| Thyra Osouf |
Thyra turns to Sarai. "This will not hinder us in any way. The Captain was leaving anyways, so he can make a little more coin by dropping these fine folks off at Riddleport before heading to who-knows-where for three days. I'll not make them stay here longer than they need to, not to mention that it would take more of our time and resources to watch over an extra group of people. Better to have them away to safety."
Barring any other arguments, Thyra approaches the captain and barters for him to take the group back to Riddleport before he leaves on his own duties, making sure to mention that they are willing to pay for passage.
| GM Dak |
The captain agrees to ferry the other group back, more than happy to take more gold and get out of this place as quickly as possible. The dwarf and his men climb aboard and bid you farewell, unless there are any other questions.
Otherwise, once they are on board the captain gets his men to work to get out of there, leaving you to your own devices.
You all are currently at A on the Map There is an overgrown road leading to the west. From your approach you know you saw a village to the southwest, the crater to the southeast, and then stone towers on the tips of the island to the southwest and southeast. Let me know your plans. If you have any additional questions feel free to ask as the dwarves are getting ready to leave.
Sarai Shae
|
Sarai considers their options. She takes a stick and stoops in the dirt to draw a rough map.
"The way I see it, we need to investigate the crater first and foremost. But to get there, we can either bushwhack our way through the trees, or follow this road and see if it leads us closer. For me, I'd vote for the road."
| Cameron Hawkwinter |
Cameron nodded his approval, "Best save our strength by following the road. I'm certain there are going to be some nasty surprises ahead. Speaking of which I can ask the fates for guidance if we find it hard to decide."
Cameron gets Augury as a domain spell, not sure I'd use it on this decision but it's something we can think of using.
| GM Dak |
2d100 ⇒ (40, 44) = 84
The group sets out on the road for the long walk ahead. The road is easy enough to follow if slightly overgrown, though it seems over the last several days it has seen recent travel, with clear signs of something or someone carving the path again after years of neglect. Even with the road to follow it is a difficult slog up a steep trail that winds up the mountainous island.
In the distance, to the south you occasionally see a bright flash of light from a tower looming on the ridge ahead. It takes a couple hours before you get close enough to realize that the tower is part of the village you spotted while at sea, atop the island's highest peak. The sky has been darkening for some time now and it looks like rain will be setting in soon as you approach the village around 3 in the afternoon. Up ahead you see turkey vultures wheel in the sky above the village.
Before going into the village proper the road splits and heads to the southwest and also to the southeast giving you a choice of where you proceed.
Options are to take one of the two roads (to the southeast gets you closer to the crater), or head into the village. Let me know your preference.
| Nessa Meretrix |
The tale the dwarves told about what had happened to them was rather disturbing to Nessa and she was starting to wonder if this was really a good idea to be here. It seemed something haunted this island, even if it wasn't ghosts, and maybe it was even worse than spooks given what happened. Unfortunately they were committed to this endeavor now and she'd just have to try and survive it.
When they began to discuss their route after seeing the dwarves safely off the island Nessa spoke up and said, "I agree with the road." As they traveled the road Nessa realized something else, unless they found friendly, or at least interested, inhabitants, she was going to have to try and get her companions to provide her the entertainment she needed each day. That might be a problem as they all came off as rather prudish about such things though Sarai might be interested given their shared religious affiliations. She supposed she'd cross that bridge when they came to it she was just glad she and Lavender had said a long goodbye before she left the temple that morning.
As they followed the road, a poorly maintained road, uphill Nessa again began to think this was all a mistake but she pressed on anyway. Eventually they spotted a tower to the south that must be a lighthouse of some kind and had to be part of that small village they'd spotted earlier. There were birds circling near the village and Nessa wondered what they were, they didn't look right for seagulls. She looked to the sky and said, "I think we should go to the village for now. It looks like rain and maybe we can get a roof over our heads and find out more about whatever attacked those dwarves."
| Thyra Osouf |
Glad to have gotten the group off the island safely, Thyra actually seems to have a bit of a spring in her step as they set upon the chosen path. The difficulty of the climb quickly diminishes her positive attitude, though, as she has to focus on moving on. While the sight of the village is welcome, she is a little concerned about the circling birds.
