Mustaparta
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Venture-Captain Ambrus Valsin paces in front of a small table in this meeting room in the Grand Lodge. In front of him on the table is a packet of parchments.
“Pathfinders, a rather concerning development has come to light. I have received a summons requesting Pathfinder presence at a meeting of the Shoanti quahs. The impetus for this request is troubling, to say the least.
“About one year ago, a Pathfinder named Lumketul Simset returned to the Grand Lodge with notes on a rather exciting discovery: a Thassilonian ruin, tucked in a remote area in the Iron Peaks in Varisia. He also returned with several artifacts, which we took in for further study. Lumketul’s notes were the basis of a tale published in the Pathfinder Chronicles shortly thereafter, which has become rather popular among those endeavoring to uncover new Thassilonian discoveries.
“However, I recently received a message from Cousin to All, an ally from the Shriikirri-Quah. Shadde-Quah traders came across a copy of the Pathfinder Chronicles. Upon reading Lumketul’s entry, they realized that he was speaking not of a Thassilonian ruin, but of a sacred Shoanti burial site known as the Muschkal Sepulcher. Shadde-Quah leadership contacted the Skoan-Quah, which sent out their boneslayers to confirm the reports. Turns out—unfortunately for all parties—Lumketul did in fact damage and plunder the sepulcher.”
Ambrus rubs his temples with one hand, then continues. “Our relations with the quahs have already been somewhat strained, although friendlier than their other connections with outsiders. Fortunately for us, we have some history of goodwill with the Shoanti, so Cousin to All was able to convince the other quahs to send representatives to hear our side of the story. Unfortunately for us, our side of the story is still bad. Lumketul showed no regard or respect in his blind pursuit of discovery, and frankly, the Society doesn’t have much grounds to deserve forgiveness. The Muschkal Sepulcher is an important location for all the quahs, and Lumketul’s disregard has cast the Society as a whole in a bad light. We’ve tried contacting Lumketul, but he has cut contact with the Society, and no one in the Society has heard from him in over a year. This is where you come in. I would like for all of you to travel to the meeting of the councilmembers and represent the Society. I believe excuses will not be received well; rather, please petition the council with utmost earnestness and sincerity.”
Ambrus pushes the packet of parchments across the table. “I’ve had Lumketul’s notes on his expedition dug up in the hopes they’d be of some use. I’ve also included a copy of his Chronicle publication, although his embellishments and obfuscation of truth may have rendered it useless; nevertheless, maybe you’ll glean some helpful information from it.” Ambrus then reaches down beside him and pulls up a large satchel and an egg-shaped rock that emits a warm, red glow. “The bag contains the items Lumketul plundered from the burial site. At the very least, we must return the items to the Shoanti, and I request you try to convince the council to allow you to restore the sepulcher to its proper state. As for the stone, if you touch it to a broken object, it will gradually repair it. It won’t last forever, but it should have enough magic left in it for this mission.” The venture-captain pauses for emphasis. “It’s important to the Society to develop further relations with the quahs, so this could be an opportunity to show that we can be trusted.”
Character introductions, please. Any questions and knowledge rolls will be answered in January when we will formally begin.
Mercutio Menschjaeger
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An unnaturally tall, attractive, and well-groomed man dressed in conspicuously fine attire sits directly across from Venture-Captain Ambrus; he rests his fingers on his face in equal parts irritation and consideration, his golden eyes gleaming like newly-minted coins even when they display boredom. Between them, his noble attire, flowing platinum hair, and skin as grey and flawless as polished marble, he almost looks as though he might literally be made of money. A hunchbacked footman, features obscured between layers of heavy clothing, periodically comes around to refill a quartz goblet from a pitcher of macerated-cherry brandy.
"A shoddy job," The gent declares at last in a rich, sultry voice. After a moment's consideration that is indeed surprisingly momentary, he adds:
"There is an old saying where I come from - a riddle, if you will: 'What is crueler: To let a wound of the heart fester, or to simply cut it out?' This...Master Simset failed us all, Shoanti and Society alike: Why should any but he - and perhaps, his party - pay the price?"
"I know of some who'd resolve the problem of an incompetent agent via a diplomatic mainstay that has served them well for centuries: By gifting the aggrieved party with the agent's severed head. Perhaps with rosemary, and a delicate vodka-sauce - or candied for preservation, were that preferable!"
