Balani releases another two arrows, the first going wide of its mark the second taking the creature in its back. With the addition of the cold iron and the magic nature imparted to the arrows, it pierces the creatures defenses...it jerks to a stop...lets out a blood curdling scream...then dissolves into nothing...
As quickly as it started...it has ended. You all stand there a little stunned.
Suddenly the sword lets out a wail...NOOOOOOOOOOOOOOO! He is gone, Corbrius is gone! It is silent for a moment as you gather and you try to question it.
My connection to Corbrius...it is gone. That would only happen if he was...dead...
You take a quick stock of what happened. Tragershen is dead, as are two guards. Two of the tents are destroyed as well as some of your supplies. It appears that the horses survived although two injured themselves quite badly trying to flee.
Wic returns about a minute later as you ready yourselves to look for Corbrius. You heal yourselves and set the remaining guards to get the camp back in order.
It takes you some time but Nim is able to follow Corbrius tracks. He was fleeing with the magically enhanced fear. They lead for about 100 meters before they end in a small crevasse. Kragnir can't see the bottom. It appears that Corbrius ran straight over the edge, not realizing it was there...most likely to his doom.
I can't sense anything anymore...I feel a force...it is pulling me away. I am sorry my friends, the magic that Corbrius possessed that kept me here...it is fading.
Find the city, don't give up it is what he and I would have wanted...don't forget...
And the voice goes silent. There is no magic left in the sword.
The sword speaks up again, Better to put it on me and her arrows. You need magic for this creature as well as Cold Iron...it is mighty indeed!
One of the soldiers moves up and puts the shiny blanch onto a few of Balani's arrows (5). Another pours it on Corbrius' sword and hands it to the sergeant. He double moves towards the creature. He sees Kragnir Nim near to it and speaks out to Nim.
Use Corbirus' sword! and motions to him...obviously trying to NOT give too much away. The last soldier double moves closer to the battle.
The sergeant has moved up to about 15' from Nim and 10 from the creature.
Mihai, if you double moved away last round then you would have to double move again in order to get back into Channel range. If you single moved you are fine.
The sword suddenly shrieks out, Corbrius NOOOO! He is not dead yet, please heal him!
Both men jump back and look down and the sword, obvious fear on their faces.
When Aedalis heals him Corbrius' eyes pop back open, staring at the sky. The blood has stopped seeping from his stomach, though he is still hurting from the wound.
The grin fades from Umagro's face as it is apparent that Corbrius is still alive. He seems to weigh finishing the man off as he lays there but settles his eyes on Nim before attacking him with everything he has...
Corbius takes his portion of the notes and considers what he should do with them. Larissa can you read these notes? I am sorry to say I do not even truly understand how you perceive the outside world? If you can read them could you memorize them? I would assume there is no way magical or otherwise that someone could compel you to reveal the information once you memorized it?
I percieve the surrounding world...almost as you do Corbrius. Everything just doesn't seem substancial anymore though. I can read and memorize the pages for you if you wish. They could try to compel me by threatening to destroy me...but I would never betray you Corbrius. You let me continue to exist on this plane...continue to explore. It is through you that I still live, as I do. As you magic grows in power so do I.
Corbius spends much of his time in the archives with the "full casters" :) trying to help in the research.
[dice=Aid Another (linguistics)]1d20+4
Despite Corbius lack of Full casting status he is able to offer some insights into the reading (if just barely) that the others failed to notice.
One afternoon Corbius sees Anton come piling in to the common room carrying what must be half the town with him. Whoa did you leave anything for the rest of the town He says a smile playing across his lips. He then listens as Anton shows off his new purchases shaking his head with every new item pulled out.
I have never had so much money in my life and had not even really thought of what to do with it. He mumbles to the overly energetic gnome before heading back to the archives.
Money means little my friend. It is a tool to help you achieve happiness but gives little else. You should go where the notes take you. You will soon grow bored here and the adventure will be good for you. I will help you to decipher the creatures notes, I do speak and read Azlanti you know.
