
GM Pteridologist |

Drake and errr.... just Drake ;)
Sky calls out in the midst of firing his rifle, "Think it wise to fall back?! They got us 3:1!"
"Oh fu<k that, Arkham! We don't get paid unless they're all dead."
"If we fall back, the trap can thin their numbers you tit!"
"Oh. Brilliant." The deft rogue lobbed her other knife, which she calls "Chickadee", into the decaying head of a zombie before pivoting on her heel and moving beyond the trap. She is sandwiched between the pressure plate and the stone door that led further into the crypt. Sky shortly followed suit.
Sorry. I know I'm breaking combat a little bit, but I want to get you caught up. You may be able to kill them all yourself honestly, haha. That would be bravado.
You all had a general observation that the crypt seemed to be more ornate and "richer" as you moved further down; as if the history of the Hyperior family was written in the construction. The family is certainly old - really old.
You turned and ran back toward the door, making sure not to step over the plate. The undead shuffled toward you, some not even making it down the stairs. Seemed to be a lot of money for such an easy job. You've certainly faced worse undead. Finally, the leading zombie stepped on the plate and darts quickly shot out from the flanking pillars, quite literally shooting chunks off of the Hyperior's great great great great great great great great great great great grandfather.
"Eeeeeewwwwwwwwwww!" screams Dru as she swats flesh off of her dark leather coat.
It takes a couple seconds (one round) for the plate to reset and three zombies shuffle closely behind Senior Fleshy McNuggets.
I believe it is your turn. You can ready actions or do something else. There is one square between you and the zombies and one square between you and the ornate stone door behind. You are unsure of what lies on the other side. There is about one square of space on either side of the pressure plate, though occupying those squares puts you at risk if a zombie decides to step there a.k.a. the GM decides he needs to make your situation more difficult. I will allow you to take a retroactive action and give you a standard action before making your way between the trap and the door. You essentially can make two turns your next post. Does that make sense?

GM Pteridologist |

Azeban and Sydney
Unfortunately for the manavir, the iron doors are too sealed for any peering. As Sydney creeps closer to the open door, footsteps are heard walking over the sewer grate.
The necromancer Azeban and the magic-trickster Miles move out after he grabs the scimitar from the guard's corpse and hands you his wand-key. "You probably know this, but watch for torchlight. There will be orbs and nodes nearby."
As soon as Azeban and Miles leaves the cell they spot a woman pressed up against the wall shortly around the corner. Unfortunately for Sydney, Azeban can see quite well in dimmed light.
The figure you see, Azeban, resembles that of the one in your vision. There are subtle differences, but the vibe was all the same. Her fair complexion would intuitively indicate her lineage as maoren, however her eyes had the mark of the magically infused manavir (manavir eyes change color depending on hormone levels, though no one color is the same for every individual).
Pressed against the wall, their exiting the cell caught you off-guard. The room did not offer any hiding places save for the unnatural pit in the center, probably deliberately constructed in such a fashion. With no where to go, the prisoners, one of which resembles your person of interest, spot you easily. The orc is old but strong and is decorated with many scars and tattoos. One scar is the symbol for a Zakarai, or a "necromancer" in the common tongue. The orcs see Zakarai as bridges between life and death, and are not viewed with fear and disdain as those in the Federation might see. It is the same for your people. All magic is useful, and necromancy is no exception.
The anthrosian with him is much smaller framed and not bad on the eyes. He has a very modern haircut; the sides buzzed down while the rest grows long. He has a couple tattoos, one of which rises from his chest onto his neck. Typical anthrosian of the counter-culture.
You two have encountered each other! Rejoice! Azeband, your rolls unfortunately do not give you any insight. I'm sure you'll figure out a way to get that information >:-)

Sydney Bristove |

Sydney will make a Shs motion and will wave the the orc to come close to her.
I am here to get you out of this place. So follow exactly my every foot step
once he has acknowledge her she will proceed to take the escape route with the orc in tow

Azeban |
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Azeban's eyes light up upon seeing Sydney. "The gods foretold your arrival." His voice rumbles deeply, even when pleased. As he is currently serving no purpose, Miles is fairly rapidly forgotten by the Orc, who follows after the manavir. Once he notices that she is leading them to an exit, he pauses. "Wait." He breathes death. "I would like to destroy this place, set it all aflame before we leave. At the very least, I must recover my belongings. I would not presume to know the dangers of another's eyes in my book of magicks."

