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Nykal psychically summons a spiritual scythe next to the half-elf, half-jerk.
(Spiritual Weapon)
It attacks the grumpy half-elf.
Spiritual Weapon: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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Nykal Bloot wrote:"Half-elf, huh? What's the other half? Jerk?""You're not going to think that's funny when you're in chains! Get'em boys!"
Blodgett shakes his head. You've obviously not met Nykal or his imaginary friend Gob. Everything is funny.

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In the spirit of joke-telling, Miri moves toward the closest Aspis agent, drawing a pair of daggers as she moves forward. "You know what's funny?"
She then stabs the man.
Attack w/Mwk Dagger: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Sneak Attack: 2d6 ⇒ (6, 3) = 9
With a nasty grin, she adds, "But wait, the joke gets better."

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Rayquaza clenches his fists, entering the Imperial dragon stance like he did by the stream of quicksand. However, this time he dashes forward without stumbling into a river, stopping by Mirilani in preparation for a series of strikes.
Entering Dragon Style and taking 2 move actions.

Dungeon Master S |

Mirilani's sharp tongue is out down by her sharp blade. She immediately cuts the man's throat! He drops to the ground, his blood sinking into the jungle floor.
Rayquaza enters the Dragon-ryu and closes distance
Nykal's spiritual scythe cuts into the half-elf (who only gets grumpier). It's a solid hit, but he keeps it together.
The remaining thug keeps his courage for the moment and bolsters it with a potion that makes his muscles bulge.
The half-elf takes a more defensive approach and draws forth a scroll, when he reads the words they burn off the page and Images: 1d4 + 1 ⇒ (2) + 1 = 3 he turns into 4! Each version passes through the others to make a confusing series of images.
Round 1:
Mirilani: Kill
Rayquaza: Move
Nykal: Spiritual Weapon
Baddies: Stuff
Mercutio: Go
Blodgett: Go
Bhielli: Go
Blue:
Half-Elf: 8 (3 images)

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Mercutio fixes his golden eyes on the enmuscled goon.
"I heard a joke once: There are three hunters in the dark forest. Two are faster and stronger than the third, but the third is older and wiser to the ways of the woods. The first two get a bit separated from the third, and then one of them trips and hits his head on a sharp rock, sending ruby-red blood everywhere! His companion is frightened, and calls out to the third, wiser hunter, who he cannot see, but is in shouting distance.
'Our friend fell onto a rock!' he says. 'I think he is dead! What do I do?!?' The older hunter replies, 'alright, calm down. The first thing to do is make certain he is really dead.'
The sound of a blade swinging through the air and chopping into flesh then the silence of the forest, and then the first hunter says, 'Okay, now what?'"
Hideous laughter on muscle-goon, DC 15

Dungeon Master S |

Desbit ethe macabre nature of the joke, the goon begins to giggle, Will: 1d20 + 2 ⇒ (7) + 2 = 9 the giggle turns into riotous laughter!
Round 1:
Mirilani: Kill
Rayquaza: Move
Nykal: Spiritual Weapon
Baddies: Stuff
Mercutio: Hideous Laughter
Blodgett: Go
Bhielli: Go
Blue: (Tasha)
Half-Elf: 8 (3 images)

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Blodgett moves forward and releases a wand from his wrist sheath. however, he can't see anything for a while, and has to keep moving, brow furrowed, until he does. The sight of strong Aspis agents is not reassuring, so he endeavors to put some space between he and they.
Double Move.

Dungeon Master S |

Blodgett gets ready to deal with the foes, closing distance.
Round 1:
Mirilani: Kill
Rayquaza: Move
Nykal: Spiritual Weapon
Baddies: Stuff
Mercutio: Hideous Laughter
Blodgett: Move
Bhielli: Go
Blue: (Tasha)
Half-Elf: 8 (3 images)

Dungeon Master S |

I moved you Bhielli, but at 55' it's too far to swing, only double move.
The dwarf with anger issues closes with the enemy, ready to undo their attitudes by way of an axe to the face...
Round 2:
Mirilani: Go
Rayquaza: Go
Nykal: Go
Baddies: TBD
Mercutio: TBD
Blodgett: TBD
Bhielli: TBD
Blue: (Tasha)
Half-Elf: 8 (3 images)

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"It's time for a Dragon Justice Strike - go!"
Rayquaza pulls his fists back and leaps in the air, soaring like a great imperial dragon and landing with a debilitating punch on the remaining Aspis agent, hoping to drop the man yet not kill him.
Unarmed Strike + Charge - Power Attack: 1d20 + 7 ⇒ (11) + 7 = 18, Nonlethal Damage: 1d6 + 8 ⇒ (3) + 8 = 11

