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Roldala's not one for soothing words or pleasing smiles, so she just does her best to give Stuinvolk space and essentials. Make sure he's eating, staying hydrated, the works.
Diplomacy aid: 1d20 - 4 ⇒ (5) - 4 = 1
But all that is of limited effect...

GM Z..D.. |

Geico, are you attempting to find a strength or analyze him??

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Aroden goes over to stand next to Stuinvolk. "It looks to me like we have a stalwart band of warriors and explorers. What do you think? Are they ready for the Mwangi Expanse? I most recently came from a mission for the Society where I almost felt like I was here... but it was just the Blakros Museum. I would be indebted to you for your advice."
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
So that's the free Diplomacy check, and then also either a check to Discover or a check to Influence?
Aroden listens closely to the man's replies, trying to gauge from his choice of words which things trouble him. Linguistics: 1d20 + 11 ⇒ (12) + 11 = 23

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Jeras will offer Stuinvolk some food in the hope of improving his mood.
"Are you in the mood for the cakes?"
diplomacy: 1d20 ⇒ 13

GM Z..D.. |

So far you all have failed to improve Stuinvolk's mood.
But, due to Aroden you find that Stuinvolk is home sick. Possibly talking to him in skald, may help you when you make the influence check.
If you speak skald while attempting the influence check, you gain a +2 to the check, regardless of what topic to use.
So, Geico, Zaraah and Aroden have already made there checks for the social encounter. Geico, did you want to use that result for a discovery or did you want it to figure out a strength?
Still needed
Zarzucket-need a free diplomacy to improve his mood and either a discovery or influence check.
Jares van Hidden-discovery or influence check
Roldola-discovery or influence check

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"You have good memory. Since 10 years have passed from your last passing through this route."
Diplomacy influence: 1d20 + 0 ⇒ (16) + 0 = 16

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Discovery. I also didn't realize I was entitled to a free diplomacy check?
Diplomacy: 1d20 + 14 ⇒ (6) + 14 = 20
Diplomacy Blessed Correction: 1d20 + 14 ⇒ (12) + 14 = 26

GM Z..D.. |

Every day/phase, each player can attempt a free diplomacy check to change the mood of Stuinvolk. This is a separate check from attempting to influence him.
Geico is able to get Stinvolk out of his shell a bit by talking to him through out the day. He notices that he likes talking about his past adventures and places he has been. Geico also realized that he cringed every time some one made a lot of noise and he then looked around as if he was about to be attacked.
You can now also attempt to influence him with knowledge geography and for this phase only, a stealth check
Still needed
Zarzucket-need a free diplomacy to improve his mood and either a discovery or influence check.

GM Z..D.. |

Zaarah, you already made you attempt at the free diplomacy and you attempted a discovery check 10 post up. This is still the same social encounter. The only one left to act is Zarzucket

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Zarzuket recalls Pip. He whispers to Pip "Psst can you talk to Stuinvolk please"
He then tries to aid the party with Diplomacy.
"Stuinvolk any help you can give us would be appreciated while we journey with you!"
aid: 1d20 + 5 ⇒ (19) + 5 = 24
He tries to learn of Stuinvolk's weaknesses.
Linguistics: 1d20 + 8 ⇒ (13) + 8 = 21
Then later he tries to sneak around.
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11

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Pip reappears on the journey.
He tries to talk to Stuinvolk. "Please tell us more of your tales"
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
"I have one about Master Zarzuket and I traveling in Galt. I was sad that he wasn't nearly executed by the guillotine." He slaps his forehead. "OH I meant glad. Glad..that he wasn't nearly executed by the guillotine."
He later tries to sneak around following the gnome.
Stealth: 1d20 + 3 ⇒ (20) + 3 = 23

GM Z..D.. |

Zarzuket manages to help with the easing him, but still does not seem like enough to put him at ease.
However, he can not seem to prove that he is very good at sneaking around.
Remember folks, you can either attempt to learn a discovery, weakness, strength OR attempt an influence check. Not both
Stuinvolk finally settles down for the night.
Day 2
The party makes there way through the savanna. It is another scorcher, the heat begins to wear on some of the PC's
Everyone needs to make another fortitude save vs heat, DC 15. Again, you take a -4 penalty if wearing heavy clothes and armor. And if you fail, it is 2d4 points of NL damage
Night on the Mwangi savanna is oddly peaceful. The temperature drops to more comfortable levels, and the night sky spreads out above like a rich tapestry of wonder. Even the humming sounds of insects are oddly comforting.
I am going to break this up in to two parts for easier following. Everyone can attempt a diplomacy check to change is Stuinvolk's mood.

