Visruþ |
Visruþ replies to Muhdzuzi: « Enkosi, Muhdzuzi, ukuba kuya kuba luncedo. »
And then replies to Zooif: « Ndiyaqonda. Kwaye sinombulelo uncedo yakho. »
And then Visruþ address them both:
« Sinethemba ukwakha ikhaya apha. »
« Uya zombini udle njengabahlobo bethu apha. »
"You will both be welcome as our friends here."
Sau're'!K of The Mulaa Tribe |
Sau're'!K takes a deep breath to indicate that he is getting ready to talk and after a moment begins... The jungle can be a terrible place to those who do not tread lightly, and are unfamiliar with its dangers. I would wish for us to all be aware of what dangers may lie in wait in this particular expanse of jungle. Anything you can tell us of your expedition and how it faired could prove useful. How many did you take? Were any of your peoples familiar with jungle terrains? How long did you travel? How far were you able to go? What dangers did you successfully avoid? What dangers were you able to defeat? What eventually forced you to turn back? If you had to describe the mood of the jungle here what words would you use?
GM Madcaster |
"That is a lot of questions, but I can't answer each of them, I'm afraid," she sighs. "There were four of us, including me. No locals, so we didn't know much of the jungle. The expedition lasted for two or three days, with usual problems for that kind of place - snakes, insects, beasts and thick bushes. We... I was forced to turn back after Song'o raided our camp at night and killed everyone but me. It was somewhere east to town."
She looks at Visruþ with her eyebrows slightly raised.
"You've seen the town. There's too much to do, so I doubt there will be any shops open at least in the next couple of day."
Trem Kiran |
"The Song'O raided your camp and killed everyone but you? When did that happen? So far we don't have much experience with them aside from one individual, so we don't know much about them. But from what I we saw that one song isn't the type to kill people for no reason. Do you remember where you were camping? I'd be curious to see the site." Trem study the woman as he speaks, wondering if there isn't something she is not saying.
Sense Motive: 1d20 ⇒ 11
Sau're'!K of The Mulaa Tribe |
This leaves many question... how aggressive are the Song'o. The only one we have ever encountered alive is Muhdzuzi. He does not seem all that violent... but he may be Atypical.
Maybe you had gone into some of their sacred land without knowing it? Did they try to communicate before attacking?
Either way we will have to be careful when we approach them.
Sulia Farwander |
"We will have to be careful!" Sulia says cheerfully. "I dont want any of us getting hurt!"
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Sau're'!K of The Mulaa Tribe |
We need more information.... we should talk to Muhdzuzi.
Trem Kiran |
"So, we leave first thing in the morning to go visit Muhdzuzi's village? Nothing much else we can do while they reopen the shops around here." Trem moves closer to Muhduzi. "Ngomso, siye kwilali kuni. Kulungile?" The words are thick with an accent, but a Trem thinks he got the meaning clear. He smiles at the halfling, inviting him to head back to the inn so that he can practice more the language and get a good night's sleep.
"Tomorrow, we go village you with. Ok?"
GM Madcaster |
"Ndiyayithanda apha, ukuba idolophu intle, kodwa lali likhaya lam," he nods to Visruþ.
The Song'o halfling brightens when he hears Trem.
"Kakhulu! Enkosi! Ndiza kuba xa wena."
"Great! Thanks! I'll be ready when you are."
Sau're'!K of The Mulaa Tribe |
Sau're'!K looks at Muhdzuzi.
Good siza ukukusa ekhaya kwaye siza kudibana nawe apho ngokukhuselekileyo. Kwakhona uya kuba kuhle ukubona ukuba abantu bakho kwanezethu basebenze kunye ukugcina omnye ekhuselekileyo. Ndandicinga ukuba ... ngaba ubeka ukuba simele sikuphephe. iindawo ukuze abe ngcwele kubantu bakho okanye zilawulwa ngokwezizwe ukuba silwe ukuze Song'o
The dragon Shaman pays special attention to see how the Halfling responds looking for signs of nervousness or deceit.
