Baied Eldourha |
Know Religion: 1d20 + 4 ⇒ (10) + 4 = 14
Baied tries to remember any religion linked to monkeys, but the knowledge is quite obscure to her.
She too buys two vials of vermin repellant, an healing kit and trade her old backpack for a more sturdy one
Vermin repellant 2*5 gp, healing kit 50 gp, msw backpack 50gp, -1 GP for selling old backpack=10+50+50-1=109 GP
Barl Kestad |
Barl does a little last minute shopping of his own based on the advice they received.
Buying 2x vermin repellant, 1x antitoxin, 1x antiplague = 110 gp
Traceni Skrit |
Buying 2 acid and 1 antitoxin for 70gp. Not buying vermin repellent.
"I'm pretty sure this will repel vermin... Would anyone like some?"
I don't mind if others take the acid beforehand because my Haunted Curse will make it hard for me to use.
Haska O'Wydroe |
Haska will prepare: Cure light wounds extract, endure elements, and a dexterity enhancing mutigen. I will add them to my stat line later.
"I could carry it for you. But, for how this will be employed I have other more effective weapons. Someone with less options verses a vermin swarm might want it instead."
Jeydahvu |
Following Barl's lead, Jeydahvu does the same thing:
Buying 2x vermin repellant, 1x antitoxin, 1x antiplague = 110 gp
Dungeon Master S |
After the ribbing, shopping, and discussion, it seems that everyone is ready to head out. Count Matsanda hires an elephant, a mahout, and a dozen porters. The elephant seems well past its prime, but it’s the only suitable mount available at the lodge
The Segang Jungle is a dense tropical forest. The deciduous trees that comprise it are green all year round thanks to the wet coastal climate. the
hunting trail is just wide enough to accommodate the passage of an elephant (15 feet), and the areas of underbrush on either side of the trail count as difficult terrain. Count Matsanda and Baron Rudyahm ride in a howdah on the elephant’s back, accompanied by their mahout. The howdah is an elaborate wooden affair that can hold three occupants and one driver. Game is scarce on the first day of the safari. The baron explains " the animals are skittish this close to the hunting lodge, and the real trophies are to be found deeper in the jungle."
At the end of the first day the hunting party sets up camp in a clearing atop a low rise. The night passes uneventfully.
Dungeon Master S |
Early in the morning, just as you get your gear set, you hear a loud crash coming from the the Count's tent.
The interior of this spacious canvas tent is richly decorated with portable darkwood and silver furnishings. Torn mosquito netting hangs above the bed, and a mirror, basin, and various shaving implements lie scattered on the ground. A black leather boot lies on the floor next to the crumpled remains of a large black spider.
Haska O'Wydroe |
Haska will make sure he can see that the baron and count are visible and unharmed. Are they both visible and okay?
If he can't find them, he will call for them. If there is no response, he will run to the tent and with a tent pole move the spider body to check under it.
Barl Kestad |
Barl hurries to investigate the mysterious noise.
perception: 1d20 + 8 ⇒ (5) + 8 = 13
Dungeon Master S |
The party dashes out to see the commotion. Baron Rudyahm reaches the tent just as you do, “What the devil happened in here?” he roars as he enters.
Inside you see Count Matsanda lying on the bed clutching his bare right foot in pain. The count replies in a fearful voice, “Something in my boot bit me—a spider I think. I fell back onto the bed in surprise. My god, Bomande, what if it’s poisonous? I could lose the foot! You brought some antitoxin, didn’t you? Fetch it quickly!” Unfazed, the baron replies, “Ah, bit of luck then. The spiders of Segang aren’t dangerous, not like the scorpions. It’ll probably smart for a bit, that’s all. Next time, check your damn boots!”
Count Matsanda is not assured by the promises of his father-in-law, and the two men begin to argue. The count pleads with the YOU to treat him or to get the baron to give up his antitoxin, claiming that it’s better to be safe than sorry. Rudyahm confesses that he brought some antitoxin but claims it would be a waste to use it on a malingerer.
Unexpectedly, they turn to you, "Pathfinders, what do you think?"
Barl Kestad |
"There is no way to know if it was a spider or a scorpion. I expect your daughter would be disappointed if you allow her husband to perish while you hold the means of a cure in your hands. For your family's sake I strongly encourage you to share that antitoxin with the Count."
diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8
Traceni Skrit |
"What do i think? What do you think?" Addressing no one, she adds, "Would you like to take a look?"