Sydney Bristove |

We unfortunately have no time for either or. I am on a tight schedule in order to get you out of this place. You can chose to follow me now and try to escape this place that few have made it out or stay and do as you please she looks at him deeply for a few seconds then resume on her escape path not looking if the orc is following her or not

Carroc of the Wild Temple |

Carroc mutely nods for a while, listening to the fairy.
Okay. He's a bit befuddled, but satisfied with what she says.
Suddenly alert when it seems someone might be coming, Carroc goes for the highest ground that'll give him a good view, and settles in to watch.
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

Azeban |

Azeban scowls at the woman he dreamed of, and turns his eyes towards Miles, measuring the man. "No." He growls. "This is not how I dreamt it." Shaking his head at Miles, he remarks, "Follow her if you want, my vision is otherwise." Stalking off in the opposite direction, Azeban begins to search for where his weapons, mask, and gear might be located.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24

Sydney Bristove |

Gear, weapons and other things can be replaced once you are out of here. The only thing that can not if life and freedom. And don't think that you will ever get an other chance at both. There is no time to waste as this rescue is on precise time table to ensure maximum chance of success. But the choice is yours and your life is yours to do as you please. Good luck finding things in this large place she whispers as she moves away.

GM Pteridologist |

Azeban and Sydney
Azeban hears the echo of voices coming from the hall way. I believe Sydney put the grate back in place. Sydney notices his attention is caught and hears the same.
"Quit your yappin', you two. I think one of them may be able to help Azeban in his search."
The guards' conversation is inaudible but the tone begins uplifted and then drops to worry as they come closer. They may realize that a patrol is missing. It would appear they are still some distance away.
Take 20 on Perception for All
You estimate they are beyond the grate where Sydney entered. Maybe 24 seconds (4 rounds) away.
Take 4 rounds worth of actions. Would you like a map? The perimeter of the rectangular room is lined with sealed metal doors containing prisoners or empty cells. The center of the room has a large (10ft radius) hole containing unnatural darkness. It is guarded with a stone railing similar to the material the Asylum is constructed with. A 5ft section of the railing is missing, providing easy access into a mysterious pit.
Miles casts a spell and disappears from sight. If he moved to close to the hallway, he could be dispelled.

Sydney Bristove |

whispering listen to me orc, I am hearing a patrol coming our way. The will be here within the next 30 seconds. To you really want to end up back in that case or even worse dead should "they " want to prevent an other escape ? she pause giving him 2 seconds to answer

Azeban |

I swear, every time I went to post, the site was down.
The necromancer sneers at Sydney, as if questioning why the gods would possibly send this person to aid him. "If we cannot take out a small patrol, we have little hope of escape. I will not slink off into the night like an animal." He hisses, his eyes blazing fury. "I will walk from here proudly, wearing their skins."
DM: Raise the Dead does not specify that it requires a corpse to be able to summon a skeleton or zombie - am I correct in the assessment that I can do it even without either? Alternatively, is there one in the room that I would be able to use?

GM Pteridologist |

Go ahead and use the dead guard's corpse :) Though I prefer the need for an actual body to be raised, I will leave it up to you for the sake of easement. Raising an actual dead body would be more accurate to the nature of magic in this game, but I don't want to homebrew more than I already have. So if you want to restrict yourself (you wouldn't be too restricted) to needing a physical corpse to raise for the sake of immersion, by all means. Besides, that will lead to some interesting situations and conflicts among the party should you feel the need to murder someone so you can use them as a puppet, hahaha.
There is a chance posts will continue tonight :) Hopefully I can get a post in for Cecil and he can join the fun.