Sense Motive: 1d20 + 12 ⇒ (16) + 12 = 28
GM Madcaster |
Muhdzuzi thinks for a moment and shakes his head.
"Ukuba ndiyazi ngayo. Song'o azinazo naziphi na iindawo ezingcwele kunye isizwe kuphela kulo nasemahlathini thina."
And adds with a sigh.
"Ngaphandle namacikilishe."
You don't see any sign of anxiety or deceit on his face or in his voice. The halfling looks as sincere and friendly as always.
GM Madcaster |
While you prepare for your expedition - which doesn't take much effort since all the shops are closed - you hear people talking about a ship got caught in the storm and run aground west of town. The ship was supposed to bring a team of cartographers to Laughing Jungle.
When you're ready to begin your expedition and are ready to walk outside the town's gate, a woman's voice stops you.
"Please wait!" you recognize Adaela's voice as she strides towards you. "You're probably tired of me asking for your help, but can you listen for me once more?"
She asks for your map and marks a place, not far from Pridon's Hearth.
"Could you please check on my brother Jheri? He runs a dika plantation and I'm worried about him after this storm. I would check on him myself, but with everything that's happening now..."
The sandbox part! You should move your party's red star on the global map (2 slide) to show where you're going.
Trem Kiran |
"Shouldn't be a problem, from the look of it, it's not too far from here."
After Adaela left the group, Trem takes out the map again and bends down near Muhdzuzi. He points to the town and slide his finger to the plantation. "Ukuba siye khona ke, Jika omkhulu ilali?" He waits to let the halfling recognize the area on the map and estimate if it's a detour.
"If go there, big detour to village?"
Sau're'!K of The Mulaa Tribe |
Sau're'K leans over the map and answers the Halfling.
Yindawo apho abanye abantu isizwe sethu abezeke. Injengele iye yacela ukuba ukukhangela kuwo. Na wokusibonisa balala apho kwimephu yethu kwilali yakho. Kufuneka sijonge phandle eyona ndlela zombini itshekhi kuzo ninduluke ekhaya.
Sulia Farwander |
"Well, it's a little bit of a diversion, but we could tend north to the plantation and then move to the village. It would only be an extra what? couple of hours?" Sulia asks.
Sau're'!K of The Mulaa Tribe |
As the group prepares to head out Sau're'!K takes a moment and pulls some berries out of his pouch and casts Goodberry: 2d4 ⇒ (4, 4) = 8
The Saurian Shaman laughs... It would seem that fate is with us this day. The omens are good. Lets get traveling and see what the fates have waiting for us out there.
Sulia, any chance of Sau're'!K getting a couple heals thrown at him the night before. Taking a nights rest he would still be down 9 hp.
GM Madcaster |
The way is a bit slow due to ragged terrain, but you arrive to Jheri's plantation about two hours after the noon. Although, to call this place a plantation would be an exaggeration. It is a simple log cabin with dika trees surrounding it.
The storm has damaged Jheri’s cabin, tearing away part of the thatched palm-leaf roof and several shutters, but the door looks fairly intact and closed.
Jheri has lived well since arriving in Pridon’s Hearth, and having found an ideal location to grow crops (dika fruit and seeds), he supplied the settlers with cheap and tasty calories during the colony’s difficult first few years.
Trem Kiran |
"Well, this isn't a good sign." Trem walks closer to the door and then calls out. "Anyone here? We were sent by Adaela to check on you after the storm!" He waits a bit to see if he gets an answer. If he doesn't get one, he signals to Sarari to move in closer to the building and try to see inside without getting in.
Sarari Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Sau're'!K of The Mulaa Tribe |
Seeing the Mess Sau're'!K takes a moment and his eyes and nostrils seem to grow longer, more saurian. Using Totem transformation to gain low-light vision and scent.
He then immediately does a once around the cabin looking for tracks or signs of where the ransackers have gone.
Survival(track): 1d20 + 13 ⇒ (4) + 13 = 17
After this he walks in the cabin and takes a few minutes looking around for clues.
Taking 20 on the perception check inside the cabin for a total of 29.
