I was just wondering whether any of the stuff that was found amongst Lamm's hoard is familiar to Dj'hân. It occurred to me that Dj'hân or Edmond may have been directly involved in the acquisition of some of the items while working as Little Lamms.
Great. Another ten years in therapy for the emotionally scarred kid. Thanks a bunch Doc.
Don't blame me, blame Nic Logue. He likes a few rotting body parts in his adventures.
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Kudos Oni. Your idea of having Ed investigate the alarm is much better than my plan. Oh well, Dj'hân will have to content himself with playing pirate. Yaaarr!
Yes, you mentioned it before, however, there would be priests of most of religions, no? Besides, I'm hoping to find prelate I escorted to Korvosa as he would be representative of religion and my superior.
I didn't realize it's so far from our current location, I was looking at H7, it is questionable if kids could make it before fighting started and if they would go in first place. I'll simply have to trust Kester that he'll find a way...
Oh, there'd be a priest of Irori, yes. As for the (former) Little Lamms, well, Kester would know how to get through the city unseen (he'd probably go via the Shingles). But you'll have to wait and see...
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Basically, it can cast Identify 3/day. The official write-up suggests that you touch a card to the item and get a feeling of its purpose, but I think that it would be more atmospheric to have to do a Harrowing instead.
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I can see the appeal of requiring a full Harrowing, but three complete nine card spreads in a row seems a bit much to me, and probably a bit over the top simply for identifying measly potions and scrolls. I think the intention of the designer is to have to do a Choosing for the item; selecting one card at random which embodies the qualities of the item.
It's up to you though; outline how you'd like Dj'hân to go about it and I'll roleplay it as best I can. Do you want to tell me what the items are and then leave it to me to pick appropriate cards, or would you tell me which cards to describe in-character and then tell me what the items are?
You're right, a nine-card spread would be over the top. I reckon a flavour-ful way of doing it is for me to tell you what the item is, and maybe what card represents it, then you can do an IC 'reading' if you're feeling creative.
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Sounds good. Glancing at the Pathfinder rules, it seems that the process for identifying items is now to perform an Appraise check (DC 15 + the item's caster level) with a +10 bonus from the identify spell. So I guess I'd have to tell you which items Dj'hân intends to attempt to identify, you'd roll the necessary checks, tell me the results and then I'd post in-character.
So I guess Dj'hân would use the identify effect to first detect magic the items in Lamm's hoard (since it mimics that spell's effect) and then proceed with drawing cards to identify up to three of the magic items. So how's about it? Care to roll it?
Thanks for the info Doc. Shame; no healing for poor Thorson. If it's alright, I'll wait to see what the others want to do and seek a calm moment to post Dj'hân's Harrowing of the items.
I'm using the "fast advance" version from PF Beta, which means that you need 1300 to reach level 2.
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Pathfinder 10 has an article on the Shoanti. You might find these additional notes useful:
Shundar-Quah (The Spire Clan)
The Shundar-Quah see themselves as the diplomats and
storytellers of the Shoanti people, smoothing tensions
between the various clans. Their tribes travel far and
continually remind the other quahs that every clan is
first and foremost Shoanti, and that brotherhood and
bringing honor to their people must be the ambition of
every warrior.
Members of the Shundar-Quah hold the monolith
wonder Spindlehorn sacred. Once a decade, the shamans
of the Shundar-Quah perform a pilgrimage to the shadow
of Spindlehorn, on the eastern shore of the Storval Deep.
There, they commune with their totems, share what they
have learned, and discuss matters that concern their quah
and all others.
Because the Shundar-Quah see the welfare of all Shoanti
as their sacred trust, by necessity they must also have an
interest in each clans warfare. Whenever a quah loses ground
to a significant foe, it is the Spire Clan that is first to bring
offers of reinforcements. To this end, Spire Clan braves train
to duplicate the tactics of their fellow quahs so that they can
swell their brethrens ranks as seamlessly as possible.
Territory: To this day, the Clan of the Spire wanders
across the northern Storval Plateau, ever seeking to unite
the Shoanti tribes into a single people. They fend for
themselves in the custom of the local Shoanti tribes in
whose territory they wander.
Rite of Passage: The Journey. Young members of the
Shundar-Quah must journey into the world and spend 3
years among the members of another quah. There, they
learn of the differing ways of their people, their problems
and their strengths. At the end of this tenureeasily the
longest rite of passage of any of the quahsthey return to
their clan more experienced, world-wise, and informed.
Common Totems: Earth elemental, mountain spire, rock
fall, spirestalker, storm roc. Although rare, some Spire Clan
warriors are adopted by a totem of their host tribe.
Shoanti usually gain a tattoo after their Rite of Passage. For the Shundar-Quah, unity, watchfulness, and the ability to lead
are all vaunted virtues of the Clan of the Spire. For them, the
runes Drimiil (Guardian Heart), Kokip (Sentinel), and Klartitil
(Broad Klar) carry extra weight.
The Shoanti are a proud and aloof people. When dealing with
outsiders, their words are likely to be colored by the basic
greetings and most fiercely held truths of their people.
Storval dharanok ekbit roark Shoanti.
Our thunder rolls across the Storval Plateau.
(The Shoanti defend the Storval Plateau.)
Kel-grish!
Greetings!
(A common welcoming.)
Sharatok tshamek.
Be received stranger.
(A colder, more formalized greeting for outsiders.)
Ferik niklit forenk skoans.
Until our skulls are gathered.
(We fight until our death.)
Ahk Storvalrel abeshk!
Away from our lands!
(A final territorial warning.)
Irok devit fendrik swork.
By blood it is sworn.
(An iron-clad vow.)
Storval ekbitel nalharest!
We walk the land as brothers!
(An oath accepting someone not of ones quah as a brother.)
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So, Ambrus wants to take everyone back to the Fishery, Neurotic wants to head to the Pantheon of Many. I don't mind splitting the party, but do we have a consensus?
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I was under the impression that we had concensus since Edmond had reconsidered and abandoned the idea of going to the temple for the time being (post 337) and had agreed to help carry the rider back to the fishery. (post 339)