| Thjodrorir "Thod" Six-Picks |
Thod has been hit by 7 attacks. I'll track that from now on, thanks. With DR of 2 that puts him at 14 damage less?
If you do note it, be sure to say so in any damage you mention, so I don't deduct it twice. That being said, you are free to let me calculate it, since my bonus will change as I go up in levels. Just mention the number of attacks, and let me do the calculation. Whatever works for you.
| Sevenspawn |
Sevenspawn moves to finish the beast off.
Hammer: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Damage vs. Evil, if appropriate: 2d6 ⇒ (2, 5) = 7
Iterative Attack: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Damage vs. Evil, if appropriate: 2d6 ⇒ (4, 6) = 10
| GM SpiderBeard |
@Thod easier if I calculate it because I keep a hp tracker running. I've aded the DR to my initiative template so I stop forgetting it, lol
Sevenspawn whips his warhammer with the axe blade on the back viciously into the wyvern. It rears back, roaring and then a backhand chop to the throat ends the dragonkin's life.
End of Combat
| Donnell "The Fox" |
JUDO CHOP!
Donnell grunts with satisfaction and immediately sets to work collecting crossbow bolts and severing stingers.
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
Craft Alchemy: 1d20 + 14 ⇒ (19) + 14 = 33
I can add another +10 to 'craft alchemical items' but I don't know if poison is counted in that.
Oh! Never mind - two 19s in a row! I guess rolling below 10 is reserved for combat :)
| Sevenspawn |
In the aftermath, Sevenspawn starts to work with the healing, thanking Milani for Her protection.
Channel Energy: 4d6 ⇒ (5, 3, 3, 3) = 14
Channel Energy: 4d6 ⇒ (5, 2, 6, 6) = 19
Afterwards, the priest inspects the dead creatures from distance, silently wondering if they are the most normal thing he will see in the coming days. He looks to the ground, walking about, and comes up with a single scale, looking it over before tucking it away in his pack.
| Thjodrorir "Thod" Six-Picks |
| 1 person marked this as a favorite. |
"Well, that was a nice workout. Broke up the mundanity of this trip. Feel like we should take a wyvern head as a trophy. Anybody know anything about trophy taking? One time I tried taking the head of some cave beast as a trophy. Started to rot and smell really bad. My dad made me toss it out. Though that might have had to do with keeping it in my sister's room. She didn't like that..."
"Anyways, forward and onward?
| GM SpiderBeard |
Donnell can use the venom to craft 3 doses of wyvern poison at zero cost, however he will need the time to do so.
On Thod's advice, you take the wyvern heads while Donnell carefully collects the poison from the wyverns. Getting back aboard the carriage, you strike out eastwards.
After another day of travel, you finally come across a large rock cairn, topped with animal skulls. Donnell clocks these cairns as evidence that you are entering Skoan-Quah territory, and must be nearing the Kallow Mounds.
Sure enough, as you examine the mound, you see figures begin to rise up with bows in hand. They are not openly hostile, but appear suspicious. Men and women with white-painted faces.
"Tshamek, you are a very long way from your lands. You are on the territory of the Skoan-Quah. State your business with us."
| Sevenspawn |
Sevensapwn raises his hands up slightly - not in surrender, but in a motion of peace. He looks to Raven Six, knowing she speaks their native tongue and hoping that will help with first impressions.
| Donnell "The Fox" |
not knowing what the traditional greetings and/or gifts are for these tribes, I can only hope that Donnell does!
In Shoanti:
"Greetings, brothers - we have come seeking Thousand Bones. Do you know where we might find him? We have worked together in the past, helping him to find a missing son while in Korvosa. That city, now, has fallen to corruption and it is our hope that the Skoan-Quah can help us to root out the evil."
Diplomacy: 1d20 + 14 + 1d6 ⇒ (19) + 14 + (6) = 39
| GM SpiderBeard |
They lower their bows. "We heard tell of Korvosans who helped our shaman retrieve Gaekhen's body, at great effort. Come with us. We will see if he knows you."
It turns out that you are but half a mile from the Kallow Mounds. According to Donell's incomplete knowledge, the Skoan-Quah are the caretakers of many burial cairns and this is made very evident as you arrive at the mounds. Hundreds of burial sites are here, as far as the eye can see. It seems that a few dozen people dwell here, and you are very, very interesting to them.
