| GM Doug H |
Worknesh chortles when Chim's spell "splutters." They're not as skilled as we hoped, but still dangerous, keep pushing Jackals! Punctuated by Akoril's arrow.
YAAAH! Guard 1 raises his shield then tries to show off and dances around Chim:
Spear vault vs FF: 1d20 + 23 ⇒ (13) + 23 = 36
P: 2d8 + 13 ⇒ (3, 5) + 13 = 21
Kill! Guard 4 vaults around the gnoll and lands a hit in a vital spot:
Spear vault vs FF: 1d20 + 23 - 1 ⇒ (20) + 23 - 1 = 42
P: 2d8 + 13 - 1 ⇒ (5, 2) + 13 - 1 = 19
Strike vs FF: 1d20 + 23 - 5 - 1 ⇒ (12) + 23 - 5 - 1 = 29
… but misses thanks to the rogue's enfeebling effect on the second try!
Guard 3 fights off his despair for the moment, maybe he's been thinking of all the burpees he'll have to do in the Pit if he messes up more. If only he had a reaction. Snot drips from his nostril as he vaults around Kiri.
Will, guard 3: 1d20 ⇒ 16 S
Spear Vault vs FF: 1d20 + 23 ⇒ (16) + 23 = 39
P: 2d8 + 13 ⇒ (7, 6) + 13 = 26
He smiles and raises his shield.
☀☀☀
Worknesh's Challenge Round 6
Party Conditions: 10 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (49/128 HP) │ -2 to attacks
➤ Wisps (94/140 HP) │ Clumsy 2
Jackal Guard 2 (-44 HP) │ Shield raised
Chimwemwe (76/152 HP) │ Stupefied 1, prone, 1d6 P
Akoril (109/152 HP) │ -1 to athletics/acrobatics DCs, prone
Jackal Guard 1 (-95 HP) │ Enf 1, shield up
Jackal Guard 4 (-68 HP) │ Enf 1
Jackal Guard 3 (-72 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Alrinkiri |
Kiri cries out in pain, then darts away from his attacker, leaping up onto a felled column. They swipe at the jackal engaged with Chimwemwe. With a flourish, they slash at the soldier, trying to sell a bravado that they certainly aren't feeling at the moment.
◆Stride, ◆Strike, ◆Strike (haste), ◆Combat Ruse.
claw (+2 striking, ghost touch, grievous) vs. flanked (Gang Up) #1: 1d20 + 23 - 2 ⇒ (10) + 23 - 2 = 31
Slashing: 2d4 + 6 ⇒ (4, 3) + 6 = 13
Sneak Attack: 3d6 ⇒ (2, 6, 4) = 12
Enfeebled 1 on hit
claw (+2 striking, ghost touch, grievous) vs. flanked (Gang Up) #1, agile 2nd: 1d20 + 23 - 2 - 4 ⇒ (11) + 23 - 2 - 4 = 28
Slashing: 2d4 + 6 ⇒ (1, 4) + 6 = 11
Sneak Attack: 3d6 ⇒ (1, 1, 6) = 8
Enfeebled 1 on hit, or -10ft to speed if second hit
Acrobatics to Combat Ruse: 1d20 + 24 ⇒ (1) + 24 = 25 This is just getting ridiculous.
| GM Doug H |
| 2 people marked this as a favorite. |
Kiri slashes their target… but their second attack skitters across the shield.
Worknesh blinks and thinks, as she watches the agile cat prance about.
Are they faking it? They must have suspected I can easily see through their pathetic ruses, so there is no way I'd fall for it. Why even try? But they'd like me to think that, wouldn't they? After all Alrinkiri surely knows my own famous tactical acumen, which means it would be foolhardy to even try to trick me in the first place. So I should believe they're truly this clumsy. But, then again maybe that's what they WANT me to think, because they they know I know, and if they know I know then pretending to pretend would be a clever ruse indeed. Then again they've almost bested one of my Jackal Guards, which means they have studied, and in studying they must have learned that jackal guards are dangerous and deadly indeed, showing no mercy. Therefore, they would have put the idea of a combat ruse as far away from their mind as possible — otherwise, they might die. They've fallen for a classic blunder: "never get involved in a water war in Mzali"…
+1 ruse point
| Curling-Wisps-of-Smoke Reliava |
Wisps steps away, and shouts, "We can still win!"
