The Jungle's Claw #037
General Summary
Chapter 37: The Ambush at the Rendezvous
Game date: 5th day of the Bull, Year 13945
The party found themselves encamped at their designated rendezvous point along a tributary of the greater River Vo, approximately four miles from the inspection station at Vo-Len. It was well past 2 in the morning on the 5th of the Bull, and Kurgan's anxiety was becoming increasingly apparent as he frequently checked his pocket watch. The proprietor of The Jungle's Claw Tavern had expected to meet up with Captain Malista and the Rustleech hours earlier, but the river vessel had yet to arrive.
The party had successfully transported their contraband cargo overland to avoid the inspections at Vo-Len. Their burden consisted of fourteen experimental flamethrowers powered by Deezle fuel, along with two mysterious locked chests that Kurgan had been extremely secretive about. The porters and red shirts from Stillwater Bend who accompanied them had proven unreliable throughout the journey, requiring constant supervision and threats to prevent desertion.
During the wait, Fouk attempted to craft a miniature flamethrower using his artificer infusions, specifically trying to apply his repeating shot enhancement to create a handheld version of the larger weapons they were transporting. However, his attempt failed due to lacking the proper components and materials needed for such delicate work in the wilderness. The artificer would need to return to the better-equipped workshops aboard the Rustleech to have any hope of success with such an endeavor.
As the night wore on, the party's two hired guides, Lasha and Dorn, remained with the group. Lasha, the dream pedal-addicted ranger, had become quite close to Fouk due to their shared interest in the narcotic substance, while Dorn, the mysterious mute companion, kept largely to himself. The party had grown somewhat suspicious of these guides during their journey, wondering if they might have connections to the Mistwatch organization that still hunted them.
Sensing the growing tension and Kurgan's obvious distress about their delayed pickup, Fouk pressed the tavern keeper once again about the contents of the mysterious chests. This time, perhaps motivated by the precarious nature of their situation, Kurgan finally decided to reveal some crucial information about their true mission. Drawing the party aside for a private conversation, he shared some pipe tobacco and began to explain the real scope of their undertaking.
Kurgan revealed that while the flamethrowers were indeed dangerous contraband that could cause serious problems if discovered by House Green Glade's inspection teams, they were actually serving as a decoy for the far more important cargo. The two chests contained specialized technology that had been developed through a collaboration between Slazgar's artificer skills and Kurgan's own mysterious family connections and expertise. This technology was essential for the true objective of their mission: gaining undetected access to the Whispering Depths beneath Grizburg.
The tavern keeper explained that the Whispering Depths were not merely caves or tunnels, but the remnants of an ancient stronghold belonging to a god who had perished during the cataclysmic Black Fire War six millennia ago. This divine being had been particularly notorious even among the evil deities of that era, known as Zothra-Khar. The ruins of his domain lay deep beneath Grizburg, filled with supernatural dangers and ancient artifacts of immense power.
Kurgan further explained that all known access points to these underground catacombs were heavily monitored and guarded by the various rust baron houses who had been trying to monopolize and exploit the site for centuries. The specialized apparatus contained within the chests represented their only hope of bypassing these defenses and entering the Whispering Depths without detection. The technology was reportedly a hybrid of magical and mechanical components that could provide the stealth capabilities necessary for their clandestine mission.
In sharing these revelations, Kurgan also divulged some of the deeper political machinations at play. He revealed that Slazgar served Sythara, who would become known as the Witch of Nepos, currently ruling over the Kalnith Jungle. Sythara sought to return to the city of Nepos, described as one of the most evil cities on earth, a place where madness and ancient horrors seeped from every shadow and the very architecture seemed designed to drive mortals insane. Twenty years ago, she had escaped Nepos after killing half the royal family, and now she required a specific artifact from the Whispering Depths - Obsidian Fang - to facilitate her return to power.
