Corbius Jank wrote:
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 Jank wrote:
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.
On the trail up...
Well, most Chupa's are little more than cunning animals. This one is definitely different.
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.
You look to each other and none of you remembers any mention of Vegepygmies working in this manner or producing a "fungus".
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.
She is describing her powers in her way but they are the standard powers that a black blade has.
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.
Today we scout out the area around the cove and make sure it is safe to set up a good base camp here.
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.
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.
We can retcon anything you want in case people didn't really have time to get on yesterday.
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.
Corbrius Jank wrote:
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.
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.
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
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.
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.
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.
Norlannan Tigersoul the Ranger wrote:
** spoiler omitted **
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.
Doctor Iiwo wrote:
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
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!