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Sorry for the confusion - the Senhora has asked for the head as a trophy for the Sultana. I’ll treat your roll as a History check. The Sultana is not known to be in ill health, but she is getting on in age and has an ailing son. “I assure you, my daughter would need those specific organs - not many magical beasts here. As to what you need, I’m sure any great beast will do so long as it looks impressive. Not much is known about this one yet. We’re used to foreigners raiding our jungle for trophies. You’re free to the head of this one once we’re done with it.” The chief does not sound particularly concerned as to the party’s particular obligations. ![]()
“It could also be poison, though one unknown to us,” Seletar continues. His father disagrees, defending the Dumarans they allow into the village. “Whatever the exact cause,” says the chief with a quelling look at his son, “the malady is in the brain. We saw that the beast was a magical creature, possibly of fey origin, so its brain is ideal for strengthening my daughter.” Ethra has heard that ingesting a part of something to take on its properties in the corresponding area adds great significance and power to local magic and healing, though those who practice it are secretive about their methods. Besides what Lark observed, Ethra notices a slight tremor in the girl’s hand. The herbs include ones that heat up the body, according to locals, and a paralytic. Seletar’s sudden appearance seemed to be due to surprise on his part, although a still-wet wooden bowl behind the curtain suggests he may also have been administering water or medicine. Thinking about the beast, Lark isn’t certain that the head will retain its use as a trophy if the brains are harvested. The Sultana might herself be interested in the healing attributes of the brain, for that matter. ![]()
The girl squeaks as Lark approaches and hides her head in the pillow. Despite this, he observes flushed cheeks, a higher temperature, shallow breathing, and wide pupils in the girl, all suggesting a heightened immune response. Looking closer, he can also see swelling around the back of her neck and bluish fingernails - not good signs. The chief waves him off healing, saying, "Appreciated, but we have tried regular healing without success. This is more than a typical disease. Nor is it a curse or enchantment. We suspect a supernatural or extraordinary ability." "Laid down by a Rodinian, no doubt," Seletar mutters, narrowing his eyes at the group. (reminder - the Rodinians are natives of the other continent, including the Lusitanos, that have been starting to colonize or trade in the area) Will post in response to Lark's last check and Ethra's next, just getting this out before bathq|\\\\\\\\\time. ![]()
Tabynth did notice a tattoo in the very first post, and then there was this encounter with Chiang So (I had to search the thread to find that!): https://paizo.com/campaigns/v5748p75ivk9n/gameplay&page=2#63 The chief, sensing the party’s hesitation, adds, “Please. My little girl is very ill. This may be her only chance for survival.” Seletar’s mouth twists, but he nods. ![]()
As Tabynth talks, Seletar bursts through the bamboo curtains at the back, revealing another glimpse of the young girl, who peers out again then ducks back. He hurries to stand behind the chief, brow creased. Investigation checks may be rolled against Seletar. The chief stands and circles the party, his focus on their necks. He chuckles. "We've seen tattoos like this before. I can offer more than money - perhaps you would like a chance to learn more about these markings. I don't know what the Senhora is after, but I am interested in the beast's brains." Roll Nature. ![]()
Good to have Lark back :) The chief waves his hand to grant Tabynth permission to handle his beloved pet. He quickly takes back his chicken, alarmed, when she moves at the wrong moment, gets a feather pulled out, and squawks. He mutters something about Rana and lets the chicken loose with a pat on the head. Looking behind the curtain, Ethra sees a young girl of around 5 laying on a mat, a dark flush on her cheeks. Several gourds, smelling of strong herbs, are on the ground around her, and a jar of leeches sits to the side. As the girl notices the curtain's movement, she gasps and pretends to be asleep. She cracks open an eye to look at the flower but only snores at Ethra's introduction. Tabynth slides towards the Chief and Seletar unnoticed. They are speaking in Bahsa. "...so angry lately," says the chief. "I have simply learnt caution," says Seletar, though he sounds uncertain. He slams a hand into his fist. "After all that outsiders have taken from us, how can you trust them?" "Dedari's life is at stake. Is it not worth the chance?" Seletar sighs. "Let me keep an eye on them." "If it would put you at ease," says the chief. He clasps Seletar's shoulder. "Enough jumping at shadows, my son." They walk off talking of village matters. People can share their findings at this point, before the chief comes back... As the chief pours, he says casually, "Perhaps you have heard of the bounty? We thought word would not reach Dumara yet." ![]()