She fires an arrow at #2.
Shortbow: 1d20 + 21 + 1 - 2 ⇒ (16) + 21 + 1 - 2 = 36
ouch!: 2d6 + 1 ⇒ (2, 4) + 1 = 7
deadly, if a crit: 1d10 ⇒ 8
| GM Doug H |
Kiri slashes thir target. The guard looks afraid, like he might break… but Worknesh shouts: You better not give up!
Wisps inspires and planks an arrow at Guard 2.
Yaaar! Guard 2 stepas and strikes at Wisps…
Impaling strike: 1d20 + 23 ⇒ (16) + 23 = 39
P: 2d8 + 13 ⇒ (6, 8) + 13 = 27 and 1d6 bleed
Then he raises his shield.
No! Go for the kill! Grumbles Worknesh.
☀☀☀
Worknesh's Challenge Round 6
Party Conditions: 11 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (49/128 HP) │ -2 to attacks
Wisps (94/140 HP) │ Clumsy 2, bleed 1d6
Jackal Guard 2 (-46 HP) │ Shield raised, enf 1
➤ Chimwemwe (76/152 HP) │ Stupefied 1
➤ Akoril (109/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-145 HP) │ shield up
Jackal Guard 4 (-68 HP)
Jackal Guard 3 (-72 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Chimwemwe |
Chimwemwe steps around the Jackal Guard. He slams his shield toward the man but tries to make it look clumsy while still controlling the blow. It appears he leaned too heavily into the looking clumsy part of that plan.
◆ Step
◆ Strike: +2 Striking, Merciful, Ghost Touch Shield Boss (E), Inspire: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Magic, Bludgeoning, Merciful, Ghost Touch, Overdrive, Weapon Specialization, Inspire: 2d6 + 4 + 4 + 2 + 1 ⇒ (1, 6) + 4 + 4 + 2 + 1 = 18 + Fire: 1d6 ⇒ 4
◆ Combat Ruse: Athletics (M), Armbands of Athleticism: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
| Akoril |
Akoril concentrates and takes a couple shots at #1.
Bow VS #1 - Volley: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
piercing: 3d8 + 4 ⇒ (8, 5, 4) + 4 = 21
More Arrow vs #1: 1d20 + 22 - 5 - 2 ⇒ (4) + 22 - 5 - 2 = 19
piercing: 3d8 + 4 ⇒ (4, 6, 1) + 4 = 15
Akoril then struggles to get a 3rd arrow off.
Acrobatics Ruse: 1d20 + 20 - 1 ⇒ (15) + 20 - 1 = 34
| GM Doug H |
Chim leans too much indeed into the shield slam, adding a stumble at the end. The Jackal guard smirks.
Akoril's arrow sinks into guard one's shoulder.
The guard next to the gnoll takes a swing back:
AOO vs Akoril: 1d20 + 23 ⇒ (10) + 23 = 33
P: 2d8 + 13 ⇒ (8, 3) + 13 = 24
While Akoril is slashed, the arrow still strikes true. Its target puts up his hands. I yield!
Worknesh is spits into the dirt at her feet. A lucky shot — can't you see these fools stand no chance? The archer left himself open to attack! A lucky shot… you'll be going back to administrative work!
+1 ruse from chim, +1 akoril
The guard trots off the field. Guard four presses the attack on the gnoll:
Spear Vault vs FF: 1d20 + 23 ⇒ (12) + 23 = 35
P: 2d8 + 13 ⇒ (4, 4) + 13 = 21
Spear Vault vs FF: 1d20 + 23 - 5 ⇒ (2) + 23 - 5 = 20
Guard 3 tries to fight off his sadness…
Will: 1d20 ⇒ 8
He must be thinking of adminstrative work too as his muscles convulse up and the tears fall.
He puts himself between the pillar and Akoril for one strike…
Spear: 1d20 + 23 ⇒ (7) + 23 = 30
The spear-tip goes wide.
