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Post by reefwood on Mar 14, 2014 11:48:31 GMT -5
Diplomacy to the Death (Hold of Belkzen) Mission OutlineThe Pathfinder Society wants to build a Pathfinder Lodge in northeastern Belkzen and use the Flood Road to transport builders and supplies. An orc council must approve this request to ensure some degree of safety and success for the project, and the Pathfinder Society will provide gold and gifts to help win over the ruling clans. The Hold of Belkzen is located in northern Avistan surrounded by the Realm of the Mammoth Lords, Worldwound, Ustalav, Lastwall, Nirmathas, and Varisia. The Flood Road runs from southeastern Belkzen to the nearby capitol of Urgir, through the dry center of the nation, and into the cold wilds of the north. Mission Objectives1) Petition at least 5 ruling clans to agree to form a council to hear your case. 2) Convince the council they should vote for your request. 3) Face the trials of each clan on the council. Mission BackgroundThe lost bones of orc heroine Rac'cona Uldeth have been recovered by the Pathfinder Society under the direction of Venture Captain Haav'ork Black Moon. They will be presented to the ruling clans in the Hold of Belkzen as an offering to end his exile and as a gesture of goodwill from the organization. The orc council rarely tolerates outsiders, but the return of sacred remains will provide a unique opportunity for Pathfinders to petition clan leaders - in this case to request the establishment of a Pathfinder Lodge in the Hold of Belkzen. No single orc can claim to rule all of Belkzen, but there are ten clans that dominate the Hold. Only five are needed to form a governing council - in part because it is rare for representatives from every ruling clan to be in the capitol,. However, all will send an envoy to the burial ceremony. This will make available the widest selection of clans to petition, but it also means many others will be hoping to have their cases heard. Envoys from the ruling clans will have two days before the burial ceremony to conduct government business. The first day will be spent considering petitions and forming councils; the second day will be for hearing cases and watching trials and voting on requests. [ OOC: Info on how to petition clans will be added to this post over the weekend, and another email will go out with it too.] Hold of Belkzen map:
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Post by reefwood on Mar 20, 2014 14:47:39 GMT -5
Ruling Clans of Belkzen There are scores of orc clans spread across the Hold of Belkzen. Hundreds more have been formed or wiped out over the ages. Some number just a handful of families while others unite thousands of orcs. The ten clans that hold the most influence and territory form the Ork'kownsul. This governing body has been used to settle many disputes between ruling clans over the past few years, but rulings only hold sway over the clans that approve the vote. Even then, defiant lesser clans within their borders (and sometimes even loyal ones) do not necessarily follow such decrees.
The information below is far from complete but outlines the 10 ruling clans, their allies & rivals, and provides limited details on their trials. Also, keep in mind is that this is intel provided by Haav'ork (who has been exiled for almost two decades) and gathered by the Pathfinder Society (mostly from a distance), as opposed to straight up DM facts.