Traceni crouches to examine the remains of the spider and the Count's wound.
Casting guidance and examining.
Knowledge(nature): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Amun-Heth |
Amun-Heth is no diplomat. He is a blunt-talker with little patience for selfishness.
Diplomacy: 1d20 - 2 ⇒ (18) - 2 = 16
"It seems to me that only a poor leader would allow one of his to perish on the possibility that he is malingering. Heal your son-in-law and he will remember it. Leave him to his fate and everyone will remember it."
Jeydahvu |
Jeydahvu enters the tent, sees the dead spider, and shrugs. "It is not my place to get between a man and his son. I will let them wash their dirty laundry privately." Jeydahvu steps out of the tent.
Baied Eldourha |
I think you should let me check that wound, and argue later. You had your point, we all should be more careful against vermin, especially scorpions, and check our boots. Maybe the wound isn't poisoned at all, it's just a minor bite, and the antitoxin you bought could be more useful later and save someone's life. I'm sure an honorable man like you wouldn't hesitate to share his belongings if that means saving a life, and I understand we have to be wise and use our ressources sparingly. We won't be able to buy some antitoxins deep in the jungle.
Take 20 if possible in healing, total 29 (+2 with healer kit)
Dungeon Master S |
Barl's words seem to go knowhwere while Traceni inspects the dead spider. It is a non-dangerous species with venom approximately as strong as a bee sting.
Baied confirms that the count is not suffering from any serious symptoms of poisoning.
Both the Baron and the Count look at Amun-Heth and Baied. The count looks embarrassed, and the Baron looks annoyed. Ultimately the Baron relents, but decries the whole exchange, "This is the height of foolishness!"
The count seems relieved that Baied gave the wound such a thorough look.
Dungeon Master S |
Once the whole affair is handled, the hunting party packs up. The Baron moves to coordinate the help, and the Count comes over to talk to you privately before leaving. “I’d really like to impress the old man today, but you see, I’m not much of a hunter,” he admits. “In fact, I’ve never really been hunting before! Is there any help or advice you can give me?”
Feel free to respond in character, but include a skill check of the skill that most reflects your advice.
Jeydahvu |
"Take a bow or crossbow, whichever feels more natural, and walk slowly while crouching low. Be as quiet as you can. Look to the ground as you walk to make sure you don't snap a twig and place each foot in front of the other one by one and very carefully. If you see the tiger, drop to one knee, aim carefully, and shoot. Stay there and reload, while those armed with swords and spears go forward to swarm the beast. Take another shot if you can, making sure to avoid the warriors up front. Reload, and repeat. Be calm and collected through the whole thing, and don't talk when you're hunting. If you can, before we leave, take 20 minutes to do some target shooting. Also be quiet and don't talk while you do this. If you forget what I said, just remember this: don't talk."
Dungeon Master S |
"Take a bow or crossbow, whichever feels more natural, and walk slowly while crouching low. Be as quiet as you can. Look to the ground as you walk to make sure you don't snap a twig and place each foot in front of the other one by one and very carefully. If you see the tiger, drop to one knee, aim carefully, and shoot. Stay there and reload, while those armed with swords and spears go forward to swarm the beast. Take another shot if you can, making sure to avoid the warriors up front. Reload, and repeat. Be calm and collected through the whole thing, and don't talk when you're hunting. If you can, before we leave, take 20 minutes to do some target shooting. Also be quiet and don't talk while you do this. If you forget what I said, just remember this: don't talk."
Hunting pointers and skill would be a Survival check (but I'd also take Knowledge (Nature)
Haska O'Wydroe |
Haska takes a second to explains the why's behind the "don't talk" and to explain the exceptions to the don't. Talk rule namely seeing something dangerous close to hurting someone.
survival check for pointers: 1d20 + 5 ⇒ (10) + 5 = 15
Hopefully his sound advice steadies the count.
Edit: Haska is +6 for survival for 16.
Jeydahvu |
Hunting pointers and skill would be a Survival check (but I'd also take Knowledge (Nature)
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
Traceni Skrit |
Lackadaisically, almost obliviously, Traceni scoops up the remains of the spider and places them in a small pouch that quickly disappears in among her clothes.
"Hunting is something we do every day," Traceni begins. "Each and every one of us strives to survive, and to that end, we arrange for food, sport, something to slake our myriad thirsts. Know your prey. Imagine what it wants, what it fears, what it desires."
