Captain collateral damage |
After the skum attack, several more weeks pass in peace. In this time, the nascent colony begins to prosper, completing the palisade and constructing several more houses. In about 3 weeks, another ship, called the Argent Cornucopia arrives from Andoran, bringing new colonists, additional tools and supplies, and more soldiers to reinforce the colony's garrison of 6. The atmosphere of fear and mystery in the once-abandoned colony is, if not absent, then significantly lessened after these weeks of calm.
Book 2 begins 6 weeks after book 1. I am going to be unable to post for a bit less than a week, which should give everyone time to use their free weeks and level up. We'll start book 2 when I get back! :)
Captain collateral damage |
Six weeks after the skum raid, Ramona calls you in to a meeting at the government house concerning a new discovery. When you arrive, you find her, Carver Hastings, and Lyra Heatherly standing over a table, inspecting a map of the island that looks very old. Carver speaks once you enter.
"Greetings, friends! As you can see, Lyra has discovered a new map of the island, one with numerous sites in interest. However, she also found a journal, which suggests this map was not made by the Azlanti. As you may have guessed, I am more than a simple soldier- I am also an associate of the Pathfinder Society. And it would appear that this map and journal are documentation of one of the early explorations of Durvin Gest, one of the first Pathfinders. The journal also indicates that these sites were not fully explored, giving us several opportunities for discovery."
He moves aside, allowing you to examine the map.
Four locations are clearly marked and labeled, while in the center of the map is written Observatory? with no clear corresponding mark.
Island map is updated with new locations!
Captain collateral damage |
Ancorato is named after the Andoren captain who found the island about a year ago, so it's not labeled as such on Durvin's map.
Carver opens the journal. "It says in Durvin's journal that there was an underground research facility here at the bottom of an impact crater. It also notes that there are dangerous undead in the area, and a complex locking mechanism that prevented full exploration."
Lorelei |
LOrelei's nose wrinkles as she imagines the horrible smells they will soon encounter. "Well, that sounds less than lovely. Though it does make it sound more important that we assess that situation, otherwise there could be a chance of smouldering undead wondering into our settlement."
Valdern DeepIron |
Valdern looks up from studying the map. "Impact crater or explosion? Sometimes the two can look very similar. But in any case, I agree with Lorelei here, that site is rather too close for conform if it is still infested with the undead."
Captain collateral damage |
Sorry for the slow post, been having some internet issues.
"Yes, undead this near is worrisome. It could be an explosion, but given the number of meteorites that crashed into Azlant during its fall, an impact crater seems more likely."
The journey is brisk and unremarkable. The mountain has a very gentle slope, making traversing it easy. Once there, the site is unmistakable, though obscured by lush vegetation. A massive crater, easily a hundred feet in diameter, punches its way into the mountainside. Crumbling stones and pillars have collapsed and fallen toward the center of the crater. Numerous small streams divert from their course down the mountainside to trickle the cavern at the bottom.
You can make a knowledge (local) or Linguistics check to identify the glyphs.
Ebirah Blackmoor |
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Ebirah follows up behind Bhookaj, nodding along after looking over what the Undine saw before looking around some more. "Oh hey, there's some shiny jewelry over in that skeleton over there." he says before stopping and looking at the ruins. "Hey, one of those shadows just moved, it was person shaped. Everyone be on guard."
With that he draws his weapon.
Captain collateral damage |
Bhookaaj isn't sure what exactly the glyphs he found mean. Once pointed out, they are apparent to everyone.
Elia Sonelle |
Knowledge: Local: 1d20 + 11 ⇒ (14) + 11 = 25
Linguistics: 1d20 + 11 ⇒ (13) + 11 = 24
Trusting the others to deal with person-shaped shadows, or at least warn her if they were going to be a problem, Elia set about examining the glyphs.
"Danger, undead," she translated with a certain degree of irony. Not that the confirmation went amiss. "And coordinates pointing to the crystal monument. Which might elevate that to our next destination."
Lorelei |
Lorelei shrugs at the warning. "Well, we already knew that there were undead near here. At this point I'd be more interested in knowing who wrote the warning, when they wrote it and what happened to them."
Captain collateral damage |
Fun times with the paizo site! :P
As Bhookaaj moves toward the center of the crater, he hears the sound of a distant scream. Everyone has a sudden and intense vision of a fiery comet plummeting from a sky darkened by ash. The comet strikes the ground and explodes in a brilliant burst of light and heat. You blink, and the sky is clear once more. However, you notice that you appear to have been somehow burned.
Everyone takes 6d6 ⇒ (4, 1, 3, 6, 2, 5) = 21 fire damage, you may make a DC 14 Will or Refelex save for half.
