Besting Many-Handed Jakk
Several years ago, a lone hoyrall was spit out by a gyeongsa warp storm and left alone in the wilds of the Disputed Territories—not unlike the PCs. Ayaxan gypsies came upon the stranded creature, the first they’d ever encountered. Their elders conferred and agreed: Jakk was a sign of good luck for their tribe. Accepting him into their number unconditionally, he has become a person of import among the Ayaxans. Word has already spread out from the Disputed Territories, and a DC 17 Knowledge (geography) check is enough to know that to truly gain the aide of the Ayaxan gypsies, one must best their strange, head warrior: Many-Handed Jakk.
After the PCs are spit out by a gyeongsa warp storm into the Alimpulosa, after traveling 2d4+2 miles in any direction they come across a spot of land haunted by the curse of the Ayaxa followed 1d4 miles later, they chance upon a sand blast trap. Immediately afterward, a troupe of Ayaxan gypsies come across the adventurers, gift them an Ayaxan lamp and are offered safe passage to their base camp. Once there, a night of revelry (including a foreboding telling of some of their ancestral tales, is followed early the next morning when Many-Handed Jakk challenges all of the PCs to tests of chance, combat, or skill.
To earn the trust of the Ayaxan gypsies, the party must best the hoyrall. This can be a test of spellcasting, a traditional duel, or a competition of talents (a series of five checks of any Skill does the trick; Jakk knows or can try them all). The bard calls out any talented melee warriors first, relishing the disbelief their defeat brings to their companions, but ultimately if any one of the PCs can beat Jakk, afterward the elders request the adventurer’s help.
After the party has successfully proven their worth to the tribe, their elders approach them with gifts: 2d4 randomly determined potions. Lately a strange malady has come over the land, a storm unlike any they have encountered yet; they have seen it traveling the lands of the K’naghi Tribesmen, and some of their eldest legends—mostly forgotten—foretell of such an event, and that calamity might arise from it. The shadow it casts on their history is dire indeed; though the elders try to hide their fear, a DC 16 Sense Motive check makes it clear that it is of great import to their peoples.
When the PCs accept this diplomatic mission, Many-Handed Jakk leads them toward the locus riders and after three days of travel across the barren Disputed Territories, they reach the K’naghi and face their next challenge: Banthadar [tomorrow’s post—see you there!].