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As a swift action, Nykal partially manifests Gob to gain a +4 shield bonus to AC. He then moves 60ft to close in with the remaining Aspis.
Hiding behind me again, Nykal?
The spiritual scythe attacks the half-elf.
Spiritual Weapon: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Dungeon Master S |

Rayquaza's expert technique of using the middle row of knuckles slams into the laughing man. It knocks the wind out of him, yet the joke remains funny!
4 is Real: 1d4 ⇒ 2 Nykal's spiritual weapon just barely tags one of the numerous images, foiling the magic!
Round 2:
Mirilani: Go
Rayquaza: Hit
Nykal: Image destroyed
Baddies: TBD
Mercutio: TBD
Blodgett: TBD
Bhielli: TBD
Blue: (11, NL Tasha)
Half-Elf: 8 (2 images)

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Miri rushes at the imaged half-jerk, and stabs!
Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Dungeon Master S |

Mirilani makes a solid stab at center mass 3 is real: 1d3 ⇒ 3 and the resulting blood spatter is satisfying! The half-elf grunts in pain, the wounds taking their toll, but he doesn't drop...
The man tries to get over the joke Will: 1d20 + 2 ⇒ (7) + 2 = 9, but the punchline is just too good.
The half-elf, with the tide turning, steps back and retrieves yet another scroll, casting a spell towards Mirilani as payback A wave of irrational fear washes over her... Will DC 11 to negate
Round 2:
Mirilani: Hit
Rayquaza: Hit
Nykal: Image destroyed
Baddies: Stuff
Mercutio: Go
Blodgett: Go
Bhielli: Go
Blue: (11, NL Tasha)
Half-Elf: 18 (2 images)

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Wand in hand, Blodgett elects to send a force bolt at the half-elf!
1d4 + 1 ⇒ (4) + 1 = 5
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Seeing what's befallen Miri, he drops his wand, moves over and draws his quarterstaff along the way, hoping to intervene should the fear be too much for her.

Dungeon Master S |

Blodgett's magic missile ignores the defensive spell and slams into the wounded spellcaster. He takes the hit, but it's obvious the wounds are slowly overcoming him. The Shaman also recognizes the spell that conquered Mirilani's will as Cause Fear.
Round 2:
Mirilani: Hit
Rayquaza: Hit
Nykal: Image destroyed
Baddies: Stuff
Mercutio: Go
Blodgett: Magic!
Bhielli: Go
Blue: (11, NL Tasha)
Half-Elf: 23 (2 images)

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Bhielli is simple in his attacks: hit often, hit hard. Anything is just basically floofing around in his opinion. As such, he simply attack as hard as he can again:
Power Attack: 1d20 + 5 ⇒ (10) + 5 = 151d10 + 7 ⇒ (5) + 7 = 12

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Mercutio strikes up the violin again.
Inspired Rage +1 for those who want it.

Dungeon Master S |

Bhielli's axe hits home with enough force to kill a normal man. This one is a bit tougher, but after the dragon style strike, he simply loses consciousness. The laughter finally dying.
The dhampir starts up his haunting tone again, giving power to those who let it.
The half-elf sees the situation, and looks like he's going to flee into the jungle, leaving the slaves behind...
Round 3:
Mirilani: Go
Rayquaza: Go
Nykal: Go
Baddies: TBD
Mercutio: TBD
Blodgett: TBD
Bhielli: TBD
Blue: KOed at 8 HP + 11 NL
Half-Elf: 23 (2 images)

Dungeon Master S |

Indeed, 3 is real: 1d3 ⇒ 3
Despite the images, the spiritual weapon lands true, dropping the half-elf!
With the enemy dispatched the elven slaves stare at you, not sure if this is a boon for them. From their point of view, you could be worse...
Out of combat.

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Mercutio steps forward and bows his head.
"Do not be frightened. You're free now."
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13 +1 if they are or could be sexually attracted to me....

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Miri wipes her bloodied dagger on the cloak of Aspis agent. She then starts riffling through pockets for loose change and valuables. "Do we need any of these snakes alive for questioning?"

Dungeon Master S |

Miri begins taking their vaulables:
potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick, mwk light crossbow with 10 bolts, mwk light mace, cloak of resistance +1, 190 gp. potions of cure light wounds (2), potion of hide from animals; mwk studded leather (2), mwk handaxes (4), mwk heavy crossbow with 20 bolts, 63 gp
The elves speak in Elven first, but switch to a heavily accented Taldane, "No. Kill them. They deserve death. Free us. We accept your help, difficult as it is."

