As Snuzo speaks, you pull out your trusty harmonica and play a small, short tune on it, fabricating the essence of music to bring Snuzo around to your viewpoint.
Running persuasion contest: 13 vs 12
Stella Rolls Persuasion: [3,5,5] = 13. Margin of Success: 0
Snuzo Rolls Will: [6,3,6] = 15. Margin of Failure: 3
Stella wins with a Margin of Victory of 3.
The song is short, but has a sweet tune to it that makes Snuzo begin to smile across his pocked little face. He seems to forget about his recent outburst. His compatriots behind him seem entranced by the music as well, one of them tapping his foot. The song leaves you slightly more tired than before (-1 FP). You lower the harmonica from your beak and say with a bit of a clever smirk on your face,
"What kind of tribute? Money? Specific items? Corpses from animals not from these lands? Tribute can mean a variety of different things. Oakenhammer wants Yes to stop terrorizing the town north of them, would it be possible for a truce? What if, instead of attacking towns, Yea can teach people skills. Money would still be gained from the Necromancy School, and people would stop trying to attack her."
Snuzo taps his little fingers against his chin and spouts out,
"Yes, yes. You will make me richer than any nobble? I agree to this, you are smart, wise, and know what I want! Go ahead, make me rich already, you're wasting my time, stop wasting my time!"
The goblin leader barks out a few guttural orders to his compatriots and then hurry over to the gate, swinging it open for Ser Hoofsbane and yourself to walk through. As you pass through the gates and leave the goblins behind, the first thing you notice about the necromancer's land is the lack of noise... it is almost disturbingly quiet. The faint hum of crickets and the distant chirping of birds is nowhere to be heard in such a place. Ser Hoofsbane walks along your side, looking a bit indignant and annoyed he didn't get to test his axe.
The further you trek into the land, the more the air dries out, and the hotter it feels. The common sight of patches of water pools gives way to rolling plains filled with long grasses and the occasional tree of the savanna. Cresting a small hill, you see a large dark grey tower extend towards the sky, dwarfing everything else in the area. Sere Hoofsbane points at it and says,
"There it is. The necromancer Ura's tower the goblin was talking about. Lady Strangesong, I hope you do not plan to show sympathy to her like you did with those goblins. Goblins are evil, tainted by the will of demons. Even though they did not harm us, they will surely bring misery on someone else. I have sworn to serve you, and follow your call, but I will speak my mind if I feel like you're making a mistake."
The rancid stench of death grows stronger and stronger as you and Ser Hoofsbane approach the tower. Leaves crunch under your feet from the dying trees in the area, and the grass is sparse here, unable to sustain life in the presence of such powerful necromantic energy. A simple stone gate is all that seperates you and Ser Hoofsbane from the entrance to the tower. Behind the wall, there sits a dried up well with a long rope tied around the rotting wood. In front of the heavy acacia wooden doors are two mummies, their pale skin and desiccated forms loosely hang together while they twitch ever so often. Their clothing has been reduced to tatters, with no telling how old these corpses really are. A mace and a spear are held in a tight grip by the two undead sentinels. The tower appears to be about 10 stories high, with crenelations marking every 2 stories. There are a set of windows on the fourth floor that look to be covered with simple wooden covers. The top of the tower appears to have something on top of it, but it is difficult to see from the ground. Ser Hoofsbane states in a hushed whisper,
"Undead. They don't seem to be attacking, but they're watching us, make no mistake."
HP: 11/11
FP: 10/11
Strength: 11 (62.5%)
Dexterity: 12 (74.1%)
Intelligence: 12 (74.1%)
Health: 11 (62.5%)
Will: 12 (74.1%)
Fright Check: 12 (74.1%)
Basic Speed: 6 (Handles dodge and initiative.)
Basic Move: 6 (Stella can move 6 meters per second.)
Perception: 12 (74.1%)
Vision: 12 (74.1%)
Hearing: 12 (74.1%)
Taste & Smell: 12 (74.1%)
Touch: 12 (74.1%)
Clinging: The ability for Stella to climb any object or terrain without having to make a roll due to the racial benefit of being a cardinal woman.
Magery 3 (Musical): Stella can cast spells, due to having magery, but can only cast spells while playing music from a harmonica. Magery also allows Stella to examine objects with a sense roll to determine if they are magical or not.