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I hope the gnome melts in this blasted heat
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
He talks to Stuinvolk again as well.
"Did I tell you the time that Master Zarzuket was nearly eaten by a dinosaur.."
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12

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Roldala really wasn't comfortable with this. His scars were all too familiar.
Diplomacy Aid: 1d20 - 4 ⇒ (2) - 4 = -2

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Aroden makes his way through the savanna. He looks around at the animals and tries to appreciate the sheer immensity of the Mwangi Expanse.
His magic keeps him comfortable during the day, though he regrets not picking up a wand for his companions.
As he listens to the humming of the insects, he attempts to engage Stuinvolk in conversation, switching to the language of the Ulfen people.
Does speaking in Skald also help for this check?
"So you are from the Lands of the Linnorm Kings? I remember the cold of those lands... but also a long and pleasant evening in the brief summer. Drinking ale, telling stories, and cooking freshly-caught fish. Perhaps when we finish our task here we will journey there."
Diplomacy to change mood: 1d20 + 6 ⇒ (17) + 6 = 23 +2 if speaking in Skald helps.

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fort: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
damage nonlethal: 2d4 ⇒ (2, 2) = 4
"Can you teach me some of your martial tricks?"
diplomacy: 1d20 ⇒ 3

GM Z..D.. |

Sure, I will count speaking in skald as a circumstance bonus for diplomacy checks.
"It would be nice to return there once this is over" He says calming down a bit.
As the PC's settle down for another night, a wild, ululating animal scream emanating from somewhere out in the darkness. The cry is repeated, now having moved a quarter way around the camp’s perimeter faster than it seems possible—either there are numerous such creatures in the night, or one that is moving very quickly. The cry repeats a third time, now opposite where it was originally heard, and then a long, tense silence ensues.
Against expectations, though, the creature does not circumnavigate the camp. After a few moments, the sound of insects resumes, though not anywhere near as comforting as before.

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DC 30 perception on level 5-7 OMG!
perception: 1d20 + 11 ⇒ (12) + 11 = 23

GM Z..D.. |

Its the same in low tier as well. I think they did it so, you would not see it

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Geico continues keeping up sweating in all of this weather.
Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Listening to the cries in the Savannah night he simply tries to gather everyone around into a defensive formation.
I don't think I have the proper insurance policy for Savannah Night Monsters...m

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"What was that?"
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Wow lol..
"It was a big cat." Zarzuket turns to the party and whispers. "It's eyes look like our guides"
Fort: 1d20 + 4 ⇒ (1) + 4 = 5
non lethal: 2d4 ⇒ (1, 4) = 5

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Roldala keeps her hammer ready and her eyes fixed on the darkness, glad of the heritage that lays the shadows bare.
"If it's just a big cat, it won't come after us unless it's really, really hungry. Is there anything else around here that just looks like a big cat?"

GM Z..D.. |

You all look over to Stuinvolk, who looks haunted as the noise finally passes. "Those screams didn't sound like any thing natural. It sounded like the screams of my friends that were tortured by the Mzali last time I came here."
Ok, now is the time for another influence check. Remember, you can either attempt to analyze him with sense motive check to learn a discovery or find out his strength,or a profession herbalist to find out his other weakness.. Make sure you put what you are trying to do. Or you can attempt to influence him. So far, you all can attempt to influence him with a knowledge geography and of course diplomacy. Remember PC's can only attempt to analyze or an influence. NOT BOTH.
Remember if you attempt the influence and you talk to him in skald, that PC's gets a +2 to the check.

GM Z..D.. |

There is no real penalty if you fail, so I'd say yes. But definitely not 20

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"Can you describe the torture of your friends?"
sense motive: 1d20 + 4 ⇒ (20) + 4 = 24

GM Z..D.. |

Jeras, you succeeded the check, did you want a discovery or a strength from you sense motive.

