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"I can take the first watch. I need to wind down anyway. So much to see, so much to see!" He has normal vision but will keep a light spell running.
"Oh, songs! Travelling with a bard. It can't get much better than this! Please, do you have any tragic tiger tales? "
"Stolka, do you need to sleep at all? I'm not very familiar with your kind, but I'm sure eager to learn all you can share."
OK, Celewen is starting to work on my nerves to, LOL

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"Well, lighke, I guess I'ma lighke an oread or somethingh. Yeah, I sleep lighke normal, and I lighke need to feel nature and stuff to get back my spells... they're very nice."

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While Laeowynne is handy with a bow he is not the sort to actual use the weapon for hunting seeing he has no woodland skills. He is content to just watch the others do their hunting part as he tries to stay clean and comfortable in the wild.
----------------------------------------
Once the group breaks for camp Laeowynne sets up his area and finds a clean log to sit on as he cleans himself and his weasel. Prestidigitation on his robes, boots, gloves, backpack, spellbook after he dropped it in the mud etc. He then ignores the others as he studies his spells.

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"Oh, yeah, I guess I could lighke get a spell to let me do that."
The next day Stolka will prepare a speak with animals

GM Fuzzfoot |

The night passes uneventfully. Early in the morning, the you hear a loud crash coming from the count’s tent.

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"Awake! Awake! Everyone awake! Count, are you ok?"
If there is need for light, Celewen casts light, otherwise, he'll look to see what is going on (without getting too close).
Was the crash like a gunshot?

GM Fuzzfoot |

The interior of this spacious canvas tent is richly decorated with portable darkwood and silver furnishings. Torn mosquito netting hangs above the bed, and a mirror, basin, and various shaving implements lie scattered on the ground. A black leather boot lies on the floor next to the crumpled remains of a large black spider.
Baron Rudyahm reaches the tent just ahead of you. “What the devil happened in here?” he asks as he enters. When Celewen follows him inside, he sees Count Matsanda lying on the bed clutching his bare right foot in pain.
The count replies in a fearful voice, “Something in my boot bit me—a spider I think. I fell back onto the bed in surprise. My god, Bomande, what if it’s poisonous? I could lose the foot! You brought some antitoxin, didn’t you? Fetch it quickly!”
Unfazed, the baron replies, “Ah, bit of luck then. The spiders of Segang aren’t dangerous, not like the scorpions. It’ll probably smart for a bit, that’s all. Next time, check your damn boots!”
Count Matsanda is not assured by the promises of his father-in-law, and the two men begin to argue. Both nobles look to them for support in this matter....

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Kyra runs to the noble and examines his foot to see how the poison is spreading and immediately starts to take countermeasures!
”Lord, you really should rest. Let me treat you!“
Heal : 1d20 + 7 ⇒ (11) + 7 = 18

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Keldra enters and looks around the tent before focusing on the nobleman and then the remains of the spider. "Hmmmm..." she says looking closely at the arachnid while holding a small axe in her hands.
Keldra will try to discern if the spider is poisonous or not.
Knowldge: Nature: 1d20 + 5 ⇒ (16) + 5 = 21

GM Fuzzfoot |


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Stolka also rushes over.
Knowledge (nature): 1d20 + 6 ⇒ (13) + 6 = 19
"Ah, Count-guy, that little fella's not dangerous."
Stolka picks up the remains of the spider and dangles it in the air between two of his thick fingers.
"See, if it was dangerous and stuff, it would have bright colors and thinghs."
Diplomacy (S9 Sovereign Court FJC reward Practiced Diplomat, minimum result of 10): 1d20 - 3 ⇒ (13) - 3 = 10

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The large female half orc briefly flushes greenish and looks at Stolka with an expression of annoyance as the Oread male preempts her own declaration. "Thank you, Master Van Veld." she says with a slight growl , "I agree. Count, Baron, this spider is almost exactly like some I've seen before. What venom it has is only as dangerous as a single bee sting. More painful than deadly."
Keldra stands up and regains a more neutral composure, "I suggest that every morning we all check any bags or clothing we have for any guests. Small animals, insects, and snakes love to find new places to spend the night"

