
Dungeon Master S |

Baied hustles forth and in a moment flesh and bone knit themselves back together.
Meanwhile the leucrotta continues to savagely attack the Baron: Bite: 1d20 + 7 ⇒ (5) + 7 = 12, but he twists away despite being prone. The baron finally brings a weapon to bear. It's an esoteric and odd weapon from far off Alkenstar. Prone and under attack is no way to weild it though and the beast takes another bite. Bite AoO: 1d20 + 7 ⇒ (19) + 7 = 26, and this time he bites down hard: DMG: 1d8 + 6 ⇒ (5) + 6 = 11. The baron looks like he's on death's door when he finally pulls the trigger:
ATK: 1d20 + 7 ⇒ (9) + 7 = 16 for DMG: 1d12 + 1 + 2 ⇒ (12) + 1 + 2 = 15
The monster's head is blown clean off! The Baron collapses unable to speak.
Out of combat, but I'm AFK for the day. Feel free to do your thing, and I'll update when I can. Sorry guys!

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Traceni approaches, still befuddled. "So we've saved the Count? Well done, everyone!"
She crouches by the Baron. "You, most of all..." she croons. She adjusts the folds of her clothes before reaching into her hair to pull out a long, gnarled root. "Shhh.... rest..." She hums a lullaby as she rolls the root along the Baron's bite.
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Dungeon Master S |

The baron regains his senses as the party cures themselves of wounds.
This leucrotta is clearly the creature that wiped out the baron’s previous expedition. "It has the haunches and tail of a tiger, rather than that of a lion as most leucrottas do, but look! Look closer!" He excitedly points out a scar along the leucrotta’s flank "That was left by the my bullet five years ago. I am certain of it!"
The trip back is far more upbeat, and the Baron shows you all a new level of respect. The trophy is clearly the culmination of his focus for half a decade.
The hunting party is still split, with the Count far ahead (the real count.) You can rest with this away team, catch up with the Count first, or head directly to you actual mission, the lost temple...

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"We should catch up with the count. Exploring the temple will do the Society little good if we let the Count get eaten by one of these tiger-badger-deers."

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"I agree. I never liked splitting up in the first place. But, with the count holding the key to the whereabouts of the temple, I won't be comfortable until he is back in our group."

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"These legs don't step very quickly, so we better get moving right away. Let's find the count."

Dungeon Master S |

The party moves quickly to catch up with the Count. He is happy to see you, and relieved to see his father-in-law. Once the story of the hunt is told, he's excited (the Baron minimizes how he fell victim to the lure of the beast, but is truthful in describing your actions.)
For the moment at least the tension between the two men subsides. After a hearty meal, everyone retreats to tents to get a well deserved rest.
In the morning, after breakfast, the Baron places his silk napkin down and clears his throat, "We've been talking. I know how to get to your destination. The jungle is unforgiving and the swamps of the lowlands can be dangerous. If you want a guide to go with you to the temple, I'll be that guide."
He's offering to make your survival checks to the temple. Your call.

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Jeydahvu does not say anything - he neither accepts nor refuses, waiting for the others to respond Jeydahvu does not trust the Baron - he will stay close to the back and make survival checks as well to confirm the Baron's trailblazing and to make sure he's not leading the party into a trap...

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"That is a very generous offer, my lord," says Barl.
sense motive: 1d20 + 7 ⇒ (20) + 7 = 27
Is there any way to determine the quality of the survival checks he would be making? Meaning even if he is sincere, is he good at survival?

Dungeon Master S |

Barl thinks the offer is sincere, and you know he's got the confidence to do the job and skill to back it up.

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Barl advises his companions as to his evaluation of the Baron. "I think we should accept his offer."

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Haska is okay with it as long as we are are through guarding him. We must be able to act as we please.
"As long as we are not taking orders and are free to deside our own fate."
Haska nods in agreement with Barl.

