
DM RichD |
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You secure the villagers in their huts, but did not need the help - they know what is going to happen!
A few hours after dusk, you hear guttural sounds coming from outside the hut. you hear the sounds of whatever it is, sniffing. Then a second later a creature busts in and roars!
DC15 Will save or shaken for Rounds: 1d4 ⇒ 1
This massive, shaggy beast uses long and muscular forearms to raise itself onto its hind legs and beats its chest like a gorilla. Despite its ape-like stance, its frame is far heavier and its features more primitive, its powerful muzzle and gnashing canines bespeaking terrible, bestial savagery.
Cevill Cyra: 1d20 + 3 ⇒ (5) + 3 = 8
Ndombe: 1d20 + 2 ⇒ (20) + 2 = 22
Neltji/Anthony: 1d20 + 6 ⇒ (3) + 6 = 9
Nothus Adalis: 1d20 + 2 ⇒ (13) + 2 = 15
Chemosit: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative Order/HP
Ndombe 22 (40/40)
Chemosit 21 (?/?)
Nothus 15 (43/43)
Neltji/Anthony 9 (33/33)(0?/0?)
Cevill 8 (39/39)
Shalissa will come in at the top of Round 2
Up First: Ndombe

Ndombe |

Ndombe:
Will: 1d20 + 8 ⇒ (3) + 8 = 11 Fail
Umngane:
Will: 1d20 + 2 ⇒ (8) + 2 = 10 Fail
Ndombe casts bulls strength on Umngane, who steps up and attacks the (hopefully flatfooted) monster...
Claw PA: 1d20 + 7 - 2 + 2 ⇒ (18) + 7 - 2 + 2 = 25
Claw Damage: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Claw PA: 1d20 + 7 - 2 + 2 ⇒ (2) + 7 - 2 + 2 = 9
Claw Damage: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Bite PA: 1d20 + 7 - 2 + 2 ⇒ (10) + 7 - 2 + 2 = 17
Bite Damage: 1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15

DM RichD |

Round 1
Umngane claw and bite wounds the beast!
Chemosit will return the favor!
Claw 1: 1d20 + 11 ⇒ (10) + 11 = 21
Claw 2: 1d20 + 11 ⇒ (20) + 11 = 31
Bite: 1d20 + 11 ⇒ (7) + 11 = 18
Claw 2 Confirm?: 1d20 + 11 ⇒ (8) + 11 = 19
Claw 2 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Up Next: Everyone but Ndombe (Including Shalissa)

Neltji |

will save 1d20 + 4 ⇒ (10) + 4 = 14 fail
With the beast so close Neltji doesn't have a lot of options before her. She sees Umngane get pummeled with a massive claw strike to the abdomen but can't heal it yet. She throws a hex at it hoping to weaken its resolve as she cackles at it hoping she has 6 more seconds to try and put the beast down next.
evil eye saves will save (cackle will make save moot at this point)
Slumber on it next

Nothus Adalis |

Will (Nothus): 1d20 + 6 ⇒ (12) + 6 = 18
Will (Blackleaf): 1d20 + 2 ⇒ (5) + 2 = 7
Nothus shakes off the effect of the creature's roar, directing Blackleaf to attack as he steps forward, staff in had.
Free to direct the shaken cat, 5' step in, move to studied combat and attack.
Bite: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 for 1d4 + 2 ⇒ (3) + 2 = 5 ..and trip?: 1d20 + 10 ⇒ (1) + 10 = 11
Quarterstaff (Studied): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Cevill Cyra |

Will: 1d20 + 6 ⇒ (9) + 6 = 15
Cevill will inspire the group. "We are unscareable...well...lightly scareable but what makes us scary is we keep fighting"
+2 attack and damage