The chicken pecks delicately at Tabynth and says that its day is going well except for a tick it can’t get out of its tail feathers. Chief Aman is delighted to watch the exchange, boasting of his chicken’s intelligence. The chief beckons the party into the longhouse, where there are intricately patterned cushions laid out to sit on, and says he will go fetch tea. Seletar is waiting for him by the door and tags along, speaking in hushed but agitated tones. While they are gone, a curtain of wooden beads at the back of the room rustles. A young girl laying on the ground peeks out quickly, gasps, then retreats. Both men enter some time later with a tray. Seletar heads behind the curtain. “What has adventurers such as yourselves interested in Tanohsit?” asks the chief as he pours. Murmurs and a giggle can be heard from behind the curtain. Things to do: Perception or Insight checks at any point, backtracking to address anything specific, any Investigation or Stealth that your character might want to attempt. ![]()
A ripple of laughter follows Ethra's offer. "I think the chief would have a lot to talk about!" says Rana. Seletar actually cracks a smile. "Tabynth, I'm sure-" He stops short as an older man approaches from the largest longhouse, a crown on his head and a chicken in his arms. The villagers snap to attention and clasp their fists over their chests. "What trouble have you brought me?" he asks Seletar with a chuckle, then presses his forehead to the younger man's. He turns to face the party. "Long time since I have seen new faces. I am Chief Aman anak Aring. Shall we drink tea together? The jungle looks to have worn you out!" Fun fact - the chief's picture is adapted from an actual photo. Obviously, I had to write in the chicken once I saw it. ![]()
For taking peeks, we can use the roll as an average. With multiple attempts involved, you can try another sleight of hand roll. Tabynth receives a clout to the ear, like those given to misbehaving Dumaran children, in response to her attempts to loosen her blindfold. She is escorted under closer supervision after that; both of her arms are grabbed. On the way, Ethra spots a glimpse of glowing blue around the edge of the water that reminds her of faerie fire. Once blindfolded, she is pushed along and unable to fall back. Her spellcasting draws some attention, but fortunately, a mushroom enthusiast is interested in what she has to say, and the others just groan and drop the topic. We can backtrack later if needed, ie anyone else wants to try anything. Soon, the ground becomes less uneven under the party's feet, and their blindfolds are removed to reveal the sight of several longhouses teeming with activity. "Welcome to Tanohsit," says Seletar without much enthusiasm. "Are you ready to see our chief, or do you need to prepare gifts first?" ![]()
Went through my pics - how's this for monkey Ethra? Rana laughs. "That would take the whole village and time we don't have!" His smile fades. "The Lusitanos have better weapons and numbers than us. Trickery must be our armor. We will see you safely away when your business here is done." The group's pace flags as they travel, exhausted by the heat and rigors of the day. Seletar occasionally doubles back, annoyed, but the others don't seem to mind, joking and playing pranks along the way. Glimpses of the lake can be seen occasionally, but the villagers are wary of getting too close because the rumours of the glowing lights. Finally, as the afternoon wanes, Seletar whistles and everyone slows. He brandishes the blindfolds with a smirk. The party can go for it and/or roll checks to try something, e.g. sneaking a peek or leaving a trail. ![]()
Ethra recognizes the cry as that of a local bird called the ruak-ruak, which is more often heard than seen and is known as a retreating, shy bird - or perhaps, as the villagers might interpret it, a cowardly one. Seletar looks at the rest of the party, eyebrows raised, then stalks deeper into the jungle. "Come along," he calls without breaking stride. The others file after him except Rana, who peers into the pit and sighs. He opens his mouth as if to say something, then retreats to within view but out of earshot of the party. ![]()
