
Lehland O'Neld |

Round #4
Lee pitches in on SeaCat #1 with a Magic Missile.
Damage - Magic Missile - SeaCat #1: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9

GMDQ |

The second sea cat, wounded to disability, tries to withdraw and slink away. Sea cat 2 went to 0 hp, I believe, and so was disabled, not unconscious/dying.
Lark cuts a grievous injury into the second sea cat, and Lee's missile opens the wound wide enough it falls unconscious and bleeding and sinks back onto the shore.
The whole crew then easily dispatches the last remaining sea cat.
The triton helps urge the surviving hippocampus to get back into the water. It swims toward the waterfall, and you realize there are a number of other hippocampi waiting for it, having been hiding in the water nearby.
The triton stays mounted on the water, but gets as close to you as she can, tossing a pouch to the shore. "Thank you so much, friends. My name is Jenesara. I keep my herd out by one of the outer islands, but we were attacked by a school of onwu azus. I thought to move them until the school passed through. The upper reaches of this island is dangerous, with the warring apes and lizard folk, but considering some archelons nest in one of the sandbars at the mouth of the river, I thought this lagoon would be safe." She frowns sadly. "I was wrong, and now I have lost Lililep." She looks around. "At least, it seems there are no other predators right here. I should go calm my herd, but I do truly thank you for your help." She also gives a half-bow to Wahhe and repeats in Aquan, "Thank you so much."
Varossa nods, scooping up the pouch tossed to the ground. "Of course," Varossa says. "We are going further into the island. Our ship is anchored further out in the deep waters. If you or your herd notice anything amiss, I'd appreciate a signal." She points to the triton's horn on her belt. (It is a horn instrument, but very definitely not one of the reasons to live, it's not the right size or shape, probably carved from narwhal horn or something like it).
Jenesara nods. She looks like she is about to leave, but if any of you have anything you'd like to ask or say, you have time to do so before she departs.
In the meantime, Varossa opens the pouch and examines the contents. She hands each of you (including her officers) 7 disks of mother of pearl--undersea currency worth 20 gp each.
Let me know if you have anything to say, or if you're ready to move on.

![]() |

Wahhe bows back and in Aquan says "You're welcome, friend. I would like to come with you." She looks at Varossa as if to say "is there more I should ask?" but unable to communicate discreetly she just continues "I would, if I could, come with you" Wahhe goes to her friends and says "I am sorry, but here I must leave you. I feel that I cannot be of further help on this journey. I would accompany Jenesara home. perhaps there is a druid amongst them from whom I could learn. Captain, I would ask you to release me, please."

GMDQ |

"Indeed, surfacer--I was tempted to invite your associate. There is something familiar about her, that I think she should meet the triton chieftain." She looks to Wahhe. "Though I cannot leave this place immediately for my herd. But I can tell you how to get to our citadel--the path is safe for a single swimmer, it's just my herd I can't get through. Maybe you'd like to see the archelons first? They are laying their eggs, and it is fascinating to watch! They are out on that island. And then I'll help you get to my people." Jenesara points.
Varossa frowns, thinks a minute, and nods. "I've heard from our crew you've been uncomfortable working among a mostly human crew. Perhaps it is for the best--as long as of course you understand this means you have no access to the treasure we are seeking. You can swim--I know you're more than capable--back to the ship if you need to retrieve any belongings. Hinsin--Wahhe's contract, if you please."
Hinsin sighs and reaches into one of his satchels and produces, after some shuffling and searching, the contract of agreement Wahhe signed when joining the Magpie Princess crew. "But I loved how she so flustered Cobb," he mutters. He hands the contract to Varossa. She tears it up and hands it to Wahhe.
"Of course I presume you had some kind of agreement working with Lark as well. I'll leave you to work that out among yourselves."
Varossa walks toward a crude stone staircase carved into the cliff, and she, Hinsin, and Horemheb ascend the steps and await the rest of the party.
Jenesara has to stick around in this area for a bit, but we can move Wahhe on. Again, post what you'd like and let me know when you're ready to move forward.