imjohnnyrah |

There is a chance posts will continue tonight :) Hopefully I can get a post in for Cecil and he can join the fun.
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Sydney Bristove |

You think there is only one patrol group in this prison? All it takes is for the Alarm to be sounded and all the magic defenses to be activated and we can kiss our escape route good by and be stuck here. Do as you wish, it is your life to live and to trow away. There will be no other chance at escape after the Overlord will have learned that someone tried it in their most secure facility in the area. I will give you a farewell she says extending one hand

Azeban |

Okay, I was going to decide on all my round actions at once, but it's contingent on the result of this one.
Azeban glares at Sydney, but does not respond to her gesture. "I have one alternate idea." His voice growls deeply. Looking at the corpse of the guard, he kneels down next to it, and takes a few seconds to chant, before looking directly at its face. "Answer me and receive your eternal rest. Resist and I will transform you into an abomination for use against your friends and loved ones. Where are my possessions?"
Using "Voice of the Grave". I guess it gets a DC 14 Will Save to resist.

GM Pteridologist |

Way to play with a dead body, Azeban!
Azeban and Sydney
Despite Sydney's stress, Azeban is determined to find his belongings.
With time running short, you (Azeban) draw out what remnants you could from the impaled Asylum guard; plucking and pulling on the strings of his being like a plaything.
WILL SAVE FAILED FOR THE SAKE OF MOVING FORWARD. I hate to do that, but jeezum crow, bub. I've been out of the loop for too long.
The guard's mouth begins to move, as strained words struggle to escape his mouth.
"euuugghgh.....hhhhhyyaaaaaaaah..... Theaaa... Reeeeaaaaaver's... possessions..... stored..... not.... in.... Asylum. Reaver..... had nyyyyeughooooooo belong.....iiiiings...."
And then it hit you. You have been a slave for sometime now. Any personal effects a khazahar brings from the homeland are placed in a storage facility, where the items are then auctioned off or refined into raw materials. There is hope yet that your belongings are safe, especially your mask.
Roll with me here, Azzy. You'll get what you paid for.
The sound of the guard became louder. Miles "appeared" to be very irritated. In a stern whisper, he called to Azeban. "Look you filthy drawb! (oh no he didn't!) Our window is shutting and there's no way in Oblivion I'll go in the hole for you! So move your ass or I'll turn you in myself!" He turned his attention toward Sydney. "So how about it tuts? Show me the way out and I'll see I repay you in full."
If it's cool with ya'll, I will continue forward! Feel free to retcon in your posts if I do something that you wouldn't do.
Much in the manner you (Sydney) did before, you lifted the grate easily enough. Something was unsettling to you, however. What sense did it make to have such an easy escape route right on the bottom floor of a notorious high-security facility for arcane criminals? It was too easy...
Either way, a plan B was not an option, and down the grate you three went. The homeless man near the ladder was still there, apparently asleep despite the commotion. Azeban is the last to go down and brings the grate back into place. The three of you run toward the south, where the main sewer tunnel drains into the Twin Seas (not labeled on map, but it is the body of water just south of Ikarus, known for being a mix of both fresh and salt water).
It took about fifteen minutes for you all to hear the fall of water splashing from on high. At this point, Azeban had moved ahead of Miles in the marching order, with Sydney still leading the way.
Your informant told you that there is a small boat below, though you would have to climb down the cliff face. The coast is jagged enough, providing substantial footing for a relatively easy descent. As you both look back to see if you were followed, Miles appears to be gone again.
It is very quiet....
Miles atk vs 14: 1d20 + 3 ⇒ (6) + 3 = 9dmg with sneak: 1d6 + 1 + 1 + 1d6 ⇒ (3) + 1 + 1 + (4) = 9
The darkness of the tunnel caused Miles to miscalculate his thrust into Azeban's kidney! ROLL INITIATIVE YA MOFOS!
"Blasted drawb! You probably don't even have organs to stab!" He positioned himself for combat. "You've really upset Master this time..."
Master...?
Miles ini: 1d20 + 6 ⇒ (19) + 6 = 25