1. Black Sun (12 yrs) Population: 6,700 clan members + 1,500 mercenaries Stronghold: Urgir (capitol pop. 28,700) Allied Clans: Cleft Head, One Eye Rival Clans: Empty Hand, Stormspear, Murdering Child, Blood Trail, Defiled Corpse Information: Grask Fistcrown rose to prominence like many orcs before him. Brute force won him the capitol, but he cemented its power with the formation of the Ork'kownsul. Reaching out to other powerful leaders in Belkzen allowed him to gain influence beyond the borders of his clan. Also, he has also offered protection to foreign merchants and facilitated trade between some of the ruling clans. Taxation and fines fill his coffers, which in turn pay for mercenaries to swell his ranks, and neighbors -orc and others alike- wonder when and where this growing army will spread his reach. Trial: Trialathalon – A series of tests in which a Champion on trial and a Defender of the clan race to complete. They begin with without weapons or armor. Personal gear and random items are laid out through the course and can be earned by succeeding at the tests. The trial ends in a battle to the death. A Mentor on trial may meet the Champion at the start of the trial, during one of the tests (selected randomly), or after the trial. Flood Road: 150 miles
2. Empty Hand (24 yrs) Population: 7,200 clan members Stronghold: Wyvernsting (pop. 11,320) Allied Clans: Murdering Child, Blood Trail Rival Clans: Black Sun, One Eye, Stormspear, Stone Eater Information: Orogg Longtusk rules over the most bestial of orcs who inhabit one of the few mountain forests in Belkzen. It is the largest in the Hold and provides ample lumber for building and megafauna to hunt. His clan was considered the most powerful for nearly a decade until the rise of Grask. He sees the changes in Urgir and the increasing numbers of halfmen as a disgrace and seeks to purge Belkzen of all who are less than orc. Trial: The Beast Within – A Champion on trial battles a Defender of the clan in hand-to-hand combat. Neither are allowed arms or armor. Only charms may be worn. Flood Road: 75 miles
3. Cleft Head (37 yrs) Population: 5,600 Stronghold: Blisterwell (pop. 9,750) Allied Clans: Black Sun Rival Clans: One Eye Information: Giants blood is said to run through the veins of Tulluk Clovenface. This massive orc controls the largest swath of Belkzen, and his people have a deep-seeded hatred of humans. A single such stronghold remains defiant within his borders, he shares uneasy control of the Blisterwell mines with Hundux Halfman (half-orc) of the One Eye clan, and knights from Lastwall have repelled his efforts at continuing the southern expansion of his forefathers. Gems from the mines and meat from the plains bring in much gold from Urgir, but Tulluk has been calling for Grask to support his cause with warriors. Trial: Tug-O-War – A Champion on trial is pitted against a Defender of the clan. This trial consists of multiple bouts on raised platforms. The loser plummets to the ground, and each fall is designed to be more painful. A Mentor on trial may participate in the tug-o-war or resist being crushed by two walls while the bouts take place. Flood Road: 50 miles
4. One Eye (19 yrs) Population: 4,200 Stronghold: Blisterwell (pop. 9,750) Allied Clans: Black Sun, Stone Eater Rival Clans: Empty Hand, Cleft Head, Murdering Child Information: Hundux Halfman (half-orc) is a keen general who quietly rallied half-orcs in western Belkzen. They remained spread out for years while stockpiling supplies and waited for the end of a long winter to strike. The surrounded mountain orc clans were wiped out by late spring, and Cleft Head was pushed east to a standoff in Blisterwell. Ore from the mines are crafted into the finest weapons and armor in Belkzen. Much of which flows into Urgir. Trial: The Gauntlet – A series of tests in which a Champion must display a variety of skills to survive and complete.
5. Stormspear (41 yrs) Population: 1,700 Stronghold: Stormspire (pop. ?) Allied Clans: Murdering Child, Defiled Corpse Rival Clans: Black Sun, Empty Hand, Blood Trail Information: Dagga the Cloud Lord is the eldest of the orc chieftains. He claims to rule from a great hall that rides upon the thunderclouds in eastern Belkzen, but most believe his clan resides in the winding caverns of the central eastern Tusk Mountains and moves every season to remain hidden from rivals. He lost territory to the Empty Hand long ago and more to the Blood Trail in recent years. However, neither clan wishes to expand any closer to the dragons that have settled in the northern stretch of the Tusk Mountains. Dagga is rumored to have sacrificed his heirs to the dragons for their aid in retaking his lost land, but fire has yet to rain down on his behalf. He does not particularly like any of the other chieftains but does claim support for those who could make trouble for his rivals. Trial: The Labyrinth – A Champion on trial must complete find the way out of a maze laden with traps and monsters. A Mentor on trial may meet the Champion at the start, middle, or end of the maze but will suffer consequences until the trial is completel
6. Murdering Child (15 yrs) Population: 1,350 Stronghold: Brimstone (4,600) Allied Clans: Empty Hand, Stormspear Rival Clans: Black Sun, One Eye, Stone Eater Information: Brekka Ashlung leads a particularly youthful and cutthroat clan that begins culling its weak at an early age. Those deemed unfit are sacrificed to appease the smoking volcano that houses the Brimstone Haruspex where oracles keep records of the past and see into the future. Orc chieftains send emissaries and gifts here in hopes of receiving guidance to increase their power. Brekka also controls the Dirt Sea of quicksand which is the quickest way to reach Brimstone or Deepgate. Trial: A Champion must save the weak from being sacrificed to the volcano.