Threnody 'Thren' Nocturne |

Thren hugs Wahhe. "It was nice to have a happy vibrant soul aboard. You take care of yourself. You know where to find us. Someday, we'll meet again and share a laugh." She lets the druidess go and joins Varossa and company.

GMDQ |

The party moves on, after giving fond farewells to Wahhe, who helps Jenesara deal with Lililep's remains and then moves on to her underwater destiny elsewhere.
Varossa leads the party through a winding jungle path. It is hot, humid, buggy, and miserable. Creed had given everyone some bug repellent before you left, but no jungle repellent was available, unfortunately.
Varossa mutters as you go, "Let's hope Warvil's notes are still good. If that triton is right about monsters in the sea, I want to get back to the ship sooner rather than later."
A good ways into the jungle, Varossa raises her hand, noting some markings on some trees. She holds her empty hands up and calls out. "I am Varossa, mate to Warvil, member of the Seskak Tribe. I would speak with your chieftain, Krentak."
Suddenly bushes rattle, and where you thought no one stood, emerge two lizardfolk warriors, spears in hand. One of them holds up its hand, indicating for you to wait. The other one departs further up the path. In a few minutes, the guard returns, with another lizardfolk, who stands a good head taller than the others dressed in an array of bone jewelry and feathers. The muscular chieftain addresses you in rough but understandable Common:
"I am Krentak, Matriarch of the Seskak, Speaker of Truths, and War Chieftain. Approach me, one who is called Varossa."
Varossa steps forward. Krentak leans over and her tongue juts out, tasting the air around the pirate captain. She then steps back. "I smell Warvil on you, but it is faint."
Varossa sighs. "Warvil died in battle over a month ago. I am chief of his ship now, and I have brought my best warriors to prove themselves to me, by bringing back his prized possessions. If you would allow us passage through your hunting lands."
"Warvil died in battle?" Krentak claps her hands. "Then we shall feast in honor of his glorious passing to the Otherside. Come, Varossa Warvils-mate, come warriors." She gestures for you to follow.
At first, the path seems to lead to nothing but more endless trees. But as you go a few more yards, you realize there are ladders and ropes beginning to appear amid the foliage, and you look up: rough-hewn but sturdy platforms and bridges form a near maze of a town amid the ancient jungle tree trunks. You climb up a good thirty feet or so, where you see a number of lizardfolk preparing food, practicing fighting, and crafting rough weapons, all on various platforms and huts built into the trees. You are asked to wait near a large, wide platform that seems to serve the purpose of a village square. Krentak asks Varossa join her in her hut, and that the rest of you wait.
You do not have to wait long until Varossa and Krentak return. As they do so, other lizardfolk arrive, bringing food into the square--fruits of all kinds, coconut, fish (raw), and dried parrot meat. A fermented coconut beverage is passed around in coconut shells. "We honor our fallen tribe mate, Warvil!" shouts Krentak. "But his mate brings us three new young warriors to petition to join our tribe!" The lizard folk joyfully hiss and shout, as Krentak points to the three of you. "They are the inheritors of Warvil's prizes!" More lizard-like hoorays. "They shall honor the wild god in the crumbling place!" More joyful shouting. "But first, they shall prove themselves by hunting the kech!" The loudest of the joyful shouting. Some of the lizard folk break out into dancing and play-fighting.
Varossa nods at the three of you. "They want some cursory proof of your bravery. Given all you've proven to be capable of, killing a few man-eating apes should be no problem for you." She waves to Horemheb. "As for me, a Captain needs to be on her ship, especially if there's something out there in the waters we need to keep an eye on. Horemheb will row the dory back to the ship -- maybe if we run into Wahhe before she goes we can help her collect her things. Hinsin will stay here a little longer to barter for some supplies, and he'll be able to help you pilot the launch back to the Princess when you return. Just come back to the lagoon when you're finished with everything." She shrugs. "For now, enjoy the meal and have some fun. When you're ready, you can tell Krentak you're ready to 'join the tribe.' I suggest you do it. She can give very useful information on the monastery, I expect, but she'll only do it once you've proven yourselves."
Varossa and Horemheb prepare to leave.
The party has time--though briefly--to ask Varossa any questions, and if they wish to interact with the lizardfolk, now is also the time to do so. When they are ready to approach Krentak--well, they should approach Krentak.