"If there is someone there that can help us, getting information on the land would be a good idea. We should be on our guard, though. Something doesn't quite sit right."
Sarai Shae
|
Sarai nods as they discuss investigating the village first.
Her tail reaches toward her bandolier and draws a potion of vanish
"Something tells me this is not going to be pretty. Perhaps it's the vultures circling overhead. Let's go check it out."
| GM Dak |
Deciding to head into the small town you see it seems abandoned and ruined. The only structure with a roof and solid footing remaining is the old watchtower. Yet even it has suffered from the passage time and the recent impact. In total there are five separate buildings ahead.
Map updated
| Cameron Hawkwinter |
Cameron offers a prayer to Desna to bless the beginnings of a new journey and then he takes a good look around so see if they're really as alone as it seemed. He'd noted the vultures earlier which suggested something had died recently...
Perception with guidance: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
| Thyra Osouf |
Thyra heads towards the first building, her hammer ready to swing, if necessary, as she looks around for some sign of life.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
(Move the equivalent of 1 round, for the time being.)
| GM Dak |
The group approaches the closest building to the road. Peaking insde the dust covered windows they note that this building’s rotting timbers still bear flecks of colorful paint, a sign that it must have looked grand in its heyday. Now it is little more than a collapsing ruin. It looks like the door to get inside is on the south side of the building.
| Thyra Osouf |
Thyra continues around the west side of the building, and the building next to it, as she makes her way to the door (trying to avoid squeezing between them).
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
| GM Dak |
Thyra leads the group onward, avoiding squeezing between the two buildings, she instead loops around the next. As she passes by the next building she notes that a portion of the slate-covered roof of this stone house has collapsed into ruins—but the rest of the roof seems to be intact. A quick glance from the outside, and she doesn't see any threats or real contents of value.
Continuing on to her original destination she opens the door and heads into the first building they approached. This looks like it once server as the villages' sole government building— record hall, village jail, and a gathering hall for the settlement’s residents. The structure has now almost completely fallen in on itself, the ceiling long gone and everything inside appears to be in ruin.
| Thyra Osouf |
Taking a few minutes to be thorough, Thyra looks around the room for anything of interest, or that could provide information about the village and it's former occupants, before moving on to the next building. She passes along whatever she finds.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Sarai Shae
|
Sarai casts detect magic and focuses on it while they look around.
A trick from my grave robber days--I found all kinds of useful things.
Ah, bored housewife that I was!
"At least this doesn't look like it was destroyed by the skyfall. This looks long abandoned."
perception: 1d20 + 10 ⇒ (5) + 10 = 15
Large one to the SW sounds good.
| GM Dak |
Sarai doesn't pick up any magic in the two buildings thus far. Thyra heads to the next building, to the southwest, not wanting to leave anything behind themselves before advancing further. Opening the door that was slightly ajar, this large timber-and-stone structure stands at the edge of the steep southern slope, overlooking the sea far below. Large windows facing the village’s main thoroughfare suggest a shop in at least one portion of the building, but the windows have been hastily boarded over. Several corpses lay near the walls of the building, obviously a source of interest for the circling turkey vultures above with the roof almost completely gone. There are four bodies in total here.
| Cameron Hawkwinter |
Heeding Hedran's words, Cameron scans the area carefully for any hidden danger, muttering "Something must have spooked them."
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
| GM Dak |
After Hedran's warning Cameron looks around, but he doesn't see any sorts of threats anywhere in the vicinity. He does see something is strange about the dead bodies. Each body is missing its lower jaw; in its place is a nauseating, gray-green, what looks like a bloated tongue hanging from the mouth.
| Thyra Osouf |
Looking at the scene with some disgust, Thyra leans on her training for any information as to why these bodies may have been damaged in this way.
Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26 (+3 for Monster Lore)
| GM Dak |
Thyra looks at the bodies for some time as she runs though her training and then something comes to mind, an obscure bit of knowledge but it seems a perfect fit.
| Thyra Osouf |
Grimacing at the information, Thyra says to the others, "Ware these corpses. They may be creatures known as void zombies. They could rise to attack us, if provoked. Blades are the best means of dispatching them."