☀☀☀
Worknesh's Challenge Round 7
Party Conditions: 13 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (49/128 HP) │ -2 to attacks
➤ Wisps (94/140 HP) │ Clumsy 2, bleed 1d6
Jackal Guard 2 (-46 HP) │ Shield raised, enf 1
Chimwemwe (76/152 HP) │ Stupefied 1
Akoril (64/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 4 (-68 HP)
Jackal Guard 3 (-72 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Alrinkiri |
Kiri leaps, doing a quick roll in the air as they fly toward the nearest jackal attacking Akoril!
Step, Strike, Strike (haste), Combat Ruse
claw (+2 striking, ghost touch, grievous) vs. flanked #3: 1d20 + 23 - 2 ⇒ (18) + 23 - 2 = 39
Slashing: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Sneak Attack: 3d6 ⇒ (1, 1, 5) = 7
claw (+2 striking, ghost touch, grievous) vs. flanked #3, agile 2nd: 1d20 + 23 - 2 - 4 ⇒ (9) + 23 - 2 - 4 = 26
Slashing: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Sneak Attack: 3d6 ⇒ (5, 6, 6) = 17
Acrobatics to Combat Ruse (DC 31): 1d20 + 24 ⇒ (1) + 24 = 25
| GM Doug H |
Claws tear flesh, then skitter across shield.
Worknesh frowns. Or…
-1 ruse point.
☀☀☀
Worknesh's Challenge Round 7
Party Conditions: 12 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (49/128 HP) │ -2 to attacks
➤ Wisps (94/140 HP) │ Clumsy 2, bleed 1d6
Jackal Guard 2 (-46 HP) │ Shield raised, enf 1
Chimwemwe (76/152 HP) │ Stupefied 1
Akoril (64/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 4 (-68 HP)
Jackal Guard 3 (-89 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Curling-Wisps-of-Smoke Reliava |
Wisps makes a big show of her injury as she steps away.
Deception, Combat Ruse: 1d20 + 23 ⇒ (9) + 23 = 32
"They don't have us yet!"
Step, Combat Ruse, Inspire
| GM Doug H |
Giard 2 dances along the way and tries to trip both Wisps and Kiri!
knocking sweep vs Wisps: 1d20 + 23 ⇒ (11) + 23 = 34
knocking sweep ve Kiri, no MAP, but cover: 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36
He knocks them both prone!
☀☀☀
Worknesh's Challenge Round 7
Party Conditions: 12 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (49/128 HP) │ -2 to attacks, prone
Wisps (94/140 HP) │ Clumsy 2, prone
Jackal Guard 2 (-46 HP) │ Shield raised, enf 1
➤ Chimwemwe (76/152 HP) │ Stupefied 1
➤ Akoril (64/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 4 (-68 HP)
Jackal Guard 3 (-89 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Akoril |
Akoril steps away from 4, helping Kiri flank with #3 before firing an arrow point blank at them.
Inspired arrow vs 3 - Volley: 1d20 + 22 - 2 + 1 ⇒ (18) + 22 - 2 + 1 = 39
piercing: 3d8 + 4 ⇒ (8, 4, 4) + 4 = 20
deadly?: 1d10 ⇒ 4
Akoril then protects himself with a shield spell.
AC 33, will block(15)
| Chimwemwe |
Chimwemwe steps forward and swings his shield at the Jackal Guard harassing Curling-Wisps-of-Smoke. He tries to make it look clumsy but hopefully not as clumsy as the last time.
◆ Step
◆ Strike vs. Guard : +2 Striking, Merciful, Ghost Touch Shield Boss (E), Inspire: 1d20 + 22 + 1 ⇒ (19) + 22 + 1 = 42
Magic, Bludgeoning, Merciful, Ghost Touch, Overdrive, Weapon Specialization, Inspire: 2d6 + 4 + 4 + 2 + 1 ⇒ (1, 2) + 4 + 4 + 2 + 1 = 14 + Fire: 1d6 ⇒ 6
◆ Combat Ruse: Athletics (M), Armbands of Athleticism: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
| GM Doug H |
| 1 person marked this as a favorite. |
Enough!
Worknesh steps into the ring. If we continue to disgrace you, we will disgrace ourselves. The Jackal guard only takes up worthy challenges.
She shakes her head. Who knows what they are teaching you at that university, but you are excellent material for accountancy or librarianship.
Gnoll: you should never include allies in friendly fire. If you were in my ranks we'd make you eat a bucket of maggots for pulling a stunt like that.