Talent (Musical Ability): Stella is talented with most forms of musical art, allowing greater skill proficiency with performances.
Voice: Stella has a naturally clear, resonant, sing-songy voice due to being a cardinal woman. People react far more favorably to Stella's voice and she gets increased proficiency with any vocal skills.
Charisma: Stella is naturally charismatic and people react more favorably to her presence.
Claws, sharp (feet): Stella has sharp talon-like feet that can be used to cut skin more harshly than a simple kick.
Appearance (Attractive): Stella has bright red plummage that most find to be appealing.
Feathers: Stella has red feathers covering most of her body, giving a small amount of resistance to the cold. She does not suffer penalties when in cold climates.
Honest Face: Stella is naturally honest looking, being a good-natured bard.
Penetrating Voice: Stella has learned to cut through loud taverns in order to be heard, and can project her voice quite far.
Teeth, Sharp Beak: Stella has a sharp beak which she can use to peck at enemies.
Social Stigma (Minority Group): Stella is one of the animal people, and is often looked down upon by the "civilized" races.
Xenophilia: Being a worldly bard of good nature, Stella does not fear the unknown, and her wanderlust sometimes misguides her, seeing threats as friends instead of foes.
Charitable: Stella always attempts to help those in need, and finds it hard to refuse a request to aid someone asking for help.
Trickster: Stella has the constant nagging feeling to not just defeat an enemy, but to outsmart and outwit them. If she goes on too long without a "suitable challenge," she grows restless and irritable.
Singing: 15 (95.4%) [Allows you to sing a song that you know in a pleasant fashion.]
Public Speaking: 14 (90.7%) [The art of speaking to a group. This includes storytelling, speeches, telling jokes, and rhetoric.]
Shield (Buckler): 14 (90.7%) [The combat skill of using a buckler. The buckler skill gives the option to block a strike succesfully or attack with the buckler.]
Shortsword: 14 (90.7%) [The combat skill of using a shortsword. You can either thrust the sword to impale, or swing it to cut the target.]
Fast-Talk: 13 (83.8%) [The art of lying, smooth-talking, and attempting to get a target to do something against their better judgement.]
Musical Instrument (Harmonica): 13 (83.8%) [Allows the use of the harmonica to play any song that you know in a pleasant fashion.]
Performance: 13 (83.8%) [This is the art of putting on an acting performance with the intent to entertain.]
Acting: 12 (74.1%) [This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time.]
Current Affairs (People): 12 (74.1%) [The ability to assimilate news about important people and to recall it.]
Diplomacy: 12 (74.1%) [The art of negotiationg, compromising, and getting along with others.]
Fast-Draw (Sword): 12 (74.1%) [This ability lets you draw your sword quickly, removing the need to ready it before hand.]
Musical Composition: 12 (74.1%) [This ability allows you to compose a new piece of music.]
Musical Influence: 12 (74.1%) [This is the supernatural ability to cause those that listen to your music to become enthralled and entranced.]
Savoir-Faire (High Society): 12 (74.1%) [The art of blending in with high society, including all mannerisms, taboos, and social constructs to avoid making a fool of one's self.]
Scrounging: 12 (74.1%) [The ability to search an area for a particular item or object.]
Stealth: 12 (74.1%) [The art of remaining unseen and unheard.]
Throwing: 12 (74.1%) [The ability to throw most objects accurately.]
Carousing: 11 (62.5%) [The ability to gain information by drinking, partying, and making friends.]
Dancing: 11 (62.5%) [The fine art of allowing you to dance without tripping on one's toes.]
Heraldry: 11 (62.5%) [The ability to design and recognize various coat of arms, crests, flags, tartans, and other emblems.]
Interrogation: 11 (62.5%) [The fine art of gaining information out of someone through long-term interrogation tactics.]
Intimidation: 11 (62.5%) [The ability to display your presence to frighten, awe, or demand respect from someone.]
Lockpicking: 11 (62.5%) [The careful art of breaking locks and how to create locks.]
Merchant: 11 (62.5%) [The art of haggling and getting a fair price for an item.]