Lorelei |
will save: 1d20 + 8 ⇒ (2) + 8 = 10
know religion: 1d20 + 8 ⇒ (17) + 8 = 25
Lorelei can't help but let out a scream as she suddenly finds herself burned and in great pain. She channels healing energy to herself and her group.
channel: 2d6 ⇒ (4, 2) = 6
"Damn, that hurt. I think that we have entered a Haunt. We must have just relived the last moments in the lives of the Azlanti who died here and whose firey bodies are supposed to be residing here still. Such things as Haunts can only be permanently destroyed by acomplishing a specific task. We need to find out what that task would be here."
Captain collateral damage |
Even more fun times with the paizo site! :D
New map up at the top.
The hole in the bottom of the crater is quite deep, requiring the use of rope to get to the bottom. The vertical cavern widens and gives way to smooth, manmade walls, albeit ones in severe disrepair and neglect. The whole chamber is at a slight angle, and there are numerous piles of random debris. The floor is made of interlocking brass and copper tiles, with intricate designs inlaid in silver. The tiles are corroded and partially covered in a few inches of water, falling in from the small streams above. There are steel doors to the north and east, with niches about the right size for an ioun stone.
Lorelei |
Lorelei steps carefully in case the water covering the floor hides any deeper holes.
"Well, north or east? Which door should we try first? And what are the niches for? A type of key to open them, maybe..."
Elia Sonelle |
Will save: 1d20 + 4 ⇒ (4) + 4 = 8
For all that it had been the merest echo of the fiery doom which had come upon Azlant, the haunt had hurt. But how did one go about smoothing over the effects of an event like that?
"North seems as good a direction as any," she said.
Captain collateral damage |
The site has stayed up for more than 24 hours... Are we finally through?
The northern door proves to be locked, with a spindle-shaped niche. Before something can be slotted into it, however, a pair of smoldering undead creatures dressed in tattered green robes suddenly appear. Their hands are sharpened into claws, and their eyes burn bright red.
Initiative:Bhookaaj; Ebirah; Valdern; Elia; Lorelei; Monsters: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (19) + 3 = 221d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (15) + 1 = 16
Bhookaaj and Valdern are up.
Bhookaaj |
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Round 1
Bhookaaj will draw 'chop-chop' (his +1 machete) and wait to see what attack can preset itself.
i.e. hold action
Sound like it doesn't have obstacles like that.
Just wanted to know if I have a chance to make use of either of his archetype abilties of Swinging Reposition or Scout's Charge.
Preferably both, of couse!
Valdern DeepIron |
"Ok, I was expecting flaming skeletons walking around, not whatever those are." Valdern lower his spear and poke at the first one in front of him. "Hum, they aren't easy to hit, wonder what exactly they are."
Longspear: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Knowledge Religion: 1d20 + 7 ⇒ (5) + 7 = 12
Rhyfedd |
Taking queue from Valdern, Rhyfedd moves forward to attack. His attacks are more precise than Valdern's. The blows are strong, but since the target is already dead, it is hard to know the impact of them.
Slam1: 1d20 + 5 ⇒ (9) + 5 = 14
Slam2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage1: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Damage2: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
He attacks the one with the red border
Captain collateral damage |
Bhookaaj: There aren't obstacles in the area for you to use swinging reposition, but I'll try to notify you when there are, so you can make use of it.
The undead manages to sidestep Rhyfedd's first slam but not his second, which causes the creature to stagger back a step. The undead hiss in anger and begin to give off a cloud of thick, black smoke, obscuring them. The first lashes out with claws at Rhyfedd while the second steps forward to attack Valdern. Their claws are both sharp and hot to the point of burning.
Everyone is up, Bhookaaj may take an additional readied action.
Rhyfedd takes 20 damage (8 of which is fire) and Valdern takes 11 (3 of which is fire).
The undead have concealment (20% miss chance) due to the smoke, and anyone ending their turn adjacent to them takes 1d6 ⇒ 6 points of fire damage.
Ebirah Blackmoor |
Yay! I can post again!
Caught admiring tthe floor tiles and the intricate silver running through them Ebirah jumps when the undead appear before charging at one.
Longsword: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Slashing,Magical: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Valdern DeepIron |
Looking at the map, none of the undead are in melee with Valdern, so I'm guessing that you forgot to move one.
Valdern feels the pain of the attacks twice. Once when he gets attacked, and then again when Rhyfedd syphon some of his life essence to remain on this plane. "Aarghh... Bloody hell, that hurt like crazy." He steps away from one of the undead while staying next to his phantom. Calling upon his psychic energy, he tries to heal some of the wounds that Rhyfedd suffered.
Cure Moderate wounds on Rhyfedd.
CMW: 2d8 + 4 ⇒ (7, 4) + 4 = 15