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Guughwa seems to be very pleased.
The landscape along this bend in the northern river fork breaks up into dozens of small islands crowded with trees. Countless tropical birds roost in these islands, but one island hosts a large flock of mischievous coral capuchins.
Kn. Arcana DC 16:
Coral Capuchin are a local breed of magical beasts that resemble playful, flying monkey-fish. They are naturally thieving little creatures, and waste no time in attempting to swipe shiny things from any explorers they encounter.
Although Coral Capuchin are amphibious creatures, extended time outside any water harms them, so they must regularly be either submerged in water or thoroughly wetted down. Their bite bestows these qualities upon the victim. GM Rolls: 1d100 ⇒ 21
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"Yes, Wise and Great I," Guughwa looks very pleased by your words and disregards that you don't speak her language. "I know much. I know Song'o, I have their cauldron. I not want return it, but I may trade. You sing for me - I beautiful and glorious. You give as many things this cauldron worth - I give it back. I grant you answers."
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When you enter the small cave you are meet by a strange creature, who you guess is Guughwa. She resembles a cross between a turtle and a crab, with flippers instead of legs, a red snapping beak, and two blue-red pincers. The rest of her body is mostly green and she wears a brown necklace around her whole body. "ആർ ഗ്രേറ്റ് യുക്തിമാനും എന്നെ കാണാൻ വരുന്നു?" the creature gurgles looking at you and clicking her pincers and beak. Aquan (using Malayam): "Who comes to meet the Great Wise Me?"
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All right, moving forward. The path to the waterfall takes almost five hours and by the time you arrive the sun begins to set. You do not face any serious threat on your way to the Guughwa - which seem to confirm Zaahku's words about dangerous predators. Five breathtaking cascades of water tumble over the twenty-foot-high, vegetation-covered cliffs surrounding the pristine pool. A mist clings to the water’s surface, thick with the scent of a dozen flowering plants. A pastel rainbow of eggshells litters one side of the pool. Perception DC 14:
A small cave can be seen behind one of the waterfalls. Kn. Nature DC 12:
There are eggs of more than 20 different bird and reptile species in the mess. Kn. Arcana or Local DC 13:
Some of the eggshells come from coral capuchins — a playful magical beast. They also seem to be set aside in a place of honor. Kn. Planes DC 20:
Tojanidas are bizarre natives from the Plane of Water that resemble mixes between monstrous crabs and enormous snapping turtles. Originally elemental beings of water, tojanidas were bound into their strange forms long ago for unclear reasons, and no longer know how they might eventually return to their pure and formless state. Determined to preserve their pride, the grotesque tojanidas ply the waters of the planes seeking hedonistic pleasures—especially culinary ones—and the adoration of other races. Loquacious when addressed with the proper respect, they make excellent heralds and emissaries for more powerful beings, and often enjoy posing as such even when operating on their own. When riled, however, tojanidas make fearsome opponents, violent and eager juggernauts with snapping jaws and clacking pincers.
Adult tojanidas are roughly 6 feet long and weigh several hundred pounds. When threatened, a tojanida can retract its limbs most of the way into its shell, which is an irremovable part of its body. The ring of eyes completely encircling the tojanida's shell along its rim makes the creature extremely difficult to catch by surprise. While tojanidas adore eating, as they find flavor and texture to be two of the most fascinating senses, they don't actually need to consume food, instead drawing sustenance directly from the currents of arcane energy all around them via the magic of their shells. Blessed (some might say cursed) with extremely long racial memories, tojanidas wander the oceans and lakes of innumerable worlds, attempting to find unusual physical pleasures or conversation capable of distracting them from the insufferable ennui and apathy born of remembering their ancestors' experiences. Though the tojanidas themselves may not appreciate the burden of memory, adventurers and scholars often seek the use of a tojanida's recalled lore. GM Rolls: 2d100 ⇒ (68, 39) = 107
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Satisfied with the answer, Zaahku nods.
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"Communication between our people?" she scoffs. "Not a single time when outsiders promised us something we benefited from it. Only lost. And Song'o heard many promises and bargains for decades." There is however a thoughtful look in her eyes when she continues.