Observation: 11 (62.5%) [The ability to watch for someone or something without being noticed. The skill also works as passive perception for anything trying to use stealth.]
Poetry: 11 (62.5%) [The ability to write poetry that is pleasant to read.]
Streetwise: 11 (62.5%) [The art of gaining information via rougher company. This can be used to navigate criminal elements as well as knowledge of lowborn mannerisms and social constructs.]
Traps: 11 (62.5%) [The art of spotting, disarming, and setting traps.]
Acrobatics: 10 (50%) [The skill of nimble movement, gymnastic stunts, and how to take falls.]
Detect Lies: 10 (50%) [The art of determining whether someone is lying or being genuine via subtle tells.]
Hiking: 10 (50%) [The skill of moving quickly across rough terrain and travelling.]
Sleight of Hand: 10 (50%) [The ability to steal something off someone without them noticing.]
HEALING SCHOOL:
Lend Energy: 13 (83.8%) [Sacrifice your FP and give it to someone else. Can transfer any amount of FP freely.]
Lend Vitality: 13 (83.8%) [Sacrifice your FP and convert it into temporary HP to give to someone else for one hour. Can transfer any amount of FP freely.]
Stop Bleeding: 13 (83.8%) [Stops the target from bleeding out instantly, causing the subject to regain 1 HP. Costs 1 FP. The spell can also stabilize a mortal wound at a significantly higher cost. Costs 10 FP.]
Minor Healing: 13 (83.8%) [Restores 1 HP to the subject per 1 FP up to 3 HP. Costs 1-3 FP. Repeat castings on the same subject are at -3 skill.]
Major Healing: 12 (74.1%) [Restores 2 HP to the subject per 1 FP up to 8 HP. Costs 1-4 FP. Repeat castings on the same subject are at -3 skill.]
MIND CONTROL SCHOOL:
Fear: 13 (83.8%) [The subject feels fear, and is more susceptible to intimidation tactics. Costs 1 FP.]
Terror: 13 (83.8%) [The subject feels unfettered horror and must make an immediate fright check at -3. Costs 4 FP.]
Berserker: 13 (83.8%) [The subject is clouded by rage and will lash out violenty without control. Costs 3 FP. Requires 4 seconds of concentration to cast.]
Foolishness: 13 (83.8%) [The subject suffers -1 IQ per FP spent. Costs 1-5 FP.]
Bravery: 13 (83.8%) [Makes the subject completely fearlness. Costs 2 FP.]
Loyalty: 13 (83.8%) [Makes the subject loyal to the caster and will follow orders for 1 hour. Costs 2 FP. Requires 2 seconds of concentration to cast.]
Daze: 13 (83.8%) [The subject of the spell looks and acts normal, but does not notice anything happening in the area. Costs 3 FP. Requires 2 seconds of concentration to cast.]
Sleep: 13 (83.8%) [Causes the subject to fall asleep and stay asleep for 8 hours, unless woken. Costs 4 FP.]
Emotion Control: 13 (83.8%) [Instills into the subject any emotion the caster chooses. Costs 2 FP.]
EMPATHY SCHOOL:
Sense Foes: 13 (83.8%) [Can be cast on someone to tell if they have hostile intent and the degree of hostile intent. Costs 2 FP.]
Sense Emotion: 13 (83.8%) [Can be cast on someone to acutely tell what emotion they are feeling and how loyal they are. Costs 2 FP.]
Persuasion: 13 (83.8%) [Causes the subject to react much more favorably to being persuaded, giving a higher bonus the more FP is spent. Costs 1-5 FP.]
Vexation: 13 (83.8%) [Causes the subject to react much more negatively to being persuaded, giving a higher detriment the more FP is spent. Costs 1-5 FP.]
Truthsayer: 13 (83.8%) [Tells whether a person is lying or not. Can be cast to tell if the person lied in the last five minutes or if the last thing they said was a lie. Costs 2 FP.]
Mind-Reading: 13 (83.8%) [Allows the caster to read the surface thoughts of the subject. Costs 4 FP. Requires 10 seconds of concentration to cast.]
Shortsword
Light Shield
Freeman's Clothes
Leather Torso Armor
Harmonica
Basic Survival Gear
7 Elven Travel Rations
1 Full Wineskin
1 Old Map