Dungeon Master S |

"I will be but a guide."
Early the next morning the hunting party awakes and prepares to continue on their way. The Baron handles a few things before approaching you as ready.
Without further ado (Though feel free to coordinate spells first, etc) you head forth into the swampy lowlands.
The Baron, free of his obsession, relaxes and lets his instincts and training guide you. He takes 10 on the check, and leads you directly.
"Beware the bugs in here my friends. They can be nasty."
-----------
Check in, rest up, and I'll post in a bit. I'll be away from tonight until Monday morning, but if a window opens I'll post.

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Haska prepares a shield extract and a cure light wounds extract. He maintains his dexterity mutagen.
"Bugs are always a pain. If they get too irksome I will use my vermin repelant."

Dungeon Master S |

Okay guys, super busy weekend is over, and I'm back in action. We're headed into the final chapter, the mission proper. So far only Haska has taken direct precaution against vermin. Anyone else?
Indeed, as you head into the lowlands, the mosquitoes and other insects are maddeningly common. Given the tales of how they can carry horrible diseases, it's a bit stressful:
Traceni: TBD
Barl: TBD
Amun-Heth: TBD
Jeydavhu: TBD
Haska: Vermin repellent
Baied: TBD

Dungeon Master S |

TBD = To Be Determined. Used as a place holder to indicate that a decision needs to be made. I use it out of combat instead of "go" if each character needs to do something.
Traceni: TBD
Barl: TBD
Amun-Heth: TBD
Jeydavhu: TBD
Haska: Vermin repellent
Baied: Vermin repellent

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Jeydahvu uses a dose of insect repellent.

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The locals always travel with vermin repellent, as well as a light weapon in case some of the larger fauna tries to eat you. They also recommend antitoxin and antiplague... most of this is given with a "better to have it and not need it, then to need it and not have it" attitude.
Slight retcon as I missed this: bought 2 vials of vermin repellent, 1 vial of antiplague, 1 vial of antitoxin and a short sword.

Dungeon Master S |

I had said it was okay for Jeydavhu, so I'll extend the same to anyone.
Traceni: TBD
Barl: TBD
Amun-Heth: TBD
Jeydavhu: Vermin repellent
Haska: Vermin repellent
Baied: Vermin repellent

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Barl uses a dose of vermin repellant, seeing the others doing the same.

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Perhaps foolishly, Traceni did not come with repellent, but relies on her knowledge of the jungle to cover herself with mud.
Dice rolls should you need them:
Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge(nature): 1d20 + 4 ⇒ (10) + 4 = 14

Dungeon Master S |

With just 2 left to go, I'll advance though I'll keep that decision up:
Traceni: TBD
Amun-Heth: TBD
The Baron leads you competently, but slowly. The jungle around the temple is exceptionally thick and requires a work just to move 5 feet.
Creatures able to move through natural vegetation unhindered can traverse this area easily.
You arrive at what must be the temple. It's hard to get an appreciation for the structure and look because of the thickness of the jungle. It does, however, open directly into an entrance room after a solid set of stairs that has resisted the jungle's encroachment.
Columns line the walls of this small room, each decorated with a high-relief carving of a monkey in a different pose. Some of the monkey sculptures sit serenely in meditation or reach out with their hands as if to deliver blessings to the viewer, while others adopt more naturalistic poses. The floor is littered with decaying plant matter and mud, and the stench of rotting muck pervades the area. An open archway leads south out into the jungle, while a second leads north deeper into the temple.
Heading towards you at a fast pace are a trio of people. There are a pair of rough looking men holding axes. Their expressions betray a sense of fear. Leading them is a Mwangi woman in loose clothing, tattoos making a design over much of her exposed skin.
"Look friends, she says in accented Taldane. "We have no fight with you, but let us pass. Only death awaits you beyond. We're done here."

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"Halt! who are you, and what are you doing here?!" says Jeydahvu, who thought this was an exploration for an unknown temple...

Dungeon Master S |

"Halt?! Who do you YOU think you are? We're explores and treasure hunters, same as you by the looks of you. This place is all yours. Now let us pass!"

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Traceni smiles beatifically. "No, indeed we have no quarrel. Would you like some healing? Perhaps a blessing before heading out?"
Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22

Dungeon Master S |

"I appreciate the offer, but we'll be okay once we get back. The name's Asvicka. I'm giving you fair warring though, a terrible evil lurks at the heart of the temple. This might not be worth it."