Azeban |

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Attack vs Touch AC: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Miles's attempt at a surprise attack was met only with an evil sound of laughter. "Foolish boy." Azeban replies, his dark eyes glowing. "I could have destroyed you at any time." As if to prove a point, Azeban reaches out and grabs hold of Miles's wrist. Though there was no change in demeanor from Azeban, it only took a couple of seconds for Miles to begin pulling away, before horrible marks broke out over his body. By the time Miles manages to pull free, the damage has already been done. Breaking out in a horrible smile, Azeban admires the damage. "The only Master is Death, and he comes swiftly for traitorous dogs."
TLDR: Being twisted, using the "Death's Touch" revelation, and imagining it looking like a Necrotizing fasciitis kind of thing.

Sydney Bristove |

Init: 1d20 + 4 ⇒ (9) + 4 = 13
Sydney was ready as she knew escape would be extremely difficult after all no one boasted of making it out alive. That the Orc was willing to take someone else with him and insisted on searching the facility for some stuff only proved his foolishness. She had been patient for long enought.
In one swift move the drew her weapon, casted a spell and attacked the human
Round 1
Cast spell + move drawing weapon / Called Shot (Neck) : -10,
Spellstrike Bladed Scarf: 1d20 + 7 - 10 ⇒ (18) + 7 - 10 = 151d6 + 4 ⇒ (5) + 4 = 9 + Shocking Grasp: 4d6 ⇒ (2, 3, 2, 6) = 13

Drake Steelwind |

Drake falls back behind the trap and then activates his defensive focus, which regains all my expended maneuvers and increases my threat range to 10 ft until the start of my next turn.
Good idea Sky...keep em coming. And whatever you two numbskulls do, stay behind me!

GM Pteridologist |

Drake
"Numbskull, eh!? Without me, you two pissers wouldn't have even gotten into this tomb! Speaking of which...". The rogue pivots her feet and gallops to the door behind the group, which leads into the next room. "... I'll have my way with this lock and you two numbskulls can hack great-grandma-Hyperior to pieces."
Two zombies shuffle forward. One is making it's way through the free space adjacent to the pressure plate. The other one, a female, looks as if her ungraceful walk might cause her to hit the plate.
Both are 10ft away from Drake a.k.a. within range.
"I think you got them covered, brother." Says Sky as he raises his rifle and fires a deafening shot at a zombie still making its way down the stairs. The bullet hit the skull, sending chunks of flesh and dust from demolished bone flying through the air.
Three more zombies shuffle toward the stairs; their mouths chomping at the air, longing for your flesh.
Your turn Drake!