Anadi: When your voice cracks it sounds like a Chihuahua trying to be a tiger. Try to embrace that "Blazing spider" a little more dearly if you want to actually help your comrades soar to new heights.
Inventor: try inventing some assistive devices better than that athletic armband trinket… perhaps a wheeled carriage for your shield, because your noodle arms clearly can't handle that heavy thing properly.
Finally she looks at Kiri. And you… I don't even know what to say. I don't even know what that was. But I'll never forget it.
Now get out of my sight before I throw up! She shoos you away.
____
On the way out some grinning jackal guards approach you.Gold coins jangle in large sacks they carry. They shove one of them into into your hands. That was hilarious! Some of our buddies bet you'd win, thinking the Maagambya's all high and mighty. Well, we bet them you're just a bunch of thinkers better at penmandhip then swordsmandhip. Thanks for proving us right, no one's better than Worknesh's Jackal Guards! He shoves one of the sacks into your hands. Here… buy yourselves some books or something! BWWWAAAHAHAHHAHA!
There is 5,000 gold in the sack. As you leave, the guards chatter about how Worknesh is very happy. She just loves lecturing people, and the guards think she'll be in a decent mood for days to come thanks to you.
+2 Influence with Worknesh
| GM Doug H |
The next morning Nkiruka calls you to her office.
We have learned a little more about you, and believe you can be trusted in our city… Walkena and I do not believe the guard detail is completely necessary. And, we can better utilize them elsewhere. She dismisses the guard detail who's been with you this whole time. Please feel free to enjoy some greater privacy in the temple city, so long as you will follow all laws.
+1 influence with Nkiruka
| Akoril |
Perception: 1d20 + 15 ⇒ (9) + 15 = 24
Akoril nods "We're professors, not professional warriors, I don't know how we ever thought to stand a chance."
| Alrinkiri |
Perception: 1d20 + 19 ⇒ (6) + 19 = 25
Kiri does not react to Worknesh's jab, not wanting to give anything away.
| Akoril |
Akoril spears to his allies "Lets see if we can arrange a new meeting with Wekesha."
| Chimwemwe |
Perception (E): 1d20 + 18 ⇒ (12) + 18 = 30
Chimwemwe stands lost in thought, his fingers idly tracing figures and equations in the air until long after Nkiruka leaves. "Hmm. If only there was a way to carry it out, but they move around so much..."
| GM Doug H |
You find Wekesha in the marketplace. He is listening to a rickshaw driver who's loading bricks into a cart. Interesting, you think the state should help with collctive barganining, so you and your fellows can't be tasked with your bosses boss to carry heavy goods to and fro… what would Walkena do without bricks for his glorious temples, though? Every strong back raises us closer to the sun, after all.
Mzali Lore (to talk about all Walkena has done for the city), Deception (>29), Walkena Lore, Diplomacy, Society (>31), Intimidation
| Akoril |
Akoril waits patiently before engaging with Wekesha about various bits of success and failures of the local government. Hoping...
Society: 1d20 + 20 ⇒ (2) + 20 = 22
but failing to show that he's really learned about the city.
Akoril takes a moment to refocus, and present his arguments differently.
hero point Society: 1d20 + 20 ⇒ (7) + 20 = 27
| Curling-Wisps-of-Smoke Reliava |
"It's true. These temples rival any others in the world, thanks to the hard work of the people here."
Wisps's Deception (M): 1d20 + 23 ⇒ (6) + 23 = 29
| Alrinkiri |
"Yes. It would really be a shame if some people didn't contribute as needed."
Intimidate: 1d20 + 19 ⇒ (19) + 19 = 38
| Chimwemwe |
Chimwemwe takes a deep swallow and then tries to impress Wekesha with conversation about the practical applications of a theocratic society and how they differ from how a democratic city-state is run.
Society (T): 1d20 + 18 ⇒ (4) + 18 = 22 Argh! Try again...
Hero Point: Society (T): 1d20 + 18 ⇒ (16) + 18 = 34
| GM Doug H |
Wekesa just smiles at you. The temples rival others because the hard work is guided by the hand of a living deity. What else can we do but contribute, we are like ants. If your backs break, we must be stronger. He seems unfazed by even Kiri's frightening allusions.