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"Evil? What sort of evil? What happened to you in there?"

Dungeon Master S |

"Don't be fooled by their size, but there are two evil monsters in there. The monstrosities the bodies of well-muscled men, crowns of frilled horns, and eyes that glow like rubies! They're evil! Their tongues are death! Poison!"
The trio is beginning to slide past you. If you let them go, post what you do next. If not, ask them more questions.

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Haska listens to Asvicka's tale trying to decern if she is speaking the truth.
sense motive: 1d20 + 1 ⇒ (7) + 1 = 8
"Yes, why not speak plainly and tellus what you have seen."

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Does that ring a bell? Know religion: 1d20 + 4 ⇒ (15) + 4 = 19
Do you know which god was worshipped in that temple? That could be valuable information for us, and maybe save our lives..
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

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"What form doth this unspeakable evil take? Poison you say? We're here on behalf of the Pathfinder Society. Turning back now is not an option, after all the trouble it took to get here." Jeydahvu cannot suppress looking at the Baron after he says this... then he drinks a vial of antitoxin.

Dungeon Master S |

Traceni: TBD
Amun-Heth: TBD
Baied thinks on the description, but it doesn't sound familiar try Planes. To her question the woman replies, "I don't know. We didn't get a chance to find out before those.... things came at us."
The Baron shakes his head, not sure what to make of it. "I'm staying outside no matter what. I'm a hunter, not a dungeoneer."

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Note my non-vermin repellent above.
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13
Traceni listens intently, ignoring the shudders and tugs against her skin.
"Thank you for the warning. We will be sure to keep it in mind."

Dungeon Master S |

Oops, I copied a little too much for the paste! Thank you.
The trio depart, hustling as they leave (and getting a huff from the Baron.)
You're now, as far as you can tell, alone in the temple. Map updated

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sense motive: 1d20 + 7 ⇒ (7) + 7 = 14
knowledge (planes)+free inspiration: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (1) = 28
Barl considers the description given.
If that succeeds, I would like to know its weaknesses, resistances, special attacks

Dungeon Master S |

It's hard to guess from the description, but it sounds like she described an asura. They're evil creatures from another plane. They resist mortal weapons unless they be good, or forged without heat. While they can cast some minor spells, the big issue is their stinging tongues which carry disease...

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"The external temple decor is in direct conflict with the evil monsters they describe. But alot can change in a temple that is 4000 years old and the entrance is wide open to anything or anybody wanting to enter."
Haska resigns himself to continue on.
"We will see what we will see. Let us continue on." "Lead the way, Jeyda."

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Are we assuming all info is shared with the party?

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I haven't been. I only look if someone says they share. But you can always assume Haska shares. He wouldn't miss the chance to be a know-it-all.

Dungeon Master S |

Up to Barl if it's shared. It's a good time to point out, if you scout, search, etc, please update the map to your current position.
Nothing loud or obvious gives a hint at what's deeper in the temple. It's up to you how and when to move in.

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Seeing that there's two rows of statues facing each other in the temple, Jeydahvu says, "That looks like a trap, maybe a poison dart or poison arrow trap. I'm going to the jungle floor to try to find a big rock. Wait here."
Jeydahvu proceeds to the jungle floor and looks a nice big rock, preferably 40 pounds or more.

Dungeon Master S |

Go ahead and enact your plan Jeydavhu. Since it's pretty obvious as to what you're going to do I'll fill in the blanks this time.
The oread returns with a large rock, easily the size of a gnome. He heaves the stone as far as he can, awaiting darts laden with poison to shoot out.
But, alas, nothing happens beyond chipping the floor a tiny bit....

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Jeydahvu smiles, "Oh well. At least I know I'm still pretty good at stone heaving and throwing!"

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Traceni smirks fondly. "Your strength is impressive, Jeydahvu. You may have triggered a wholly different trap."
She strides into the hall, choosing a monkey on the right. "These are cute monkeys, though. I might want one once we're done here."
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Dungeon Master S |

Traceni sees plenty to write about that will likely excite an academician at the Grand Lodge, but nothing immediately jumps out. This time, a statue seems to be nothing more than a statue.