Lark Greenwood |

Lark bows farewell to Varossa with a lopsided grin, "Thanks for the introduction - I think. We'll see you back on the Princess. Tell Wahhe about all the fun she's missing if you see her."
Lark seeks out the lizardfolk that started mock fighting when Krentak spoke of hunting. "You look to be a strong group of warriors. Would you honor me with the story of one of your own kech hunts?"
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13

Threnody 'Thren' Nocturne |

Diplomacy, Aid Another: 1d20 + 3 ⇒ (20) + 3 = 23
Thren hears Lark's words and adds her own. "I am a warrior, but also a bard. I would be honored to hear a story of your tribe, to bring heart to all, before we begin the trial to join your tribe. It is good to hear the stories, to remember the ways of honor, even as we seek to gain it ourselves."

Lehland O'Neld |

"I'm interested in hearing the stories as well. Tell us about the kech, if you will..."
Diplomacy - Aid another: 1d20 + 7 ⇒ (5) + 7 = 12
Lee waits attentively.

GMDQ |

One of the lizardfolk warriors nods at you, stops and mutters in Draconic to his fellows. As the party shows their enthusiasm, the lizardfolk grow from tentative to more energetic quickly. The first one then nods again. "I Thissk, this Ssislak and Bruss. We hunt many kech! Many many."
Thissk goes into a detailed--as much as he can muster in Common--tale of his band's last kech hunt. There is a somewhat excessive description of the sounds the keches heads make when they are crushed. Still, you garner some useful information within: the keches are stealthy and hide in trees, and prefer to attack from well above ground. They throw "rash-pods" which "get under the scales" and cause great discomfort.
"You shaped more like kech than us, but you no look like much climb," Thissk observes. "You climb the trees fast, yes?"

Threnody 'Thren' Nocturne |

"Some of us aren't bad at climbing," Thren replies. "I don't know how well the kech climb, but I'm not bad. Neither is Lark."
Attention: Thren's average Wisdom score may lead to hilarity in the future. You have been warned!

Lehland O'Neld |

"I'm not great climber. Hopefully I can shoot kech out of the trees, eh?'
Lee follows it up with a bow-and-arrow pantomime. Hopefully the lizardfolk get it.
+1 for the "average Wisdom score may lead to hilarity in the future".

Lark Greenwood |

"Thank you for sharing that glorious story. What trophy did you bring back from that hunt? We want to impress Krentak!"
After this Lark is probably ready to meet with Krentak. Anyone else have more questsions?

GMDQ |

Thissk nods at Lee. "Ah, yes, hit from far. Smart little one. But make sure you see them."
"Krentak will tell you what she wants. Our hunt, we brought the ears and the hands."
Indeed, as the party approaches Krentak, surrounded by other warriors, including another taller figure who seems less enthusiastic than the others.
"A pair of kech found where Serissa here hid her eggs, and stole them earlier today. This happens too often," Krentak narrows her eyes angrily. "They are too afraid these days to face us in an honorable fight, so they target our eggs, make sure more of us cannot be born. We try to hide them well, but they sniff them out."
Serissa adds something in draconic in a low growl.
"They will be moving slow, burdened by the eggs. We will show you where their trail starts. They usually eat some on the way," she shudders at the thought, "So you can follow the trail of shells. Find them, and bring me their ears, and any eggs that can be saved, and you will be one of us, and we will tell you about the holy place."

