Kurnok Temp Article

SCENE 03: The Territory of the Kurnok Tribe   Setting: Thronn and Fouk emerge from the labyrinthine foliage of the Serpent's Mire into a clearing. The area is marked by tribal totems made of gnarled wood, adorned with crocodile skulls, feathers, and mystical symbols painted in vibrant yet unsettling colors. These totems serve as the southern boundary of the Kurnok Territory, a tribe of anthropomorphic crocodile men known for their dark rituals and rumored expertise in antidotes and poisons.   Objective: The original plan to sneak past the Kurnok is no longer viable due to Thronn's poisoning. The new objective is to gain the tribe's assistance in finding an antidote.   Six Ways to Gain Kurnok Assistance: 1. Offer to hunt down a dangerous creature that threatens the tribe.   2. Present a rare artifact or relic as a gift.   3. Challenge a tribe member to a ritualistic duel, abiding by their customs.   4. Offer information about a common enemy (Bloodclaw or Vorcian agents).   5. Demonstrate a unique skill or magic that could benefit the tribe.   6. Appeal to their shamanistic curiosity by offering rare herbs or mystical components.   Encounter Type: Stealth, Exploration, Survival, Diplomacy, possible Combat and/or Escape   Stealth Mechanics: Thronn, a native of this territory, has had past dealings with the Kurnok. Though not all were positive, he knows their language and customs. Weakened by the poison, he uses his Survival skill to identify paths that offer cover and are less physically demanding.   Kurnok Traps:   1. The Croc Pit: A camouflaged pit filled with juvenile crocodiles.   2. The Totem Snare: A totem that triggers a net trap when touched.   3. The Dart Flinger: Hidden among foliage, it shoots poisoned darts when triggered.   Detection Mechanics:   Kurnok scouts patrol the area. They are adorned in tribal armor made from jungle materials, making them blend seamlessly into the surroundings. They are skilled in tracking and ambush tactics. If detected, Thronn and Fouk must escape, which becomes increasingly difficult due to Thronn's poisoned state. They might have to use the environment to their advantage, like causing a rockslide or using Fouk's arson skills to create a diversion.   Roleplaying Notes:   Six Kurnok NPCs:   1. Chieftain Krolok: A level 3 Barbarian, carries a staff adorned with mystical symbols.   2. Shaman Grik: Level 2 Druid, has a necklace of rare herbs and a scroll of antidote recipes.   3. Warrior Zarn: Level 1 Fighter, aggressive and skeptical of outsiders.   4. Scout Nok: Level 1 Rogue, curious and more open to negotiation.   5. Witchdoctor Tila: Level 2 Cleric, has a wand that can summon minor spirits.   6. Hunter Mok: Level 1 Ranger, carries a blowgun with various poisons.   World-building: The silence is oppressive, punctuated only by the distant beat of tribal drums and the occasional shriek of a jungle predator. Thronn's senses, usually sharp, are dulled by the poison coursing through his veins, making him second-guess every rustle and shadow.   Fouk's Observations: Fouk detects the scent of burnt Zelkova wood and a chemical compound similar to sulfur. A successful DC 15 Nature check reveals that these are components of the poison affecting Thronn. This suggests that the Kurnok tribe might be researching the poison affecting their water supply.   Clues and Evidence: Thronn finds tracks of child soldiers mingled with those of Kurnok scouts. Given his weakened state, it's clear that seeking the Kurnok's help for an antidote is the most viable option. Fouk discovers a stash inside a hollowed-out tree, guarded by a Kurnok scout. It contains vials of a substance similar to the poison and a map pointing upstream.   Skill Challenges: To notice the Bloodclaw and Vorcian symbols, a successful DC 17 Perception check is required. These symbols are cleverly integrated into the totem designs and reveal alliances that could be leveraged in negotiations.   Loot and Rewards: A hidden cache inside a camouflaged hut could contain tribal artifacts, rare herbs, and possibly a rudimentary antidote. Fouk might find materials like firestarter herbs that could be used for arson, aiding in future quests.   Consequences of Failure: If captured, they could be subjected to a ritual called "The Feast of Souls," where their essence is consumed. However, this could lead to an alliance with a Kurnok outcast who helps them escape, setting the stage for Scene 04.   Map Description: The map should depict a jungle clearing with various levels of foliage, totems placed at strategic points, and hidden traps. A river could run through one side, leading to a Kurnok village. Animated elements could include flickering torchlight and moving foliage.   I hope this revised Scene 03 is more in line with your expectations and the events of the previous sessions.

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