"Rest assured, we shall seek no excuses for the oaf, but the very notion collective guilt is for the most part a trap designed by those who would ward off the erosive power of justice. Trust me on this," He adds with a sip from his goblet and a conspiratorial wink.
"From there, I suppose it shall be a simple matter of showing what proper adventurers can do - can you tell us anything further of this Sepulchre?"
"For that matter," He adds after another fleeting pause, "Might there be any chance that there is a Thassilonian ruin in the area worth plundering? With all due diligence and grace, of course."
Knowledge checks, for whatever they may be worth:
Nobility: 1d20 + 18 ⇒ (18) + 18 = 36
Arcana: 1d20 + 8 ⇒ (9) + 8 = 17
History: 1d20 + 8 ⇒ (4) + 8 = 12
Local: 1d20 + 8 ⇒ (17) + 8 = 25
Religion: 1d20 + 8 ⇒ (12) + 8 = 20
Dungeoneering: 1d20 + 4 ⇒ (6) + 4 = 10
Engineering: 1d20 + 4 ⇒ (1) + 4 = 5
Geography: 1d20 + 4 ⇒ (13) + 4 = 17
Anala Rose
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Seated near Menschjaeger is a young attractive half-elven woman with violet eyes, long brown hair in a braid down her back and tanned skin wearing a long sleeved blue blouse and turquoise colored trousers with calf high brown boots. On her left side is a finely made rapier and she wears a silver ring on her right hand.
"So we are to journey to this meeting, return the stolen items and help make amends for Lumketul's crimes. Simple enough, though it likely won't be easy." Anala Rose says.
Bahram al-Urgug "Jack"
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Sitting across from Anala and Menschjaeger, adjacent to the venture captain, is a relaxed looking half orc shaking his head in dismay. He is leaning back in his chair. A ruddy green arm covered in dark tattoos propped up on the back of the chair. His billowy pants, bound tight at the ankles, end in an odd pair of boots which curl up at the toes. A wooden breastplate covers his bare chest. Pulling a yellow scarf below his mouth reveals a boyish, crooked smile.
"Rolling heads aside, my finely attired friend is on to something." Winking at Menschjaeger, Bahram continues. "My name is Bahram al-Urgug, by the way. You may call me Bahram, since we are all friends, or 'Jack' if that is too difficult." Looking back to Venture-Captain Ambrus Valsin, "I can't imagine that the Quah won't ask for some sort of restitution. What will be done with Simset if he is found? What are we to promise will be done with him? I appreciate a diplomatic mission every now and then. It is so nice when matters can be settled with words. It is fortunate that I have brought, 'The Dipomat.'" Bahram brings a very well cared for great axe from behind him and props it against the table. With a wink at Anala Rose, he adds "That is it's name you see. 'The Diplomat.'" Chuckling to himself, even though, or perhaps because, he knows that this will most likely elicit groans or eye rolls from his fellows. "In Truth, this mission brief had already been leaked to me. My good friend Janira Gavix and I have been putting our heads together to see what we knew of the area."
rolls have a +1 due to the 'Friend of Janira Gavix' boon
local: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Geography: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
history: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Religion: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Kegdrainer
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A Shoanti with a full head of hair entered, bearing intricate tattoos. Welcome everyone, I am Kegdrainer of the Shundar-Quah. he said. "I have been asked to assist in this matter and confirm that their spirits are at rest when we complete the task." he added as he made his introductions.
Sitting down, he looked around at the others as he cleared out a spot on a table. Pulling out a harrow deck wrapped in silk, he gave it a few quick shuffles and drew a card. A serious frown appeared on his face. "The Eclipse, hum. Self-doubt, or a loss of purpose. Lumketul Simset might have defiled the Muschkal Sepulcher in order to gain quick recognition rather than putting in actual work for the Society. He might also have done it for another nefarious organization. We shall see. he shook his head before wrapping the deck back up and putting it in his bandolier.
Harrow: 1d6 ⇒ 51d9 ⇒ 7
Star (Wisdom)/LE (Eclipse)
Harrowed: Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit.
K:Religion: 1d20 + 14 ⇒ (16) + 14 = 30
Ozzie Carter
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Ozzie, wearing a hat, carrying a shovel, and looking rather red as if he has been in the desert too many times, introduces himself Moi name is Ozzie he says in a country accent. "Oim from Zomerzet where the zider apples grow" (Think a rather sunburnt looking Phil Harding from Time Team)
Dunno how 'e managed to confuse a Thallisonian zite with a Shoanti one. he continued, as he examined Lumketul's notes. He then turned to his fellow archaeologist What do you think Jack? To me, this work looks .... zloppy
Also needs levelling up to fifth.
