| Janzadar |
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Janzadar instinctively let a lightning flow towards the zombie as soon as it gets in range (30').
Lightning Arc: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 Electricity
| Malok, the East Wind |
Init: 1d20 + 4 ⇒ (18) + 4 = 22
"Maybe he doesn't like to stink? Or perhaps he was on his way to visit a girlfriend?"
Study and fire!
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Dam: 1d6 + 2 ⇒ (5) + 2 = 7
| drbuzzard |
Well you think it is a yellow musk zombie, which means a plant created zombie rather than actual undead. That implies there much be such a plant (yellow musk creeper) in some sort of proximity.
However your memory is only so so, thus details are lacking.
Apparently it is vulnerable to acid, electricity and arrows.
| Janzadar |
Janzadar looks around for some clue at where the other survivors are, or if they were hurt. Can he recognize the zombie?
Perception Check: 1d20 + 6 ⇒ (4) + 6 = 10
He also tries to remember something about the plant that could create that zombie.
Knowledge (Nature): 1d20 + 2 ⇒ (16) + 2 = 18 (+1 if Jungle)
| drbuzzard |
The yellow musk creeper is a plant which can turn animals (people included) into zombies after entrancing them with it's pollen that it can spray at a distance.
(neutral plant of course).
You are pretty sure that there had been some sort of shelter erected here, but it has not been occupied for a while.
| Ivar "Goldilocks" Theodinson |
we are at the campsite 'I1' on the beach in the cove on the northern side, not our own camp, back on the hill top 'K' right
Ivar seeing the zombie but reacting slower than his friends, looks at the remains, shaking his head, "You know more about this thing than I do, Lalali, so we need to be carefully looking for a plant right?" Then he searches the camp.
After Ivar searches the camp he begins to head back across the island toward there camp, following the trail headed south.
nature: 1d20 + 5 ⇒ (4) + 5 = 9
perception: 1d20 + 6 ⇒ (19) + 6 = 25
drbuzzard, if I read the map right, 'L' was the birds crab house, did we ever find 'I2' yet?
| drbuzzard |
Yes, you are I1.
A close search of the place reveals that some people had lived here, and some other group of people had come and taken them.
After your inspection of the ruins you proceed on back to your camp.
Once again you see some odd creature fly across the sky in the distance (you've seen it before).
Upon arriving at the camp, and asking the G-Nome to look at the log, he perks up at least a bit since being a surly d-bag for all this time is something tiring.
He agrees to give it a looksee.
While you've been gone your NPC flunkies have done a decent job of setting up a camp with whatever amenities are possible with the limited resources, and some defensive measures have been put in place (or started). There is a partial ditch and palisade around the place.
| drbuzzard |
The NPCs who like you have been quite active in setting up defenses, since they know there is potential for a raid at any time by the cannibals present on the island.
I assume you spend the night and get everyone patched up.
In the morning your normally dour gnome, finds you all and looks particularly perky.
[b]"Do you know what you've found? This is incredible! This is the Captain's log from the Nightvoice! The Pathfinder society has been wondering about what happened to that expedition for decades! If I take this back to the Grand Lodge, I will surely get back in the good graces of the Ten and can rejoin the society. "
He goes on to explain what happened to the Nightvoice and its captain.
This derelict is the wreck of the Nightvoice, a large Pathfinder Society exploration vessel that originally hailed from Almas. The Nightvoice has been wrecked here for decades after it mysteriously vanished on an attempted voyage around the southern coast of Garund. In fact, the explorers were well on their way home to Almas to report their findings to their lodge when a strange leathery pod they’d discovered in a seaside cavern burst open, infecting nearly the entire crew with russet mold spores—only Captain Havner Ames managed to resist the infection. As he watched his friends and crew succumb to the infection, he knew that he couldn’t allow the strange bulb (which had closed up on itself and was pulsing with a foul life, s if replenishing its store of spores) to reach the coast. Yet the Nightvoice was now adrift on a current that would swiftly take it to the coast of Sargava. It was all Captain Ames could do to alter the large ship’s course on his own so that it instead crashed against the rocks here. Delirious and mad, Captain Ames abandoned the wrecked ship and climbed over the island, hoping to find a place to hide the fungal bulb away where it could do no more damage.
| Janzadar |
"We have to commend his attempt to save others from the pod infection, but it seems he wasn't able to destroy it. If we find the pod, we should finish what he started, and destroy it."
| drbuzzard |
And by the way, the tien guy, Ishirou pops buy after you are done with the gnome.
"While we have been setting up the campsite here, something jogged my memory."
he takes out a weathered piece of parchment.
"This is a treasure map I found during my wanderings. After digging around here and seeing the scenery around here from all angles, I'm convinced you decided to pick the site of the treasure, more or less, for the site of our camp. I'm willing to cut you in for a share of the loot if you help me get to it. "
| drbuzzard |
The map indicates that to find the spot where the treasure
is buried, one must to climb to the top of the hill and wait
for sunrise. At dawn, one must simply walk to a point atop
the hill where the sun seems to be rising directly between
the two spike-shaped rocks protruding from the sea to the
east (these are the rocks near area D6). This is the correct
place to begin digging.
| drbuzzard |
| 1 person marked this as a favorite. |
You wait for morning to find the correct spot and start digging. You're quite happy that you managed to get a number of shovels from the wreck of your ship, because otherwise this would really suck (digging with a shovel is no fun, digging without one is far worse).
After about ten feet of excavation, you come down to a sort of wooden wall or something, and on top of it is a corpse.
| Janzadar |
Janzadar lets a small prayer be heard, and examines it.
Detect Magic
Heal Check: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (History) Check: 1d20 + 5 ⇒ (10) + 5 = 15
Perception Check: 1d20 + 6 ⇒ (11) + 6 = 17
| Malok, the East Wind |
Malok watches on with bow in hand..
"Wonder how the fella managed to get himself buried down there."
| Ivar "Goldilocks" Theodinson |
Ivar nods at Lalali's recommendation, "It does look like the only way were go to continue, but no need to take chances, I would rather not drop through the floor." Ivar takes a few moments and gathers his crowbar, a rope, a stake and one of the shovels. After driving a stake in the ground he ties the rope to it and drops the rope into the hole, lowering himself down. He ties the rope around his waist and then begins to break part of the floor with the crowbar.
The intent here is to open a hole in the floor, if the floor drops out or if Ivar falls he has tied the rope around himself so he only drops a foot or two, I hope this is ok, if not please let me know.
str: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
| drbuzzard |
Ok, everyone is placed. Lalali and Malok are up above, while Ivar attacks the wooden floor with his crowbar with Jan next to him.
Ivar takes the crowbar to the wooden floor and pries away good and hard, but it doesn't budge. You think chopping a hole is more likely to work than this (as in you can't make this DC by yourself for the break str check).