While this conversation was taking place, BöötMóöntch's supernatural senses as a blood hunter began detecting the presence of undead somewhere to the northwest of their position. The Aasimar's training in combating the forces of darkness made him acutely aware of such threats, and his instincts were warning him of something approaching. At the same time, Fouk's more mundane perception picked up unusual sounds coming from the southeast, suggesting that multiple threats were converging on their location.
The party had barely begun to process these warnings when their worst fears were realized. Captain Streak Haldar of House Green Glade emerged from the treeline with a full contingent of seasoned jungle marines. The arrogant and flamboyant captain, known for his rivalry with Captain Tinmaw, had somehow tracked them to this remote location. His ship, the Golden Reed, represented House Green Glade's nature-based approach to river commerce, specializing in exotic animals, plants, and various narcotic substances rather than the technological focus of House Iron Wake.
Haldar's marines quickly surrounded the party and their companions, professional soldiers who moved with the precision of experienced predators. The captain strutted into the campfire light with obvious satisfaction, gloating about finally catching Kurgan red-handed with contraband that violated the river accords. He made it clear that he intended to arrest the entire group and transport them back to Vo-Len for formal charges that would implicate House Iron Wake in illegal weapons trafficking.
When Thronn attempted to intimidate the Green Glade captain, his effort backfired spectacularly. Haldar not only remained unimpressed but seemed amused by the orc's reputation, referring to him mockingly as "the blood clot Thronn" and noting that he was the most wanted orc in the entire jungle region. The captain's confidence was bolstered by his superior numbers and the professional quality of his marines compared to the ragtag collection of porters and red shirts accompanying the party.
As the situation grew increasingly dire, with Green Glade marines beginning to restrain prisoners and secure the contraband flamethrowers, Kurgan attempted to signal the party to remain calm and avoid taking any rash action. The tavern keeper seemed to believe he could still negotiate their way out of the situation, though Haldar appeared determined to see the arrest through to completion. The captain even sent Sergeant Becks to signal the Golden Reed to come collect their prisoners and evidence.
However, the tense standoff was suddenly shattered by the arrival of an even more dangerous threat. The Eastern Kurnok, led by Chief Scar Tail himself, burst from the jungle with savage intent. These crocodilian humanoids had been tracking the party since Scout Knock's betrayal of his former tribe, and they sought vengeance against Thronn for his role in slaying the white crocodile Quintyn. The Kurnok warriors descended upon the scene with primal fury, initially attacking the Green Glade marines who were caught completely off guard.
The resulting battle was a chaotic three-way melee as different factions found themselves fighting for survival. Chief Scar Tail made a direct assault on Thronn, clearly identifying the orc as his primary target for revenge. The massive Kurnok leader wielded primitive but deadly weapons, including nets, spears, and his own fearsome natural weaponry. His warriors spread throughout the battlefield, engaging anyone they encountered with savage efficiency.
During the intense combat, Lasha cast guidance on Fouk before seeking cover, demonstrating her limited combat capabilities compared to her skills as a guide and pathfinder. Kurgan retreated toward the equipment while taking potshots at the Kurnok leader with his crossbow, landing a solid hit that wounded but did not stop the enraged chieftain. The various red shirts and porters either cowered or made ineffective attempts to join the fight with their basic weapons.
Sherman immediately assessed the tactical situation and attempted to issue a direct challenge to Chief Scar Tail, pointing at the chieftain and declaring "I challenge you one-on-one." When the Kurnok leader showed no interest in single combat, instead focusing his attention on Thronn, Sherman escalated his taunts, calling Scar Tail a coward and questioning whether he was afraid to face a true warrior. The Goliath's attempts at intimidation were designed to draw the chieftain's attention away from his companions, but Scar Tail remained focused on his primary target.
BöötMóöntch attempted to close with Chief Scar Tail using his flame-tongue bloodthirst sword, but his initial attack missed as the combat situation remained fluid and chaotic. However, the constant supernatural pressure he had been sensing throughout the evening was beginning to overwhelm his senses. The combination of the approaching undead presence and the intense combat stress caused the blood hunter to succumb to sensory overload, and he collapsed unconscious just as the battle reached its peak intensity.