Mercutio Menschjaeger
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"Rolling heads aside, my finely attired friend is on to something." Winking at Menschjaeger, Bahram continues. "My name is Bahram al-Urgug, by the way. You may call me Bahram, since we are all friends, or 'Jack' if that is too difficult."
"Ah, yes, manners; where are mine?" Replies the finely-attired man, theatrically patting himself over before finding a wicked gleaming dagger. "Viscount Mercutio Byron Menschjaeger, of the Menschjaegers: 'Gladium Nunquam da Quicunque Saltare Non Potest' - 'Never Give a Sword to Whosoever Cannot Dance,'" He explains as he tosses the dagger idly into the air and catches it again. "Perhaps that is why I was called here; this all sounds like a lesson in the meaning of all veins of that."
You also notice his mysterious footman taking a moment out from brandy-duty to add a bit of polish to a most impressive sword, like a rapier with aspirations toward the peerage of lancehood.
"I've brought a dancing-partner or two myself; although I'm afraid I haven't caught any of their names just yet. Perhaps when they reveal themselves to me a bit more...."
Hskoro Tailfeather
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An Nagaji, wearing some blue full plate armor joins the group.
He hisses at everyone with a greeting, "Hello. I am Hskoro. I'll be joining you on this mission." Raking his claws across his shield, "I will protect all of you."
Bahram al-Urgug "Jack"
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What do you think Jack? To me, this work looks .... zloppy
Lumketul Simset might have defiled the Muschkal Sepulcher in order to gain quick recognition rather than putting in actual work for the Society. He might also have done it for another nefarious organization. We shall see.
"Sloppy, yes. No self respecting archaeologist would have made his 'mistakes.' The question, that Kegdrainer brings up, is a good one. Why was he so sloppy? Self fame? Maybe. Turning his inflammatory relics into the Society could gain him that, but why run? Perhaps he did take something else that was not turned in to the Society. Is anyone looking into his past to see if he had any connections with any other societies?"
As Hskoro enters and introduces himself, Bahram smiles broadly. "Hskoro, that is what I like to hear. You and your shield are most welcome!"
Mercutio Menschjaeger
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"Perhaps he did take something else that was not turned in to the Society. Is anyone looking into his past to see if he had any connections with any other societies?"
"You are a cagey one, aren't you?" Mercutio gives Bahram a cryptic look as his swigs from his goblet. "Whom do you have in mind: Aspis? Sczarni? Perhaps some prodigal Runelord?"
He hisses at everyone with a greeting, "Hello. I am Hskoro....
He raises his goblet to the the newcomer and interrupts him with immaculate timing:
"Gesundheit."
Mustaparta
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"From there, I suppose it shall be a simple matter of showing what proper adventurers can do - can you tell us anything further of this Sepulchre?"
"I don't have any more details of this site. You have ask the Shoanti." Valsin succintly answers
"What will be done with Simset if he is found? What are we to promise will be done with him?"
"We have no idea where to even begin searching for him. We tried using divination magic to track him down. All we learned is that he’s on a boat somewhere, sailing on the open sea. Sometimes agents decide to leave the Pathfinder Society for a variety of reasons. They may tire of the work, they might decide to lay down roots, or they might have family matters to attend to. The Society doesn’t go nosing around and interfering in the lives of agents who make that choice—though later we may make an exception in Lumketul’s case, given these developments." he shrugs
The Shoanti formerly inhabited much of southern Varisia, until they were forced northward into the Storval Plateau after bloody conflicts with Chelaxian colonists. This violent history has led to many Shoanti being mistrustful of outsiders.
Despite seeming xenophobic, Shoanti are not completely closed off. Many outsiders have been known to join their ranks, but only after a history of demonstrating loyalty to their clan and dedication to its principles.
Does anyone have a chronicle of #8–22: Wrath of the Fleshwarped Queen? It's relevant soon.
Hskoro Tailfeather
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Oh... I do for Hskoro.
"Yes. Lets go. Delaying serves no purpose."
Mercutio Menschjaeger
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After a final pull of brandy, Mercutio hands his goblet off to his ominous henchman, who adds it to the Viscount's luggage before preparing for departure.