A leaf floats into view, carried on some wind, perhaps. It lands before her, with a drop of morning dew. "Because remember, your prey is hunting, too. It has things it wants, and things it fears. Take the time to understand what will frighten it away, and what will bring it close to you."
An insect flies in, landing on the leaf, to drink the dew. "When you balance your needs with the needs of your prey, your prey will gladly supplicate itself to your thirst."
She snatches the insect and the leaf together, and devours them, with a helpful smile.
Survival: 1d20 + 5 ⇒ (11) + 5 = 16
Barl Kestad |
Barl says, "Pay attention to your surroundings. The wind, the position of the sun or the moon, the location of water sources. These factors are essential to a successful hunt."
knowledge (nature)+free inspiration: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26
Dungeon Master S |
Giving the count helping hints (especially the insight and inspiration from Barl, the Count manages to bag a massive sloth bear! He returns at the end of the day's hunt both ecstatic and appreciative for the tips, detailing to each of you how he used your advice.
Dungeon Master S |
On the morning of the hunt’s third day, the smell of wood
smoke fills the camp as porters busy themselves tending various cooking fires. Outside the camp, the jungle is alive with the sounds of monkeys, birds, and chirping insects. The count provides breakfast made from not only the supplies purchased at the lodge but some of the butchered bear from yesterday.
The smell of food soon attracts the attention of a band of macaques that gather at the edge of the camp. These macaques cause trouble by overturning containers, stealing trinkets, and raiding unguarded food supplies.
The porters act reverentially toward the monkeys and offer them prayers along with bits of food and water. Knowledge (Religion) Baron Rudyahm, however, detests the monkeys, "They bloody remind me of the charau-ka I fought during the war with the Gorilla King. I DEMAND that 'you Pathfinders' get rid of the monkeys by any means possible!"
No map yet, though if you opt for getting them out via combat I'll update one.
Jeydahvu |
Jeydahvu laughs at the Baron, "You demand? ask again, nicely."
Traceni Skrit |
"Laughing at spiders and fearing monkeys... and they call me odd."
Traceni goes over to the porters. "These monkeys are taking from us, and yet we feed them in response. Why? Is there something we should know?"
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Dungeon Master S |
The Baron looks at Jeydahvu and adds, "Your assignment was protection, protect!"
Traceni struggles a bit (unless you speak Vudrani.) It seems the monkeys are sacred animals, but still animals. "Make them flee if you wish, but do not harm."
Amun-Heth |
Knowledge (religion): 1d20 + 5 ⇒ (20) + 5 = 25
"Pathfinders, roar and make a mock charge. But do not harm the sacred macaques."
So saying, he readies to take part in the mock charge.
Someone with Intimidate, take point!
Jeydahvu |
Jeydahvu folds his arms across his chest. "Not nice enough. We help with tiger, you pay for our trip to temple. Other things should be requested, not demanded. We are not your servants."
Dungeon Master S |
The Baron looks unmoved, and even a bit annoyed at Jeydahvu. The Count looks on intently.
Meanwhile Amun-Heth's knowledge sounds confident (Amun-Heth, I'll give a +2 bonus to the intimidation roll for the party based on your skill check.)
Jeydahvu |
I'm not used to roleplay non-good characters, and usually don't go against the grain, but from Jeydahvu's tribal oread perspective, this guy seems to use his wealth as a tool to bully people around and he seems to be used to bark orders at scared servants, hence Jeydahvu's words as he attempts to show the Baron that he is dishonoring the Pathfinder Society by demanding action with a tone. So this is just in-character: not trying to derail the game just so you know. Please note Jeydahvu's awful, awful diplomacy and complete lack of intimidate... :P
Traceni Skrit |
"Come to me," Traceni says to no one in particular. "It is time for us to play."
There was something different in Traceni's voice just then. It became far higher, more tinny and effervescent in its sound. And that's when you hear it. Laughter. Multitudes of voices, like a thousand insects buzzing all about her, laughing. She approaches the macaques, the grass and leaves at her feet rippling and twisting with her passage. She calls out to them: "Did you leave something for all of us?"
Casting ghost sound.
Intimidate: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Dungeon Master S |
No apologies needed Jeydahvu. You're not so far off that it's an issue :-)
Traceni's well laid plan doesn't seem to be enough. The monkeys are timorous, but not scared off. Anyone want to aid?