Sherman's sabertooth cat companion Azsmuntch took a defensive posture, ready to strike at anyone who threatened his master. The Goliath petted and kissed his feline companion while maintaining eye contact with Scar Tail, creating an intimidating display of the bond between warrior and beast. Sherman's strategy focused on psychological warfare, demonstrating his confidence and the loyalty of his dangerous pet to unnerve his opponents.
The battle intensified as more combatants joined the fray. Dorn, despite his usual silent demeanor, proved surprisingly effective in combat with his crossbow and twin short swords, landing several significant hits against the Kurnok warriors. His skill suggested that the mute guide had considerably more combat experience than his quiet nature had previously indicated. The various marines and porters exchanged fire and melee attacks across the battlefield, creating a deadly confusion of overlapping conflicts.
Fouk seized an opportunity to strike at one of the Kurnok warriors with his assassination abilities, though his target was not the chieftain as intended. The small artificer's precision with his short bow proved that his combat capabilities extended well beyond his crafting skills. Thronn's companion Meat-Beak, the vulture dog, also joined the assault, diving at enemies with its aerial advantage before retreating to safety with its sixty-foot fly speed.
Thronn finally had his opportunity for revenge, casting a fireball spell into the midst of the Kurnok warriors. The explosive magic illuminated the jungle night as flames engulfed multiple enemies, dealing significant damage to several Kurnok fighters while the heat and light created dramatic shadows among the trees. The orc taunted his enemies, declaring "Say hello to my little friend" as the magical fire consumed his foes.
Sherman and Azsmuntch coordinated their attacks against Chief Scar Tail, with both the Goliath and his sabertooth companion landing solid hits against the wounded Kurnok leader. Their combined assault further weakened the already injured chieftain, bringing him closer to defeat. The partnership between Sherman and his feline companion demonstrated the effectiveness of their bond, developed through many previous encounters and adventures.
As the combat continued, Chief Scar Tail proved his resilience and determination by launching a brutal assault against Thronn. The Kurnok leader's great club and vicious bite attacks dealt significant damage to the orc, demonstrating that even wounded, he remained a formidable opponent. The personal nature of their conflict added intensity to their duel, as Scar Tail voiced his hatred for the "white crocodile slayer" in his guttural dialect.
The turning point came when the party focused their combined efforts on finishing off the Kurnok chieftain. Sherman delivered the killing blow, and immediately commanded Azsmuntch to drag the body toward their camp so the cat could feast on Scar Tail's face. This gruesome display served both as a celebration of victory and a psychological weapon against any remaining enemies who might witness the aftermath.
Chief Scar Tail's death effectively broke the morale of the remaining Kurnok forces, causing most of them to flee into the jungle where the sounds of additional combat suggested they encountered other opposition. Just as BöötMóöntch had been sensing all evening, the undead presence he detected was finally making its appearance.
Captain Grimharbor of House Ashen Chain emerged from the darkness with a contingent of skeletal marines, their undead nature immediately apparent to anyone who observed them. Fortunately for the unconscious BöötMóöntch, his collapse had spared him from witnessing this confirmation of his supernatural warnings, leaving him blissfully unaware of the undead forces now surrounding their position.
The revelation that Kurgan and House Iron Wake had been working in secret collaboration with House Ashen Chain came as a shocking development. Captain Grimharbor's arrival was not coincidental but represented a prearranged backup plan in case the mission encountered serious complications. The undead captain and Kurgan exchanged items and information, making it clear that their alliance had been carefully planned and was essential to the success of their mission to reach the Whispering Depths.
House Ashen Chain's undead marines made quick work of the remaining Kurnok warriors, slaughtering them with efficient brutality while carefully avoiding harm to the captured Green Glade marines. This selective targeting revealed the political constraints under which the undead operated, as they could assist with eliminating the primitive Kurnok threat but could not directly attack members of a rival river house without causing diplomatic complications.
