
Mo'butu |

Mo'butu and Bwenge try to stealthily follow the group to get out of sight.
Mo'butu Stealth check 1d20 + 2 ⇒ (11) + 2 = 13
Bwenge Stealth Check 1d20 + 12 ⇒ (15) + 12 = 27

Mike the GM |

Ku'ada steers the illusion towards the apes at the camp, and together with Ceer, creates the illusion of her saying, "Hello boys... can you help me with something?"
The apes move closer, and the one nearest her says, "What happen out there? What you see?"

Mike the GM |

The illusory ape-ess calls out to the ape guards for help, then turns and runs into the jungle on the east side of the path.
GM rolls a die: 1d20 ⇒ 5
The ape in front turns and says something to the other apes, pointing to a few of them and then pointing into the jungle in the direction of the ape-ess. Then, he and three other apes head off after her. The others take up guard stances, looking around for signs of trouble.

Mo'butu |

"Should we go deal with those three to keep them from coming back? Then we can decide whether to look for other entrances or climb the wall." Mo'butu asks in response to Corvus's statement.

Mike the GM |

Good question Ceer. Mike, how many were there?
You recall that there were fifteen others in the camp, including Malgri and three permanent guards, four other permanent camp members, and seven temporary camp members (people either heading to, or coming from, Nantambu.)

Mike the GM |

I'm going to assume you all try heading over to the east side of the path. If anyone wants to do something different, let me know and I'll move you back. GM rolls: 1d20 ⇒ 4
Ku'ada directs the illusion to move further into the undergrowth.
"I can try to send a message to the people in the camp, but my illusion will need to disappear shortly after."

Mike the GM |

Ready? Go! I've updated the map. Trying something new for initiative- we'll just go by straight mods, without rolling.
.
Initiative Order:
18 Ceer
16 Corvus & Mo'butu
14 Ku'ada & Nu'mara
12 Rheed & Apes

Mike the GM |

Here we go again. Stupid apes.
Will saves:
1d20 ⇒ 12
1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 7
zzzzzzzzzzzzzzzzzz..............
All four of the apes fall down into the underbrush, presumably asleep.
GM rolls a die: 1d20 ⇒ 19
One of the apes at the camp seems to have noticed that something is wrong, but they certainly haven't spotted you yet. They start yelling frantically about being under attack by monsters and magic...
Nice work. Break initiative again. We'll keep that order for the future though.

Mo'butu |

I bow down at the foot of the mighty Sleep spell!
Mo'butu whispers to the others, "Let's finish these quickly. Looks like the game may be up, and it might be time for the real fight!"

Mike the GM |

All it would take would be for one ape to see you and warn the others, but it hasn't happened yet! Nice job folks. :) Sleep is awesome. Don't trust all of your foes to so easily fall to its might, though...
You have slain or put to sleep 18 apes (correct me if my count is wrong) total, leaving only about a dozen left at the camp.
A large amount of shouting and hollering erupts from the camp. A deep voice booms out over the others, commanding the remaining apes to guard the prisoners.
You distinctly hear some of the apes start chanting, "Garboko, Garboko! Kill, kill, kill!!"

Rheed |

"Is there a back entrance to the camp?" Ceer asks.
"Rheed, did you ever pass through this camp before you made your way to Nantambu? I'm sorry to bring up a bitter memory. I'm just hoping we can liberate some of those people in the camp. Maybe we can force the apes to stand down."
Did I? Knowledge(Local) if necessary 1d20 + 5 ⇒ (11) + 5 = 16

Mo'butu |

"Could we set up some sort of choke point and let the apes come to us?" Mo'butu asks, clearly respecting the decisions as to strategy made by the group so far. "That might be better than charging the camp, and endangering all the civilians."

Corvus Kubaryi |

Corvus has not, you notice, killed any of the sleeping apes - allowing her companions to do so. She hasn't voiced any complaint, but neither has she slain any of them.
"Garboko?" she asks of the group. "The kill, kill, kill bit I understand. Or at least I think I do. At least at one of the prisoners looks to be fighting someone - or something - called Garboko. I'm not sure we have time for fancy plans any more. And that's usually where I come into the reckoning."
Corvus looks around the group for guidance, her sword held firmly in both hands.

Mike the GM |

Rheed: There is a back entrance to the camp. In fact, there is also an entrance to the east. Nu'mara knows this as well.
You quickly dispatch the sleeping apes, and, looking towards the camp, it is not difficult to see why the apes have started chanting: Garboko, the ape leader mentioned by the ape you interrogated on the road, has emerged from his tent to see what has disrupted the camp. He now stands at the entrance to the camp, surveying the jungle...