7. Blood Trail (7 yrs) Population: 900 Stronghold: none Allied Clans: Empty Hand Rival Clans: Black Sun, Stormspear, Defiled Corpse Information: Krinkin the Beautiful left a wake of violence across Belkzen as she kept her clan on the move in search of finding a worthy mate. Those deemed unfit never left her tent, and their clans were slaughtered. She finally found her match in Sra'avek Silvertongue – a lone orc who emerged from the Shudderwood at the edge of the Worldwound. Together they have settled down to carve out territory in eastern central Belkzen Trial: The Demon Pit – A Champion must defeat demons in a series of battles. A Mentor may meet the Champion at the start of the trial but will then be given a dose of poison at the start of each battle; a Mentor may do battle alongside the Champion, or a Mentor may meet the Champion at the end of the trial but must endure lightning strikes throughout the trial. Flood Road: 35 miles
8. Stone Eater (10 yrs) Population: 750 Stronghold: Deepgate (pop. 1,900) Allied Clans: One Eye Rival Clans: Empty Hand, Murdering Child Information: Luanna Boldflail (half-orc) took Deepgate and the mountains around it with support from Hundux Halfman. Their deep divide nearly tore apart his territory until he convinced her to aim for the ancient entry point where orcs first emerged from the surface. That half-orc control of this historic fortress would reinforce their race was a force to be feared. Trial: The Dark Maw – A Champion on trial must journey through a passage filled with dangers from the Darklands beneath Deepgate.
9. Defiled Corpse (5 yrs) Population: ?? Strongholds: none Allied Clans: Stormspear Rival Clans: Black Sun, Blood Trail Information: Remnants of orc clans chased off by Blood Trail have gathered in a portion of eastern central Belkzen awash in negative energy that is thought to twist all life in its reach. Brought under one banner by Guzzun Rotgot, it is rumored this clan delights in torture and cannibalism. Trial: ??
10. Lone Worg (8 yrs) Population: ?? Stronghold: Scarwall (pop. 0) Allied Clans: n/a Rival Clans: n/a Information: The heart of Belkzen is a cursed and haunted set of peaks at the eastern edge of the Kodar Mountains. Scarwall was once home to a brilliant but vile warlord who laid waste to the orcs but soon pressed on to other lands until being put down by a small band of heroes. Most orcs fear and hate this land, but Molkk Soulcrush has been calling for all of orc-kind left without a clan to rally behind him. No other leaders directly support Molkk, but none wish to claim his territory. Trial: Skull of Restless Spirits – A Champion must locate and retrieve this cursed skull that is known to drain life and capture tormented souls. Flood Road: 35 miles
[OOC: Black Sun has sole control of the southern 100 miles and shares the next 50 miles with Cleft Head. Blood Trail and Lone Worg share 35 miles in the center. Empty Head controls 75 miles in the north. The last 30 miles in the north are in the territory of the dragons and controlled by no clan.
Also, the Pathfinder Society wants to build the Pathfinder Lodge in the northeast part of Belkzen near the Whisperfall Pass which is in the territory of the Stormspear clan.]