Shalissa |

Will DC 15: 1d20 + 6 ⇒ (6) + 6 = 12
Out of a sudden the hut's curtain opens and an elf appears stepping forward a bit shaken but resolved "पछाडी धिक्कार प्राणी! स्पायरको सफा गर्ने आगोमा जल्नुहोस्!" she shouts at the beast.
"Rear back damned creature! Burn in the cleansing fires of the Spire!"
The elf wields a longsword of good manufacture but instead of approaching to strike at the beast, she extends her empty hand, letting you see her grey skin with a shade of purple. From the extended hand a fan of flames is born, covering the chemosit in fire.
Arcane spell failure 15%: 1d100 ⇒ 51
Fire damage (Ref DC 16 for half): 5d4 ⇒ (1, 2, 2, 3, 1) = 9
The newcomer wears golden jewelry and sea trinkets over a set of bright clothes whose colors reminds you to the sea. Spilling over the ocean of blue, her long brunette hair strikes you as waves playing on the sea surface.
HP 35/35 AC 24 TAC 14
shaken 1 round
inspire courage +1
shield 6 min
magic weapon 6 min
heightened awareness 60 min

Shalissa |

With the chemosit still burning on flames, Shalissa strikes with her longsword making sure the beast is dead for good "चिच्याएको जंगलमा एउटा कम खतरा"
Listening Ndombe, the elven female turns to him, sheathing her sword "मेरो अचानक हस्तक्षेप माफ गर्नुहोस्। यो जनावरले म यात्रा गरिरहेको कारभानमा आक्रमण गरेको थियो, र म यसलाई प्रहार गर्ने उत्तम क्षणको लागि पर्खिरहेको थिएँ।"
The elf points with her hand on her chest and bends slightly "मेरो नाम Shalissa, यस्तो प्रभावकारी तरिकाले राक्षसलाई कुण्ठित गरेकोमा तपाईंको समूहलाई धन्यवाद।"
"One less danger in the Screaming Jungle"
"Excuse my abrupt intervention. This beast had attacked the caravan I was travelling with, and I had been tracking it down waiting for the perfect moment to strike it down."
"My name is Shalissa, thanks to your group for cornering the monster in such an effective way."
The elf looks at the magical weapons and other wondrous items of the group, then adds "तपाईं पक्कै पनि स्थानीय जनजातिहरू मध्ये एक हुनुहुन्न। सभ्यताबाट टाढा साहसीहरूको सक्षम समूह के गर्दैछ?"
"You are definitely not one of the local tribesmen. What is an able group of adventurers doing so far away of civilization?"

Ndombe |

Ndombe turns to the others, "this is Shalissa. Her caravan had been attacked by the beast." He turns back to the woman and continues,

Shalissa |

"Excuse my oversight. We at the Spire too often assume foreigners speak the language of old Azlant" Shalissa presents her respects and talks in Polyglot as she has seen this is the common tongue of exchange in this region.
The elf half-averts her eyes as Ndombe talks about a crusade "I am also on my own personal... pilgrimage... looking after rumors of the discovery of an ancient Azlant city in this region"
"But now that I have lost the caravan to this savage..." she looks to the dead body worried "...I guess I will have to delay my journey deeper into the jungle"

Ndombe |

In Common (Taldane) - "Do you perhaps speak this tongue? And what was that you were saying about a city of the ancients?"

Shalissa |

Shalissa observes Ndombe for a second, clearly assessing the man's intentions, ultimately she speaks up as if resolving something in her inner self. She speaks in Common this time, though her speech is more close to the Chelaxian dialect "Back at the Spire, the Amaranthine Council have come to know from the Pathfinder Society about vestiges of the old Azlant nation in this region. We were sent here to investigate."
She then looks around at the other members of the group "Rumor reached me in Kalabuto that a group of adventurers had found the location of the ancient city of Tazion and was organizing an expedition into it. I am trying to find this group to join their expedition."
"Would you happen to know anything about them? Maybe you have had a chance to cross with them during your stay at the jungle."

Ndombe |

Ndombe looks to his companions for advice on trusting this woman or not. In the interim, she had spoken strangely. "You have spoken strangely. What spire? What is an Amaranth Council? What is a Pathfinder Society?"