As you are escorted in, the woman who greeted you calls out for Thousand Bones. While you wait, you are increasingly surrounded by extremely suspicious, yet curious Skoan-Quah. It is clear that this kind of visit is not typical.
A lion's roar weirdly breaks the low murmur of conversation around you, and a bizarre creature climbs down from a cairn in the distance, stalking towards you suspiciously. It has the head of a lion but its body is that of a great brass-coloured lizard. Scarred lumps sit atop its shoulder, perhaps wings.
This is a dragonne, but one who has lost his wings. They are fierce predators with the savagery of lions and the cunning of brass dragons. They do not possess the benevolence of brass dragons nor are they strictly evil. The fact this one appears to live peacefully with Shoanti is unusual.
Finally, a familiar face arrives. Thousand Bones is less grim than you remember him as his painted face breaks into a wide grin. He calls out
"TI' YAAN IN ETAIL!" he calls. All around you the suspicion suddenly seems to melt away, replaced by open curiosity. He approaches you all to embrace you in turn.
"My friends, you are unexpected but very welcome here. I have told them you are my friends, and you will be our guests."
| Raven Six |
Knowledge (arcana) 1d20 + 18 ⇒ (9) + 18 = 27
Raven Six bows from the waist to the Shaman.
Straightening up, she continues: "I fear that, while we might have wished it otherwise, we come spurred on by dread urgency. All is not well in Korvosa, and we fear the work of a dread influence out of the past. We hope to share in the knowledge and wisdom of the Skoan-Quah."
| Thjodrorir "Thod" Six-Picks |
Thod, surrounded by potential threats, assumes his guard stance, back straight, halberd by his side. He knows enough to know this isn't the time to be loud and boisterous, and falls back into old habits.
He does visibly relax as Thousand Bones greets the group, and smiles and waves at the elderly Shoanti.
| Sevenspawn |
Sevenspawn mimics Raven Six's bow, greeting the shaman with a smile. he keeps an eye on the curious-looking creature, having never seen the beasts beyond Korvosa before.
| Donnell "The Fox" |
Knowledge (Arcana): 1d20 + 9 + 1d6 ⇒ (16) + 9 + (6) = 31
Donnell will make the appropriate greetings and obeisances in Shoanti to Thousand Bones, before continuing in Common for the benefit of his companions: "Greetings, Waykeeper. We hope that the Skoan-Quah are well, and that you have had time since we last spoke to perform the ceremonies to allow Gaekhen's spirit to rise to the Great Sky. Please accept our gift of this vulture skeleton."
Donnell unwraps a blanket, revealing the delicate skeleton of a bird, which he presents to the shaman.
I hope it's not cheating, but I checked out this page to find out their revered symbols: https://pathfinderwiki.com/wiki/Shoanti#Skoan-Quah_.28The_Skull_Clan.29
"As my friend says, we have come to you with dire news from Korvosa. We appreciate that this is not directly of concern to the Skoan-Quah and that you have no love for those in that city. For our part, there are many innocents in the city whose lives we hope to save. Together, we and you have worked to prevent needless war and killing, and it is our hope that you will help us to do the same once more.... Sorry - is that a dragonne?! That's so cool - is it tame? Can I say hello...?"
"Er... please forgive our ignorance of your ways - may we speak in private regarding these matters, or do you prefer to speak before the tribe?"
Whether before the tribe or in private, Donnell will continue by providing some of the details about the Queen, then:
[b]"We have come to believe that she is in possession of Kazavon's fangs - that ancient relic of your people known as Midnight's Teeth. If your people have any knowledge of this artifact, how to neutralize it or defeat someone possessed by it, we would benefit greatly from your help. Again, I am sadly unlearned in your ways, but if there is a task or payment you require in exchange, we are gladly willing to do so."
| GM SpiderBeard |
@Donnell - nah you nailed some knowledge checks it's al good.
Thousand Bones takes the gift with both hands and there are murmurs of approval. Donnell has clearly brushed up on his etqiuette. He looks wryly to his people. "Many of them have not seen tshamek before, one who respects our ways, and another who speaks our language? It is too much. Come, you must rest."
The Skoan-Quah appear to live in large, comfortable-looking yurts and soon enough you are brought to one which appears portioned for guests. "There is food and water within. We will tend to your horses."