GM Fuzzfoot |

The Baron's chest puffs up a little as the party confirms what he has said. "See, you big baby. Just like I said."
Annoyed, the Count rolls his eyes, but calms considerably with so much confirmation that he won't be dying soon.
Earned 1 more Favor point with the Baron.
Shortly before departing from camp, Count Matsanda pulls a few of you aside. “I’d really like to impress the old man today, but you see, I’m not much of a hunter,” he admits. “In fact, I’ve never really been hunting before! Is there any help or advice you can give me?”
You can attempt DC 15 Knowledge (nature) or Survival checks to give the count advice. Alternatively, the PCs can fan out into the jungle and attempt a DC 15 Intimidate check to try to flush game into count’s path. Finally, PCs who participate in the hunt (see below) can attempt DC 15 Bluff checks to pass off any of their kills as Matsanda’s. Of course, you may have other great ideas...
For the hunt, we will play day by day. It is assumed you are here just to assist, but if anyone is interested in big game hunting, there is a chance you can bag a trophy. You can use ranged or melee attacks, so long as they deal lethal damage. If you do not own a weapon, the count is happy to lend you a light or heavy crossbow. You may alternatively use a spell, spell-like ability, or supernatural ability so long as it deals lethal hit point damage; however, the use of magic is frowned upon by the nobles.
So feel free to discuss among yourselves, and let me know who is actively hunting, and if you want to do anything to help the Count look good (and hope you don't get caught).

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Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8
Stolka looks quizzically at Keldra for a moment, then shrugs.
"You're welcome, pretty lady!" He tosses the spider over his shoulder.
the next day.
Take 10 Knowledge (nature): 10 + 6 = 16
"OK Mr. Count. So, this is sorta like hunting boar back home in Bre-voy. When the thingh charges you, you put the not-pointy end of the spear in the ground in front of your foot... that'sa what's called bracing. Its very nice. Then you put the pointy end facing the thingh that'sa charging you. Then you get dinner!"

GM Fuzzfoot |

The Count nods, taking in the advice. "OK, ok - that makes sense."

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Celewen does take a different tack. Instead he tries to convince the count that it doesn't really matter if you kill something. The point is to enjoy the company of others and share in the group experience. "Just relax, participate, and have fun." (Kind of like the mentality where EVERY kid gets a trophy, just for playing). He is trying to put the Count at ease, reducing his anxiety and his need to 'impress' the baron.
diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8
Apparently that doesn't go over well :(
Could I have taken 10 (or 20) for that? I assume you cannot for diplomacy.

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KnowNature: 1d20 + 2 ⇒ (16) + 2 = 18
"Well, also you should search a spot that hides you but gives you a clear view for a second or two to react.
Later with the hunt Lem will accept a x-bow and bluff the young noble to victory to the best of his abilities.

GM Fuzzfoot |

Take 10 is always allowed, I think, unless you are in stress or distracted (except for UMD or if it specifically says so). So it is fine to do so here.
"Yah, easy for you to say... you aren't marrying into this family."
He did not seem impressed by your attempt.

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Laeowynne stays silent when the conversation turns to helping the nobleman on the hunt. He has no nature knowledge and is not gifted with a silver tongue.

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Survival: 1d20 + 7 ⇒ (15) + 7 = 22
If not good at the smiles department, at least Akter is a somewhat decent hunter and seasoned woodsman. He approaches the man and offer to accompany him and hunt together.

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When the sun rises, the babbling halfling goes hunting for his favorite rock dude. "Good morning, my friend!" he says with much more enthusiasm than anyone who had spent the previous day toiling through the jungle should have. "Were you blessed with the power to speak to our grey, towering friend? (the elephant, not Stolka)"

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During the hunt Kyra will try to sense animals in the vicinity and direct them towards our count out of pity.
Intimidate : 1d20 + 2 ⇒ (14) + 2 = 16

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Keldra will spend the first day giving advice to the Count on how to hunt.
Knowledge: Nature: 1d20 + 4 ⇒ (4) + 4 = 8
Survival: 1d20 + 5 ⇒ (17) + 5 = 22