Cevill Cyra |

Cevill waits for languages to drift into those he knows. "We were approached by a pathfinder Gelik. I think he had associates coming out this way. There were other groups too. Some of the more dangerous than the pathfinders."

Shalissa |

Shalissa answers with clear pride to Ndombe questions "The Mordant Spire holds the last remnants of Azlant in the Steaming Sea. An island of the Ironbound Archipelago, ferociously defended by my people" she tabs her longsword pommel when she says "As for the Amaranth Council, they are our leaders, elders among elves who have witnessed the secrets of the Spire that elude even the wisest of the other humanoids..."
The elf nods to Cevill as he intervenes "The Pathfinder Society is a guild of ruin delvers and relic robbers that operates from Absalom along the Inner Sea. After some conflicts our leaders have arrived to an agreement with them, so fortunately they restrict themselves to the areas of the archipielago, and are giving back some information in exchange."
"But well, I guess we should move this beast out of the hut" Shalissa kneels and takes one of the legs of the creature with some effort, looking up to see if someone else helps her move the corpse.

Ndombe |

Ndombe stoops to aid in hauling the carcass. "Ruin delvers and relic robbers? Why isn't someone putting an end to their churlish ways? In the Expanse, we wouldn't stand for that."

DM RichD |
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As you drag the bloody carcass out, the witch doctor appears, She cries out in a feeble voice, They have done it! The strangers have removed this plague from our village! The townspeople start piling out of their huts cheering you all. They seem to take no notice of the fact that Shalissa wasn't among you the night before!
The Shaman offers you as a reward, two items: a grisly, shrunken monkey head and a treasure map she claims she took off the corpse of a Sargavan soldier. She tells you that the monkey head is a Zenj spirit fetish, which the shaman says can be used to banish evil spirits and exorcise demons, while the map notes the location of a sunken ship in the Lake of Vanishing Armies that contains a chest full of gold ingots.

Ndombe |

Ndombe shakes his head in disbelief, "you city people are an odd lot. Why do you carry around lumps of metals in your big canoes? If you didn't do this, maybe your canoes would stop sinking all of the time!"

Shalissa |

Ndombe stoops to aid in hauling the carcass. "Ruin delvers and relic robbers? Why isn't someone putting an end to their churlish ways? In the Expanse, we wouldn't stand for that."
"You people of the Expanse are wise" Shalissa smiles back with confident charm.
When the tribesmen arrive, she puts a mask on her face and sets herself at the back of the party, remaining in the background as the group exchanges with the shaman.
Eyeing the juju fetish with interest, she seems to resolve on some internal discussion and asks the others in the party "Given I have lost my caravan and you are set to the north, do you mind if I join you tomorrow morning in your way to Tazion?"

Nothus Adalis |

Nothus shakes his head, "Another skilled blade is welcome, as long as it doesn't end up in our backs."

Neltji |
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Thought I posted originally but must have never hit submit. My bad.
Neltji listened to the newcomer through all of her languages but tried not to respond till common was spoken. Afterall they had assassins supposedly after them to prevent them from finding the lost city first. However this new comer did help them and seemed trustworthy.
sense motive 1d20 + 2 ⇒ (17) + 2 = 19
Assuming her intuition was correct Neltji introduced herself and Anthony. Welcome. We could use another person as we travel this country. As Nothus says, we could use a trusty blade. I apologize for the less than warm welcome. We have had threats made against us and strangers appearing out of thin air make us cautious.
Was anyone injured by the beast? I know your friend was injured Ndombe.
healing hex 2d8 + 5 ⇒ (4, 8) + 5 = 17
As you see Shalissa I bring some healing to the group along with knowledge and a few other tricks.

Neltji |

With the death of the beast and the celebration of the villagers Neltji will speak with the Shaman and thank her for the generous gift. You honor us with this gift of the monkey head and the map. We will use both to the best of our abilities. Further let it be known that we are friends, your village and us, and may we continue to exist together in peace.
Who wants to carry the monkey head?