Lehland O'Neld |

"We'll do our best to save your offspring and punish those who've harmed you."
Lee casts Mage Armor on himself, picks up Muffin and is ready to go...

GMDQ |

Krentak leads the three of you to the edge of the settlement. She points at ways across through the branches, or shows you how to climb back down to jungle floor, where you can find paths through the jungle. The ways across the branches would be stealthier, but would require a good deal of athleticism to traverse, and it could also be easier to get lost.
The floor is easier to follow, but it may leave you open to attacks from the canopy.
She points out to you where brush has been disturbed, and points in the distance where the remains of a leathery shell has been thrown to a lower branch. This should help you follow the kech even though you may not be experienced trackers.
The party may choose whatever way it wishes to go.
Please describe not just the path you choose, but of course any preparations and types of approaches you wish to make, including any relevant die rolls. I'm not sure if any of you have Survival trained, but you can make an untrained check with Wisdom.

Threnody 'Thren' Nocturne |

"What do you think Lark? The high road?" Thren asks, pointing at the branches. "Have some cover, be less exposed?"

Lark Greenwood |

"Yeah, staying up high is a good idea if we can manage it." Lark turns to Lee. "Can you keep up with us in the trees or maybe follow on the ground? What if Muffin came with us, can you tell where he is from far away?"

Lehland O'Neld |

Lee opines: "Oh, yeah. I'll just wander through the woods on my own. That will work out great. And climbing will be good for you two, too. Nothing two handed. No way to dodge attacks. No shield. Moving creepy slow. Gravity poisoning all 'round if things, like getting into a fight or taking damage, go badly."
Lee pauses.
"On second thought, wandering through the woods alone is sounding better and better."
Unless you both have developed a Climb speed (the movement type) or the spell SquirrelShape I'd suggest staying on the ground. You move at 1/4 speed and any action you see will be paired with Climb check after Climb check. Just my $0.02.

Threnody 'Thren' Nocturne |

"You...have a point," Thren frowns. "In that case, can Muffin do the scouting? He's a lot smaller and probably can move around more easily than either of us."

GMDQ |

Keep conversing, just reminding I can't move you forward until you have a plan together (or I can move you forward without one....)
One thing I will note: while Lee is correct, since you don't have a Climb speed you are going to be significantly slowed compared to any creature that does (hint: this may be a problem). The way traveling along the canopy would work would involve some climbing and walking along branches (Acrobatics) or swinging along with vines (also Acrobatics) and platforms built along the branches. The "Gravity Poisoning" issue is definitely something to consider. But you wouldn't just be clinging to tree trunks the whole time.

Lark Greenwood |

"How about rigging a safety harness with the Steadfast Grapple? That would help with the gravity poisoning." Lark digs out the grapple and its silk rope and starts examining them. "It seems very likely we'll be attacked from the canopy. Even if it's just me scouting up there that might be a big help. With this I could get down safely in short order."
Lark turns to Threnody and says, "Also, I'm an idiot and forgot to ask Wahhe for healing after our cat fight. Can you spare me any magic before we head out again?"

Threnody 'Thren' Nocturne |

"Sure!"
cure light wounds: 1d8 + 5 ⇒ (5) + 5 = 10
Thren pats Lark on the shoulder and he feels his wounds close.
"Now," the bard grins. "Since you're the idiot in the group, maybe it should be me and not you up in the trees?"

Lehland O'Neld |

"Ha! The last time Muffin was in a tree I had to call the fire brigade to get him down. If it helps, I have that Immovable Rod that can be used as an anchor of some kind..."
"But travel via the trees has so many issues. Like distance. You all are used to climbing on an ship. That's what? 50' up and 30' wide? we're talking about traveling miles. And I've seen you on the rigging on a boat. If you go from the main-mast to an aft- or fore-mast you climb down, walk over and climb up. Swinging from one to the other is brutally dangerous, otherwise that is what you would do. And we aren't talking about going the length or width of a ship. We are talking about miles and miles of travel."
"My advice is that we do what we do well and beat feet. If the ones we are pursuing are in the trees, we can probably catch them. I know I walk about 3 times faster than either of you can climb."
Am I throwing cold water on a 'woohoooo!' moment? If so, try the arboreal travel. Buckle that swash. Or is it 'swash that buckle'? Either seems appropriate.