Sarai Shae
|
Sarai squints to get a better look, but doesn't know what to think.
"Well, should we just leave them be? We don't need to go in there, do we?"
| Thyra Osouf |
Thyra nods at Sarai, "We could indeed just leave them be, but should we? With the increased activity on this island, it will just be a matter of time before someone else stumbles into them. Someone far less capable."
| Thyra Osouf |
Thyra gives Sarai a strange look, but ultimately nods in agreement and steps into the room. "I may have moral scruples," she says, getting a better grip on her hammer, "but that doesn't means I'll give these creatures much of a chance to fight back." She lifts her massive hammer over her head to smash down on the nearest zombie before it has the chance to retaliate.
Hammer attack: 1d20 + 5 ⇒ (14) + 5 = 19
Hammer damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Not sure if that would wind up being a coupe de grace or not, but just throwing it out there.
| GM Dak |
Thyra steps up to the closest body and smashes its head to bits with her hammer, but the noise seems to wake the other creatures as the slowly begin to rise.
Hedran: 1d20 + 2 ⇒ (20) + 2 = 22
Cameron: 1d20 + 4 ⇒ (18) + 4 = 22
Nessa: 1d20 + 2 ⇒ (16) + 2 = 18
Sarai: 1d20 + 10 ⇒ (13) + 10 = 23
Thyra: 1d20 + 5 ⇒ (2) + 5 = 7
Enemy: 1d20 - 1 ⇒ (18) - 1 = 17
Round 1
> Sarai/Cameron/Hedron/Nessa, Enemy, Thyra
Sarai Shae
|
With Thyra in the doorway, Sarai has a very difficult time shooting around her, and her errant shot is poorly aimed.
mwk shortbow (point blank shot, sneak attack): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 81d6 + 1 ⇒ (3) + 1 = 42d6 ⇒ (2, 5) = 7
| Thyra Osouf |
I can only assume that I would have walked up to the closest body, so someone may be able to sneak past me, or use acrobatics. Either way, I'll be moving ASAP.
| Cameron Hawkwinter |
"May the Lady's Luck be with you!" said Cameron as he moved up close behind Thyra. Something about his words resonated with power and you found yourself buoyed by then.
Casting Bless and moving towards Thyra or past if he can, with his spear in hand. On my phone so I can't edit the map.
| Nessa Meretrix |
Walking through the town was more than a little eerie for Nessa. The place felt haunted, like there were ghosts hiding in the darkness just out of sight, and it left her rather on edge. When they found the strange corpses and discussed what to do with the Nessa looked on in revulsion. When the fight started and the things began to rise she screamed in fright, "EEEEEEK," before sending a pair of magical darts slamming into the rising dead.
I'll target the one that Sarai attacked if it's still up, otherwise adjust to the last one.
Magic Missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6
| GM Dak |
Sarai looses an arrow, but with the thing still on the ground and Thyra in the way she can't find a good angle and misses. Cameron moves past Thyra as he gives everyone a blessing from Desna. Hedraon lobs some acid at one of the closest ones burning its flesh a bit. Nessa casts her spell as the balls of force slam into the same one Hedran injured doing even more damage.
The undead all stand and step toward the nearest living creature to attack.
Cameron you get up to 3 AoEs
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Attack-Cameron-R: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack-Cameron-R: 1d20 - 1 ⇒ (3) - 1 = 2
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack-Cameron-B: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack-Cameron-B: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Attack-Cameron-B: 1d20 - 1 ⇒ (13) - 1 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack-Thyra-G: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Attack-Thyra-G: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack-Thyra-G: 1d20 - 1 ⇒ (14) - 1 = 13
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Luckily all of their attacks miss both Cameron and Thyra.