Shalissa |

"Thanks for your welcome. I understand we have just met, but I think with some time we might learn to work together. The goal indeed requires collaboration" the elf takes good point of Neltji's healing abilities "You never have too much healing available when facing the hardships of the jungle"
About the monkey head, Shalissa is not going to claim it, but she will show interest on examining the object itself when the group settles for the night "I am just interested on better understanding how the local's juju magic work. But this is your trophy, so please, take it."
After a good sleep, Shalissa will set her few belongings for transport and be ready to continue the journey immediately "I guess we can have a look at that Lake of Vanishing Armies in our way. If there is treasure as the map suggest, it cannot hurt to check."

Shalissa |

"That makes for a low standard on trusting people" Shalissa smiles back friendly "But I can understand. Can't say the jungle has been too welcoming since I arrived."
Seeing no one in the group seems to oppose her joining or her idea to visit the lake, the next day Shalissa prepares magic, then helps guide the group to the Lake of Vanishing Armies, and use the map to find the sunken treasure.
Cantrips (4/day)
detect magic V, S
ghost sound V, S, M (Will 15)
light V, M
touch of fatigue V, S, M (Fort 15)
Level 1 (6/day)
grease^ V, S, M (Ref 16)
burning hands V, S (Ref 16)
charm person V, S
heightened awareness V, M
magic weapon V, S
shield V, S
Level 2 (4/day)
create pit^ V, S, M
2x blindness/deafness V
mirror image V, S

DM RichD |

Continuing on..
On your way to Kalabuto, you see a tall and leafless boab tree stands alone in a clearing, its wood burnt black. A circle of tiny bones surrounds the tree. Over a dozen human bodies hang from the branches, making grisly silhouettes against the blue sky. More bodies lie on the ground at the base of the tree, frayed ropes still around their necks. A circle of tiny bones surrounds the tree.

Neltji |

With the help of the others Neltji is pointed out the tree as she would not have seen it herself. The sight of it makes her shudder from a memory of the island they were trapped on. Is that one of those death trees where it turns its victims into the walking dead? If so then we need to stay away from it and just destroy it from ranged with arrows and such like last time.
knowledge arcane 1d20 + 13 ⇒ (18) + 13 = 31
nature 1d20 + 12 ⇒ (3) + 12 = 15
religion 1d20 + 6 ⇒ (20) + 6 = 26

Ndombe |

Ndombe considers the tree...
Knowledge(nature): 1d20 + 9 ⇒ (9) + 9 = 18 +1 in jungle
Seems like a tribal warning, or a ritual. If it's religion, I have the same modifier, just no +1 at the end.

Shalissa |

K. geography/local/nature/religion: 1d20 + 9 ⇒ (6) + 9 = 15
K. nature: 1d20 + 9 ⇒ (8) + 9 = 17
Shalissa tries to interpret the bones and hanging bodies, as much as identify the tree "As much as those poor souls deserve being buried, I agree we have probably little to gain here other than take the message people is not wanted in here..."
"We shall advance with care into this region..." the elven woman will vote to avoid approaching to the tree and just follow towards Kalabuto.