Anton, I died that day. What is now in the sword is what remains. I could not bear my family to know what I have become. I will live through you all and help as I can...continue to live a life of discovery and I will walk your path!
I would like to hear from Aedalis but will move things forward tomorrow is nothing else is said.
The spirit...it is sorry to have bothered you so but it couldn't fully appear as it is tied to the journal...it didn't want to be forgotten...like this ruin. Read it, share his story, the story of Jortal. He can finally rest, finally join his wife and people. He thanks you for finally freeing him.
Well, most Chupa's are little more than cunning animals. This one is definitely different.
It wouldn't hurt to know if the creature is evil and if it speaks the truth. Mihai as a cleric, I assume, has access to both types of magic. There are cases of varient creatures becoming more powerful and possibly more intelligent than the rest of their species.
If the creature has something we want, perhaps we should just deal with it and be done with it.
You don't recognize the statue but between Aedalis, Mihai, and Tragershen they were able to figure it out.
You find yourself standing there with you sword out...it suddenly speaks, This is facinating and what I came here for. she ways sadly.
At least I can help you with what you are seeing.
It appears that the alcoves are telling a story of this Zura cult in three different times. It is all written in Azlanti.
There appears to be prayers and parables written in the alcoves as well, they might have been used for meditation for the cultists. The most interesting part though is the story. We should learn more about their story and how they came to be so far to the west and south of the Azlanti empire.
All of you look at Corbrius expectantly when the haunting sounds of Larissia's voice eminate from his Rapier, No Corbrius I have not. I remember so little of my former knowledge, just bits and pieces. What I remember most is what I know about the Azlanti and their history and language. My studies of plants seems to have suffered when I left my body for the sword. Maybe with time I will remember more.
I would say though, does this seem like the work of the vegetable men or something else?
You look to each other and none of you remembers any mention of Vegepygmies working in this manner or producing a "fungus".
The only thing that comes to anyones mind is the passage in the book where Aedalis identified the mushroom beast from and it talked about them typically living in parts of the Abyss...you look to each other not feeling any better about that thought.
No the sword speaks out loud in common, although I imagined you were not all sleeping in the same room. Maybe a bad assumption with the Red Devil threatening you so you do hear the sword speaking and it sounds like Larissia Landor so feel free to open the spoiler.
No one failed me Corbrius, although I feel like I failed you by bringing you all here and then dying. I have heard what has been going on all along and finally your connection has grown strong enough for your magic to allow me to act.
I am here to help you Corbrius. I can see and hear through you...through the sword. I can strengthen your innate magic for a time and help to watch over you. Although I remember little of my past, the longer we stay connected the more I will remember and the more I may be able to help you, when you so wish.
She is describing her powers in her way but they are the standard powers that a black blade has.
Nim:
One thing to keep in mind that if Acyienda is a Dark Dryad, it is the height of the perversion of nature. A once protector of nature now a dark force that is bent on power and cannibalism. That is if she is one.
The Dryad did offer you something in return for stopping what is on the gray island...information about the island and what is going on.
You awaken the next morning at the lighthouse, your black blade laying next to you. You thought you remember it being in it's scabbard, but no matter...
It suddenly speaks to you in a female voice, Hello Corbrius. You probably have many questions for me... assumes you say hi and want to know "who" this is.
It is I, Larissia Landor. As to how I came to be in your sword, that was indeed an interesting story!
When I died I saw a path to the afterlife. But I also was draw to another door...the one in your sword. I knew I couldn't go to Pharasma yet, my work uncompleted so I went to the sword. When I came to the door another spirit greeted me. It was the original spirit in the sword, waiting for your magic to grow powerful enough to allow it to emerge. But the soul was tired and alone. It has been in the blade for many centuries and was ready to move on. So it made a bargain with me, I would become one with the blade and allow it to go free, to go to the after life.
So now I am here with you, I hope you are not dissappointed?