Mercutio Menschjaeger wrote:"From there, I suppose it shall be a simple matter of showing what proper adventurers can do - can you tell us anything further of this Sepulchre?""I don't have any more details of this site. You have ask the Shoanti." Valsin succintly answers
An odd look flits across Mercutio's face, echoing the flight of an errant thought within.
"These Shoanti 'quahs' all have their own pronounced character, don't they? To be precise, a deep imprint of Thassilonian Rune Magic in their very blood. That's strong stuff; if we knew just which quah to expect dealing with primarily, it could be helpful."
Does anyone have a chronicle of #8–22: Wrath of the Fleshwarped Queen? It's relevant soon.
Why, as fate would have it, I do!
Mustaparta
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"Before you leave here's excerpt from Pathfinder Chronicles. And be sure to buy any equipment you think will be necessary." Ambrus says
Much to my shock and dismay, I was met with a towering monstrosity entirely made of glowing bone and decaying flesh, lurching from the darkness! From the bones leapt two alien canids, seemingly comprised of pure energy. Retreat was not an option. Quickly thinking, I dashed into the darkness toward a narrower passage, hoping to avoid engaging the fell beasts in the open. Where the skeletal monster couldn’t follow, the lightning creatures could, with fierce jaws snapping as I ran into the darkness. I found myself in a bizarre maze, unable to see and surrounded by twisting passages that boggled the mind. The wolves were on my heels. Darting through passageways and walls, I summoned the intestinal fortitude and magical might vested in me and dispatched the canids back to the unfathomable reality from whence they came. With the wolves gone, it was a duel between me and the bone beast. Needless to say, I wouldn’t be penning this Chronicle if I had lost! With a few choice spells and nimble dodging, I dispatched the monster, its bones and viscera scattering throughout the hall.
“I have hired Jia, a local wizard, to teleport you to the Storval Stairs, whenever you are ready to depart. He’ll wait for you to complete your mission so you can return back.”
Bahram al-Urgug "Jack"
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Bahram reads the Excerpt out loud to his fellow Pathfinders. Perform Oratory: 1d20 + 8 ⇒ (14) + 8 = 22 "Is this his entire excerpt? What sort of undead monstrosity was that he encountered? If that gives us any indication on what we will face, this should be fun. Perhaps we should fill up on holy water before heading out. Heh."
Knowledge religion: 1d20 + 8 ⇒ (20) + 8 = 28 on monstrosity?
Mercutio Menschjaeger
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Mercutio, who always knows exactly how to respond to any cries of "who do you think you are???", glides behind Bahram and reads over his shoulder - this allows for an impeccable synchronicity of Bahram's arrival at the phrase "intestinal fortitude", and the rich, booming laughter that erupts behind him.
Monster lore...
RE "glowing skeleton":
Knowledge (Religion): 1d20 + 8 ⇒ (17) + 8 = 25
RE 'alien canids':
Knowledge (Dungeoneering): 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (Planes): 1d20 + 4 ⇒ (15) + 4 = 19
Knowledge (Arcana): 1d20 + 8 ⇒ (11) + 8 = 19
Kegdrainer
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"Then there may still be signs of the fight, if the place has not been disturbed." Kegdrainer said as he thought of the spells that might have been used and if they would match Lumketul Simset's skill.
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Mercutio Menschjaeger
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Acting on just a bit of a lark, Mercutio invests most of such gold he has at the moment in an attractive (albeit visibly cracked) trinket from the Dark Archive.
400 gold thus spent.
Mustaparta
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No DC is given so I assume it's too difficult to accurately identify them based on description alone. Also you can put your reporting information on slide 2 of the link above. Slide 3 has another handout.
The bag from Ambrus is a bag of holding containing four carved wooden weapons mounted on simple bases: a bolas, a bow, an earth breaker, and a klar. It also contains a small stone statue of a wolf cub and a ring stylized as a scarab beetle.
When the PCs are ready, Jia enters the room and casts teleport, transporting the PCs to the entrance of a cavern in the Storval Stairs.
The path leading into the earth beneath the Storval Stairs opens into an expansive cavern, chatter echoing off the striated rock walls. Smaller passages branch from the main chamber, winding deeper underground. The space is filled with people grouped in small clusters engaged in quiet discussion. Waiting near the entrance to the cavern are two Shoanti. One of them, a half-elf with a prominent facial tattoo resembling a styled hawk, approaches. “Be welcome, my cousins. I am Cousin to All. Good to see you well. It seems the others are open to hearing your case, considering that they showed up, so I believe it’s possible for a good outcome today.”