He stops for a moment as Donnell explains the situation with Ileosa. He looks at the group grimly. "It is as I feared, but this is not the appropriate time to speak of such things. Tonight, at the Bone Council Fire. For now, we must speak of better things. Tell me - the one who desecrated Gaekhen's body, this Rolth. Is he alive? Tell me of your adventures."
You're in a spot of downtime where you have a few hours to yourself. You can converse with Thousand Bones, look around the camp (to an extent) or just chill and I can push to the next scene at the Bone Council Fire.
| Donnell "The Fox" |
Donnell also speaks Shoanti, but I imagine him switching back and forth so that Thod and Sevenspawn can follow the conversation.
Surprised to find Thousand Bones more willing to talk than their last encounter, Donnell will spend what time he can with the shaman, describing the party's adventures in Korvosa (hunting down and killing Rolth, rise of the Urgothoans, and the problems with the Queen), while politely pressing him for more knowledge of the Skoan-Qhah, the Shoanti in general, and the land they inhabit.
Sorry to generalize, but Donnell's probably going to ask a million questions if he thinks he can get away with it.
| Thjodrorir "Thod" Six-Picks |
Thod, once again finding himself among strangers, reverts to his quiet, uncertain self, standing guard as that's an easy way to avoid awkward conversations. He mostly hangs around whoever else in the group happens to be around. Not speaking the local language, and not being particularly skilled in the ones he does know, he's fairly blunt and short with any responses.
| GM SpiderBeard |
Donnell's skill as a diplomat helps him settle in to a long talk over the afternoon about the Shoanti.
Despite their common heritage, the seven tribes (or "quahs" in their native tongue) of the Shoanti are quite different from one another in terms of traditions, beliefs, and overall world-views. In most cases, loyalty to one's tribe is paramount in the life of a Shoanti, but what this means is specific to the individual clan.
The Skoan-Quah, or Skull Clan are the keepers of death. They hate the undead and destroy them where they are found, are the guardians of the deceased among all other clans, and are the oral historians of the Shoanti. Due to their status as keepers of the dead, they are respected and feared by the other clans and even considered somewhat sinister. This has allowed them to do things like establish diplomatic relations with Korvosa, something that would get other Shoanti killed. To the other quahs, Korvosa is the most mortal of enemies.
Thousand Bones' explanations are cut off as a booming voice sounds outside of the yurt. He sounds angry.
"TSHAMEK?! Trespassers? I will see them myself! This is an outrage."
He sighs, and leans on his staff to get to his feet. "I know that voice. Come." He pokes his head out and looks back in. "Sklar-Quah... be warned. Relations are tenuous. Please avoid bloodshed, and let me speak."
You emerge from the yurt to a scene. Chief One-Life and several boneslayers are facing off against several Shoanti whose tattoos are of weapons and flames rather than skulls. A young man of obvious brawn stands in front of them while the others carry a body on a litter.
"Krojun asks Chief One-Life, “Why do the Skoan-Quah harbor tshamek trespassers?"
As Chief One-Life struggles to find an explanation that won’t further enrage the towering visitor, Thousand Bones inclines his head as though considering Krojun’s words carefully, but then responds sharply. "Tell me, Krojun, when did the Sklar- Quah become judges of who trespasses upon 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,” says Thousand Bones. "But not today, and not here. Would you have word that Berak’s burial was 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?"
He slowly turns to regard you all as he plays with the leather loop.
The leather loop is a prop for a Shoanti game known as sredna where the loop is passed around both heads and an extremely painful tug of war takes place. It is a game of strength and fortitude.
| Donnell "The Fox" |
Knowledge (Local): 1d20 + 11 + 1d6 ⇒ (1) + 11 + (1) = 13
Donnell frowns, not sure what the warrior is referring to. Glancing up at Thousand Bones, he tries to ascertain whether it would be acceptable or disrespectful for one of the group to take on whatever challenge this might be.
Sense Motive: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (4) = 18
| GM SpiderBeard |
Thousand Bones leans in. "He is challenging you to a game of sredna. The rules are simple, but only one of you can play. One who can handle some pain and is strong."
| Thjodrorir "Thod" Six-Picks |
| 1 person marked this as a favorite. |
"He is challenging you to a game of sredna. The rules are simple, but only one of you can play. One who can handle some pain and is strong."