4 fails, Akoril squeaked by a crit fail by using the hero poiint, only just. Clearly his intimidaiton DC is off the charts.
| GM Doug H |
Wekesa enjoins the man to add still more bricks to his cart, overloading it.
The laborer stumbles down the street, groaning.
Wekesa saunters off without a single glance back.
Where to next?
| Chimwemwe |
"Maybe we should work with someone less antagonistic," Chimwemwe suggests. "We can go back to the inn to send a message asking M'bele to meet us tomorrow and, in the meantime, invite Sihar to join us for a meal tonight."
| Akoril |
Akoril nods "That sounds more pleasant than hearing more about bricks and the building blocks of civilization."
| GM Doug H |
Sihar is willing to sit with you. She brings her "adult sons." (AKA rebel bruisers).
I always love Azeeko's bread. What can we do for you? We're laying low for now… but we're ready to pounce at a moment's notice.
See slide for influences!
| Alrinkiri |
"It's good to see you again, Sihar. I hope you are well. I wonder, perhaps, if you might be interested to hear the details of a recent encounter we had..."
Kiri proceeds to recount the tale of the recent spar with Worknesh's forces, trying to include as many potentially useful technical details of their fighting style as possible.
Warfare Lore: 1d20 + 22 ⇒ (14) + 22 = 36
| Akoril |
Akoril breaks bread with Sihar, pulling out currants and following up on Kiri's points, but taking a broader look at their tactics.
"While their spears, not as dense as the currants were in this bread. Their spacing remained in ways to cover each others actions and limit our movements. The pillars of the arena did impede their progress though, just as the cheese in this other bread..."
Warfare Lore: 1d20 + 20 ⇒ (17) + 20 = 37
Akoril also continues to quite enjoy the local breads, probably a bit too much, perhaps it might be wise to cut back, or at least go clothes shopping soon.
| Chimwemwe |
"She is trustworthy in the sense that she will not do anything to give Walkena an advantage," Chimwemwe says to Esi after inviting her to join their dinner with Sihar.
--=^=--
"It was not that bad," Chimwemwe says to Esi with a nervous snile as Alrinkiri and Akoril describe the battle with the Jackal Guard. He turns back to Sihar. "You have educated us much on the Old Sun Gods, already. Much more than I knew before. However, we are having difficulty getting Wekesa to open up to us. He is incredibly devoted to Walkena. I wondered if there was more to learn about the original gods of Mzali that might shed light upon the twisted reflection that Walkena enforces and provide us with an edge."
Religion (M): 1d20 + 20 ⇒ (17) + 20 = 37
| Curling-Wisps-of-Smoke Reliava |
"We require no pouncing at the moment, though we appreciate your willingness to aid us. You are a most valuable ally."
Wisps's Diplomacy (M): 1d20 + 24 ⇒ (14) + 24 = 38
| GM Doug H |
Even with circ. bonuses, those are all successes!
Sihar smiles. Surely you delegates are not choosing sides, only telling your tale. Surely.
Wekesa is a xenophobe who has bought wholly into Walkena's propaganda. The people love him because he writes down their problems, but beyond passively reporting to Walkena none of the rest is of any concern to him. I Perhaps if you can break through he can see you as something more than "others" — a first step to undoing this mindset.
We are still looking for the lost daughter of Chohar. I learned she was associated with the peoples of Mzali-Jimbuani, at a place called the Shrine of the Eclipse. It is somewhere hidden in the jungles. I hear Walkena is interested in that place too, but not only is it hidfden, but also extremely dangerous.
4 successes — maxed out at 8 influence.
You want to meet with M'bele tomorrow, yes? We can use our eyes and ears to help arrange that. Now, contacting a Mzali figure only takes 1 day instead of a week
In additino, we'll run interference if you need to go anywhere at night. The Bright Lions distract city guards and Mzali’s secret police whenever the delegation goes out. You can move through the city with impunity at all hours, even after curfew.
| GM Doug H |
Thanks to Sihar's help M’bele meets you over lunch at his inn. He seems tired and stressed out. Negotiations must not be going well.
Have you any news to share with our trade guild? How go your own efforts?
| Akoril |
Akoril happily takes a lunch meeting.