The other Shoanti, a shorter human man, approaches the PCs. “I am Rollicks in Waves of the Shadde-Quah. Many thanks to the Society for their past help.”
Rollicks in Waves thanks Hskoro and Mercutio for defeating the Fleshwarped Queen and her followers.
Hskoro Tailfeather
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Smiling and bowing a greetings, "Good to see you well."
Mercutio Menschjaeger
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Rollicks in Waves thanks Hskoro and Mercutio for defeating the Fleshwarped Queen and her followers.
"Ohhh, yes, that was all good fun! Really, it was only a few Goblins who'd hazarded their way into learning some kind of Sin Magic. They'd likely as not have destroyed themselves soon enough...." He tapers off, and his expression is, for a moment, uncharacteristically pensive.
Bahram al-Urgug "Jack"
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Not seeing the slides. Also, purchasing two scrolls: Protection from evil, and hide from undead 50gp total. These will require a UMD from myself.
Upon completion of the teleportation (Bahram's first!), he stumbles a bit, catches himself, and pats himself down. "Whew, felt like I were sand blowing in the wind there for a moment. Glad all the grains made it back where they belong!"
After introductions are made by the Quah: "Yes, and pleased to meet you. I am Bahram al-Urgug, and these are my companions." With a wave of his darkly tattooed arm, he allows for more introductions. He then indicates their goodie bag. "It seems as though one who was formerly one of us has desecrated a site belonging to the Shoanti. We have come to return the sacred items and make amends."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Mustaparta
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Rollicks in Waves continues, “I see this situation as the actions of a rogue agent. I’ve seen what good the Society can do, so this seems like one individual’s mistake to me. You’ve got a ‘yes’ vote from me. With mine and Cousin to All’s votes, you’ll need to convince two of the others to vote for you as well—majority wins.”
Cousin to All nods. “I think it would be best to get as many of the other councilors on board as possible. Having the quahs unified is in the best interest of not only each individual clan, but to the Shoanti as a whole. Opening them up to further alliances with the Society would benefit both sides, and hopefully lead to the other Shoanti becoming more receptive to interacting with the outside world, which I believe would be a massive boon for our people. The meeting begins immediately.”
At Cousin to All’s summons, the councilmembers walk up a sloping stone ramp to a rise featuring a row of wooden benches. Cousin to All and Rollicks in Waves take their seats toward the left side of the platform. A councilor with a rune pattern on her face formed with tattoo and scar takes a wide-stance seat, idly spinning a greatsword. A slight figure with hood drawn sits cross-legged and hunched, eyes downward.
Another councilor sits forward on her bench, a vulture perched next to her. A long-haired man clad in a robe takes his place, waiting attentively. The last councilor stands near his bench, arms crossed and with a cold glare, auroch hood around his shoulders.
Cousin to All begins. “Thank you, all, for honoring my request and being here today. I understand that this is a situation of the utmost sensitivity, so I appreciate everyone’s continued civility as we discuss this matter.
“As you all know, a Pathfinder Society agent has desecrated the Muschkal Sepulcher—a severe offense. However, the Society would like to right their wrongs. They have sent these representatives to present their case to you, esteemed representatives, on how they would like to repair our bonds and fix this problem.”
The man in the auroch cloak hardens his glare. “What bonds do we have to repair? These tshameks deserve no such opportunity and no forgiveness. This is a Shoanti problem that only the Shoanti can fix, as we always have.”
“At least hear them out, Kemchet Flame Stoker,” Cousin to All bristles. “I understand your frustrations with this situation— believe me, I have some of my own— but the Pathfinder Society wants to make things right. I feel it only fair to allow them that chance.” Flame Stoker scoffs but speaks no further. The hooded figure looks around the room as everyone speaks. They look almost as if they will speak, but they remain silent, instead studying each person.
The vulture and its owner stare at each Pathfinder in turn before the latter speaks. “The boneslayers reported extensive damage and missing relics from the sepulcher. This site is of the utmost importance to our history, built up over hundreds of years. That legacy can’t be repaired in a day.” The woman with the greatsword sneers. “They certainly don’t look like much. How could we trust their ability to fix things?” She clangs her sword off the rock platform for emphasis. Rollicks in Waves shoots a look at her and retorts, “The Society is more capable than you think, Payah Against the Wind. Do at least give them a chance to prove that.” The long-haired man speaks up. “This has been a most troubling development. I want to hear what these Pathfinders have to say. My only request is that the quahs reach a mutual understanding and maintain a mutual respect on this matter, even if our opinions on the best course of action differ. We must remain unified, even in our disagreements.”