Tabynth notices unease amongst the villagers in response to Seletar's speech. Seletar himself looks at the party with barely suppressed triumph, as if he is hoping the party will not cede to his demand. No one appears to be eying up the party's belongings. Ethra doesn't observe anything off about Seletar. At Lark's speech, a few villagers casually let out croaking cries, their gazes wandering. Nature may be rolled. In response, Seletar stiffens. He takes a deep breath before speaking again. "Of course our village is not hidden," he says evenly, "but, as you have noticed, our traps are. Our guidance is for your safety. Lark, as you say, perhaps we can dispense with the blindfolds for travelling. In that case, I would request blindfolds as we reach our outer guards as a sign of good faith." "I already have one trap to rebuild," says Rana, patting his stirge. "Wouldn't want you to find any more!" A few people laugh. Seletar sighs. "Can we be on our way?" ![]()
There are a few nods in regards to the mention of the beast, though they are met with glares from Seletar. Bringing up the lake causes a stir, the villagers murmuring amongst themselves. "There is glowing further south now?" asks Ini, brow creasing in concern. "Our people never had such troubles until the Rodinians came," Seletar mutters. "A sorry state for us to be accepting aid from outsiders." He looks briefly at the drawing, then dismisses it. "That grows everywhere around the lake. You can probably pick some up on the way." Behind him, Ethra notices the man with the stirgw on his shoulder shake his head and mouths, "Not now." Out loud, he says, "We would welcome the assistance. I am Rana." He smiles and nudges Seletar. Seletar rolls his eyes and says, "You must understand, we have been under threat for some time now. We must protect ourselves from intruders." He digs around in a pouch and pulls out several strips of cloth. "If you let us blindfold you, we will tapke you to our village." He stares down the party. The party can roll Insight. ![]()
Tabynth is able to climb out of the pit. At the mention of Kitu, the group lowers their weapons. The mud on their sarongs has dried, suggesting they have been out for a while since the wet morning. The man by the pit clasps Larks forearm briefly. "With Lusitanos crawling all over our land, there's always trouble," he says. The group turns their heads and spit. The recently-freed victim of the monkey attack gasps and says, "Plus the beast and the-" "Hold, Ini! It is not for us to explain." The man by the pit stands up and crosses his arms. "I am Seletar. Where are you from? What information do you seek?" ![]()
The people at the top of the pit grip their own weapons as they see Berm reach for his but otherwise make no move. “They took out most of the stirges,” says the one who has the final stirge perched on their shoulder. “We are from Tanohsit,” says the man who just approached, squatting by the pit. His lip curls. “Apa will want to talk. Get out of there and we’ll bring you to the village.” He does not sound particularly happy about the prospect. Lark slowly makes his way out of the pit. ![]()
The rope secured, monkey-Ethra flings herself onto a hapless victim, who had been watching her tie the rope with interest. He squawks and stumbles backwards, kept from falling by the other onlookers. Those in the pit can hear the commotion, as well as laughter. "Throw a banana at it!" "No, it's lonely, groom it!" The man attempts to pry Ethra off, though his success is hampered by trying to be gentle. Strength (disadv): 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (12) + 3 = 15 Ethra may roll an opposed Strength check to stay on. Whoever's going first on the rope (whoever posts next other than Ethra) can roll an Athletics check to see how far up they get. A voice cuts through the chaos, though Ethra is unable to see past her target. "What's going on here? Weren't there intruders?" The laughter abruptly ceases. ![]()
Berm can see branches overhead, but a long way up. Looking more closely, Lark observes that the spikes are made of sharpened bamboo. Some of the ground is dustier than other parts, suggesting that some of the bamboo stakes were planted earlier than others. There are old little crumbled bits of bamboo debris in the corner that might hint at others having been caught before. As Ethra nears the top of the pit, she observes several people, who appear local, carrying spears hiding behind the nearby trees, some perched up high. They are holding in laughter as they elbow each other and mime dropping things into the pit. ![]()
Initiative: Tabynth, stirges, Lark, Berm, Ethra My last post was before Lark’s turn - I know I’d previously indicated it was Berm’s, but I’d forgotten that Lark’s last attack had become one of opportunity, my bad. There are three stirges, one each attached to Berm and Ethra and one flying free. Lark lashes the unattached stirge out of the air. Berm can’t get the right angle to hit the stirge on him. Ethra smashes in the head of the stirge on her, and it falls away. Tabynth’s stab (with Ethra’s stirge gone, we can assume it was aimed at the one attached to Berm) misses. The final stirge on Berm drains some blood from him.