The evening passes pretty uneventfully, You spend part of the time adjusting you gear for a day trip. The seas are a little rough so you are a little tired when you awake since your sea legs are still not with you one hundred percent
Please note any gear you may want to leave on the ship for the day, such as carrying two weeks of rations when you should need only one or less of you decide to hunt.
You awake to a muggy morning. As you step out onto the deck on the Jenivere you are greeted by Larissia, Welcome to Smuggler’s Shiv. Today is a grand day for adventures don’t you think? She looks excited and tired.
You see the Shiv, perhaps 200 feet away . The large rocky rim of the island is broken by a sheltered cove and what looks like a small beach perhaps 50ft in length. You can hear the cries of birds and jungle life even from this distance. Beyond the rim the fog of the morning bubbles up from island like a volcano.
You are facing the north side of the island from what she tells you. Already, you can make out the outline of two shipwrecks, one on the island's rocky shore to the west of your position at the base of a cliff, and one a little closer to the east of your position, but that one is broken on a small group of rocks just off the shoreline. Looks like the rumors of a ship graveyard is true of this island.
Today we scout out the area around the cove and make sure it is safe to set up a good base camp here.
Once we confirm that, the Jenivere will unload our supplies and then be off for at least two 10 days until its return to this cove.
You notice many of the crew staring at the shore, then staring at you. A mix of anger and fear on their faces. Kovack is currently yelling at several crew members that appear to not want to row you to shore. Eventually he "persuades" them when the lash is mentioned.
Alton is along with them and he happily helps you get your gear into the boat before lowering. He doesn't seem to mind the island, although he is a younger member of the crew.
Let me know if there is anything else you want to do before offloading onto the island. Looks like they are lowering the longboat to take you to shore.
If no one else has any questions, let's keep this to ourselves until the good captain tells his men.
Remember tomorrow morning we should be at the island and be ready for a day trip, we will be coming back to the ship before the end of the day so pack light.
We can retcon anything you want in case people didn't really have time to get on yesterday.
I think he only one we didn't hear from was Nora, but I like to push things along, there will be plenty of RP opportunities on the island!
Larissia nods her head at Tragershen, I hadn't heard all of that but I am not surprised. The island is probably dangerous for one reason or another. As we haved said we will be going to the island in spite of this danger. If we find this ruin, it will be worth the risk!
Nim listens to what the others have to say, and nods in agreement with Larissia's evaluation. Indeed, the truth usually lies somewhere between the extremes... He looks Larissia directly in the eyes before adding, I am sure that you have paid the captain handsomely to risk his ship and deceive his crew to get us to our destination. And not just the once, mind you. You plan to have him return for us in 10 days hence? How can you be assured that he will return? Or be able to? What contingency do you have for getting off the island should he fail to return... for whatever reason?
A good question...but in fact he is leaving us for two 10 days. As soon as he gets to Eleder he will notify the local Pathfinder guild that we were safely dropped off. If they don't hear from me within four 10 days they will use magic to locate us and send another ship. We Pathfinders don't abandon people Nim.
Also Kovack's family has been plying this route for several generations without incident and he can be trusted, I do not doubt he will be back for us.
Corb furrows his brow and taps his chin as he digs through his memories. Shuggler's Shiv... wait, no, I'm sure I've heard of it before. Now hold on, isn't that the haunted island that eats ships and settlements whole? A slightly worried look comes over him and he grasps the hilt of his sword for comfort. I thought we were going to the Mwangi, not digging for lost pirate treasure on a haunted island.
Larissia smiles, It is those very rumors which is why the captain decided against telling his crew about our stop.
I am sure some of it is true, some of it non-sense. But that is part of the reason for having 5 companions that excel at handling such problems. I have it on good authority that there might be an important Azlanti ruin somewhere on the island, we just have to find it!
Her eyes twinkle as she speaks of the ruin...
Larissia is a friendly, younger Pathfinder with dark swarthy skin and quite pretty.
She speaks to you near the bow of the ship, away from prying ears for the moment.