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Post by reefwood on Mar 24, 2014 16:07:50 GMT -5
[ OOC: This adventure will be a very difficult challenge, but that is why it is being given to 9th-level characters There is a lot of info, but it is somewhat up to the players how deeply you delve into it. You can keep it simple or get complicated. There are many different ways to proceed. For example, petitioning clans: you can try the 5 least powerful clans because they will probably be the easiest to convince, or the 5 clans along the Flood Road since that will be your route, or as many clans as time allows because the more clans the better, or try the clans that have trials which may be the easiest for the PCs to survive. Also, you can petition clans without learning anything else about them, or you can try to find out appropriate bribe amounts and gifts, or figure out how clans feel about different races, or learn more about the trials. There isn't one correct way to do this. The bulk of this mission will take place over 2 days. Day 1 is to petition clans to form a council that will hear your case, and you can also gather info or do anything else. Day 2 is to present your case for 1 hour to your council, and you can use the rest of the day to gather info, nap (this will be important to avoid fatigue during the combat trials), or anything else; on Night 2 you will face the trials of each clan on your council. Here is the basic outline for the bulk of the mission: Petition Clans – There will be 10 hours to petition clans on Day 1 from 8am (dawn) to 6pm (dark). Waiting to be seen takes 1d3 hours. Bribery can lessen the wait time. Making the petition takes another 20 minutes and ends with a Diplomacy check by the Petitioner who can be aided by 1 Counselor. A fitting gift of the appropriate value will provide a bonus to the check, and any creative arguments may provide an additional bonus or penalty. Success means the clan will hear your case on Day 2, and doing very well will provide a bonus (+1 for every 5 points you exceed the DC) to winning their vote on Day 2. You may lessen the petition time by 5 minutes by imposing a -5 penalty on the check. At least 5 clans must agree to hear your case in order to form a council. Once a council has been formed, any other clan can join even if it is not petitioned. Council Hearing – This will take place at a preselected time on Day 2 between 8am-6pm. Clans may present demands which can be resolved with Diplomacy checks, and the outcomes might provide bonuses or penalties to the final check. Presenting the case takes 1 hour and ends with a final Diplomacy check. All Diplomacy checks are made by the Presenter who can be aided by up to 1 Counselor for every 3 clans on the council (i.e. 5 clans = 1 counselor, 6 clans = 2 counselors, 9 clans = 3 counselors). Combat Trials – These begin one hour after the hearings are complete. One trial will take place each hour going in order from the least to most powerful clan. Each trial will have its own set of rules and restrictions. A Champion will face a trial from each clan on your council and can have a Mentor provide aid at the start, middle, or end of the trial. All Champions and Mentors must be selected before any of the trials begin, and all are isolated during the entire night of trials, except during their preselected aid times. Different Champions or Mentors may be selected for each trial, and both will be in danger until the trial is complete. If a Champion is not available to face a trial due to death in a previous trial, the Mentor will face the trial instead. A trial is over when the Champion completes its goal, or when the Champion can no longer proceed. Clan Vote – After the trials and just before dawn, the clans on your council will vote in order from most powerful to least powerful clan. Each clan has its own Diplomacy DC. The final Diplomacy check will be applied to each clan DC separately, but first, modifiers will be applied as appropriate for each clan to calculate the final result for that clan. Modifiers may result from things such as excelling at the petitions, race of the Presenter / Counselor / Champions / Mentors, outcome of demands, outcome of the trials, influence from other clans on the council, etc. If the final Diplomacy check meets the final DC of a clan, this will earn its YES vote. Majority vote wins. In the case of a tie, the vote of the most powerful clan on your council (YES or NO) wins. For example: Lets say the final Diplomacy check is 27, and we apply it to 2 clans with Diplomacy DC 25 and DC 30. For the first clan you have a +3 bonus for a great petition and a +2 bonus for doing well with their demands, but also have a -2 penalty for the Presenter being human and a -5 penalty for failing the trial, so this brings the total to 27 +3 +2 -2 -5 = 25, which is just enough to get their YES vote. For the second clan you have a +1 bonus for a good petition, +2 for excelling at their trial, +2 for their more powerful ally voting YES, and -2 for the Presenter being human, so that brings the total to 27 +1 +2 +2 -2 = 30, which is just enough for their YES vote.]
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Post by reefwood on Mar 31, 2014 12:20:37 GMT -5
[OOC: More rules and info...
Diplomacy checks will be used to petition clans, address demands, and earn the votes of your council. Each of these tasks increases in difficulty. Each clan has its own base DC. The least powerful clan (#10) has the lowest base DC and the most powerful clan (#1) has the highest base DC. The base DC is used to petition a clan. The DC will be higher to address demands of a clan and even higher to earn its vote.