Berm takes 7 damage. Ethra hears some rustling near the top of the pit. Lark is up next. ![]()
Initiative: Tabynth, stirges, Lark, Berm, Ethra Much as Berm wants to hurt the stirge, he finds himself occupied. The stirge is attached firmly, so it takes all his concentration to remove it safely (i.e. removal takes his action). Ethra lands gracefully in the pit, avoiding the spikes, and heals Tabynth. Between Berm's help and Tabynth's stab, she is now free of stirges. The stirge at the top of the pit, still blinded, flies off. Of the four remaining stirges in the pit (Tabynth having just killed one), one is attached to Lark, draining his blood: L Dmg: 1d4 + 3 ⇒ (2) + 3 = 5 Lark takes 5 damage. The stirge detaches itself from Lark and, bloated with blood, attempts to withdraw and fly off. Since Lark has a reach weapon, we can count his previous rolls as going towards an opportunity attack here, if that works. He does not hit, but that would free up his next turn. The remaining stirges attempt to bite Tabynth, Berm, and Ethra, respectively (just using initiative order for that): Atk: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (14) + 5 = 19
Berm and Ethra get bit, and the stirges attach to them, one each. Berm and Ethra each take 7 damage ![]()
Initiative: Tabynth, stirges, Lark, Berm, Ethra Yes, everyone except Ethra is suffering disadvantage against strength- and dexterity-based rolls, which can be cancelled out with advantage. Lark’s attack against an escaping stirge takes it out in one hit, and its body falls to the ground. Berm’s heatstroke blurs his vision and causes him to miss the stirge. Jumping into the pit, he snags himself on a spike but, since he jumped in deliberately, does not fall prone. B Athletics: 1d20 + 6 ⇒ (3) + 6 = 9
Berm takes 2 damage. Thanks to the escaping stirges’ blindness, Ethra has the upper hand against them. E attack advantage: 1d20 + 6 ⇒ (10) + 6 = 16 She takes one more out, leaving only a single blinded stirge at the top of the pit. Tabynth’s stab at the stirge on her narrowly misses, it being attached too closely to get a good angle. There are still 5 stirges in the pit, 2 of which are attached to Tabynth & Lark and drain their blood: Drain: 1d4 + 3 ⇒ (3) + 3 = 6 Tabynth and Lark each take 6 damage. The other three attack Tabynth, Lark, and Berm, respectively:
Another stirge bites and attaches to Tabynth. Tabynth takes 7 damage. Lark pulls out the insect repellent and applies it; mosquitoes are giving him a wide berth now, but the stirges have not budged. (stirges are magical beasts, despite the resemblance to insects) ![]()
Damage: 2d6 ⇒ (1, 3) = 4 Tabynth catches her bearings quickly, though slightly winded, while Lark is not so fortunate and lands on a spike. Tabynth takes 2 damage. Lark takes 4 damage. Both land prone. 1d6 ⇒ 3 Tabynth is able to hit three stirges with Colour Spray, having to angle to avoid collateral damage. Attacks against them now have advantage. They attempt to fly away. This gives Lark the opportunity to lash out with his whip at one of them and takes the retreating stirges within attack range of Ethra and Berm at the top of the pit. Of the remaining five stirges, three attempt to bite Tabynth and two go for Lark. 1d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (2) + 5 = 7
They each get bit once, taking 7 more damage, and now have a stirge attached and continuing to suck their blood. An action can be used to remove the stirge. It can still be attacked, as well. ![]()
All right, majority has it! It is slightly cooler closer to the water and easier to navigate, preventing heatstroke from getting worse. As the day turns into evening and the group follows a well-worn path forward, Ethra and Berm spot something amiss ahead of them. Their cries of warning come too late for Tabynth and Lark, however, who feel the ground give way under them. They plummet into a cunningly disguised 10-foot pit filled with unfriendly spikes and stirges! 1d20 + 3 ⇒ (19) + 3 = 221d20 + 1 ⇒ (5) + 1 = 61d20 + 4 ⇒ (14) + 4 = 181d20 ⇒ 81d20 + 3 ⇒ (18) + 3 = 21 TSLBE Initiative: Tabynth, stirges, Lark, Berm, Ethra There are 8 stirges. Their first reactions (surprise round) are to attempt to get out of the way of the falling adventurers. Arcana may be rolled for knowledge about stirges. Tabynth and Lark may roll Dex saves to lessen the falling damage and hopefully avoid some spikes, remembering that heat stroke gives them disadvantage right now. Instead of avoiding damage, the save may be used to try and squash a stirge. ![]()
GM Screen:
B con: 1d20 + 4 ⇒ (3) + 4 = 7 The day is even hotter than the one before. All except Ethra are fatigued, and despite her able navigation, the pace is slow. It’s hard to say whether, if trying to reach the lake at the best time to harvest the gumwood, a short rest prior to continuing (so that everyone is in top fighting form) might be more expedient than forging on under such conditions. Tabynth observes some large gaps in the canopy, a tree with an ape-like face on the trunk, and the occasional deep footprint or two, although she is never able to find more than a couple at once. ![]()
