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The Wayfinders - Expedition to Tempest Isle
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<blockquote data-quote="SelcSilverhand" data-source="post: 5499434" data-attributes="member: 30016"><p>With the protections in place and the rest of the group now well out of range, Glaive and Midian turn their attention to the last of the strange eberron crystals. They unleash their eldritch and elemental forces on the crystal and fractures rapidly form. Almost at once they "feel" the slippery, probing tendrils of thought from the being trapped within. It tests their shields, seeming to purr in a cat like fashion. On the edges of your thoughts you can sense promises of pleasure, power, and other desires. When the barrage continues and the probing mind finds no opening it quickly turns to rage. The pressure on your minds increases but the being can find no way to enter. As the last shard shatters a glowing light comes forth and takes on a humanoid form. It darts about the room from person to person, pressing itself against them and trying find something alive to cling to. Finally it flings itself with a nearly audible howl of rage at Glaive only to burst and dissipate against his protective shield. At last all is still within the room. After a last survey, you gather your gear and make for the exit.</p><p></p><p>Outside Kraken, Doral, Garuk, and the former prisoners step out into the bright daylight. The men blink and shield their eyes at the sudden change. They are all talking excitedly, thankful to be free at last. Seeing that the men have little of their own, they organize them and begin searching the barracks. They discover some mismatched sets of clothes for the former sailors and cloth to make into wraps for the natives. After getting dressed the group finds some poles to use as staffs and clubs. </p><p></p><p>Not long afterwards Glaive, Whisper, and Midian emerge from the tunnels and announce that the deed is done. You gather around to decide what to do next. From what you can discover from the natives and the state of the camp, it seems that the mercenaries and pirates broke camp and took everything they could carry. Most of the cultists remained behind to bicker over the last crystal. The sailors believe that the pirates have ships anchored at the far end of the island and will leave as soon as they are able.</p><p></p><p>OOC</p><p>[SBLOCK]</p><p>Sorry again for the long delays in posting. </p><p>We're nearing the end of what I had prepared for this adventure, and I wanted to ask what you would like to do next. </p><p>One option is to setup another adventure if you guys want to continue working with these characters (or new ones).</p><p>Another option would be to try something new. I've been playing pathfinder since it came out and just bought The Godsmouth Heresy module, set in the city of Kaer Maga, that I wanted to run as an online game. Another option could be the Rise of the Runelords game (I DM'd that one for my RL group)</p><p>Finally, if there isn't much interest in the other two we can retire the game after we're done here.</p><p></p><p>Let me know what you guys prefer. </p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 5499434, member: 30016"] With the protections in place and the rest of the group now well out of range, Glaive and Midian turn their attention to the last of the strange eberron crystals. They unleash their eldritch and elemental forces on the crystal and fractures rapidly form. Almost at once they "feel" the slippery, probing tendrils of thought from the being trapped within. It tests their shields, seeming to purr in a cat like fashion. On the edges of your thoughts you can sense promises of pleasure, power, and other desires. When the barrage continues and the probing mind finds no opening it quickly turns to rage. The pressure on your minds increases but the being can find no way to enter. As the last shard shatters a glowing light comes forth and takes on a humanoid form. It darts about the room from person to person, pressing itself against them and trying find something alive to cling to. Finally it flings itself with a nearly audible howl of rage at Glaive only to burst and dissipate against his protective shield. At last all is still within the room. After a last survey, you gather your gear and make for the exit. Outside Kraken, Doral, Garuk, and the former prisoners step out into the bright daylight. The men blink and shield their eyes at the sudden change. They are all talking excitedly, thankful to be free at last. Seeing that the men have little of their own, they organize them and begin searching the barracks. They discover some mismatched sets of clothes for the former sailors and cloth to make into wraps for the natives. After getting dressed the group finds some poles to use as staffs and clubs. Not long afterwards Glaive, Whisper, and Midian emerge from the tunnels and announce that the deed is done. You gather around to decide what to do next. From what you can discover from the natives and the state of the camp, it seems that the mercenaries and pirates broke camp and took everything they could carry. Most of the cultists remained behind to bicker over the last crystal. The sailors believe that the pirates have ships anchored at the far end of the island and will leave as soon as they are able. OOC [SBLOCK] Sorry again for the long delays in posting. We're nearing the end of what I had prepared for this adventure, and I wanted to ask what you would like to do next. One option is to setup another adventure if you guys want to continue working with these characters (or new ones). Another option would be to try something new. I've been playing pathfinder since it came out and just bought The Godsmouth Heresy module, set in the city of Kaer Maga, that I wanted to run as an online game. Another option could be the Rise of the Runelords game (I DM'd that one for my RL group) Finally, if there isn't much interest in the other two we can retire the game after we're done here. Let me know what you guys prefer. [/SBLOCK] [/QUOTE]
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