Various factors may affect the DC or the Diplomacy check. One of the most obvious and significant is that as outsiders, it will be much more difficult to do all these things than if you were members of Belkzen clans. Hence the reason this task has been assigned to 9th-level characters as opposed to low-level characters, and here are some more rules and other factors that Haav'ork can share:
Aid Another - House rules for Diplomacy this time. DC 10 still provides a +2 bonus to the check, but this bonus increases by 1 for every 5 points that you exceed DC 10. On the flipside, a result of 5 imposes a -1 penalty and decreases by 1 point for every 5 points below.
Clan - Clans may be influenced by the vote of their more powerful allies and rivals as well as their own personal agendas and biases.
Race - The race of a Petitioner, Presenter, or Champion may have a major influence on Diplomacy and Aid Another checks, and the race of a Counselor or Mentor may have a minor influence. Influences may vary among the clans, and major / minor are relative terms to each other (i.e. major is more than minor) but not necessarily descriptive of how much they affect the check. For example: the major influence of Race A Presenter on Clan #1 might be +2, which is a small bonus (and would be even smaller if this person was the Counselor – who only provides minor influence), but the minor influence of Race B Counselor on Clan #1 might be -4, which is a large penalty (and would be even larger if this person was the Presenter – who provides major influence).
Bribes - Each clan can be bribed by a certain amount of gold (bribe increment) to reduce the petition waiting time by one step. Multiple increments of this amount reduce the wait by multiple steps. The steps are: 3 hr -> 2 hr -> 1 hr -> 30 min -> 15 min -> 0 min. For example: if the bribe increment is 500 gp, and 1,500 gp is paid, and 1 hour is rolled, the waiting time is reduced by 2 steps from 1 hour to 15 min. Bribe increments might range from hundreds of gold for the least powerful clan to thousands of gold for the most powerful clan.
Gifts - An appropriate gift can be presented while petitioning a clan to provide a bonus on the Diplomacy check to join your council. The bonus is +1 per bribe increment of the total value. For example: if the bribe increment is 200 gp and the clan values axes, a masterwork orc double axe (660 gp) will provide a +3 bonus to the Diplomacy check to petition this clan.
Society Support - The Pathfinder Society will provide 10,000 gp that can be spent on bribes, 10,000 gp worth of items for gifts, and an additional 10,000 gp of value that can be divided into bribes or gifts. The total gold and gift amounts must be selected before embarking on the mission. However, the actual gifts need not be selected until they are presented - think of this as a gift bag that holds a limited value worth of items, but the specific items don't need to be chosen until needed. Also, you are welcome to spend your personal gold and items on bribes and gifts. Bribes and gifts can influence the petition process but have no direct influence on the final vote (but a very good petition check -regardless of gift or not- does provide a bonus to final vote).
Combat Trials - Completing a trial means your request is worthy of consideration to that specific clan (no bonus or penalty). Excelling at a trial may provide a minor bonus to the final Diplomacy check, but failure will impose a major penalty. Also, orcs very much enjoy bloodsport, so even in failure, the exciting death of a Mentor or Champion may reduce the penalty. Each trial may require 10-20 minutes of table time. Quick thinking is part of the challenge. Any trial not completed in 20 minutes will be alloted 5 minutes more if it is near completion; otherwise, it will be summed up by the DM based on the overall performance thus far. Additionally, you may opt to automatically fail a trial (perhaps in order to spend more table time on other trials); doing so will reduce the Champion to one-quarter hit points and the Mentor to half hit points (and/or whatever other damage is appropriate) and impose the failure penalty. Any trial not completed by the end of the session is treated as failure.
Fatigue/Exhaustion - Upon being awake for 16 hours, characters must make a Fortitude save at the end of every hour that follows to avoid fatigue. Once you are fatigued, you must make a Fortitude save at the end of every hour that follows to avoid exhaustion. You may nap during Day 2 to extend your awake time, but napping is not allowed once the trials begin.