"Perhaps if you offer concrete help, so I know that I can trust you, I might be willing to help you," she pauses. "Can you help me with a problem our tribe has?"
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"I am Zaahku, the elder of this tribe. There is no one else," the elder introduces herself. "Well, that is terrible," she continues. "And I am grateful for your bringing Muhdzuzi back, but the lizardfolk problem is outsiders' problem, not the Song'o. We survived alongside the Mireborn for centuries."
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I forget to write it yesterday, so here it goes. Congratulations! You're now 3rd level. Also, Visruþ, here's the spellbook Jheri gave you and copying/reading rules. Spellbook: This locked (you have the key, of course) spellbook contains the following spells:
1st — alarm, comprehend languages, identify, magic weapon, unseen servant 2nd — minor image, protection from arrows, see invisibility, spectral hand 3rd — dispel magic, heroism, slow Wizard Spells and Borrowed Spellbooks
Spells Copied from Another's Spellbook or a Scroll
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish. Writing a New Spell into a Spellbook
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record. Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages. Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
With take 10 on Spellcraft you can copy any of them without rolling.
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You finally leave Pridon's Hearth and Muhdzuzi takes the lead as soon as you enter the jungle. Rain and wind are less severe inside the jungle, in exchange for damp, bugs and beasts. None of which luckily took interest in two-legged prey, except for the usual mosquitoes - but you got used to those. Mdiway, ate least according to Muhdzuzi, you encountered a group of Song'o trappers, who at first didn't want to even talk to you and shot a couple of arrows at your feet, but after Muhdzuzi went ahead, they settled down and agreed to come along. The settlement is built upon a particularly deep wetland, and you see that all of the huts are built atop bamboo stilts. Halflings living here seem to already know about you. They don't hide and welcome you, but nevertheless are suspicious of outsiders. "Enkosi! Ndiza kubuya!" Muhdzuzi runs away into the village and returns in a ten or so minutes. "Mhlawumbi bekuya kuba ufile ukuba wena, ngoko ke nceda uthathe ezi." He then thanks you once more and reunites with his friends, disappearing inside the village. In about half an hour after your visit you see an elder halfling woman walking to you, accompanied by five warriors. "Welcome, strangers. I see you've already made friends," she greets you in Common with a thick accent. "What brings you here?" Polyglot:
"Thank you! I'll be right back!"
"I probably would be dead if not for you, so please take these." Muhdzuzi's reward - a headband of inspired wisdom +2 and 4 potions of remove fear.
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It is a simple holy symbol, there is nothing unusual about it. "I like it no more than you, but what are the proofs? Gossips and words of an assassin - nothing more. And the note can be easily forged," Adaela helplessly shakes her head. "Yes, that was Hamsa's expedition." Visruþ - So suspicious. ;)
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"It's my job," he answers indignantly. "I don't enjoy it like some psychopath. It pays well." After one of you ran to Adaela's house and recounted everything, she soon appears at the scene.
She then asks that someone accompany her to the jail where she will write a report and order to clean up the bodies. "It's a pity you didn't manage to save the poor man, but you did a great job nevertheless. You caught one of them. I'll interrogate him once more and decide what do with all of this tomorrow. You should rest now." After a good night's sleep you meet Adaela to learn what her interrogation revealed.
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The "guard" drops down on the ground, but Visruþ can see that he knows that the tiefling can't hear a thing. "No need to be so angry, I like my life very much, that's why I surrender," he snickers at Trem, but starts answering his question nevertheless. "We're not just murdering people left and right, you know. We were paid - by Hamsa Gadd - to kill this youth, Kanjo Arram. No questions asked." When you search assassins, aside from their equipment you find a sketch of Kanjo and a note. "Make it look like he left town." Saurek:
You feel that he's telling the truth about them being hired by Hamsa, but you sense that he's not being completely honset about surrendering. Dead thugs possessions: potion of cure light wounds, alchemist’s fire (2), thunderstone, mwk chain shirt, daggers (3), mwk short sword, forged guard badge, 64 gp - x2, except a thunderstone, since #1 throwed one at you. The one you question has the same equipment.