Barl Kestad |
Barl shakes his head as the oread calls out the Baron. He has a good point, but this isn't really the right time for that discussion.
He turns his attention to assisting with shooing away the macaques.
intimidate AA+inspiration: 1d20 - 3 + 1d6 ⇒ (8) - 3 + (6) = 11
Jeydahvu |
Jeydahvu shifts his angry glare from the Baron to the monkeys, but does not unfold his arms nor make a move towards them. His two eyes glow an intense emerald green, and you notice jet black rocky spikes starting to grow out of his otherwise smooth onyx-like skin. He growls somewhat, the sound akin to rocks being dumped out of a cart.
Intimidate: 1d20 ⇒ 20
Haska O'Wydroe |
Haska will try to aid as well.
"I wonder if fire has any kind of fear factory for these fury filchers(sp)?" Haska picks up a suitably burning branch in his left hand and waves it slowly over his head as he charges with a "Be gone you primate pains in the posterior!"
intimidate with fire: 1d20 ⇒ 5
Alliterations are intimidating right? or maybe not.
Haska O'Wydroe |
Haska thinks back through everything he as heard or read about monkeys to see if he knows of anything they don't like ... like loud noises or horn blasts...
knowledge nature for monkey dislikes: 1d20 + 7 ⇒ (11) + 7 = 18
"I think it may be time for another approach. Do we have a thunder stone in the supplies?" Haska asks the Baron.
Jeydahvu |
Jeydahvu's doing his thang... but someone else here could ask the Count to shoot his gun in the air... I think the pics show bullets in a bandolier around them... I'm assuming they have firearms...
Baied Eldourha |
Intimidate: 1d20 + 2 ⇒ (11) + 2 = 13
I don't have any thunderstone.. maybe a few regular stones would do the trick, assuming with don't aim at the monkeys directly?
Dungeon Master S |
When the party turns their attention wholly to the monkeys, the monkeys flee into the jungle. You can tell that the porters are appreciative of the respect you showed them...
After the incident at breakfast, the nobles go off for another day of hunting. When the hunt returns everyone seems to be in a better mood, though the Count seems happier to see you than the Baron.
When it's time to wind further along the trail the Baron asks, "Riding an elephant is rare for some of you I would have someone join me up here if you're willing."
Jeydahvu |
Jeydahvu will not ride the elephant.
Traceni Skrit |
Suspecting the Baron would not enjoy sharing a close space with her for a longer period of time, Traceni politely declines and lets someone else ride the elephant.
Baied Eldourha |
If no one seems to be willing, Baied will accept
I will be honored to ride this beast with you. I'll pray Abadar to protect you both, and I am able to heal you if need arise
diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Baied makes clear she won't favor any side in offering the protection of her god, without the Baron or the Count taking offense
Dungeon Master S |
Baied takes the Baron up on his offer, and with a gruff nod of approval, the expedition heads out on the trail.
Ever deeper into the jungle, the procession heads along the hunting trail. After an hour or so a MASSIVE snake, the size of a horse explodes from the brush. Next to the elephant a quartet of smaller snakes, each less than a meter long emerges. At the sight of the snakes though, the old elephant panics and begins stamping about wildly, threatening to shake the howdah off its back!
The scene immediately devolves within seconds of breaking out. The two nobles shout conflicting orders.
Count Matsanda, "Help me! Help me control the elephant!"
Baron Rudyahm, "Protect the porters from that beast!"
The porters seem like they'll do their best to protect the elephant and its riders, but they're no warriors.
Place your icons on the map, any square adjacent to the elephant itself with Baied in the elephant's area. The porters are abstracted, so I don't want to clutter the map with minis for them, so I've placed them off to the side.
Snakes!: 1d20 + 6 ⇒ (4) + 6 = 10
Traceni: 1d20 + 1 ⇒ (3) + 1 = 4
Barl: 1d20 + 4 ⇒ (15) + 4 = 19
Amun-Heth: 1d20 + 2 ⇒ (10) + 2 = 12
Jeydahvu: 1d20 + 0 ⇒ (20) + 0 = 20
Haska: 1d20 + 5 ⇒ (11) + 5 = 16
Baied: 1d20 + 1 ⇒ (1) + 1 = 2
Dungeon Master S |
Round 1:
Jeydavhu: Go
Barl: Go
Haska: Go
Amun-Heth: Go
Snakes!: TBD
Traceni: TBD
Baied: TBD