GM Madcaster |
As soon as both of you enter the cabin the poodle, which looked like a muddy puddle of water, begins to ball up into quivering brownish spherical shapes. The final result is sickly mass of protoplasm with long, dripping pseudopods that starts to slowly move towards you.
Your turn.
Here was a Kn. Dungeoneering check, but alas, none of you have it.
Initiative:
Ochre Jelly: 1d20 - 5 ⇒ (8) - 5 = 3
Sau're'!K: 1d20 + 1 ⇒ (15) + 1 = 16
Sulia: 1d20 + 1 ⇒ (6) + 1 = 7
Trem: 1d20 + 3 ⇒ (4) + 3 = 7
Visruth: 1d20 + 3 ⇒ (4) + 3 = 7
Trem Kiran |
"What is that thing?" Trem uses is arcane energy to try and hit the thing with a small glob of acid. He then back away slightly. "Visruþ, Sau're'! K, step outside to lure the thing out. We can't all fit in there." Trem then takes out his crossbow for now, getting ready to load it.
Standard action : Acid splash, 5-foot step back, Move action: take out crossbow.
Acid Splash, touch AC+Bless: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 +1 if within 30 ft
Damage: 1d3 ⇒ 3 +1 if within 30 ft
Sarari waits by the door, ready to swing her greatsword at the thing the moment it's outside.
Greatsword+Bless: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Visruþ |
Round 1
Visruþ enhances his blade with is Arcane Pool (swift action, +1 to hit & damage)
Then strikes at the blobby thing with his rapier …
… and use spell strike (free action) to cast Shocking Grasp through is rapier:
rapier, enhanced: 1d20 + 6 ⇒ (13) + 6 = 19
(+1 from arcane pool, and bless)
damage: 1d6 + 3 ⇒ (5) + 3 = 8
shocking Grasp: 2d6 ⇒ (6, 6) = 12 (no save)
I sure hope it's not immune to electricity!
Sau're'!K of The Mulaa Tribe |
Hearing the commotion Sau're'!K comes running. Seeing the creature he orders his Saurian Companion to attack.
Looks like some kind of fungus...
Re'!k'th the Pachycephalosaurus |
The Dinosaur sees the strange creature and has no idea what it is. This makes him angry... so he does what he always does when something makes him mad... He hits it with his head....
Head-Butt: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
GM Madcaster |
Trem's attack makes a burn on the ooze, while Visruþ's strike does nothing but a squishing sound - the ooze just splits in two identical oozes, and then again when his electrical magic discharges. Now there are three oozes in the cabin. Rekth splashes into the original, spilling a considerable part of it.
The mindless oozes in their turn attack those closest to them. The original fruitlessly attacks Rekth, while the second and the third are getting closer to their prey.
Your turn. The map's on the 2 slide.
Visruþ - well, it was worth a try.
Saurek - I looked at pictures of Pachycephalosaurus and it makes no sense for that his Gore attack is piercing. He has almost no horns, so it will be bludgeoning.
Ooze 1 attack: 1d20 + 5 ⇒ (2) + 5 = 7
Visruþ |
Round 2
"Damnation! Blades are useless here! Cutting them makes more of them!"
Visruþ steps back and then chants briefly: « ጭጋግ ሬይ »
… he tries to cast Ray of Frost at the nearest blob
ray of frost: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d3 ⇒ 3
(ranged touch, no save)
Trem Kiran |
"No swords?" He looks at Sarari. "Sadly my dear, I think this a battle where you won't be participating much in." He then takes aim again and fire another ball of acid.
Acid splash+Bless+Point Blank Shot: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Aiming at blob #2
Sau're'!K of The Mulaa Tribe |
We need clubs...
The Shaman runs out the door and towards a tree pulling his scimitar as he goes.
Re'!k'th the Pachycephalosaurus |
Saurek - I looked at pictures of Pachycephalosaurus and it makes no sense for that his Gore attack is piercing. He has almost no horns, so it will be bludgeoning.
Makes sense to me.
Seeing the first creature seemingly dissipated the dinosaur continues his assault on the second thing...
Head-butt: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d8 + 7 ⇒ (1) + 7 = 8