Initiative: Tabynth, Lark, Ethra, monkeys, Berm. With a mighty swing of his maul, Berm pulverizes the monkey that had attacked him, leaving only one left by him and Ethra. The monkey that had been holding the backpack is otherwise the only one left. I hadn’t heard of letting a cantrip be a bonus action while casting a spell before - but I like that idea for cantrips that don’t deal damage, let’s do it! Upon Tabynth’s conjuring a large and smelly two-headed gorilla, the monkey that had been holding a backpack, still unable to move, curls itself into a ball, trembling. The last monkey by Ethra and Berm shrieks in terror and cringes. ![]()
Initiative: Tabynth, Lark, Ethra, monkeys, Berm. GM Screen:
Con: 1d20 ⇒ 8
Att: 1d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (16) + 1 = 171d4 - 1 ⇒ (2) - 1 = 1 Con: 1d20 ⇒ 14 Ethra catches a monkey unaware and blows spores right into its mouth, then smacks her Shillelagh onto its head, taking it out. The remaining two monkeys flying around Ethra shriek. One attacks Ethra, and the other goes for Berm. Berm takes 1 damage and acts next. The monkey that went after Tabynth's illusionary fruit goes in for a chomp, and its teeth pass through. It spits in disgust and flies off. The monkey holding the backpack is still frightened and unable to move. It clings even tighter to its treasure. Tabynth's shot goes wide and misses it, but she stays hidden. As Lark approaches, the monkey holding the backpack snaps at him, but one more crack of the whip proves too much for it. It relinquishes its prize, cringing, allowing Lark to grab it. Clarification from Lark - I'm guessing it was the backpack, not the monkey, you were grabbing? LOL! Ethra's spores don't affect the next monkey they hit. ![]()
In: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 1 ⇒ (13) + 1 = 141d20 + 4 ⇒ (16) + 4 = 201d20 ⇒ 21d20 + 2 ⇒ (11) + 2 = 13 TLEMB Throwing down an initiative here: Tabynth, Lark, Ethra, monkeys, Berm. Tabynth hides behind a tree. Lark's display sends the two remaining monkeys by the gear shooting into the air and towards at the edge of the campsite. One is still holding a backpack half its size. GM Screen:
Wis: 1d20 + 1 ⇒ (7) + 1 = 8 Dex: 1d20 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (15) + 2 = 17 Ethra's spell outlines the monkey still holding the gear in a glow. "Like the lake!" one of the monkeys screeches. The monkeys she addresses, however, seem less impressed. They converge on her, teeth snapping, and call her a party pooper. GM Screen:
Attack (advantage from pack+disadvantage from Lark's first intimidation): 1d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (10) + 1 = 11
Attack (crit): 1d20 + 1 ⇒ (1) + 1 = 2 Attack (dmg): 1d4 - 1 ⇒ (2) - 1 = 1 Busy still chattering, only one gets in a lucky nip. Ethra takes 1 damage. Berm makes his appearance after the monkeys swarm Ethra. Tabynth's illusion of tasty fruit appears, drawing the attention of the two monkeys that had been by the gear. Lark Channels Divinity on the glowing monkey holding the backpack. It freezes, even its wings, causing it to fall to the ground. The wings and the backpack catch its fall and only cause minor damage. ![]()
The monkeys whimper and cringe at Lark’s stern tone, buying a brief respite, but he is unable to corral them further. Ethra wakes right before Lark comes to ask for her help. Taking in the scene, she spies three more monkeys already digging around in the gear. The monkeys are all excited at the thought of food but are even more definite that what they want is treasure. The first set of monkeys makes a transparent attempt to fly around to the back of the campsite, but Ethra’s command stops them short. Her shout wakes up the sleeping party members, The monkeys put their hands on their hips, hovering, and ask disappointedly why she would want to stop the fun. Meanwhile, Lark also spots the second group of monkeys as he turns a closer eye to the gear. One feints to the side, but Lark’s whip is ready, lashing it out of the air. It collapses onto the ground, unresponsive. ”Betrayal!” Ethra hears one of the monkeys on the pile cry. Everyone’s up now and has a chance to react, either via combat or other means. It may help to clarify what armor, if any, you slept in. ![]()
GM Screen:
Chance: 1d4 ⇒ 4
Stealth: 6d20 ⇒ (9, 16, 19, 8, 3, 8) = 63 The night passes uneventfully until the final watch, when Lark notes something unmentionable dropping from the sky that he traces back to a flying monkey, which squawks upon bring noticed. Looking more closely, he spots two more creeping toward the gear. Lark is free to act. Everyone else can roll a Perception check at disadvantage to determine if they also hear the flying monkey on their own, DC 10. ![]()
