Scales of War: Throne of the Stone-Skinned King
"Kinda figured fighting Zechy to be a forgone conclusion," Mits answers, "Though at this point, I'd be disappointed if I was denied the chance to curb-stomp the jerkface responsible for the late unpleasantness in our world."
Once back in the city, the characters can lay low
at the Morningstar Inn. Rhapsody has enough hideyholes to allow the entire party to disappear for as
long as they need.
Shortly after the characters return to the
city (after they’ve had a chance to take an extended
rest), Vlaakith calls the Separatists’ leaders to a meeting. The PCs, representing the Coalition, can bargain
with the leadership to forge an alliance and convince
them to withdraw from Tiamat’s unholy war.
A Turning poinT
encounter Level 21 (16,000 XP)
Setup
The moment for which the adventures have long
fought is at hand. Vlaakith and her lieutenants are
open to discussion about withdrawing the githyanki
from the war and might be convinced to give their aid
in the ongoing struggle.
A Turning Point Level 21
Skill Challenge XP 16,000
The room hums as the gathered assembly awaits your words.
In their cold faces, you see everything from blank stares, to
suspicion, to open hatred. Vlaakith stands and the room quiets.
“These visitors have come a long way and have endured many
hardships. Let us hear their words to seek an accord between
our peoples.”
Although the githyanki want nothing to do with Tiamat’s
war, they are not allies yet. To get the githyanki to withdraw
fully from the war, the characters must make a bargain all
can live with.
Complexity
5 (12 successes before 3 failures).
Primary Skills
Diplomacy, History, Insight, Intimidate, Religion, Streetwise.
Other Skills
Bluff.
Victory
Vlaakith agrees to withdraw the githyanki from the war
provided the characters successfully defeat Zetch’r’r.
Vlaakith also grants the PCs’ world a reprieve from githyanki
attacks for a thousand years (though this applies only to
those githyanki under Vlaakith’s command; she doesn’t
mention this). Finally, if the characters acquire no failures
in the course of the skill challenge, Vlaakith agrees to a
short-term alliance between her people and those of the
adventurers. Such an alliance proves beneficial to the PCs in
a future Scales of War adventure.
Defeat
Vlaakith agrees to withdraw the githyanki from the war but
only with the following conditions. The adventurers must
kill Zetch’r’r, and they must find and destroy the remains of
Vlaakith CLVII.
Special
If Mayhem is present for the negotiations, he can speak
on the characters behalf, assuming the characters have
performed and treated him well. At any point during the
negotiation, the PCs can convert one failed check into a
successful check.
If the PCs rescued Vlaakith and freed her without question,
the characters gain a +2 bonus to all Diplomacy checks. This
bonus increases to +4 if the PCs saved her after dealing with
the Emperor.
Bluff (DC 27)
The PCs make promises or offers they cannot actually follow
through on or have no intention to uphold.
Characters can cooperate to aid a lead character using this
skill.
Diplomacy 1 (DC 22; 2 successes)
The PCs describe their predicament, what they know of
Tiamat’s intent, and what will result if she is victorious.
Characters can cooperate to aid a lead character using this
skill. Achieving 2 successes opens up Diplomacy 2.
Diplomacy 2 (DC 22; 2 successes maximum; requires Diplomacy 1 to unlock)
The PCs explain that through their alliance with Tiamat, the
githyanki have become embroiled in a divine war not of their
making and they are taking a hand in the fate of the gods.
Achieving 2 successes opens up Diplomacy 3.
Diplomacy 3 (DC 27; 2 successes maximum; requires Diplomacy 2 or Streetwise to unlock)
The PCs announce that Tiamat has violated the ancient pact
and thus the githyanki are no longer bound by its terms. One
githyanki asks that if this is true, where is Gith?
Characters can cooperate to aid a lead character using this
skill. The first success here opens up Insight. The second
success opens up Diplomacy 4.
Diplomacy 4 (DC 22; 4 successes maximum; requires Diplomacy 3 to unlock)
The PCs ask for an alliance.
Characters can cooperate to aid a lead character using this
skill. On the first success, Vlaakith says that even if they
agreed, their alliance would be worthless while Zetch’r’r is
still in power. This opens up Diplomacy 5. On a failed check,
the characters cannot make this check again until they
succeed on another check related to the skill challenge.
Diplomacy 5
The PCs volunteer to destroy Zetch’r’r and end his reign.
Characters can cooperate to aid a lead character using this
skill.
History (DC 14; 1 success maximum; requires Diplomacy 4 to
unlock)
A character recalls the terms of the ancient pact, remembering
that Gith demanded the githyanki be free to rule their own
destiny.
DC 27 (1 success, 2 maximum)
Insight (DC 22; 1 success maximum; requires Diplomacy 3 to
unlock)
The PCs notice Vlaakith flinches when they mention the pact
has been violated.
Characters can cooperate to aid a lead character using this
skill. A success here also opens up Intimidate.
Intimidate (DC 27)
The PCs paint a pretty bleak picture about what is in store for
the githyanki if they don’t withdraw from the war, suggesting
that they will be destroyed if they lose or become subservient to
Tiamat if they win.
Characters can cooperate to aid a lead character using this
skill.
Religion 1 (DC 22 (1 success maximum))
A character describes Tiamat’s notoriety and her long history
of betrayals by citing key moments where she has acted in the
world. This bleak portrait calls into question the strength of the
githyanki alliance with the Dark Lady.
Success opens up Religion 2.
Religion 2 (DC 22; 1 success maximum; requires Religion 1 or
Streetwise to unlock)
A PC reminds the githyanki that no god has ever ruled the
githyanki peoples.
Streetwise (DC 14; 2 successes maximum)
A character cites an example of how Tiamat actually controls
the city, and also how Zetch’r’r serves Tiamat directly.
The first success also opens up the Religion 2 check. The
second success opens up Diplomacy 3.