GM Fuzzfoot |

TQ: 1d8 ⇒ 4
Akter Longbow: 1d20 + 7 ⇒ (6) + 7 = 13
On Day 1, Akter has a shot on an antelope, but just misses the shot and it flees.
On Day 2, thanks to the overwhelming help, the Count is able to get a magnificent sloth bear! He is very excited, but tries to play it casually. You earn a favor point with the Count.
On the morning of the Day 3, the smell of wood smoke fills the camp as porters busy themselves tending various cooking fires. Outside the camp, the jungle is alive with the sounds of monkeys, birds, and chirping insects. The smell of food soon attracts the attention of a band of macaques that gather at the edge of the camp.
These macaques cause trouble by overturning containers, stealing trinkets, and raiding unguarded food supplies. Reactions to the monkeys differ in the camp. The porters act reverentially toward the monkeys and offer them prayers along with bits of food and water. Baron Rudyahm, however, detests the monkeys.
"You all there. Go get rid of those pesky monkeys.. by any means possible!"
the Gorilla King.

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SM: 1d20 + 3 ⇒ (4) + 3 = 7
Not used to the wild and distracted by all the bugs, and dirt, and mud, and animals, and the smell... Laeowynne is clueless as to why the monkeys upset the Count.

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On Day 2, Stolka will cast speak with animals and translate for Celewen.
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
"Oh, its OK Mr. Baron! These little fellas aren't like those demon-monkey-guys! Venture-Captain Valsin said the temple we'hre lookin' for might be to some monkey gohd or somethingh. See, youhr guys are makin' friends!"
Stolka indicates the various porters making offerings to the monkeys. Stolka will copy the porters.
Let me know if you want a Knowledge (religion), (nature) or Survival check for that.
If somebody else makes a Diplomacy check, Stolka will aid another.
Diplomacy (S9 Sovereign Court FJC reward Practiced Diplomat, minimum result of 10): 1d20 - 3 ⇒ (2) - 3 = -1 successful aid another

GM Fuzzfoot |

Upon talking to the elephant, you gain nothing of value. This elephant wasn't part of the original hunt, and is simply a rentable transport.
Handle Animal is the skill you would need here if you want to try to calm the monkeys, but it can be used untrained, and wild empathy is good too. Who is making the main roll?

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Handle Animal is the skill you would need here if you want to try to calm the monkeys.
I don't have Handle Animal, but would wild empathy do?
[dice=Wild empathy (Diplomacy, S9 Sovereign Court FJC reward Practiced Diplomat, minimum result of 10)]1d20-3[/dice]

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Akter is just slightly better dealing with animals, and limits himself trying to assist. The ranger feels good at the jungles, despite not being too useful so far.
Wild Empathy: 1d20 - 2 + 2 ⇒ (6) - 2 + 2 = 6 Assisting, if possible - please, ignore the +2 if it doesn’t work and only Handle Animal would

GM Fuzzfoot |

Sorry - I lost internet access while writing the last post.
In a display of calm and caring, Akter helps Stolka approach and calm the monkeys. Slowly, they began to wonder off, stopping what could have been a very chaotic problem. The porters all view your party with greater respect.
Lem - Sleep would have been useless here because the sheer number of monkeys made this a swarm, which I don't know of any rules where Sleep would effectively remove HP - although it seems there should be.
Following breakfast and the simian disturbance, there is another opportunity to hunt. Once you have concluded the hunt, in which the Baron bags a Golden Jackal, you return to the main trail and continue winding through the forest.
Anyone riding the elephant?

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Sure, I'll ride the elephant.
After talking with the elephant the other day Stolka feels a strange kinship with the elephant. He spends his time speaking in long rambling sentences to the beast.

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The chatty little Halfling is little help with the monkey swarm and is very glad to see his fellow travelers could handle it. He spends the next day trying to get the porters to explain about the monkey gods and such.

GM Fuzzfoot |

Some of the porters say the monkeys who reside there possess mystical powers. Others simply don't want to anger the ancient monkey gods.

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Keldra grins approvingly at the growing friendship between Stolk and his elephantine mount.
After listening to the porters, she turns to the priestess of the Dawnflower and asks, "Do you think that monkeys have their own gods and goddesses? And if they do, then they might have priests and prietesses too, right?"