Finally, all of the field agents under the command of Haav'ork are going on this mission. The active PCs will be petitioning for the Pathfinder Lodge; the other field agents (such as Ly'lue) will be helping Haav'ork argue his case to end his exile.]
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Post by reefwood on Apr 3, 2014 11:49:15 GMT -5
Healing
Due to the set up of the combat trials, characters may be separated from each other for quite a while, so if you think your character might want to be a Champion (or even a Mentor), I would recommend loading up on healing items that you can use yourself. I mentioned this earlier but realized it hasn't been brought up in this thread for the actual game.
To further reinforce the potential importance of this, we might not have a healer for this adventure - sil is not sure if she can make it. Druids can heal, but not nearly as much, don't have access to all healing spells, and can't drop prepared spells to heal, so having a druid will help, but I wouldn't count on that too much.
Below are listed several healing items that might be of interest. It's not directly related to the combat trials, so I'm not saying you need these or that this is every healing item that could be useful. This is simply based on my general knowledge of healing items and skimming the Cleric spell list. Don't take this to be an extensive list of every healing item, so feel free to do your own research.
Also, potions are more restrictive because the person drinking the potion cannot make decisions about the effect. The creator has already done this. Scrolls don't have this restriction (and are cheaper but harder to use), and all these spells can be bought as scrolls, but I only listed the scrolls where I noticed the restriction being an issue.
And I tried to list the cheapest version on these items where that option exists (i.e. potion made by a Paladin instead of a Cleric). This usually means the item has a lower spell level, which could affect its duration, but depending on the spell, it may not matter, but I wanted to point this out too.
Potion of cure light wounds (1d8+1) - 50 gp Potion of cure moderate wounds (2d8+3) - 300 gp Potion of cure serious wounds (3d8+5) - 750 gp
Scroll of cure light wounds (1d8+1) - 25 gp Scroll of cure moderate wounds (2d8+3) - 150 gp Scroll of cure serious wounds (3d8+5) - 375 gp Scroll of cure critical wounds (4d8+7) - 700 gp
Wand of cure light wounds (1d8+1) - 750 gp Wand of cure moderate wounds (2d8+3) - 4,500 gp Wand of cure serious wounds (3d8+5) - 11,250 gp
Potion of lesser restoration [Str] (cure 1d4 temporary ability damage, removes fatigue) - 50 gp (made by Paladin) Potion of lesser restoration [Dex] - 50 gp (made by Paladin) Potion of lesser restoration [Con] - 50 gp (made by Paladin) Potion of lesser restoration [Int] - 50 gp (made by Paladin) Potion of lesser restoration [Wis] - 50 gp (made by Paladin) Potion of lesser restoration [Cha] - 50 gp (made by Paladin)
Scroll of lesser restoration - 25 gp (made by Paladin)
Potion of protection from chaos - 50 gp Potion of protection from evil - 50 gp Potion of protection from good - 50 gp Potion of protection from law - 50 gp
Potion of delay poison - 300 gp Potion of remove blindness/deafness - 750 gp Potion of remove curse - 750 gp Potion of remove disease - 750 gp Potion of remove fear - 50 gp Potion of remove paralysis - 300 gp
Potion of resist energy [acid] - 50 gp (made by Ranger) Potion of resist energy [cold] - 50 gp (made by Ranger) Potion of resist energy [electricity] - 50 gp (made by Ranger) Potion of resist energy [fire] - 50 gp (made by Ranger) Potion of resist energy [sonic] - 50 gp (made by Ranger)
Scroll of resist energy - 25 gp (made by Ranger)
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Post by reefwood on Apr 9, 2014 13:50:48 GMT -5
Vote #1: #3 Cleft Head – NO
Tulluk Clovenface appears initially swayed by the potential influx of wealth and warriors-for-hire, but in the end, it seems that opening his territory to an influx of outsiders is just too much to stomach.
Total (1/6): YES – 0 NO – 1
[OOC: Great roll and trial but not enough to counter small people arguing the case and a human champion.]