GM Rolls: 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 5 ⇒ (19) + 5 = 24
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Trem's spell covers the ground with slippery grease but it doesn't hinder the two thugs, who continue to stand firmly. Moreover, the second thug manages to land a solid strike on Saurek, who is distracted by the dying man. The "guards" flanking Sulia attack her one last time and, seeing as their associate has almost killed the bleeding man, run away. The third guards finishes the bleeding man with a strike to the neck and joins the escape. Your turn.
GM Rolls:
[dice= "Guard" 2 Reflex save DC 15]1d20+5[/dice] [dice= "Guard" 3 Reflex save DC 15]1d20+5[/dice] [dice= "Guard" 1 AoO (Rekth)]1d20+4[/dice]
[dice= "Guard" 1 Attack]1d20+4[/dice]
[dice= "Guard" 2 Reflex save DC 10]1d20+5[/dice]
You remind me of my misses with a warblade I have in a DnD game I'm currently playing. I couldn't hit anyone for 3 years. Granted, it's a slow game and in those 3 years we had, like, a dozen combats maybe. I've only started to hit things during the last year. Now that I think about it, I'm not sure if that was supposed to cheer you up or depress you. :)
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The assaulted man makes a run as far as he can, but the first "guard" makes a lucky cut and the man falls down. Next moment the third thug catches up and sticks his sword into the fallen man, who is now bleeding profusely and does not move. The first thug also manages to land a strike on Rekth, leaving a deep cut. 7 damage for Rekth. His flanking buddy makes a successful lunge at Sulia, leaving her with an arm cut. 5 damage for Sulia. Your turn. Sulia, you have an AoO against the 3rd thug. GM Rolls:
[dice= "Guard" 1 AoO (man)]1d20 + 4[/dice] [dice= "Guard" 1 Crit]1d20 + 4[/dice] [dice="Guard" 1 Damage]1d6 + 2[/dice] [dice= "Guard" 1 Attack (Rekth)]1d20 + 4[/dice]
[dice= "Guard" 2 Attack (Sulia)]1d20 + 4 +2[/dice]
[dice= "Guard" 3 Attack (man)]1d20 + 4+4[/dice] [dice= "Guard" 3 Crit]1d20 + 4+4[/dice]
Well, no diplomacy would have helped you in this case. Be it a even 30 or higher. Think about it - they're trying to kill a person. Would you allow a random person to just go past and check on that person? However persuasive they are? Sometimes dice and skills are not enough.
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In response to Sulia's persistance, the guards pulls a stone from his pocket and calls his friends from the passage. The first "guard" then throws a stone at your legs, creating creates a deafening bang. Sarari, Sulia, Visruth are deafened. One of his associates runs up to help and both of them flank Sulia, but in his haste the second "guard" does not hit the target. Meanwhile, the third tried swings hes dagger at the man who called for help, but without any result for now. Your turn.
GM Rolls: Init: [dice= "Guard" 1]1d20+6[/dice] [dice= "Guard" 2]1d20+6[/dice] [dice= "Guard" 3]1d20+6[/dice] Avg. 18 Sau're'!K: 1d20 + 1 ⇒ (1) + 1 = 2
Surprise:
Round 1:
Sau're'!K Fort DC 15: 1d20 + 3 ⇒ (14) + 3 = 17
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"Can't do that, young lady," he blocks your way. "He's drunk, and is a danger to himself and you. We're escorting him home." Trem, Saurek:
He's clearly lying. GM Rolls: Bluff: 1d20 + 6 ⇒ (6) + 6 = 12 Sense Motive Sulia: 1d20 ⇒ 5 Sense Motive Saurek: 1d20 + 12 ⇒ (13) + 12 = 25 Sense Motive Trem: 1d20 ⇒ 12 Sense Motive Visruþ: 1d20 - 1 ⇒ (12) - 1 = 11
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"No, no. Besmara is a goddess, and Aspis Consortium is a trade company," clarifies Adaela. She answers any questions you might have, up until this enjoyable dinner eventually comes to an end. She wishes you good luck, and you leave her house, heading to the Stone Hall. Walking through one of the streets you see a town guard standing in front of one of the passages between buildings. As you walk past him you hear a cry for help, quickly muffled.