Round 1
Sarai/Cameron/Hedron/Nessa, Enemy, > Thyra
Round 2
Sarai/Cameron/Hedron/Nessa, Enemy, Thyra
| Nessa Meretrix |
Seeing the zombies not dropped yet, even after one's head got crushed, Nessa fired another pair of missiles at her target in the opes of finishing it off.
magic missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5
| Thyra Osouf |
Feeling a little satisfaction from smashing the first of the creatures, Thyra turns to swing in retaliation against her next target.
Hammer attack w/ Bless: 1d20 + 6 ⇒ (2) + 6 = 8
Hammer damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Sarai Shae
|
Sarai adjusts her aim and waits for a better moment to shoot. Seeing one, she looses an arrow at any that look injured.
mwk shortbow (point blank shot, fire into melee): 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 171d6 + 1 ⇒ (5) + 1 = 6
| Cameron Hawkwinter |
As the hideous undead lumbered towards them, Cameron lashed out again and again with his longspear!
AOO 1 (bless, power attack): 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15Damage: 1d8 + 7 ⇒ (1) + 7 = 8
AOO 2 (bless, power attack): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24Damage: 1d8 + 7 ⇒ (4) + 7 = 11
AOO 3 (bless, power attack): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Still that did not stop their advance and his hand fell to his butterfly pendant which he thrust towards them shouting, "Begone in the name of Desna!"
Positive energy to harm: 2d6 ⇒ (4, 3) = 7Will DC 12 for half.
| Hedran |
Hedran swings his morningstar from behind Thyra and across the corner.
Not sure, but my attack should be at least at -4?
Morningstar attacking Green: 1d20 + 6 ⇒ (10) + 6 = 16
Damage if it hits: 1d8 + 6 ⇒ (5) + 6 = 11
That white 'thing' on the right side Dak - is it a door? If yes, I will instead go around, and flank with Thyra [+2 to the attack above instead of a penalty ;)]
| GM Dak |
Cameron puts the one badly injured zombie down when it moves forward toward the group, and injures the others as well, but their tight flesh makes his weapon less effective than he would have hopped.
Thyra tries attacking the one near her but misses. Sarai hits the most injured one near Cameron, but only leaves a scratch. Cameron unleashes a powerful wave of positive energy that washes over the undead.
Will-B: 1d20 + 3 ⇒ (16) + 3 = 19
Will-G: 1d20 + 3 ⇒ (2) + 3 = 5
While one seems to resist the effect the other one takes the full force of the positive energy as it tears apart at the creature, severely injuring it.
Hedran swings at the one nearly dead from the positive energy, finishing it off, while Nessa blasts the last one with her spell, sending it to the ground.
Out of Combat
Just as the battle ends you hear a noise from the tower as a set of windows is thrown open near the roof. A beautiful half-elf woman, with a concerned look on her face calls out "Nessa? Is that you..." She pauses for a moment before her look becomes more stern. "Stop there! Say something so I know you’re alive."
You look up some, particularly Nessa, may recognize the woman as Samaritha a former employee of the Gold Goblin who went off to join the cyphermages.
| Nessa Meretrix |
With the last of the zombie things destroyed Nessa heard a voice of someone she'd not spoken with for a while, not since she helped the woman get her apprenticeship, and smiled in delight. She moved around her companions with her usual sensual grace, her boots clacking on the floor like the hooves they resembled, and said, "When are you going to join me in bead Sami? I haven't gotten to seduce you since you became an apprentice." Giving the half-elf her most enticing smile Nessa crooked a finger at her and said, "Now come here and give me a proper greeting."
| GM Dak |
The half-elf grins and waves toward the tower "Come, quickly! I'll meet you at the base of the tower and let you all in."
You circle around to the other side of the tower where there is a small outbuilding connected to the tower, the door slightly ajar. The reinforced windows, solid stone construction, and connection to a watchtower mark this building as a military structure of some kind. The
rooms within the barracks are empty, but spattered with blood and signs of combat. Moments later the door to the tower creaks open and Sam is standing there waving you inside. "Hurry!"