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Jeras, you succeeded the check, did you want a discovery or a strength from you sense motive.
discovery

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Aroden waits for the flurry of questions to die down and for Stuinvolk to have a chance to respond.
Later, during a quieter moment, he will ask Stuinvolk about some of the places he has heard of in Ulfen Lands.
"Have you ever been to Summerglen? I have heard of this place, in Hagreach, which is warm year-round due to certain properties of the canyon where it lies and the crystals that line the canyon walls. It is south of Trollheim, I believe. And I have wondered if, with the right magical equipment, I might explore the Sunken City in Broken Bay."
Knowledge (Geography), Take 10, Skald: 10 + 9 + 2 = 21

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"Jeras, you wanna not ask shit like that? Even if you've got to face your demons, why have 'em sprung on you."
Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15 Discovery
Diplomacy (aid): 1d20 - 4 ⇒ (15) - 4 = 11

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"I'm a thief and a murderer not a psychiatrist!" replies Jeras to Roldala.

GM Z..D.. |

Jeras van Hidden gleams some more knowledge, you realize that lingering trauma is something that trained healers study. You all now may use heal checks to influence him as well.
"I've heard that the crystals catch the warmth of the sun. That is why it is always warm." Stuinvolk replies, he seems to enjoy the conversation.
He looks over to Zaarah, and simply smiles.
Day 3
After days of traveling the savanna, the miles of sere grassland seem to blend together. In the dry midday heat, the yellow and brown of the horizon form an interminable backdrop. Occasional patches of trees do little to break the monotony, their branches and sparse leaves barely moving in the still air. Even the nearby stretch of the Korir River melds into the dry, brown palette with its crumbling, muddy banks.
The lack of humidity at least reduces the number of stinging and biting insects encountered. In places, the noises of grassland life seem muted, with not even the chirp of a grasshopper to be heard, resulting in an eerie silence.
OK another day equals another fort save vs the head. Still at DC 15 per the simplified rules. -4 penalty for armor and heavy clothes. If you fail, please roll the non-lethal damage, which is 2d4
And with the new day, you all may attempt to change the mood of Stuinvolk. You all get a +2 bonus to do so from you current empathy points with him. And if you speak to him in Skald, that is an additional +2

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Fort : 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
non lethal damage : 2d4 ⇒ (1, 1) = 2
Zaarah is clearly not comfortable in this environment!
”Can one of you please use my cure wand to heal me please?“ she asks.
CLW 3 charges : 3d8 + 3 ⇒ (2, 5, 3) + 3 = 13
* * *
Influence - Diplomacy : 1d20 + 12 ⇒ (9) + 12 = 21
”Stuinvolk, I am really glad that you were able to relax a little bit in the last couple of days and I am sure that your decision to come back here was the right one! Let us hope that together we will be able to overcome any hurdles that we encounter!“ Zaarah says confidently.

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Heal: 1d20 + 1 ⇒ (16) + 1 = 17
Fort: 1d20 + 7 ⇒ (8) + 7 = 15
"Mr. Stuinvolk how do you feel today? It is beautiful day for adventure."
diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9

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Aroden continues to use Endure Elements on himself, and speaks to Stuinvolk in Skald.
"Another day in the savanna, and another day closer to completing our mission. We have made it through the dangers thus far. Please forgive my companions, as you know the Society is sometimes very lax in its hiring procedures."
He looks at the self-proclaimed murderer and seems very uncomfortable.
"Perhaps someday there will be changes made. But until then, we will make do with what we have, and try to best use our resources."
Change Mood, Diplomacy, Take 10: 10 + 6 + 2 + 2 = 20

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Geico continues to struggle through the savannah before also taking a crack at calming the man down.
Fort Save: 1d20 + 10 ⇒ (20) + 10 = 30
You know you handle yourself quite well out here. You must have a great respect for these lands to continue pressing on after everything. Many would have retired. That is respectable
Diplomacy to Influence Blessed Correction (roll 2 take better): 2d20 + 12 ⇒ (7, 4) + 12 = 23

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Heal: 1d20 + 1 ⇒ (19) + 1 = 20
She'd seen gladiators who couldn't fight anymore in her time on the sands. It wasn't always an injury, if you were a good enough fighter, the masters could always pay to fix you. Sometimes there was just too much weight on your mind to move.
She understood that. It made dealing with Stuinvolk a lot easier.
Sense Motive: 1d20 - 1 ⇒ (6) - 1 = 5