Thod already starts shucking off weapons and starting to walk towards Krojun.
"Another bit of diplomacy involving a contest? This is becoming a habit. Like my grandpa said: 'Thod, if there was a thick head contest, you'd win everytime.' I think he was saying I was dumb, but I did try to start a hard head game, where you hit rocks thrown at you with your head. I think I won. Or maybe I was still working on the contest. I just remember being in bed with a headache for a day or two, and then my mom told me to never play it again."
"So what's the rules. No weapons, and no armour, I assume?" Thod says as he removes utility belts, packs, stopping on occasion for a drink from a flask.
| Donnell "The Fox" |
Donnell grins as Thod volunteers, and turns a somewhat pitying look on the Shoanti warrior.
| GM SpiderBeard |
When a sredna match begins, each contestant must spend three “breaths” (3 rounds) staring into the 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 contestants attempt opposed Intimidate checks by growling, gnashing teeth, and spitting
insults.
Each time a contestant wins one of these checks, he gains 2 points.
In the case of a tied Intimidate check, both players gain 1 point.
On the 4th round, each character rolls an initiative check to determine when he moves. On his turn, a character can opt to tug or dig in.
Tug
The characters attempt 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 2 points. If he fails (or if the results are tied), his opponent gains 2 points.
Dig In
The character strengthens his stance and gains a +4 bonus on his next
Strength check to resist a tug.
Winning
Each round after the 4th, each contestant attempts fort saves. DC is equal to the opponent's point total.
There's a roar of approval from the Shoanti as Thod once again becomes the group's strongdwarf and strips down to step into a circle in the sand against Krojun Eats-What-He-Kills. The young Sklar-Quah looks down at Thod contemptuously, but crouches to match the dwarf's eight as a leather loop is wrapped around your heads.
Thousand Bones leans in, speaking quietly to Thod. "You must dominate him with your mind, and then your body. Remember that the more pain you feel, the more pain he feels."
With that, he steps back and there is a cry to start the action!
Thod please make THREE intimidate checks!
| Thjodrorir "Thod" Six-Picks |
Thod seems a bit confused, as his head is tied to Krojun. Being quickly briefed, he starts looking more confused than anything at his opponent.
ROUND 1
Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25
Thod opens the first breath by deliberately belching into Krojun's face. Thod's confused look turns to a grin.
ROUND 2
Intimidate: 1d20 + 13 ⇒ (14) + 13 = 27
"Geez, buddy, I drink swill used to clean off weapons, and your breath still smells worse."
Thod's grin gets bigger.
ROUND 3
Intimidate: 1d20 + 13 ⇒ (6) + 13 = 19
Thod attempts a brutal yell, but it sounds more ridiculous than anything. Still, his muscles tighten and swell, and a slight chuckle can be heard.
Entering a rage for the last round.
| Raven Six |
While Thod faces off against Krojun, Raven Six quietly addresses Thousand Bones.
| GM SpiderBeard |
As Thod and Krojun start huffing and roaring at each other, he quietly speaks to you. "The Sklar-Quah are always at war, and have done the best job of taming the Cinderlands, although at great cost. They are supreme horselords, and use fire as a weapon. Above all else, they hate tshamek such as yourself. As for the Sun Shaman... well, we shall speak later. There is too muhc to talk about there. For now."
Intimidate: 1d20 + 13 ⇒ (10) + 13 = 231d20 + 13 ⇒ (14) + 13 = 271d20 + 13 ⇒ (14) + 13 = 27
Thod's thunderous belch manages to completely unnerve Krojun, who starts screaming and roaring at Thod in return. Thod just grins and nobody seems to have gained much. However, when he starts trying to return with some roars of his own he is drowned out and it's clear Krojun has won the third breath. So far, you are tied.
Thod and Krojun have three points each! Thod must now choose to TUG (strength check) or DIG (no strength check). He must also make a DC 13 fortitude save! If you would like, cram in a couple of rounds.
| Donnell "The Fox" |
What is everyone else doing? Are we screaming and shouting at the match? Trying to distract Thod's opponent?
| GM SpiderBeard |
Right now Raven Six and Thousand Bones are whispering. Everyone else is just shouting at each other. If you wanna pitch in you can hurl insults at Krojun or try to influence it in some way. The social norms aren't exactly clear to you but nobody is directly interfering.
| Thjodrorir "Thod" Six-Picks |
Fortitude Save: 1d20 + 16 ⇒ (15) + 16 = 31
Thod chooses to TUG!