DM RichD |

Bypassing the grisly tree you reach the city of Kalabuto!
Surrounded by pineapple fields and date palm orchards, the city of Kalabuto perches atop a low hill overlooking the River of Lost Tears. An ancient pile of vine-choked, crumbling ruins, Kalabuto existed long before the arrival of the native Kalabuta tribe, whom the Chelish colonists discovered living in the ruins when they reached the Sargavan interior. Finding a settlement seemingly readymade for them, the colonials took over the city after numerous clashes with the indigenous inhabitants.
While native Kalabuta inhabit the majority of the city’s ruins, a small minority of Sargavan colonials rule the city and have claimed the highest buildings with the best views for themselves. Racial tension is thus rife in Kalabuto. But the city also serves as Sargava’s first line of defense against the city-state of Mzali. In this role Kalabuto has suffered greatly, and has been sacked by the Mzali forces on several occasions.
As it stands, the city appears to be overgrown by the jungle, with a large collection of shanties and warehouses along the riverbank. Kalabuto is a center of trade with the Mwangi interior, serving as a trade hub between foreign colonials, foreigners, and indigenous tribespeople. Over the years, overland caravans have declined in favor of more efficient river barges. To accommodate the increase in vessels, the city erected a snaking boardwalk connected to an elaborate tangle of docks. Warehouses make up the bulk of the structures along the water’s edge. Further inland, the ruins of the original ancient city begin, climbing up the hill to the more lavish private colonial residences.
Dozens of small kiosks line the riverside boardwalk, while eager-eyed youths scamper about peddling wares. Most sell local products or services, while others ply the hospitality trade, entreating visitors to stay in their homes for only a few coppers, rather than in more expensive lodgings. The majority of the kiosks belong to native Kalabuta catering to incoming vessels. A few trading companies own kiosks as well, though theirs tend to be larger, permanent structures in locations near their warehouses. Each morning, the kiosk vendors wake early and rush for prominent positions on the boardwalk. They work long hours and some keep their shops open into the early evening.
Once the sun drops, Kalabuto slips into dark shadows. The streets grow quiet and the city becomes far less hospitable. Opportunists wait to lure unsuspecting visitors into the clutches of thugs or even slavers, and prostitution and the sale of illicit substances run rampant amid the smaller shanties. While plenty of taverns offer safety to drunken drovers and barge-hands seeking revelry after their long journeys, those who carelessly wander the crumbling streets often fall to the city’s many predators.
As soon as you enter the city, you are approached by a Zenj beggar who seems to be about 10 years old. She introduces herself as Kibi and she tries to sell you small, hand-carved wooden fetishes for a few copper pieces each.

Ndombe |

Ndombe looks about, "the jungle seems to have been trying to reclaim this land for its own, but the city people have come and brought their city sicknesses." Ndombe approaches the child and states, "child, it brings sadness to my heart to see a child of the jungle such as you living in this broken city. How have you come here? If it were in my power, how can I get you back to living among the canopies of the trees and the sounds of the jungle? If you say that you simply wish for me to purchase your trinkets, this I will do, but I would do more to get you back into the proper life of the jungle people. Oh and, where might one find the Shrunken Head Tavern?"

Neltji |

Neltji looks out over the city landscape of Kalabuta in thought trying to process what it was that she was seeing. Something about the city didn't feel right but she struggled to find the right metaphor to try and explain it. This place is just...off. I can't tell if the colonists are like a parasite feeding off the natives and if removed the natives would be able to maintain their normal lives, or if the colonists are a rot that if removed would take away some healthy tissue as well, or simply a large tumor that can't be removed and will kill everything in time. Regardless the less time we spend here the better I think.
As the little girl approaches and Ndombe talks to her Neltji looks her over and tries to assess the health of the poor girl.
heal 1d20 + 6 ⇒ (10) + 6 = 16
Tell me little one, have you had a full meal today? Where can we get you some food to eat?
knowledges on the fetishes if anything in particular
arcane 1d20 + 13 ⇒ (7) + 13 = 20
local 1d20 + 6 ⇒ (8) + 6 = 14
nature 1d20 + 12 ⇒ (16) + 12 = 28
religion 1d20 + 6 ⇒ (15) + 6 = 21

Shalissa |

As the group approaches the settlement, Shalissa sets a wooden mask over her face.
The elf instinctively keeps herself away from the child, while she looks around for any local that might be a danger to the group.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
She nods, agreeing with the general feeling of the group "I suggest we find your contact, resupply and leave as soon as possible"
Shalissa will try help ask the locals about Cheiton and the Shrunken Head Tavern.
Diplomacy (gather information): 1d20 + 3 ⇒ (5) + 3 = 8

DM RichD |

The little girl smiles at Ndombe! My parents died when I was still young. A traveling caravan came by and my tribe bartered me to a couple, but they were cruel, and I ran away when the caravan stopped here to resupply. They did not bother looking for me. This city is my home now. These are good luck charms—the tribes in the jungle will see them and know you as friends.
Neltji doesn't believe these fetishes are no more than common objects and do not bestow any sort of luck on the possessor.
@Neltji: Besides being poor, the girl is in good health.
As Shalissa starts to ask someone about the Shrunken Head, Kibi stops her. No need to ask others! I can be a guide around the city - for a small fee of course!
She smiles at Neltji. You can get food at the Shrunken Head! She says with a wink.