GARBOKO - NPC |
Unlike his smaller cousins, Garboko resembles a gorilla more than an ape: however, he is much larger even than a normal gorilla, standing nearly ten feet tall. His body is covered in black fur and countless scars from claws, arrows, and spears, and his eyes betray both his cunning and rage, even at this distance. Garboko barks an order at the few apes remaining under his command- "Kill prisoners if they run!"- and then sniffs the air and peers out into the jungle.
1d20 ⇒ 18
After a few moments, Garboko spots your group. With a mighty call of rage that causes countless birds and nearby animals to take flight, he thunders towards you, his long arms and vicious claws breaking and shredding the low branches with ease.
Garboko is the big dark thing on the map. Resume initiative order. If you want to be standing at a slightly different spot at the moment he spots you (before initiative order starts) just say so, since I just placed you where I thought it would make sense. Good luck. Oh, and Ku'ada spent the time while you were dispatching the sleeping apes casting a message spell and speaking to one of the humans in the camp.

Nu'mara |

Since you are keeping the initiative, does that that mean big bad Garboko goes last?
Nu'mara sees the giant gorilla thundering towards them and lets her knocked arrow fly toward the charging behemoth. She then drops her bow and draws both her axes.
Attack 1d20 + 8 ⇒ (11) + 8 = 19 Damage 1d8 + 2 ⇒ (2) + 2 = 4

Mike the GM |

Garboko will act on initiative count 14, after the PCs on that count.
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18 Ceer
16 Corvus & Mo'butu
14 Ku'ada & Nu'mara, Garboko
12 Rheed

Mo'butu |

Garboko looks very scary!
Mo'butu and Bwenge hold their place, hoping their friends might be able to whittle the large ape down with arrows and spells before it gets to them. "Not likely," he thinks to himself, looking at the massive creature moving in their direction. He grips his scimitar and schield tightly, knowing this was going to hurt.

Ceer |

Is it my turn? I thought you meant that we reset the initiative order to the top. If so, then this is what I do. If not, then I'll wait for my turn.
Ceer turns sharply at the sudden approach of the huge ape. I don't know if I can put this one to sleep. he thinks. Maybe this will slow him down. He then speaks an incantation and points to the ape.
Ceer casts Grease (DC 15) at the intersection of 26,27 x Q,R.

GARBOKO - NPC |
@Ceer: Correct.
Reflex save: 1d20 ⇒ 12
Garboko manages not to fall as his feet land heavily on the greased earth. It is hard to say whether he will stumble and fall as he continues to power his way through the jungle, or whether he will simply run straight through the spell...
... and we'll find out on his turn!

Corvus Kubaryi |

Corvus calls upon her inner reserves of strength and ferocity - entering her 'zone.'
In the 'zone'. Corvus is acutely aware of the primitive nature of all animals. Pride and standing count for a lot in their world. As she holds her sword in both hands, she stares deeply into Garboko's eyes. Her intention is to demoralize the beast and if he back down, the apes may choose to disown him as their leader.
Rage Power - Intimidating Glare - Standard Action
Intimidate roll 1d20 + 9 ⇒ (18) + 9 = 27
Rage round 1 of 9 rounds today
Temporarily STR = 20, CON = 20, AC = 12, HP = 31

GARBOKO - NPC |
Sorry everyone, busy day yesterday.
Nu'mara fires an arrow at Garboko, which grazes his shoulder, but he continues barreling towards the party. By jumping and swinging on a low-hanging branch (which cracks beneath his weight), Garboko manages to avoid slipping on the spell cast by Ceer. Rushing headlong into the group, Garboko attempts to tear through Nu'mara's armor with his mighty jaws filled with razor-sharp teeth. However, her finely-made shirt of chain mail is too tough- for now...
Acrobatics check to move at half speed through grease spell: 1d20 ⇒ 4+? = success. Attack roll: 1d20 ⇒ 5+? vs AC 18 = miss. Notes on the map: Garboko has 10 ft reach. Also, the brown area is the grease spell.

Rheed |

Rheed drops his bow as the massive ape charges forward. Ducking forwards in an attempt to avoid Garboko's powerful arms, the em-mercenary draws his sword and axe.
Acrobatics (tumble) 1d20 + 5 ⇒ (10) + 5 = 15 (to U31)
Letting our a low grunt of exertion, he swings his sword towards the beast's side.
Longsword 1d20 + 6 ⇒ (15) + 6 = 21, 1d8 + 3 ⇒ (4) + 3 = 7