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Post by reefwood on Apr 9, 2014 15:22:18 GMT -5
Vote #2: #4 One Eye – YES
Hundux Halfman listens to the case without expression, but after seeing Tulluk vote against the Pathfinders, a slight smile comes to his face as he votes for them.
Total (2/6): YES – 1 NO – 1
[OOC: This one was as close as possible! You hit the Diplomacy DC on the spot after modifiers. This clan is less adverse to outsiders and likes sticking it to their bitter rivals whenever possible. Also, Pratt pulled off just enough of the combat trial; he passed Dex & Con, did okay at Int & Wis, and failed Str & Cha.
Two votes per day since it took me longer to get to this.]
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Post by silanariel on Apr 10, 2014 11:19:24 GMT -5
Well, one aint bad?
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Post by reefwood on Apr 10, 2014 17:58:24 GMT -5
Vote #3: #5 Stormspear – NODagga the Cloud Lord is much less receptive than his representatives who heard the petition. He seems the most adverse to letting Pathfinders into Belkzen let alone any others who would follow their trail and is openly scowling after the trials as he votes no. Total (3/6):YES – 1 NO – 2 [ OOC: This was a really hard one. Though, it would have taken some more digging below the surface to find out.]
Getting one of the top two on your council was definitely good. I know you didn't play up the ally/rival angle too much, but it sure worked out in getting that first YES vote.
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Post by reefwood on Apr 11, 2014 10:58:11 GMT -5
Vote 4: Clan #6 - Murdering Child – YES
Brekka Ashlung speaks in length of the power and guidance of Brimstone and concludes by saying, “The volcano gives them passage.”
Total (4/6): YES – 2 NO – 2
[OOC: This clan is definitely not a fan of non-orc, and the One Eye and Stormspear clans voted in a way that made Brekka even more hesitant, but the Diplomacy roll and great job on the trial was enough to overcome all this.]
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Post by Rabbit on Apr 11, 2014 11:17:25 GMT -5
Vote 4: Clan #6 - Murdering Child – YESBrekka Ashlung speaks in length of the power and guidance of Brimstone and concludes by saying, “The volcano gives them passage.” Total (4/6):YES – 2 NO – 2 [ OOC: This clan is definitely not a fan of non-orc, and the One Eye and Stormspear clans voted in a way that made Brekka even more hesitant, but the Diplomacy roll and great job on the trial was enough to overcome all this.] Woo! this is a close one!
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Post by silanariel on Apr 11, 2014 12:08:46 GMT -5
Getting one of the top two on your council was definitely good. I know you didn't play up the ally/rival angle too much, but it sure worked out in getting that first YES vote. Aw, ya. I was trying to lean towards that but didn't put enough effort into it.
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Post by silanariel on Apr 11, 2014 12:11:25 GMT -5
YES! Just Defiled corpse left!
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Post by reefwood on Apr 11, 2014 13:33:14 GMT -5
Vote 5: Clan #7 - Blood Trail – YES
Krinkin the Beautiful is satisfied with the outcome of the trial. Those who can fend off demons may traverse her border.
Total (5/6): YES – 3 NO – 2
[OOC: There is one more vote to go, and it will actually decided the outcome because a tie results in the vote going the way of the top clan on your council (Cleft Head - who voted NO). You successfully petitioned 5 clans but wound up with 6 clans on your council - Murdering Child joined without petition. Defiled Corpse is up next.]
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Post by Rabbit on Apr 11, 2014 13:57:31 GMT -5
Vote 5: Clan #7 - Blood Trail – YESKrinkin the Beautiful is satisfied with the outcome of the trial. Those who can fend off demons may traverse her border. Total (5/6):YES – 3 NO – 2 [ OOC: There is one more vote to go, and it will actually decided the outcome because a tie results in the vote going the way of the top clan on your council (Cleft Head - who voted NO). You successfully petitioned 5 clans but wound up with 6 clans on your council - Murdering Child joined without petition. Defiled Corpse is up next.] Come on! We gave them a DEAD CHICKEN! How could they pass?! Oh, and a shit ton of money.
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