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Miri pockets a potion (of invisibility), then shares the rest of the items to the group.
When the elf suggests killing them, Miri obliges by slashing the throats of their unconscious foes. To Mitirat she says, "I suppose you can convince them to help us now, right?"

Dungeon Master S |

Mitirat nods, and turns to the elves, explaining your mission.
The elves give nods of tentative approval, "Good. Thank you. In return, we will bring you to Fola Barun, our leader. We guarantee only safe passage, not a happy end to your mission."
Indeed the next couple of days are hard only because of the speed with which the Ekujae travel.
NOW the saves from before come into play
When you arrive, some of you have fought off disease, but the effects linger in a few cases:
Bhielli feels fine, and he's not sure what the hub bub is all about.
Mercutio, Blodgett, and Rayquaza suffer a bit, each taking CON DMG: 1d2 ⇒ 2
Nykal and Mirilani fair the worst, despite the repellent. Each taking CON DMG: 1d4 ⇒ 3, 1 CHA damage, and currently fatigued.

Dungeon Master S |

As you enter an area of the jungle with fewer large fauna and more vines, you eventually come to an area where the elves call a halt. A broad, shallow stream cuts across the path here, flowing around the edge of a 10-foot-tall boulder. The air is slightly cooler and there are few insects flying about.
Atop the boulder appears a half-elf. “I am Fola Barun, speaker for the Ekujae. Why are you here?”
Your guide looks at you expectantly. His expression is rather obvious, he's here to help, not lead.

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"Yeah, um. Hi. We are with the, ah, Pathfinder Society. I guess we're not your favorite society right now, but we're here to make good on whatever bargains Nieford Sharrowsmith made with you. He's currently unable to fulfill any promises he may have made to you on account of his being dead. So...sorry about that?"
Nykal would like to Take 10 for Diplomacy, enhancing his words with the power of Telempathic Projection, for a total of 20.

Dungeon Master S |

"Sharrowsmith!" The name makes her soften a bit, but also look mildly annoyed. "I am aware that Sharrowsmith made a deal with the tribe in exchange for the privilege of listening to some of their sacred stories, but I know not what he was supposed to do in return. If you speak for him, I have been directed by the tribal elders to bring you to meet with them at Jalunth."
Fola leads the way, and opens up. She pays special attention to Mercutio, and you think it's your physical features that draw her attention.
The appearance of the jungle shifts subtly here over the course of a few hundred yards, moving from thick undergrowth among towering trees to more controlled vegetation. Several small buildings formed of woven branches and grasses rise out of the ground.
In the surrounding trees above are many other buildings that match the style of those on the ground, although they seem to flow even more gracefully from the vegetation even than those below. A series of vines hang from branches throughout the area. Some are short enough only to swing from one treetop building to another, while others reach all the way to the ground.
Colorful birds and noisy monkeys call out from all around, yet their calls are fainter here than those in much of the surrounding jungle.
A group of elven guardians rappels down from the treetops above and demands to know the group’s business. While untrusting, the elves are not immediately hostile, and with a few words from Fola you are allowed to pass.
I'll give people a chance to check in and roll a preemptive Perception and Sense Motive check, as well as dealing with any ill effects from jungle travel.

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1 person marked this as a favorite. |
Effects including CON damage?
Bhielli just sneers at his surroundings as they walk, but nods to the guards with a small measure of respect. *Hafta give theses tree-humpin' teapots a little credit I s'spose. Living in this blasted place can't be easy*.
Bhielli also eyed that heavy crossbow... he may prefer hitting, but will admit he doesn't know enough bout this jungle and maybe some distance could be useful at times.

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Nykal has a scroll of lesser restoration. He would use it on himself to cure the fatigue but would happily use it on one of the L2 characters if their Con damage is putting them dangerously low on HP. We have healed the damage caused by the Vampiric Mist, right (that was a few days ago)?

Dungeon Master S |

That WAS a few days ago, but before you burn your scroll, check the treasure you took form the half-jerk.

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Nykal has a scroll of lesser restoration. He would use it on himself to cure the fatigue but would happily use it on one of the L2 characters if their Con damage is putting them dangerously low on HP.
I could use it. As a Dhampir, I'm a little fragile.

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Miri didn't find anything to cure Con damage, but did find a number of useful healing potions.
As a reminder, she found: potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick, mwk light crossbow with 10 bolts, mwk light mace, cloak of resistance +1, 190 gp. potions of cure light wounds (2), potion of hide from animals; mwk studded leather (2), mwk handaxes (4), mwk heavy crossbow with 20 bolts, 63 gp
She kept the potion of invisibility for herself.

Dungeon Master S |

@party, don't forget to make Perception and Sense Motive rolls on your check in.