“Certainly a worthy goal, Lake at Dawn. I trust everyone to strive toward that,” Cousin to All remarks. “So, Pathfinders, please approach and state your case. How are you going to undo your misdeeds? How will you settle the Society’s debt?”
Bahram: Here's the link again.
I'll detail influence checks in next post
Mustaparta
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Each PC who attempts a discovery check rolls separately, even if multiple PCs attempt to discover information about the same NPC during the same phase. This represents the PCs forming their own separate opinions and analyses.
Before attempting a discovery check, a PC chooses whether to try to learn the NPC’s strengths, the NPC’s weaknesses, or the skills that can be used to influence that NPC. Each type of discovery check has its own requisite skill and DC. When a PC chooses to attempt a discovery check, the GM should tell the player the possible types of skill checks for each kind of discovery check (though not the DCs) and let her pick which to attempt. If a discovery check relies on a Knowledge skill, it requires observation in the current moment, not static knowledge.
A PC who succeeds at a discovery check learns one of the skills that can influence the NPC (starting with the skill with the lowest DC), one of his strengths, or one of his weaknesses. For every 5 points by which the PC exceeds the DC, she learns an additional influence skill, strength, or weakness.
The PCs usually must succeed at more than one influence check to sway an NPC. No matter how many PCs speak to the same NPC, only one check to influence that NPC can be attempted during that phase. Additional checks serve as aid another attempts tied to the principal check. Succeeding at an influence check by a substantial margin provides additional benefits. Succeeding at an influence check by 5 or more counts as succeeding at an influence check and a discovery check (the PC chooses whether to learn one of the skills that influences the NPC, one of the NPC’s strengths, or one of the NPC’s weaknesses after the check is rolled instead of before the check, but the check otherwise functions as a successful discovery check). Succeeding at an influence check by 10 or more allows the PC to choose between gaining the benefit of succeeding at two influence checks or the benefits of an influence check and a discovery check (as if she had succeeded by only 5 or more).
Failing an influence check by a substantial margin typically makes it harder to influence the target in the future. In this scenario, Cousin of All’s calming influence reduces this penalty.
Before you left Ambrus gave you briefing on the councilmembers:
* Payah Against the Wind is toned and athletic. She is blind in one eye, with a scar crossing over it from herforehead down her cheek. She has incorporated the scar into her facial tattoo design, which is the rune of the Wind Soul, Cilvat. She is wearing a hide vest with a skin-tight, long-sleeved hemp shirt beneath and cloth shorts. Against the Wind fights using a greatsword, which she nearly always carries and often idly plays with. “Against the Wind is renowned for her might. No doubt she is intimidating, but don’t let that deter you from trying to convince her of your intentions. She values strength, so show that strength in your conviction.” Knowledge (local) or Sense motive
* Kemchet Flame Stoker is towering and muscled. He wears an auroch hide cape, with the hood still sporting the animal’s signature horns, and cloth pants. He carries his battletested earth breaker on his back. His head is covered in stylized flame tattoos. He has a large burn scar wrapping from his solar plexus around to his back. His cold glare and hard features intimidate those he interacts with. “Flame Stoker definitely has a reputation as a tough leader, equal emphasis on ‘tough’ and ‘leader.’ As he is strong willed and protective of his people, I seriously doubt you’ll be able to convince him that your intentions are true.” Knowledge (local) or Sense motive
* Togimal In Shadow is of slim build and wears a simple cloth hood and cloak, a tight-fitting leather vest, and loose pants. They carry a longbow on their back, with a quiver containing myriad types of arrows. In Shadow has a tattoo depicting a stylized version of the Owl constellation, although it is rarely visible due to their cloak. They generally avert their eyes when they notice they catch someone’s gaze. “I don’t know much about Togimal in Shadow other than what rumor holds. Skilled hunter, vigilant tracker. I’m not sure what their attitude will be heading into this meeting, but I know the Lyrune-Quah wouldn’t send In Shadow if there was any doubt regarding their wisdom and judgment.” Knowledge (local) or Sense motive