GM Pteridologist |

Cecil
You spent the rest of the day in their library. Scrolls and books saturate the shelves, but the knowledge contained within them is nothing compared to the information contained in the Nexus. At incredibly fast speeds, the Nexus provides a reservoir of knowledge; an ethereal storage unit of all the information Eridani society has attained to date. However, they refer to it and protect it as if it was an entity, and access to it is strictly limited.
The library is broken off in many sections that are cut out by stone walls. Around the corner to your left, you see a light. The shadows are moving, which means the source is mobile. Revealing itself in the same room as you, the source of light appears to look like a flying star. You can't help but feel you are being watched as it remains suspended in the air for a few moments. Shortly after, it continues toward another section and leaves you alone.
You try to access the Nexus, but are only able to visit training simulations and other information pertaining to your profession as a magus marine. All other requests are denied.
With the few hours you have to spare, you dug into some of their books. One in particular caught your eye. All of the books are written in Draconic, but being practiced, you make out the title "Lavecia Light".
It is hard to determine the context of the book, but you believe it to be philosophical literature. The author preaches about many things, namely the future of the Eridani. To a human, the tone may seem neurotic or obsessive as the author commands the adoption of specific lifestyles for their kind. The author wanted to see his kind reach the pinnacle of their form, believing through self-perfection they will quite literally exist on a different level of reality. The author also seems very disdainful toward Nerul as it is; thoroughly complaining about the limitations of its physics and denizens. You do not know for sure what the context is exactly, but it seems the information in this book correlates well with the possible motivations for the giants' invasion, and perhaps an insight into their general outlook on life.
You decide to bring the book and two others, titled “Atma Unfurled” and “Properties of the Gift”, back with you to your house in the Pristine Village. As you go to exit, the flying light races toward you and halts right in front of your face. Its light blinded you but you kept calm. After a few moments, it trailed off again, leaving you alone. You exit the library without a fuss.
With the insight provided by the island, you find your way to the Pristine Village. The architecture and landscape is very different compared to what you have seen. It seems it is more catered to humans than Eridani. Your house is modest in size but beautiful in architecture. It's as if they, or their automatons, constructed your home according to your aesthetic preferences. Once inside, you found the interior is fully stocked with dragontech appliances and functions. The house resonates with a certain essence; the technology within it gave it a certain 'life'. The lights dimmed upon your entry to the specific level you desired at that point, and the air seemed to fit a perfect memory of home. Despite the Eridani’s martial culture, they seemed to appreciate the holistic values of life as well, and all of it is achieved with their dragontech.
There were still some things left untouched by technology. Though they provided you with a food dispenser (okay, it's a replicator), they also installed a kitchen. Maybe they realize that humans sometimes like to cook their own food just for the sake of cooking, among other “chores”.
You enjoyed a nice meal you prepared and went off to bed shortly after. Despite the stimulating day, you easily fell asleep.
The next day you met with the Zorashti. Their government building is large and spacious with no seating. It is only a large stone dome with similar engravings to the ones in the Temple. Behind where the Zorashti stood, there is an unfamiliar graving that reaches from the floor to the ceiling. It appears to be a humanoid, similar to a human but more slender and with pointy ears. In its hands is a large spear; its blade pointing upwards and stabbing a fearsome dragon in its underarm. The humanoid figure is engraved with wings and reptilian armor, similar to that of the Deoxul.
"Approach, shyka," says the Eridani you delivered the stone to. The eight other giants stood as still as statues, their faces and bodies covered in robes, each one being unique from another. The one that spoke is still naked. "There is no return from Shyka. Your life will end as a Shyka. As an appendage of the Zorashti, your will is ours." He grabbed a bowl from a stone table behind him. He anointed you, which is something they have never done in the past. They show no concern for your clothing or comfort as the nude giant lathers you in oil (hahaha… this is getting kinky!). The Zorashti begin humming a prayer; their grinding voices sent vibrations through the floor and walls.
The nude one steps forward again while the eight others continue to pray, ”Do you know why we pray?”. You have never been asked a question by the Eridani. They seldom display any sort of inquisitiveness, and rhetorical questions are certainly a waste of time to them. But this one seems to have more of an affinity to humans.
To answer his question, you shake your head no. ”We pray for survival, shyka. We pray for ascension. When humans pray, they humble themselves to their gods. They submit. It is a fact of nature that subservient individuals will always follow the visionaries of a species. We have observed this behavior in all of your tribes. It is something we struggle to understand. When we pray, we do not humble ourselves to Dragon. We become them. To see what they see eliminates subservience. Once the mind of Dragon is harnessed, only one ambition is apparent – “. Just then, a loud explosion is heard outside! The giants barely react to the commotion as more explosions are heard. Your instinct is to act but you waited for their response.
The Zorashti seem to be entranced, as if they are concentrating on something. The nude Eridani regains his awareness turns his attention toward you. ”Continue gaining the trust of the insurgents. This is our only will thus far." With barely a gesture from the giant, you are surrounded by light that blinds your vision. Once it dims and your eyes adjust, you immediately feel the lack of comforts provided by Selest; the heavenly floating fortress is not even seen in the sky. An extremely brisk chill bites your face, but the snow is gentle. You are surrounded by conifers and you appear to be along a mountain trail. An obvious firelight dances on some boulders a short way down the trail nearby a stone cairn. To your surprise, you are dressed appropriately for the weather, clad in fur with studded leather and a thick black-fur cloak with a hood. You are also provided with your bow and other personal affects.
I may replace the armor, Cecil. I know you’re still deciding on a class, so depending on what that is, I may change your presents. Also, I have a gift for you…
Mind of Dragonkind
You gain a pool of points equal to half your lvl rounded down. The points can be used in the following ways:
Dragon Eyes: Spend one point to be considered under the effects of True Sight for one round.
Efficient Combat Prowess: For the round you spend a point on, you can half the penalties for Combat Focus. So for every +2 to whatever you take only -1 to whatever (does that make sense?).
Carroc
It seemed the faerie’s prophecy was taking much longer than you thought (maybe if the GM had internet, it would have been fulfilled sooner). But suddenly, you see a flash of white light illuminate the pines, though you could not see the source due to the large boulders that are sheltering you from the wind and keeping the heat from escaping. After a few moments, you think you hear footsteps in the snow walking down the hill.
I know it’s mega short and you’ve been very patient, but take comfort know that both of your intros are now completed! The main game FINALLY begins with Cecil and Carroc meeting on the hazardous mountainsides of Haydron. I will write rough drafts tonight for the rest of the party and get some posts in tomorrow hopefully. Cecil and Carroc, please ascend to lvl 4!!!!