Nothus Adalis |

Nothus nods, then passes the child a goodberry, "In addition to some coin, let me fill your belly as well."

Neltji |

Finding the charms to grant neither luck nor unlock Neltji is willing to purchase a fetish as well just to support the child. Thank you child. May you grow strong and healthy. May you grow wise and find family and friends
Neltji will fish a pair of silver out to pay the girl. Food at the Shrunken Head sounds great as long as you stay there should we need you afterwards

Shalissa |

Shalissa turns when the child calls her off. She seems unsettled while she sees Nothus giving the child coin and food, but just accepts the convenience of a local guide "Ok, then, take us to the Shrunken Head"

Neltji |

On the way to the Shrunken Head Neltji keeps a look out for any immediate danger to the party. Granted she probably wouldn't see anything and even if she did she wouldn't recognize it as danger until too late.
perception 1d20 + 2 ⇒ (8) + 2 = 10
sense motive 1d20 + 2 ⇒ (8) + 2 = 10
Still it paid to keep ones eyes open to new and exciting sights.

DM RichD |

The Shrunken Head tavern lies on a stretch of riverside boardwalk wedged between an exotic hardwoods warehouse and a small copper foundry. A former warehouse, the tavern’s ground floor sits upon old stone ruins, while the remainder of the structure has a wood frame and plank walls.
Inside, customers crowd the dimly lit hall. A haze of smoke from guttering tallow candles fills the room, and on every table, dark-skinned dancing girls dressed in brightly colored veils work the house, occasionally dipping into the pockets of leering patrons. Once sacred spirit dancers, they’ve been reduced to little more than exotic curiosities who make their money entertaining drunken foreigners by performing bastardized versions of their ritual dances on bar tables.
Your contact, a brawny dwarf named Cheiton, recognizable by the tattoo on his shoulder, waits for you at a large table near the bar. Once a miner in the Bandu Hills, Cheiton now makes his living organizing expeditions into the Mwangi interior for other foolhardy people, and has been contracted by your faction to facilitate the second stage of the journey. He greets you jovially, and orders them a round of drinks before asking for details of their journey to Kalabuto.
Cheiton can arrange almost anything you might need while in Kalabuto. He sets up a tab for you in the Shrunken Head should you wish to enjoy the tavern’s hospitality, and offers you rooms in his own home nearby to stay in if you wish to avoid the local inns. Once conversation turns to planning the expedition, Cheiton quickly becomes serious, and in a low voice invites you to accompany him to his house, where you can discuss your plans “safely away from hungry ears.”
Kibi continues to loiter around you.

Shalissa |

Shalissa observes quietly the atmosphere at the Shrunken Head from behind her wooden mask. When offered some drinks, she rejects any alcohol with her strong elven accent "Just a mug of milk, please"
When it turns to the expedition organization, she expresses the need for "Some means to bring food and digging tools with us, as much as transport for anything we manage to unearth."
And when Cheiton proposes to move away from hungry ears and into his home, she quickly agrees "Yes, please, let's move to your place, people here is unnerving me"
She takes a concerned look at the girl still loitering around.
Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11

Shalissa |

Shalissa closes up to the others and whispers to their ears "I do not like the girl is still there listening to us and making it casual"
"Is this some kind of cultural behavior I am not used to?" the elven looks unnerved "Your human social conventions sometimes puzzle me, and I do not want to be confusing stuff here, but I would prefer the girl to move away"