Threnody 'Thren' Nocturne |

Why yes Lee, you're trying to be rational and throw cold water on a 'woohoooo' moment. Funny as it is to argue about it though.
"Yes, it's going to be slower," Thren concedes. "It's also going to be slower if they decide to throw stuff down on us because we don't know they're there. Like nets. Or wasp nests. Oil. Chamber pots. Coconuts. That sort of thing."

Threnody 'Thren' Nocturne |

Thren laughs at Lee's point.
"Okay, we're arguing in circles. Let's let our leader decide." She turns to Lark. "What's the plan?"

GMDQ |

I'm waiting till tomorrow morning and then moving the party forward with the last plan proposed.

Lark Greenwood |

Lark grins back at Threnody. "You know if you leave it to me I'm just going to leap recklessly forward." In an only slightly more serious tone he says, "It's good advice you have, Lee, but it seems my rudder is frozen on this course. It's my bad idea, so I'll be the one having either all the fun or all the head injuries."
Lark rigs a rope harness around his waist and thighs. To that he attaches the end of the Steadfast Grapple. The grapple line is 50' so Lark hopes to throw it 30' to 40' ahead (where it will automatically hit and stick to a target). Then he can either move quicker than would be safe otherwise safe or swing if there's a gap.
As he ties in Lark explains his plan for keeping in touch, "I'll keep an eye on y'all as we go. Every few minutes I'll hang down to be sure you see me. We'll arrange some hand signs for 'I found a trail marker,' 'turn north,' and 'I'm being attacked by an ape'."
Here's some initial Acrobatics and "follow the trail" rolls:
Acrobatics: 1d20 + 11 ⇒ (19) + 11 = 30
Wisdom, tracking/survival: 1d20 + 1 ⇒ (2) + 1 = 3

Threnody 'Thren' Nocturne |

"Well, I was trying to at least spare you a head injury or two and some swallowed bugs, but since you insist on taking the risk-and the fun!-all I can say is be careful." Our tiefling bard grins back.

Lehland O'Neld |

Lee and Thren are ready to head out?
Lee gives Lark a 'thumbs up'. "Everything will be fine."

GMDQ |

Lark heads out onto a platform that extends into the jungle, then throws the magic grappling hook to swing along the trees.
Thren, Lee, and Muffin climb down to the floor and head out roughly in the direction they have been pointed. The going is slow, as the two on the ground work to keep an eye on Lark and Lark on them, let alone look for signs of the keches' passage. There is a notable "path" Lark can see along the tree branches where the vines and growth have been trained tonfrow out of the way, and you follow that as it'd likely be the only way they could have gone.
Perception checks, please, and any other rolls you feel may be relevant.

Threnody 'Thren' Nocturne |

Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Thren tries to keep an eye on Lark as well as signs of ambush. Her bow is at the ready.

Lehland O'Neld |

Seeing that Thren is keeping track of Lark, Lee will concentrate on the terrestrial environment and whatever threats or clues it holds.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

GMDQ |

Lee, also have Muffin make any Survival checks. I'm sorry I somehow missed your spoiler earlier, but yes, presume any skills Muffin has are at your disposal.