The lake is still a few hours' trek away. For normal hydration needs, the Goodberries can count, but heat stroke will require extra. Tabynth is unable to find any further clues regarding the beast. Other remains that they come across in the jungle lead her to believe that the carcass she found with the skull cracked open was not that fresh. With Ethra leading the way, the group finds the ruins of a Dumaran village. Most of the structures have been razed to the ground, a faded Lusitan flag planted over top. There is still sufficient enough shelter that everyone is able to recuperate in the shade, with the help of Goodberries and their waterskins. Several rain barrels stand nearby, full with a layer of scum on top. Lark is able to set his net up as a hammock. Sounds like people are ready to rest for the night. You may want to discuss any arrangements around that now that there's a place to camp. ![]()
Berm and Lark find themselves getting light-headed from the heat and in need of some rest. Heat stroke! Disadvantage on all checks involving Str or Dex (eg attacks, Stealth, saves) until a short rest is taken in the shade and water is drunk. Despite Berm's wooziness, he works with Ethra to forge a path. They are fairly certain they are heading in the direction of the lake and, consequently, the village. However, the dense undergrowth prevents fast travel. Progress is slowed by Tabynth's investigation, as she keeps losing track of the group while searching for clues. She does, however, find a beast with its skull cracked open and empty of brains. Deep, elongated footprints are visible next to it, but only in that area, with no indication of where the attacker came from or went. Ethra finds one of the small local deer known as kancil. It is timid, but her gentle touch soothes it. With some confusion, it describes a terrible cry that sent many beasts running and a large, ape-like creature with claws breaking out of a tree. Brightly patterned mushrooms should not be eaten, and parts of the lake have also started glowing. Its list of dangers to the jungle, as a prey animal, is extensive and includes every known predator species in the area. A buzzard tells Ethra that a new large beast has been seen above the treeline and that they are about halfway to the lake. It is now early evening, and the sun will set in a few hours. You can roll Survival to find a place for a short rest, if you choose, as well an additional check to find water if it's not in equipment or prepared spells. Alternately, continue forth. Otherwise, you can discuss your findings or try something else. ![]()
The apothecaries say that once the plant is harvested, it should be safe. It is easy to head in the general direction of the jungle. Everyone has to undergo a search and have their names recorded in order to leave the city walls, then they are on their way. The road winds past paddy fields against a mountainous backdrop until narrowing once the area becomes dense with palm trees. Under the dense, dripping foliage of the jungle, the midday heat becomes difficult to bear in even the lightest armor, and the trail soon fades to the naked eye. Roll a Con save versus the heat and a Survival check to navigate. You can also include any other checks you want or ideas/abilities you'd like to use. ![]()
Ethra recalls that the plant is easily disturbed and gives off irritating spores, so they will have to harvest it carefully. As Chiang So falls, Lark springs in to action to catch him. Tabynth, just a beat behind, manages to help keep Chiang So from face-planting. The apothecaries, Ethra, and Lark gather round. Danica takes Chiang So’s head in her lap, while Kitu pulls down a lens from his headband and peers close, muttering. Ethra is able to discern a faint pulse, although Chiang So is otherwise unresponsive. Lark is not able to figure out the magical effect. Kitu shakes his head. ”Poor boy wasn’t ready for such a mission after all his years shut away. We’ll do what we can until someone comes to fetch him. You’d best head on, or the same fate could befall you.” Lark identifies the item from Danica as a flask of alchemist’s fire. Next step possibilities: conversation, reactions, head out, any other skill checks. ![]()