* Lake at Dawn is portly and of medium height. He is clad in a cloth tunic and cloth shorts, and he is wearing handwraps. Unlike most Shoanti, he wears his hair long, tied up in a bun when needed. He normally has a calm and neutral expression, and his brows furrow when he is deep in thought. “Many say Lake at Dawn is one of the foremost reasons the Shoanti haven’t broken out in civil war. While that’s certainly hyperbole, there is no doubt as to his ability to broker peace between the quahs. Although he is protective of his people, I think you will be able to convince him that your actions will be for his people’s good.” Knowledge (local) or Sense motive
* Memory Tender is stout and strong. She wears a sleeveless cloth shirt and a long animal-hide skirt, and she has a satchel worn with a strap over her shoulder. One of her arms is heavily tattooed from her shoulder to her elbow, featuring scenes of skeletal animals. She tends to speak somewhat enigmatically and can seem as if her mind is elsewhere at times. Her spirit animal is a vulture with black feathers. The vulture perches on a ledge nearby during the council meeting, watching for trouble. “The Skoan-Quah is known for their amazing recall of history, and Memory Tender is known for being one of the best, preserving Shoanti history through tales passed down through the generations.” Knowledge (local) or Sense motive
* “Cousin to All is beloved by many Shoanti—a respect hard earned, with her being a former outsider. She is also well respected in Nirmathas, where she often visits on diplomatic missions. She’s a valuable ally, and her presence is sure to keep heads level and discussions civil.”
* “I’ve heard rumor that Rollicks in Waves is the greatest fishing prodigy the Shoanti have ever seen, not that you’d guess that from being around him. He tends to be loud and brash, from my experience, but kind. He’s friendlier to non-Shoanti than most, so his quah tends to have him deal with outsiders when necessary.”
Hskoro Tailfeather
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Sense Motive (Payah Against the Wind): 1d20 ⇒ 4
Mustaparta
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Mercutio Menschjaeger
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Payah's striking figure commands attention any way one slices it, and there isn't much for Mercutio to see and not like, except for that unfortunate scowl on her face - but his eyesight does tend to focus a little lower...
Perform (Sing) serving as Sense Motive VS Payah Against the Wind: 1d20 + 12 ⇒ (8) + 12 = 20
...for as the old families of Ustalav all know, there is much you can learn about an individual by its neck.
Anala Rose
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Anala looks toward Memory Tender with a respectful air.
"We have with us a magic item that can slowly repair the damage done to the shrine. That and returning the items taken are why we are here to make amends for the Pathfinder who took them and damaged the burial site." Anala says. "Also I've heard tell of the Shoanti oral history tradition. And if this meeting goes well, I would be pleased to speak with Memory Tender later about your people's history."
Mustaparta
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Second phase begins.
Bahram al-Urgug "Jack"
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Seeing several different avenues in which to bend Lake at Dawn's ear, Bahram decides to stick with the meat of the matter, religion.
Kn. Religion: 1d20 + 8 ⇒ (18) + 8 = 26
"It is very important for the Shoanti to listen to the lessons of our elders. Especially the spirits of our elders who have passed. It is quite a loss for the Muschkal Sepulcher to have been defiled. Those spirits need to be honored. I'm sorry that they have been upset. We shall put it right, don't you worry."
Bahram believes most of what he said.
Mercutio Menschjaeger
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Mercutio's training was always for the head of the battlefield, not the trenches; he gets the sense, unfortunately, that Payah's understanding of battle and his would not mesh particularly well.
Otherwise scarcely one to shy from a challenge, however, he turns to take the measure of the one he'd been tacitly advised not even to bother with....
Perform (Sing) serving as Sense Motive VS Kemchet Flame Stoker: 1d20 + 12 ⇒ (14) + 12 = 26
Kegdrainer
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Kegdrainer had not had much dealings with the senior members of the council and tried to remember what he could about Kemchet Flame Stoker.
K:Local: 1d20 + 9 ⇒ (1) + 9 = 10
So much for being a Shoanti Shaman :(
Mercutio Menschjaeger
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I guess it's true what they say: "You can take the Shoanti out of the quah, but you can't take the quah out ofohwaitlookslikeactuallyyoucannevermind."
Mustaparta
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"You show substantial wisdom, Bahram." Lake at Dawn smiles approvingly
1 success with Lake at Dawn. Also succeeds in discovery check, so you learn either strength or weakness of Lake at Dawn