Thank you all for your patience. The secrecy was requested by captain Kovack. You see he didn't want the crew to get all worked up when they found out where we are going.
We are heading to the island known as the Smuggler's Shiv and will arrive there tomorrow morning most likely. The captain will weigh anchor off the coast while we do an initial day trip into the jungle to make sure the area we pick for a potential campsite is safe and has the necessary materials for a base camp. The following day we will unload all of our supplies and then he will leave us for approximately 2 10 days when he will stop back by here to either pick us up or drop off more supplies.
What questions do you have for me?
You can make a Knowledge (geography, history, or local) or Profession (sailor) check to learn what is beneath the following spoiler to determine what you have heard about the island.
DC 10:
Smuggler’s Shiv is a notorious island north of Eleder. It’s not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near—mostly smugglers eager to avoid detection by
Sargava’s navy.
DC 13:
It’s commonly believed that the shores of Smuggler’s Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island.
DC 18:
When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv’s southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just before completion amid
rumors of curses, haunts, and cannibalism.
DC 23:
Rumors hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrune invasion of Sargava some 70 years ago, were stranded on the island. The rumors claim that they degenerated into a cannibalistic society, and that their descendants scour the isle’s shores for shipwreck victims to add to their meals.
Just thought I would mention that there are no Orcs in this AP. Having them as favored enemy would probably be a waste. I woudn't have a problem with you re-working this character's background though. Thanks, Stephen.
BTW I probably won't talk to mcuh about the home rules until I finish the character selection.
A small, wiry Zenj man shuffles up to the table. He’s wizened, perhaps a few years beyond middle age, with a bald head and his thin whiskers turning grey-white. He wears a zebra-hide jerkin, a necklace of feathers, animal teeth and polished stones, and has a skillfully carved darkwood box hanging at his side on a shoulder sling. The man smiles widely, showing off the many gaps of his missing teeth, and gives a little bow. He speaks in a high pitched, yet soft tribal accent. “Good day, madam. I am Doctor Iiwo, of the Mulaa. It is my great pleasure to make your acquaintance. It has come to my attention that you are in need of a Naturalist for an upcoming expedition to the interior. I would be most appreciative if you would consider my application to this effort, which based on your obviously discerning character is certain to be supported by an esteemed group of professionals.” He pauses and smiles again, unselfconsciously, even though it’s not a flattering expression. “I do not wish to ‘toot my own horn’ (he chuckles at his colloquialism) but I am certain that you will find me to be most knowledgeable of both the beasts in the field and the plant-life in the ground. I dare say I have been a practicing herbalist since before you were born, and in my extensive travels as the witchdoctor for my nomadic tribe I have learned to reliably identify edible and medicinal plants from poisons all along the interior to Kalabuto.” He leans forward close, his breath smelling of fermented pineapple, “Of course, you ask yourself - But can this old man handle himself amongst the many dangers of the Mwangi?” He lets out another chuckle that sounds more like a giggle. Don’t you worry! Doctor Iiwo is not without certain protections.” He pats his darkwood box reverentially, almost lovingly. “Yes, I am a survivor, and I know this land like the back of my hand. If you were to do me the honor of taking me on as your Naturalist, I can assure you that you will not regret it.” (Dr. Iiwo is an alchemist)
Edit: Hmm....
Spoiler:
I have only seen one alchemist in play, how do you see his role in this AP? Just curious to see how you think he will progress and make an impact on the group? Not opposed to this character, just more curious than anything. Thanks.
To those who had submitted an interview so far, thanks for the submissions.
You find Larissia to be pleasant and capable if not a little young herself. She doesn't give much away yet about the location the group is going to but you do know that the ship ends its voyage in Eleder
So it might be to the Mwangi Expanse or perhaps somewhere along the way.
She reiterates that the place they are going is dangerous but her warnings do not phase most of you.
BTW as a GM I plan to try and make skills a bigger part of this game as much as possible, so skill points will not be wasted in this AP!