GM Pteridologist |

Drake
I have lost count on how many zombies are left, so let's just call it six to get through the intro. I promise I do not rush things like this in the main game. Not nearly as many GM interventions.
With great east, your oversized sword's weight coupled with your strength cleaved the two zombies horizontally, dropping their top halves to the ground and crushing their bottom halves below. Their bodies are as dry as scorched wheat.
Sky quickly reloads and fires another shot, resulting in another meatplosion (“meat-explosion” if it wasn't clear). By that time Dru picks the lock, but she leaves the door shut until the undead in this room are cleared. Wouldn't want to face another trap, or worse yet, another room full of them.
”Brilliant.” Drucilla compliments herself. She springs to her feet and pivots again on her heels as if she were being rewound. Dru is now behind you. ”All set, ladies. I see you two have made quite a mess in just 10 seconds.” The rogue draws her dark-steel cutlass, “The Black Wave”, and twirls it with her fingers playfully as she hums a cheerful tune; as if the zombies were mere butterflies. It sounds like she's singing one of her chanteys.
Dru readies herself to attack any zombie that makes it pass Drake and Sky. Also, Dru uses her “special power” to grant you all one extra attack per round at -5. You gain the extra attack even when not doing a full-attack.
Chanteys of the Black Wave
Drucilla can sing a chantey that either buffs allies or debuffs enemies. The saving throw, if it is required, is a Will save vs DC = 10+1/2lvl+CHA mod. The effects last until Dru finishes the song, or stops singing. The effects linger for an additional number of rounds equal to her CHA mod once she has stopped. If she is unable to finish a song, other effects take place during the additional rounds which are described below. She begins knowing three chanteys, but can learn more as the game progresses. Each chantey can only be used once per day. Because lets face it, songs get old.
Samson the Shark – This is a fast paced song with lots of energy. It's quick and heavy tempo provide an excellent combat rhythm, granting allies an extra attack at their highest BAB – 5. This attack does not require a full-attack to attain. The song takes six rounds to finish. If Dru stops singing prematurely, the penalty on the extra attack is doubled for the lingering rounds.
Dead Cloaks' Last Stand – This is a very proud and energetic song. The frequent deep notes that are sung at high volumes bolsters the heart and opens the lungs. With heightened awareness and uplifted spirit, you feel like you can take on anything. Allies add Dru's CHA mod to their saving throws. The song takes 10 rounds to finish. If Dru stops singing prematurely, the bonus is halved for the lingering rounds.
Dirge of the Krakken – This song is ominous and eery. Even though most sailors love the life at sea, it is a common fear among them about the water-devil that lies in the deep below. The legend surrounding the creature invokes despair in enemies. They take a penalty on saving throws equal to Dru's CHA mod. The song takes 10 rounds to finish. If Dru stops singing prematurely, the penalty is halved for the lingering rounds.
The undead seem to grow aggravated. Three of them charge at alarming speeds, one for each of you. One's trajectory is right in the path of the pressure plate (I believe you two are out of the way). He steps on it but is able to dodge the darts. However, he provokes an attack from both you and Sky (I usually roll AoO because it speeds up combat and they are only attack actions anyway).
Sky AoO: 1d20 + 8 ⇒ (6) + 8 = 14dmg: 1d8 + 3 ⇒ (6) + 3 = 9
Drake AoO: 1d20 + 8 ⇒ (2) + 8 = 10dmg: 2d6 + 10 ⇒ (4, 4) + 10 = 18
You both simultaneously strike the dart-dodger has he lunges toward Dru. You feel bone dust splash in your face as the zombie broke to pieces between you two.
The other two zombies focus their attention just on Drake and charge him.
Z1 atk: 1d20 + 3 ⇒ (2) + 3 = 5dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Z2 atk: 1d20 + 3 ⇒ (14) + 3 = 17dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Their slashes effortlessly bounce off of your armor. Seriously, this job is not worth 10,000g.
Two zeds* remain. The ball is in your court, Drake. I need to review your classes more, but your "limit break" is in the works.
*Zed - a nickname used by Marc (GM) and John (Cecil) to denote a zombie or undead. We should use this in game :) It'd be anthrosian slang.