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"Me neither," Adaela shakes her head. Before the dinner starts she brings a bottle bottle of quality Eleder whiskey to accompany the meal. Muhdzuzi, although does look a bit upset, actually seems to enjoy teaching someone his language. Over the course of the dinner, Adaela tells you that she once was a holy warrior of Iomedae, leaving home to train in Eleder. For years she served her country, until one day her vows brought her face to face with her sister, who became a smuggler and major figure in Crown's End Besmara Cult. Adaela tried hard to redeem her sister, but to no avail. So, she forsook her vows, turned against her fellow soldiers, let her sister flee to the Shackles and then surrendered. Given the circumstances, her sentence was lenient: enslavement to the Narsus family to compensate them for the goods stolen by the younger Praet sister. When Servius Narsus freed his slaves after bringing them to Pridon’s Hearth, Adaela used her training to help keep the peace, and the count eventually appointed her sheriff despite her previous lapse in judgment. When the dinner is coming to an end, she asks you to listen to her warning.
She pauses for a moment, thinking about something and continues.
Adaela describes you what he looks like and where you can find him. Sulia, you know this without rolling.
Besmara (Kn. Religion DC 10):
Besmara, also known as the Pirate Queen, is a goddess most commonly worshiped by the sailor-folk of the Shackles or Ilizmagorti. She is said to captain her legendary ship Seawraith throughout the seas and waterways of the Great Beyond (especially the Maelstrom), making raids on places such as Hell, Elysium, Axis, and Heaven. Pirates don't tend to be a very religious lot, and generally only call on her on their death bed or if in extreme danger. Those few priests who do devote themselves to her, generally also are captains of their own raiding ships and have a fierce reputation. Her symbol is the jolly roger, a universal emblem of piracy, normally a white skull and crossbones on a black field. Trem, Visruþ - you know this without rolling.
Aspis Consortium (Kn. Local or History DC 15): Aspis Consortium is an unscrupulous multinational trade organization with a 200 years of history, based in Ostenso, Cheliax, but with interests in many parts of Avistan and Garund. Most people see the Aspis Consortium, with its blank-and-white-sailed ships, as a diverse group of tradesmen and non-landed nobility with their own private army of mercenaries, hirelings, and cheap labor, who have no ties to any one nation. Due to Cheliax's decline in the Inner Sea region since the beginning of the Age of Lost Omens, which also lead to a severe downturn in Aspis profits, the corporation has had to become more aggressive, always trying to be the first to exploit a new resource or manufacture a need for an existing product. It also has had to diversify its interests from pure trade to becoming brokers and procurers of exotic and highly valuable items. This has increased its prestige with the nobility and the powerful who desire these goods, and most Aspis agents are given free rein by local governments to pursue their activities. Their well-deserved good reputation for high profits and once-in-a-lifetime ventures, however, is balanced by increasing suspicions about their unscrupulous business practices. In the settled lands bordering the Inner Sea, the Aspis tend to maintain a pallor of respectability, but the farther one travels into the wild hinterlands, the more its agents' subtlety is replaced by open violence and cruelty.
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"Goober monster?" she looks at you quizzically. "Jheri, you need to rest," she tells her brother and disappears inside. "You remember where the bed is right?" "Of course I do, I've been here just a week ago," he answers weary, but turns to you before going into the bedroom. I haven't... properly thanked you, have I? One armed man digs through his possessions and pulls out first a locked book and second a small bag with money.
"Jheri!" you hear a woman's yell. "I'm coming, coming," the man finally comes inside. Adaela appears few moments later.
"Now, would you like to eat? I don't want to brag, but I'm an excellent cook." 500 gp total and a spellbook.