If I'm reading the rules, right, next is an initiative check...
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Followed by a Strength check
Strength: 1d20 + 6 ⇒ (4) + 6 = 10
Please correct me if I screwed something up.
| GM SpiderBeard |
Okay so it looks like on each action there's opposed strength checks.
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Strength Check Krojun vs Thod: 1d20 + 6 ⇒ (14) + 6 = 201d20 + 6 ⇒ (20) + 6 = 26
Strength Check Thod vs Krojun: 1d20 + 6 ⇒ (14) + 6 = 20
Fortitude: 1d20 + 14 ⇒ (12) + 14 = 26
Krojun aggressively yanks back on Thod who does not move a single muscle to start, however when Thod tries to get aggressive, Krojun overbalances the dwarf.
To speed this up, give me a gameplan for the next four rounds of tugging/digging and roll some strength checks. Currently you're both tied at 5 points.
| Thjodrorir "Thod" Six-Picks |
Thod will continue to do nothing but tug.
Thod continues the strange game, yelling semi-coherent insults and screaming while pulling back.
Intimidate Check 1: 1d20 + 13 ⇒ (6) + 13 = 19
Intimidate Check 2: 1d20 + 13 ⇒ (13) + 13 = 26
Intimidate Check 3: 1d20 + 13 ⇒ (2) + 13 = 15
At the very least, this can stretch out my Rage Rounds, but the more relevant (And rule-abusing) factor would be using my Strength Surge power to gain a bonus to my Strength Checks, that can only apply once per rage. But, since every Tug round is a new rage, I can technically use it every time.
But, as mentioned, this is pretty rule-abusing. So I wanted to clear it with you, Spiderbeard. Does this just sound like clever tactics, and I can do it? Or a bit too powergamey/minmaxxing for your tastes?
Whatever the answer to the above, Thod will use a Strength Surge for his Strength Check. Add my Barbaian level to a Strength Check
Initiative Check: 1d20 + 2 ⇒ (13) + 2 = 15
Fortitude Save: 1d20 + 15 ⇒ (1) + 15 = 16
Strength Check: 1d20 + 6 + 10 ⇒ (8) + 6 + 10 = 24
| GM SpiderBeard |
So unfortunately your awesome bit of rage-cycling is a moot point because the initial three rounds do not repeat (I had to look this up a bunch). Because this is not that fun for onlookers in a PbP game, I'm going to just spam rolls to determine a victor. Thod can use strength surge here since this is very CMB-like.
Also you guys are deadlocked in strength and fort saves.
Round Five:
Thod Str: 1d20 + 6 + 2 + 10 ⇒ (10) + 6 + 2 + 10 = 28
Krojun Str: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 2 points Thod
Thod Str: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Krojun Str: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 2 points Krojun
THod Fort DC 17: 1d20 + 16 ⇒ (12) + 16 = 28
Krojun Fort DC 17: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Round Six:
Thod Str: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Krojun Str: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 2 points Thod
Thod Str: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Krojun Str: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 2 points Thod
THod Fort DC 21: 1d20 + 16 ⇒ (12) + 16 = 28
Krojun Fort DC 21: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Round Seven:
Thod Str: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Krojun Str: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 2 points Thod
Thod Str: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Krojun Str: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 2 points Thod
THod Fort DC 21: 1d20 + 16 ⇒ (17) + 16 = 33
Krojun Fort DC 25: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Round Seven:
Thod Str: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Krojun Str: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 2 points krojun
Thod Str: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Krojun Str: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 2 points Krojun
THod Fort DC 29: 1d20 + 16 ⇒ (11) + 16 = 27
Krojun Fort DC 25: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
As Thod flies into a rage, he sees Krojun's eyes widen and the young barbarian returns the favour, flying into a rage of his own. There's an 'oooh' from the crowd as it's clear Krojun was holding back.