GM Fuzzfoot |

"That would stand to reason," one porter responds.
Suddenly, the elephant turns very agitated! The porters start pointing and waving sticks. A number of large snakes are along side the path, and this is the source of the elephant's fear.
Some of you also see a very large snake in front of your path, slithering out of the jungle and towards the others.
At the sight of the snakes, the old elephant panics and begins stamping about wildly, threatening to shake the howdah off its back. The mahout falls from his seat to the ground. Count Matsanda looks at you and says "Can you help control this elephant?"
Meanwhile, the Baron shouts "Protect those porters! That large snake is deadly!"
Akter: 1d20 + 4 ⇒ (20) + 4 = 24
Celewen: 1d20 + 2 ⇒ (5) + 2 = 7
Keldra: 1d20 + 4 ⇒ (8) + 4 = 12
Kyra: 1d20 + 0 ⇒ (7) + 0 = 7
Laeowynne: 1d20 + 5 ⇒ (13) + 5 = 18
Lem: 1d20 + 2 ⇒ (15) + 2 = 17
Stolka: 1d20 + 6 ⇒ (13) + 6 = 19
Small Snakes: 1d20 + 4 ⇒ (17) + 4 = 21
King Cobra: 1d20 + 6 ⇒ (8) + 6 = 14
Round 1: (Bold may act)
Driver falls off
Akter
Small Snakes/Porters
Stolka
Laeowynne
Lem
King Cobra
Keldra
Celewen
Kyra

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The ranger evaluates the situation and concludes that his best course of action is to attack the large snake. Using his bow, he aims and tries to shoot rapidly.
Attack (Mwk Composite Longbow): 1d20 + 7 + 1 - 2 ⇒ (14) + 7 + 1 - 2 = 20
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Attack (Mwk Composite Longbow): 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

GM Fuzzfoot |

Akter puts an arrow into the large cobra, but it doesn't seem to slow it down much. Meanwhile, the porters are trying to scare off the snakes, and one of the small ones does wander off into the jungle.
Round 1: (Bold may act)
Driver falls off; runs into jungle
Akter
Small Snakes/Porters
Stolka
Laeowynne
Lem (inspiring courage +1/+1)
King Cobra (4 dmg)
Keldra
Celewen
Kyra

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Stolka peers at the large snake, trying to identify it by its markings.
[dice=Knowledge (nature) to identify the big snake]1d20+6[/dice]
He calls back over his shoulder, "One of you guhys might want to come over and hit that snake with somethingh!"
Turning his attention to the elephant, Stolka tries to calm the beast with a firm hand on the reins.
[dice=Ride]1d20+2[/dice]

GM Fuzzfoot |

Good rolls!
Stolka handles the elephant expertly, and manages to calm it down.
Laeowynne is up.

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"OK guhys, that snake there isa poisonous. I guess don't let it bite you, that wouldn't be very nice."

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Laeowynne heeds the rock mans advice and sends an acid dart at the snake...
Acid Dart vs touch: 1d20 + 4 ⇒ (6) + 4 = 10...DMG: 1d6 + 1 ⇒ (1) + 1 = 2
but the elephant blocks his shot...

GM Fuzzfoot |

The Baron, finding the elephant relatively call, uses his musket to shoot at the giant snake.
Ranged Touch Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d12 ⇒ 3
The Count also fires his musket at the snake.
Ranged Touch Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d12 ⇒ 2
Unfortunately, the large snake strikes, killing one of the porters.
Round 1: (Bold may act)
Driver falls off; runs into jungle
Akter
Small Snakes/Porters
Stolka
Laeowynne
Lem (inspiring courage +1/+1)
King Cobra (9 dmg)
Keldra
Celewen
Kyra
Round 2: (Bold may act)
Akter

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Kyra immediately casts bless to support her allies!
Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus on attack rolls and on saving throws against fear effects

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The bold woman warrior strides forward stepping carefully past the small snakes while drawing her Greataxe. When she stops she grins, her whole intent focused on the big snake. "Snake makes for fine eating when you find one big enough for a meal."

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Akter looks around to understand the situation, and let out another arrow from his bow targeting the large snake.
Attack (Mwk Composite Longbow): 1d20 + 7 + 1 + 1 + 1 ⇒ (12) + 7 + 1 + 1 + 1 = 22
Damage: 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11
Akter then drops his bow, and moves towards the snake pulling his sword and board. He's engaging the enemy together with Keldra to see if he can help defend the porters.
After the fight Akter will return and pick his bow. If the cobra somehow dies with the attack, he will instead move towards the small snakes or any other enemies around.