head, scattering the ashes, and burying the skull under a cairn of rocks.
Once across the river, I'll need a Perception check from everyone, and let me know if you want to do anything with this information or change your travel arrangements at all. Once everyone has reported in, we advance.
| Dungeon Master S |
It's at the extreme edge of your perception, but each day you catch glimpse of another party. They've been travelling parallel to you since you left the Mounds. They don't seem to hide, but they keep their distance.
| Morkeleb the Mighty |
Morkeleb thoughtfully takes one of the red bolts before Shadfrar (presumably) discards it. He asks Trinia to translate. Are these bolts *always* the same distinctive red?
Anybody else think catching the Cinderlander would earn some major respect?
Yes, I should think so. With any luck, perhaps the Shoanti can also gain some respect for the Arcane Arts... he stows the bolt into one of his robe pouches.
Does Morkeleb think that--assuming all other aspects of the spell, like distance, are accounted for--that having one of a set of distinctive Xbow bolts might allow for use of a Locate Object spell--that it's even worth trying? If so, he'll prep it at least once tomorrow...
Perception: 1d20 ⇒ 2