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lesser restoration: 1d4 ⇒ 3
Perception: 1d20 - 1 ⇒ (5) - 1 = 4
Perform (Sing) as substitute for Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17

Dungeon Master S |

As you make your way into the settlement, you see all manner of things unknown to most of the world. On the south side of the village in the branches from 10 to 20 feet above, the Ekujae children play a game where the goal is to hit a target with a blunt arrow, but they move only by swinging on vines. Most startlingly, each team has a player with a knife who tries to cut the vines of the opponents. The elves call this game Makasse. Both on the ground and above, Ekujae work to shape and change their homes through a combination of magical and mundane effort. As the PCs move about the village, it becomes clear that the Ekujae are continually reinventing its appearance and function. There is a sense of action, motion, and life, and permanence and the past don’t seem to be valued much.
Near the center of the village is a 60-foot-wide area where the canopy does not block the sunlight. This space has been cleared of underbrush, and a single, 20-foot-tall tree with a straight bole, smooth gray bark, and a wide crown of emerald leaves stands alone. Arranged in a seemingly haphazard way around the tree are a series of smooth river stones, each two to four feet in diameter. Silent elves motion for you to take a seat.
Within a few minutes, two elves, a male and a female, move to the tree and pat it gently. They then approach you. The paints that decorate their bodies are so intricate that their faces are almost entirely covered. They are the oldest members of the tribe it seems. The first is introduced as Elder Kalwe whose gray hairs attest to her great age. She is soft-spoken, but has an edge of iron in her personality that you notice right away. The other is apparently her husband, Elder Nolanu.
Elder Kalwe speaks, "Tell us why you are here."
To make matters more simplistic and easier on PbP, each of you who speaks can make a Diplomacy check. I'll consider the highest result the lead, and the others as potential "Aid another". To roll though, you've got to say something in character. :-)

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Blodgett takes 10 on Kn (local) for an 18, to determine the appropriate greeting among the Ekujae, then attempts to do so with reverence. Greetings, honored hosts. We are envoys of the Pathfinder Society, and we understand that Nieford Sharrowsmith owes the Ekujae a debt. We come here in peace to offer to repay that debt, if we are able, in his absence.
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

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"Quite so! We do not know the nature of the debt, but there is much we could potentially offer, both as representatives of the Society and as individuals! We are, might I add, honored by your hospitality. Your village is so...how you say...full of life!"
Diplomacy, Charming bonus: 1d20 + 11 ⇒ (18) + 11 = 29

Dungeon Master S |

Woah, that was CERTAINLY the time to rock the roll.
Mercutio's words seem to come with a force of truth emotional content. Your guide, hired specifically for his ability to work with the Ekujae raises both eyebrows before turning to the Elders, "The group speaks the truth, and they have been a friend to the Ekujae from the moment they hired me. Please elder, help us fulfill this Sharrowsmith's bargain."
The elders look to the elves you rescued. They then look at each other, deep in a conversation executed only with looks and centuries of practice.
"“There is an evil whose source is at a place east called Dehu Inu, where we are forbidden to go. Sharrowsmith promised to investigate but never did, so we require his debt to be fulfilled. If you wish to settle this account, stop whatever it is that has arisen there. Since our stories tied to this place tell us of great battles in the past fought by heroes wielding yellowheart weapons, you may wish to take these. For years he had been honest in his dealings. He wished to know the story of our legendary battle against the darkness in the jungle long ago. In exchange, he would investigate the place of evil to the east. We allowed him to listen to our stories, although we forbade him to write them down, for writing fossilizes the truth, capturing and holding it in place. There are some truths that change over time. Will you honor Sharrowsmith's bargain? As a show of faith you may ask us what you will."

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"Thank you. For starters, it might help us to know why you are forbidden to go to this place, especially when we are apparently free to do so. Also, what is 'yellowheart?' And of course, What can you tell us about this 'evil?'"
After a second's reflection, Mercutio adds: "Would you still forbid us from writing down your stories? As curators of lore, it is normally the Society's practice to do so, you understand, although if you truly object, I believe there are other means we could use; the magic mouth spell, for example. That or other means would require they send someone else to you, though."

Dungeon Master S |

Elder Kalwe, “The legend would take too long to explain now and require full trust between the teller and listener. I can say this: the story says that none of Ekujae blood may enter Dehu Inu.”
Elder Nolani, “It is sacred to us. When a scout is first allowed on patrol, she is given a club of yellowheart that she must carve to her liking. Most believe them to be only ceremonial, but the stories often carry the truth when written records are lost.”
Back to Elder Kalwe, “No, the deal struck was with Sharrowsmith, not you. Perhaps you can earn our trust, but it will take time. Before we can even contemplate such a future, his debt must be fulfilled.”