Snuffing and snarling and just yanking back on the loop as much as possible, the two remain in a complete deadlock for what feels like ages. At one point, Thod manages to completely overbalance Krojun and looks ready to win, until Krojun has a rally of his own. As he roars loudly enough to shake the camp he yanks back... and both men collapse at the same time.
RRRRRAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!
The noise from the tribe is deafening as Thod and Krojun collapse in a dead tie, the two clearly in horrific pain as they are quickly tended. However, both are very tough and on their feet.
Krojun stares daggers at Thod, and simply nods curtly before turning to the funeral.
| Thjodrorir "Thod" Six-Picks |
Thod mostly winces his eyes, rubbing the sides of his head where the leather band was.
"Ooooowwww...."
He eases the pain with a drink from his stash. It takes him a bit to dig through his various flasks and canteens to find the one he wants. Has to have the right one, apparently.
"So, uhh.... I didn't lose. Now what?"
| Donnell "The Fox" |
Grinning, Donnell claps Thod on the back: "Well, that was exciting - well done, Thod! Though," frowning at Krojun's retreating back, "I'm not sure we've made a friend - hopefully you've earned us some respect, at least."
| GM SpiderBeard |
LIterally just saw an episode of vikings where a couple of dudes were playing this game in the background.
The Sklar-Quah gather their people and it is made quite clear that you are not welcome at the funeral of their fallen warrior. You return to the tent to let the day pass while you wait for the Bone Council fire.
As the night falls, Thousand Bones pokes his head into the tent and ushers you out. The majority of the other Skoan-Quah have retired to their tent, and it is a surprisingly intimate affair. The only ones here are Thousand Bones, Chief One-Life, and an elderly boneslayer called Ash-Dancer. They all are eerily silent before Thousand Bones begins speaking.
"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 something in return, yet know that by asking for this, 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 keeps them from open hostility against us. My words do not reach their ears when I warn them of Queen Ileosa and her rise in power. They hear tales of the city in flames, of its king dead, of disease ravaging its people, and they see this as a just punishment for a hated enemy. My people do not see that a greater threat is growing in this turmoil. And now, you come to me with concerns, seeking the aid of my people. Speak of what you wish of the Shoanti, and perhaps we may find our needs are the same."
| Raven Six |
"Midnight's Teeth. Ileosa wears them upon her head," Raven Six says. "The plague was started purposefully. A brutal guard of disaffected noblewomen marches through Korvosa. We require knowledge on how to defeat the evil of the dragon's fangs and their bearer."
| Donnell "The Fox" |
I suspect, rather than spending the day in a tent, Donnell will be exploring and asking a million questions of anyone who pauses in his vicinity.
"Chief One-Life, Elder Ash-Dancer, as my friend here says, and as Thousand-Bones knows, the situation in Korvosa has deteriorated rapidly. We believe the Queen has found, and wears, Kazavon's fangs - that ancient relic of your people known as Midnight's Teeth. A small group of people, including those seated before you, are working to resist the evil that spreads through the city, but we need your help."
"It is not our intention to seek a return of favours - our aid to Thousand Bones was freely given - but your people's knowledge of this artifact, how to neutralize it or defeat someone possessed by it, is of great importance to us. I will not spin tales of this evil spreading beyond the city to your own lands, as I do not know what the Queen intends, but it is our hope that a stronger alliance can be formed between Korvosans and the Shoanti people."
Diplomacy: 1d20 + 14 + 1d6 ⇒ (11) + 14 + (3) = 28
| GM SpiderBeard |
Thousand Bones listens somberly, and as Donnell makes it very clear what has happened with the Queen he looks troubled.
"My people dwelt where your people live now, not so long ago. We remained there for many, many generations, but across the centuries my people have always kept the lore of our ancestors in mind, passing knowledge to the new generations. Yet when Cheliax came to us with war and drove us to the Cinderlands so many years ago, we fought. And died. And many of those who died took this lore to their graves."
He purses his lips a little, indicating the mounds around you.