Once you get in she slams the door shut and locks it, then turns to Nessa, tears in her eyes, and rushes over to give her a big hug as she exclaims "I don't know how or why you are here, but I am so greatful to see you all!"
| Nessa Meretrix |
Nessa wasted no time in going around to the base of the tower and waited for the door to be opened. She hurried through the door as instructed and got out of the way so the others could follow and, once the door was closed, stepped forward into Samaritha's embrace, returning it fiercely. She folded her wings around the half-elf and returned the embrace firmly. Her tail even slid around Samaritha's waist and helped to pull her close.
Nessa may be the walking embodiment of Lust personified but she still understood when comfort was needed. Much as she wanted to press Samaritha against the wall and take her she knew that wasn't what was needed. Instead she just held the woman close as she spoke and when she seemed calm enough she released her and stepped to the side. "What is going on her Sami? Where did those," she gestured out at where the undead they had fought had been, "things come from?" She smile slightly, "And how has your apprenticeship been going?"
| GM Dak |
Sam eventually lets go of Nessa and wipes away a tear as she takes a deep breath. "I came here with the Cyphermages to research what happened, we've been here for three days now." She starts walking toward the stairs up as she motions for you all to follow.
"The first two days were relatively productive, although we were concerned that there didn’t seem to be enough noqual around, considering the number of craters on the island. Initially, we assumed the shortage was because other prospectors had reached the sites before us, but now, those of us still alive have come to suspect other reasons."
Up on the next floor of the tower there is a guard standing outside a closed door. Sam leads you past and opens the door. Inside, this room serves as a field hospital, with each of the two bunks containing one badly wounded cyphermage. "Our original contingent of cyphermages numbered twelve in all; Fenella Bromathan; my teacher, then myself and ten other wizards who were along for the experience and to provide assistance. Of those twelve, only five of us remain alive, and of those five, only three are conscious."
She frowns and shakes her head as she continues "Fenella was among the first to die the night the beasts converged on Witchlight and attacked us. The creatures tore us apart. Those who survived did so only by retreating to the watchtower and barricading ourselves in. We could do little more than watch as the bodies of our dead, left in the rubble, eventually rose as undead and staggered off into the surrounding woodlands to do who knows what."
She slumps down into an empty chair taking a deep breath "Since Fenella’s death, I assumed control of the operation. Periodically, I traveled up to the top of the tower to fire off an eye-catching spell like pyrotechnics in hopes of attracting the attention of others on the island for help. When Goldhammer’s men arrived late yesterday, we thought we were rescued, but could only watch as the men refused to approach the ruins further without being met outside, and I wasn't about to rush outside again with those beasts lurking around. Sadly, they were ambushed and slaughtered by beasts lurking in the nearby woods. Those things you just fought are his men, that died to the beasts."
She looks up to each of you in turn a glimmer of hope in her eyes "When we sighted the ship today, I did my best to attract the ship’s attention with another pyrotechnics spell. I'm assuming you were the ones aboard the ship. Have you come to help get us out of here?"
| Thyra Osouf |
As Samaritha relays their story, Thyra examines the towers structure, nodding in approval at the choice of defensible locations. "I'm sorry to hear about your troubles," she responds to the young mage. "We came here for our own reasons, but we will certainly do what we can to help you all survive until we can get you onto a ship. Is there anything specific you can tell us about these beasts? It might help to know what we are up against."
Knowledge (dungeoneering) + Monster Lore: 1d20 + 11 ⇒ (18) + 11 = 29
(Assuming that she is able to give more information about the creature, at which point I'm hoping that it gives another chance to identify it. If not, just ignore the roll.)
| GM Dak |
Sam frowns slightly when it seems a rescue isn't directly available, but nods when Thyra continues to offer the groups assistance. Sam then proceeds to describe the beasts they've been dealing with. She notes that it looks like a hairless blue lion with twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be.
With the more detailed description Thyra remembers some obscure reference to these creatures in one of the tomes she read during her training. Recalling these beasts are called akata. She knows they are immune to cold, disease, and poison and resistant to fire and magic.
As Thyra is wracking her mind about the creature Sam asks "So, your ship when will it be back? When can we try and get out of this hell hole of an island?" She then turns to look at her unconcious companions and continues "Do you think you can help to heal them up? We used what we had after the initial assault. Luckily no one here has been bitten."