"We've had some mixed success I must admit. Our sparing against the guard was an embarrassment, but alas our expertise is in knowledge and economics. Certainty those efforts go well at least. While it is not your immediate goal, wouldn't any inroads here by anybody, lead to further opening of the doors, and perhaps a brighter future for Vidrian?"
Society: 1d20 + 20 ⇒ (16) + 20 = 36
| Alrinkiri |
"Our efforts go well in some places, less well in others. There are many here that are a closed book to us, including some close to the throne. Still, we work as we can to make inroads, as Akoril says. Hopefully those roads, once established can persist beyond our use."
Society: 1d20 + 18 ⇒ (10) + 18 = 28
| GM Doug H |
Perhaps we can comnbine our efforts after all… You negotiate some ways to build inroads together.
Crit success, and success. You will get an prize later, but there is still more rewards to get here if Chim and Wisps want to help work things out.
| Curling-Wisps-of-Smoke Reliava |
"Yes, I believe we can be strong allies to each other, particularly with your deep knowledge of local trade."
Wisps's Diplomacy (M): 1d20 + 24 ⇒ (1) + 24 = 25
Hero Point!
Wisps's Diplomacy (M): 1d20 + 24 ⇒ (7) + 24 = 31
| Chimwemwe |
Society (T): 1d20 + 18 ⇒ (20) + 18 = 38
Chimwemwe is no genius when it comes to economics. He understands hard work and an orderly working community, but the finer details of guiding the economy are not his strong suit. However, he tries his best to explain with sincerity how he believes their efforts will lead to less erratic prices and tariffs.
| GM Doug H |
Not only do you find a way to copmbine your efforts but you expand on your combined negotiating power, giving you each two greater weight to throw around during discussions.
You gain a +2 circumstance bonus to influence checks in Mzali
______
The next day, Nkiruka marks your delegation as an important group in Mzali. You can now attempt to use the Contact a Mzali Figure activity to meet with the Council of Mwanyisa and High Priest Zubari.
In addition, you receive a letter from M’bele apologizing for his behavior. There is a greater crafter’s eyepiece in the package, along with a letter that grants your delegation a 5% discount with all merchants in the city, for one year.
| GM Doug H |
Later that morning, you receive a letter from the Council of Mwanyisa. They seem eager to get in touch, and would like to meet later that afternoon!
there are 4 members of the council, but you treat them as one unit to make checks against.
Where to?
| Alrinkiri |
"If the council wants to meet with us, it seems prudent to make our greetings and get a feel for them."
| GM Doug H |
You head to a lavish temple, empty between services. In the back is an elegant garden with fountains with water magically enhanced to sparkle in the sun. There are four people here waiting for you.
A plump elderly man in a cushioned chair lazily eating dates. Ougan-Priest Dzonzi is in charge or organizing religious services and protexting against "spirit intrusions" (non-Walkena faiths).
A middle-aged man wearing a flashy yellow shirt and dazzling golden jewelry smiles. Sangoma-Priest Gondwi serves the city as its plague-ward and master physician.
The youngest of the bunch is a quiet and reserved woman. Suikiro-Priest Onami uses her divine powers to reach out to the spirits of the past… likely, you may suspect, only those spirits willing to bend to Walkena's propagandist will.
Finally, the oldest of the bunch is a woman in her 80s who tells long and winding stories. N’ganga-Priestess Simbwala is the city’s seer and prophetess, using her magic to keep an eye on Mzali’s future and help guide the council’s actions.
They are interested in learning about you and your past, and overe the course of a polite afternoon you can learn about them or even influence them.
Discovery: Society, Mzali Lore, Perception
Influence: Mzali Lore, Arcana, Medicine, Religion, Society, Walkena Lore, Diplomacy, Deception, Intimidation
| Akoril |
Akoril "We've finally made some tangible progress, lets go over what we know about the council."
| Curling-Wisps-of-Smoke Reliava |
Wisps approaches N’ganga-Priestess Simbwala.
"I am Curling-Wisps-of-Smoke Reliava. I understand that you are a storyteller. I am known by my people as a weaver of stories, and this is something the Magaambya values. Perhaps I could convince you to share a story with us sometime."
Wisps's Diplomacy (M): 1d20 + 24 ⇒ (8) + 24 = 32