Kitu smiles at Berm's enthusiasm and pushes his gold back towards him. "On the tab is fine. You'll want gold of your own." He gathers everyone's requests, calling, "Danica, update the account!" A young Madhuri half-elf with short hair and a nose ring, whom Tamblyn can recognize from her exploration, emerges from the back of the shop. Chiang So pauses some increasingly distressed mumbling to wave, which Danica returns with a smile. She pulls out some books and an abacus, then looks at Kitu. "Should we ask about the gumwood?" "Right!" says Kitu. "Bastard gumwood grows along the shore of Lake Medaya. We use it in many potions, but our supply has dried up with the attacks. Maybe you could pick some up? We can pay. The Senhora won't mind, I'm sure." Danica hands over a drawing of a plant. "Just be sure to collect it at dawn, and -" she fishes under the counter - "you might need one of these, just in case you get swarmed." Chiang So's mutterings rise into a wail, and he tugs his hair. "I can't do it!" he says. "If I go out there, I'll die, I know it! Even a life like this has to be better. I just can't-" His body flails as a tattoo of Lau symbols on his neck, new to everyone but Tabynth, glows, sending sparks of light down his veins. He stiffens and falls forward. Checks: people can roll Dex checks to catch him, Arcana on what just happened to Chiang So or what Danica had pulled out, Medicine to check him, Nature on the bastard gumwood, and/or anything else they can think of. ![]()
Ethra doesn't get much of a look at Chiang So's gear, but he wears no armor and carries an intricately carved staff. "The Senhora?" Chiang So scratches his head. "You're right, Lark, that you won't see her true feelings anytime soon. No troubles with room and board, no beatings... but she wants her money's worth." In response to Tamblyn, he says, "I've mainly just been crafting, sleeping, or visiting the apothecary. I hadn't left the workroom in weeks when I came to collect my gear. Not much of a life, but I knew no other way to fund my studies than servitude." At Kitu's... Kitu's eyes narrow as Lark describes their mission. "'Just charge it to the Senhora', haven't heard that before, right..." At Chiang So's squawk of alarm in hearing about the large beast, though, his face clears. "Long time, my friend! I suppose they're with you? Very well, then." He throws open a low cupboard with a flourish. "You are in luck, we have two Potions of Healing right now, 50 gold apiece. The merchants have been cleaning us out thanks to the attacks in the jungle; it will be good if you can take out the beast." Chiang So whimpers and starts pacing. Kitu continues, unfazed: "You might also wish to purchase our insect-repellent incense for 1 silver - no guarantees for larger creatures or swarms - an herbalism kit for 5 gold, antitoxin for 50 gold, holy water or acid for 25 gold, and alchemist's fire for 50 gold. The Senhora is sure to keep an eye on her accounts, so you ought to choose carefully." Characters can also inquire about other gear. In response to Ethra's questions about the jungle's inhabitants, Kitu says, "You probably want the village of Tanohsit - just a couple of longhouses on the far side of the lake, but good trading partners. They usually keep to themselves apart from necessary transactions, but Chief Aman is a reasonable man." With Kitu distracted and no other customers in sight, Tabynth can easily sneak about. Tabynth: Heading past the counter towards a partially open door, Tabynth can see a woman's back as she grinds herbs, head cocked. ![]()
Chiang So laughs nervously. "Monster hunting?! I've been crafting magic items the five years I've been here, only a few small jobs in the city or procuring components otherwise. Outside of the house, I've mainly just been..." He points to a similarly white-stuccoed building next door, this one a shophouse. "Here, to the apothecary's." Inside, a bright-eyed, tan gnome with tools strapped to his forehead plummets off the counter to come greet you. "Welcome, welcome! I am Kitu the apothecary - I know, it's a girl's name, but here I am. What can I help you with?" "Has to mention the name every time..." murmurs a voice further back in the shop. People can backtrack to talk to Chiang So a bit more if they wish, or just talk to the apothecary. ![]()
The Senhora clarifies that the tab will be paid by her before Tabynth leaves. As the group collects their gear, Fatima enters the room with a thin Lau half-orc wearing an eyepstch, talking a mile a minute. He blinks. "Oh wow, are there more of us?" he asks. "I thought I would be alone here. I'm Chiang So, nice to meet you." He shakes everyone's hands, chattering pleasantries, and nods at Berm. "And I get my equipment back too? What a day!" Fatima shrugs, in the midst of unlocking a cupboard. She hands the group a healing potion. After a glance at Chiang So, she hands over another. Both are stamped with the colony's seal. "Better get on with it," she says, escorting you out. Chiang So shades his eyes. "It's been so long since I've been out, I thought they just wanted me for my crafting. I was starting to get lonely, glad there are more of us now. Oh! Sorry, I suppose it's still fresh for you. What are we supposed to be doing? Shopping, sending messages, escort duty?" ![]()
Tabynth recalls (and shares) that the legal matters of civilians in the colony are handled by advocates, who charge hefty fees. Frade, or Friar, Paxti de Azpilikueta is a well-known Divusian missionary from Lusitan who travels extensively between Madhu, the Straits, and Lau. Lark:
Lark doesn't know of any specific laws the Senhora might be referring to. Local laws are typically stern in their stance on stealing. The Senhora crinkles her nose. "I don't know how one might keep such a trophy fresh. I assumed you would. I have an account at the apothecary next door, if you need their assistance. "As to the beast itself, we only have rumours from travelling merchants, who say it can tear out a tree with its bare hands. Perhaps the local savages will know more." Ethra:
Ethra thinks, by the description, the beast is likely to be Large or bigger. The mention of hands suggests an ape or other biped. "If there's nothing else, you can pick up your gear and be on your way." The Senhora nods to the remaining servant in the room, who moves to the door to lead you forward. Next steps: you can ask more questions, share information, react, go gear up... ![]()
Tabynth's rolls are on fire! I think the +6 was right because of Intelligence +2 plus proficiency +2 and expertise +2. Next level, proficiency bonuses will go up, so the expertise will change again then. Lark is unable to interpret the Senhora's actions with her still being so unknown to him. Tabynth:
Without use of "Detect Magic", the exact magical details of the mirror can't be determined, but there are runes etched along its borders that suggest a magical nature. Something about it reminds her of mirrors used in spell component pouches, which are often used in scrying spells. The Senhora had whispered to the servant, "Bring me the one on his own." The Senhora pouts. "Of course if you are innocent, that is such a muddle. By our law, Divus has deemed you guilty, but if an advocate can present evidence otherwise, you would be released. That might need testimony from Frade Paxti himself to be convincing, though! Perhaps you would even wish to stay on under a new, profitable contract." People can roll History or Religion checks on local law and/or Frade Paxti. "When you complete the work I give you, you may pursue any such avenues, however successful they may be." She gives an indulgent smile. "I should like to see any loot you might make while out, as long as you are collecting it lawfully. It's sure to pale in comparison to the cost of your contracts, so I will probably allow you to keep it for these little... endeavours of yours." "For our first task together, there is a large beast roaming the jungle outside the city that would surely make a pretty trophy for the Sultana of Asahan's palace. Bring me its head. Naturally, you will receive your gear again - we can't have you going out defenseless and ruining my investment!" She leans back in her chair. "I trust I have made myself clear?" ![]()
Update time! People can fit in a little more conversation/reaction in their posts prior to their response to what follows, if they want. Fatima emerges after morning prayers have finished. Sleep has not sweetened her mood, nor made her more informative. She leads everyone upstairs without a word. The room she beckons the group into is a large, airy study with doors open to the front balcony. A mirror with shifting, shadowy forms along the periphery spans the back wall. Senhora Soares de Ferro walks in from the balcony, flanked by servants - or slaves - carrying palm fronds. She is a tall, dark-haired woman, surprisingly pale for such a hot clime and accentuating that pallor with a long white dress. A gold symbol of Divus hangs around her neck. She settles herself in the carved rosewood chair behind the desk as Fatima clasps one hand over a fist and leaves. The servants start fanning. "My darling escravinhos!" she pipes, clasping her hands together. "So nice to have us all together... oh, wait..." She points at each of you, counting along in Lugês, then whispers something to one of her servants, who bows and leaves. "Hard to keep track with the market so busy these days. I trust you have had a good rest and are ready for the task ahead! We have a Sultana to impress." ![]()
Ethra:
Ethra finds her stone for carving. Looking over the half-orc, he is snoring soundly, wicked tusks glinting in the moonlight. Though he appears as unarmed as the rest of them, his thick muscles show that he is not defenseless. His palms are calloused in the manner of a wielder of large weapons. The city rises at dawn with cockerels crowing, Rasulic worshippers singing calls to prayers, and Divusian bells ringing. A servant comes out and nudges at the half-orc's side, jumping back with a squall as he awakes. She slams down a tray of coconut milk and leaf-wrapped dumplings and takes off. "Mistress will see you soon!" she calls in retreat. GM Screen:
PerB: 1d20 + 4 ⇒ (2) + 4 = 6 Next steps: one more introduction from new companion Berm!
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