Captain Grimharbor explained that house rules prevented his forces from taking direct action against the Green Glade prisoners, despite the threat they posed to the mission's secrecy. After a brief conference with Kurgan, the undead captain and his skeletal marines departed with promises to rendezvous again in Grizburg to continue their collaboration. This left the party with a significant problem: twenty-one captured Green Glade marines who knew too much about their activities and alliance with House Ashen Chain.
Scout Knock, speaking in his distinctive heavy drawl, proposed a solution that would eliminate the witnesses while maintaining their cover story. The guide suggested torturing and killing the captured marines in a manner that would implicate the Eastern Kurnok as the perpetrators. This would require using Kurnok weapons and methods, including specific ritualistic killings such as crucifying the lieutenant and performing a blood eagle on Captain Haldar himself.
Scout Knock's detailed knowledge of Kurnok torture methods revealed the darker aspects of his background and his familiarity with the brutal practices of his former tribe. His enthusiasm for the proposed solution was evident as he delightedly detailed the specific procedures that would need to be followed. The captured Green Glade marines could hear every word of the planning being conducted in front of them, their muffled terror adding to the grim atmosphere.
The guide immediately began organizing the logistics of the deception, instructing the party to drag Kurnok bodies back from the treeline to stage the scene properly. Everything done to the goblins would need to be accomplished using Kurnok weapons to maintain the illusion. Scout Knock's expertise would be essential for ensuring that the torture methods matched known tribal practices and would convince any investigators who might later examine the scene.
Kurgan's justification for the extreme measures centered on the critical importance of their mission to reach the Whispering Depths and retrieve Obsidian Fang that Sythara required. The tavern keeper argued that allowing the Green Glade marines to live would expose not only their current operation but also compromise future efforts to access the ancient stronghold beneath Grizburg. The political ramifications could destroy House Iron Wake and eliminate any chance of completing their objectives.
The session concluded with Scout Knock enthusiastically outlining the specific tortures that would need to be performed to make the deception convincing, while the bound and gagged Green Glade marines listened in absolute terror to their impending fate. The party prepared for an extended skill challenge that would test their ability to successfully stage one of the most elaborate and brutal deceptions of their criminal careers.
Items Found/Treasure:
Kurnok weapons and equipment from defeated warriors
Captain Streak Haldar's personal equipment (secured with prisoners)
Various Green Glade marine equipment and weapons
Chief Scar Tail's great club and personal effects
Consumed Items:
Crossbow bolts fired during combat (estimated 6-8 bolts)
One fireball spell slot used by Thronn
Various arrows fired from short bows (estimated 4-6 arrows)
Dream pedal narcotic shared between Fouk and Lasha during rest period
One day's worth of rations and water for all party members during travel
Experience Points Awarded:
Combat with Eastern Kurnok warriors: 400 XP per character
Defeating Chief Scar Tail: 600 XP per character
Surviving Green Glade ambush through tactical thinking: 200 XP per character
Significant story progression and revelation of mission scope: 300 XP per character
Total: 1,500 XP per character
Notes to Transcript:
DM noted need to research proper torture mechanics for the upcoming extended skill challenge
Technical difficulties with Foundry VTT modules affecting combat tracking and automated spell effects
Need to clarify blood hunter undead detection abilities and range limitations
Time Progression:
Approximately 6-8 hours have passed since the previous session, with the party having taken a long rest during their overland travel and subsequent wait at the rendezvous point. The current scene takes place in the early morning hours of the 5th day of the month.
Consumed Items:
Experience Points Awarded:
Notes to Transcript:
Time Progression:
Approximately 6-8 hours have passed since the previous session, with the party having taken a long rest during their overland travel and subsequent wait at the rendezvous point. The current scene takes place in the early morning hours of the 5th day of the month.
Report Date
13 Jun 2025
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