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With your help, Jheri gathers some of his belongings and, though still very weak, comes out of the house.
You turn back to Pridon's Hearth and slowly walk back, with your new companion. The path takes more time with a sick person, so you arrive at Pridon's Hearth late in the evening. Jheri asks you to see him to Adaela's house, where he'll rest. A short walk brings you to modest one-storied wooden house, not much different from many others in the town. Shortly after your knocking Adaeala Praet comes out and her eyes are immediately focused on her brother. "Jheri! What happened?" she exclaims worriedly and invites everyone in. "Please, come in, no need to stay outside." GM Rolls: 1d100 ⇒ 7
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"Abantu abagulayo kufuneka baphathwe, asinako nje nihambe kuye ngokwakhe," nods Muhdzuzui. "Ndiyazi iziseko - usele kakhulu amanzi okanye iti imifuno ngobukhulu, musa ukuhamba kakhulu. Makhe bayiphilise umzimba." Polyglot: "Sick people should be treated, we can't just leave him by himself."
"I know the basics - drink a lot of water or tea with herbs and don't move too much. Let the body heal itself."
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The last creature dissipates, and all of you can finally take a breath. Except for Visruþ, now lying on the ground unconscious, everyone is unscathed. You can hear a feeble call for help from inside the closet. When you open it, you find a shivering man there, who seems to be sick. Heal check DC 15: He has Red Ache. If you have First Aid kit you can treat him by making DC 15 Heal check and spending 10 minutes, or by giving him a dose antiplague.
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Rekth's splashes the ooze, and Trem's acid spell along with Sarari's mace strike visibly damage the last ooze. It tries to retaliate, but Sarari dodges his pseudopods. Your turn. Visruþ fails his stabilize check and thus has -4 HP.
GM Rolls: Acid Splash: 1d3 + 1 ⇒ (1) + 1 = 2 Ooze Attack: 1d20 + 5 ⇒ (6) + 5 = 11
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Both Trem's and Rekth's attacks hit their targets, sending ripples through slimes bodies. The left slime pounces on the tiefling beating, grabbing and crushing him with its pseudopods. 22 damage. Visruþ is in -3. The right slime retaliates to the dinosaur's headbutt with its own strikes, but none reach the target. Your turn. Visruþ - you already took an action when casting a spell and I assumed that "steps back" was a 5 ft. step. You can pull out your mace, but no step. I've returned you where you were, although even if you take that step the slime still reaches you, so it doesn't really matter. :) GM Rolls:
Ooze 2 Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Ooze 2 Damage: 2d4 + 3 + 1d4 ⇒ (2, 4) + 3 + (2) = 11 Ooze 2 Grapple: 1d20 + 11 ⇒ (14) + 11 = 25 Ooze 2 Constrict: 2d4 + 3 + 1d4 ⇒ (4, 2) + 3 + (2) = 11 Ooze 3 Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Also guys, a reminder - don't forget to update your sheets. I remember Visruþ has new armor, but old AC in the heading. Not that it would've helped now.
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Trem's attack makes a burn on the ooze, while Visruþ's strike does nothing but a squishing sound - the ooze just splits in two identical oozes, and then again when his electrical magic discharges. Now there are three oozes in the cabin. Rekth splashes into the original, spilling a considerable part of it. The mindless oozes in their turn attack those closest to them. The original fruitlessly attacks Rekth, while the second and the third are getting closer to their prey. Your turn. The map's on the 2 slide.
GM Rolls: Ooze 1 attack: 1d20 + 5 ⇒ (2) + 5 = 7
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As soon as both of you enter the cabin the poodle, which looked like a muddy puddle of water, begins to ball up into quivering brownish spherical shapes. The final result is sickly mass of protoplasm with long, dripping pseudopods that starts to slowly move towards you. Your turn. Here was a Kn. Dungeoneering check, but alas, none of you have it. GM Rolls: Initiative: Ochre Jelly: 1d20 - 5 ⇒ (8) - 5 = 3 Sau're'!K: 1d20 + 1 ⇒ (15) + 1 = 16
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