GMDQ |

Muffin reports, frustrated, he cannot scent any apes, but he can find the scent--and sight--of the stolen eggs. As you pass through, you find the occasional discarded shell, someone having torn open the leathery hull to devour the contents within. While it takes some time both to move and to seek out the next shell, you seem to remain on the right trail.
Just as you stop to look at another discarded shell, thinking you will never catch up with the creatures themselves, Lee and Thren see something hurling toward them, while meanwhile an arrow hurtles through the tree canopy toward Lark.
Surprise Round
Kech 1 Ranged touch attack targeting the square that Muffin is in AC 5, long range: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
The pod bursts, covering a 15 foot area in powdery seeds that choke the air and cause Thren, Muffin, and Lee's eyes to water and their flesh begin to get very uncomfortable.
Kech 2 (purple) longbow attack vs Lark, who thanks to being a rogue is not flatfooted: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 ⇒ 8
Large, weapon wielding apes reveal themselves in the canopy and hoot in joy at their successful first salvo.
Thren Fortitude save DC 12: 1d20 + 3 ⇒ (12) + 3 = 15
Muffin Fortitude save DC 12: 1d20 + 3 ⇒ (13) + 3 = 16
Lee Fortitude save DC 12: 1d20 + 3 ⇒ (7) + 3 = 10
Thren and Muffin manage to ignore the worst of the itchy, rashy pods, but Lee finds himself deeply uncomfortable. Muffin sends him a mental image of the last time Lee treated him for fleas with a noted sense of justice. Lee does note that the powder feels awful but is loose and does not stick to him. It could probably be washed away.
Lee, you are ITCHY until you find yourself a way to get rid of the powder: –2 penalty on attack rolls, saving throws, skill checks, and ability checks
Kech: 1d20 + 2 ⇒ (5) + 2 = 7
Lark: 1d20 + 7 ⇒ (15) + 7 = 22
Thren: 1d20 + 2 ⇒ (19) + 2 = 21
Lee: 1d20 + 8 ⇒ (2) + 8 = 10

GMDQ |

Round 1
Lark | HP 42/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 |
Threnody | HP 45/45 AC 20 T 13 FF 17 | CMD 17 | Fort +3, Ref +7, Will +4 |
Lee | hp 32/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 |mage armor
Kech 1 | hp 26/26 AC 16 T 13 FF 13 | CMD 18 | Fort +2 Ref +6 Will +5
Kech 2 | hp 26/26 AC 16 T 13 FF 13 | CMD 18 | Fort +2 Ref +6 Will +5
Use the Shore Map
A pair of keches ready their bows and rash pods for their next attack, but the party has a chance to retaliate first.
Lark is up!

GMDQ |

Oops, forgot to adjust the statline for Lark's damage, he should be at 34 hp. Lee's condition line should include itchy.

Lark Greenwood |

Lark, round 1, grapple and swing across
Lark throws the Steadfast Grapple at the tree to the north of Threnody. He swings across and tries to land on the branch right next to the kech.
Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23
Lark is trying to land in the square immediately east of the northern-most kech.

GMDQ |

Lark tosses the steadfast grapple and swings dramatically toward the kech, landing next to him.
Thren and Lee are up!

Lehland O'Neld |

Lee hucks a Web spell at Kech 1 (red).
Kech 1 - Reflex Save: 1d20 + 6 ⇒ (1) + 6 = 7
Kech 1 fails its Reflex save and is Grappled and inside a sphere of webbing with a 20' radius.
"My Scorching Rays won't reach these fellows. I'll do the best I can to immobilize them instead."

Threnody 'Thren' Nocturne |

"I have got to teach you how to swashbuckle one day Lark!" Thren calls as she sees Lark dramatically swing toward one of the kech...and just land. She then knocks an arrow and fires it up at the other kech. Her arrow glows crimson as it streaks up into the foliage.
attack on Kech 1: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 1d6 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10
I thought cover provided a +4 AC bonus, not +2. If so, my shot is a clean miss and damage can be disregarded.

GMDQ |

I doublechecked the environment rules and it said trees provided +2 cover. (Partial cover, as opposed to full.) If someone is completely blocked of sight by a tree trunk we could consider that full cover. Going to bed but I'll run the monsters tomorrow morning.