"The name 'Kazavon' is a n ame associated with a great and ancient evil, and many Shoanti believe to repeat such a name aloud is to preserve the evil. This, coupled with the deaths of so many lore keepers, has sequestered the knowledge I suspect you seek in the minds of a rare few: the Sun Shamans of the Sklar-Quah. The people of that powerful young fool Krojun Kills-Eats-What-He-Kills. They alone preserve the history of the Shoanti time in the lands you now call Korvosa, but they do not readily share this with tshamek... or fellow Shoanti, for that matter. Yet if you were to build your names among my people, to earn proper respect, even the eldest of the Sun Shamans would agree to provide the knowledge you desire."
| Raven Six |
"Understood," Raven Six says, nodding. "Before, you told me that the Sklar-Quah are experts at battle. Should we win great military victories? Incite a series of duels? Challenge some great foe of your people in battle?"
| Donnell "The Fox" |
"Yes - is there some way we can earn their respect? Hopefully, Thod's sredna match against Krojun has demonstrated some of our prowess without embarrassing the young warrior, but if he is any indication of Sklar-Quah attitude toward outsiders, it will take a lot of time we do not have to win them over. Raven 6 and I know something of the Shoanti language, but have much to learn about your culture, and the ways of the Sklar-Quah in particular. It does sound, however, that a grand display of strength or prowess would garner their respect, albeit grudgingly..."
| Thjodrorir "Thod" Six-Picks |
"I'm guessing there's gotta be more than just games of strength involved. Or even just raw combat. Not like we can just go beat a bunch of them up and earn their respect like that."
| Donnell "The Fox" |
Chuckling quietly, glad for a chance to break the seriousness of the conversation, Donnell grins at Thod: "Are you saying you wouldn't want to try?"
| GM SpiderBeard |
The camp laughs. "They would respect you, but they would not want to deal with you - you would be an enemy to be destroyed. What they will acknowledge is to learn their ways. The way you have comported yourself when challenged by Krojun, and the wyvern heads you have brought are already a good sign. Normally I would recommend an extensive period of time learning our ways... but you do not have that time."
Ash Dancer pipes up with a cackle. "Become the nalharest of your enemy. Have Krojun call you his sibling."
There's a titter of laughter but Thousand Bones continues. "That would work. I was perhaps thinking of recreating an accomplishment of our past stories. The tale of Skurak. He was consumed by the great worm Cindermaw, but then escaped! I will tell the story in full - it would certainly add to your legend."
The chief suddenly speaks. "An endorsement of a Truthspeaker, Akram still lives."
Thousand Bones agrees. "A truthspeaker is one who has lived many lives without lie, and who achieves the gift of speaking only truth after decades spent in chastity, self-control, and introspection. If you were to approach the Sklar-Quah with a Truthspeaker at your side it would be a great endorsement."
He continues. "Another idea. The Thrallkeepers are a caste of spellcasters that in the past, kept our people as slaves. They are now gone, but there is an ancient building of theirs that is a place for your warriors to test themselves. Return with the seven-pointed star, the Thrallkeepers' Mark."
Chief One-Life, obviously not one for many words, finally speaks. "All of this, and they may take you seriously. To be trusted by the Sklar-Quah? You must take the Trial of the Totem. Their own initiation, but you could not dream of that until you have accomplished the rest."
| Thjodrorir "Thod" Six-Picks |
"Are you saying you wouldn't want to try?"
"Not really. Learned as a kid that beating other kids up didn't make them like you. I was lonely for a while, until I learned my lesson."
Thod listens at the description of the tasks they could take to earn respect.
"I think I remember a story my mom told me as a kid. Something about doing twelve tasks. Nice we don't have twelve, but I'm guessing this is the same idea, eh? Do a bunch of tasks to earn their respect?"
| Raven Six |
"And then undergo initiation," Raven Six agrees.
The Alchemist ... makes a humorous face. "I am sure I can find some space for additional tattoos, if such is necessary. Though they may need to be smaller than usual. My own tribal markings are rather extensive, as my colleagues can attest."
| Donnell "The Fox" |
Are they suggesting all or just more than one of those tasks?
Summary (I've named them as a shorthand for later):
- Become Krojun's sibling (Nalharest)
- Get eaten by, then escape, Cindermaw (Skurak)
- Get Akram's endorsement (Truthspeaker)
- Retrieve the Thrallkeepers' Mark (Thrallkeeper)
- Take the Trial of the Totem (Initiation)
Donnell looks pensive: "These are very good suggestions - I thank you all for your wisdom. I'm going to assume that becoming Krojun's nalharest is either a jest, or at the very least not something that we can force. Let's hear the story of Skurak - perhaps that would be a good place to start."