GM Pteridologist |

Azeban and Sydney
Miles would go first, but both of your attacks are hits and are amazing. I'm proud of you two.
Miles goes for another strike on Azeban...
Miles atk: 1d20 + 3 ⇒ (17) + 3 = 20dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Azeban's fort save DC 14: 1d20 + 5 ⇒ (13) + 5 = 18 PASS
You feel your insides tingle and you vision went blurry for a brief moment. You immediately respond to the effects with mettle and shake off whatever was causing the effects.
Your turn occurs and it's amazing.
Miles's eyes nearly pop out of his head as he witnesses every wound he has ever had come back to life. He nearly fainted when he saw exposed bone through a deep cut on his forearm. He screamed in pain and you think you could hear him beg for his life among the screeching. He may have even said sorry.
Then suddenly, his neck splits open as if he were struck by an invisible razor. You look behind you to see Sydney standing there in a confident stance, as if she had nothing to do with it. Luckily you were not wearing your normal clothes, because she certainly made a mess of your prison rags.
You drop Miles to the ground as a shredded mess.
Jesus you guys! This s!++ is X-rated!
Though the threat was gone, his crying may have attracted the attention of the guards. Before turning to rush toward the exit, you hear heavy feat shuffling toward you. Appearing into the light is the homeless man that gave Sydney her bracelet.
"I have a message for you, sister." He extends his dirty hand toward Sydney. In his palm is a small brittle mineral. You know it as mica, but the Sisterhood augments them to contain temporary messages. The homeless man moves back into the darkness*.
You two continue to move toward the exit as Sydney pulls out her tuning fork and breaks the mineral between the prongs. The messages are usually unclear so they are concise and purposeful, but most of all, discrete. The message resonates between the prongs and into your ears.
"Cache on shore. Orc to Dulles**"
You both finally make your way to the main drain that dumps water into the sea. The rocky shores take a while to climb down but provide substantial footing, albeit awkward. Near a small rowboat is a medium sized sack.
Inside the sack: Azeban's gear! You have everything you bought when you created your character.
I will let you two finish up the intro with your posts. Please ascend to lvl 4! Azeban, your "limit break" is in the works!
*The homeless or "forgotten" citizens of the world often serve the Sisterhood of Lys. They do not know the identity of their "employers", but they act as messengers and perform other auxiliary tasks required of the Sisterhood. In exchange, they are given food and only food, and they must maintain their station as homeless. The Sisterhood is extremely secret, even to the other Daemon Guilds, and they will pay a lot to keep it that way. The Forgotten, as the Sisterhood call them, are very useful strings that can be plucked unnoticed by them.
**Dulles is a small mining village north of Neo Ikarus. It will take about a day to get there on foot.