The Last Bastion of Serhedros (pathfinder 1st edition)

[X] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)
 
[X] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)
 
[X] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)
 
[X] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isn't your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending))
 
[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful)
 
Day 7 (Night)
[X] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 1/5 Ducat)

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This day was long, and painful in numerous different ways. The fevered energy that drove you to put the whole expedition to work has subsided somewhat. With the night coming in full, you step aside and retire to your tent early to work on your maps, the bone-deep exhaustion preventing you from doing more then giving a handful of orders. The scent of baking bread and roasting goat meat fills the air as the cook works on the night's supper.

(Profession: Scholar roll 1d20+5... 17+5 = 22)

You work well into the dark hours of the night, carefully setting ink and quill to work adding the cartographical location of both sites to your map, as well as thin lines indicating the forlorn highways used by the ancient peoples of the hills. The map itself is largely blank at this time. With naught but the road and the walls acting as a sort of framing device, but the addition of the mine and the hill hold add a bit of artistry from your admittedly unskilled hand.

(Map Quality increases but does not exceed current value, Map Value increases to 12 ducats.)

By the time Willa pokes her head through the tent flap with tonight's dinner, a shank of roasted goat and freshly baked bread with beer jam, you've refined the map to a higher standard. Willa brought her own meal with her when bringing you your portion of the meal, would you like to ask her to stay?

[ ] Yes, you could use some company after the events of today.
- [ ] Talk about something specific (Write in what)
- [ ] Talk about something random

[ ] No, you need some peace and quiet tonight.
- [ ] Just get some sleep after you've eaten
- [ ] The Orb slinks to the front of your thoughts again. Gaze into it and seek it's mysteries.

((Forgive the brevity of this post, it's not been a good day))
 
[X] No, you need some peace and quiet tonight.
-[X] Just get some sleep after you've eaten

We'll leave Wilma alone as it sounds like this dude needs to sleep.
 
[X] No, you need some peace and quiet tonight.
-[X] Just get some sleep after you've eaten
 
Day 8 (Morning) Strange Dreams and Fresh Starts
[X] No, you need some peace and quiet tonight.
-[X] Just get some sleep after you've eaten
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With a quiet bit of thanks, you send Willa off to rejoin her comrades at the bonfire. The goat might be a little too dry for your tastes, but the bread is fresh, warm and soft enough to make up for it.

Weariness had taken you almost as soon as you set aside your plate, with a jaw cracking yawn you settle into your bedroll to sleep for the night.

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Something Seeks your dreaming mind in the night and finds it.
Will Save 1d20+1... 11+1 =12 - 5 (Door was left open) = 7 vs. 28

Your dreams are dark and strange, shifting from normal scenes of flight over an empty landscape to the scrambling legs and high pitched hissing of the spiders as they chased you over a mountain of cheese. It would be utterly unremarkable if you hadn't encountered... something in the deep recesses of your mind. A formless shape older then the mountains distraught with pain and loss. It saw you, looked at you, looked into you, rough sharp hands that intermittently shifted to that of smooth glass stroked and cut you as you were considered, altered, molded.
You have gained a Weak Compulsion( Seek the throne below) and a Strong Compulsion (Do not leave until the task is complete).
You woke from your dreams with a strange energy. A desire to seek... something in the mines below.

(Rolling Will save 1d20+1... 13 + 1 = 14, bare success)

You manage to resist the temptation to run off into the Hill complex today. But you know in your heart of hearts that you can't leave this place. Not now. Not until you find whatever lurks in the mines below.

(Does anyone notice anything strange about you? )
( Cassius rolled a 7 = No)
(Jurgen rolled a 19 = yes)
(Does Jurgen say anything? DC= 50 rolling 1d100... 4, No)
(Willa rolled a 15 = yes)
(Does Willa say anything? DC= 45 rolling 1d100... 93, yes)
(Expedition rolled a 2 = Fuck No)

You stumble from your tent and join the line for breakfast, a simple porridge. You're trying to play it off as still being drowsy from the night before, but when you sit down to eat your breakfast, Willa joins you.

"You look terrible." Willa states bluntly. A look of concern evident on her face.

"Worse then usual?" You retort. Having a hard time focusing on the here and now.

"Not what I meant, did you get any sleep last night?" Willa asks gently.

Do you tell Willa anything?

[ ] Dinner didn't sit so well with me last night, I'll be alright in a bit. (Bluff Check)

[ ] Didn't sleep so well last night. I'll be alright once I get moving here.

[ ] I had strange dreams last night. Woke up feeling like I need to find something deep in the Hill. (Will Save, Failure defaults to the above statement)

After that little conversation, you move on to assigning the day's tasks.

The day is young, and the Hill awaits. Choose three of the below options

Exploration Actions
[ ] Examine the ruins more closely and attempt to deduce their origin ( knowledge history/profession scholar rolls)(Difficult to identify beyond racial origin of builders without further data) This is a waste of time, the Hill waits for me even now (Will save)

[ ] Return to the Hill complex: You've discovered an underground complex, seemingly untouched until your arrival. Something lingers within the hill, calling to you.(Possible multiple time slot expenditure) (Unlocks dungeon subturns, You and your fellow adventurers delve into the ruins in search of treasures and answers, your civilians have no interest in delving into the spooky ruins and some of your soldiers need to protect the rest of the expedition, but named characters will accompany you.)

[ ] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Prospector Roll) (2/3 actions completed)
- [ ] Expend a potion of Detect metal. (Improves odds of finding ore deposits(cumulative +5 bonus to your prospector roll per potion used)) (Can be taken four times in one action, two extracts expended by Cassius, two potions in stock, extracts will be used before stock potions and are recovered in the next day.)
- [ ] Don't expend a potion.

[ ] Cleanse the Hills: Send out some of your riflemen to put the walking dead to rest. (Takes one time slot)(Encounter Roll)(Two groups of the walking dead, 6 and 8 respectively)(The Locations of the Walking dead are well known, provided no dismal failures in your other tasks, you can safely work around the dead)(Repeatable until the undead are slain) The Hills have been cleansed, you can now bring three riflemen with you on dungeon expeditions. The remainder will watch the camp and protect the rest of your people.

Research Actions
[ ] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isnt your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending)) This is a waste of time, the Hill waits for me even now (Will save)

[ ] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)

[ ] Cultural Analysis of the Relics of the People of the Hills: Examine and appraise the artifacts taken from the Marketplace of the Hill Complex for knowledge and profit. This is a waste of time, the Hill waits for me even now (Will save)

[ ] The Orb asked you to gaze deeper into it, to know it better. Set aside some time and seek deeper into it's mysteries. But surely you don't have time for that? After all, The Hill awaits. (Concentration Check, Moderate Will save, More Secrets of the Orb unlocked if successful)
- [ ] Ask Willa to watch over you while you do this. (Other companions may be made available for this option if you improve your relationship with them)
- - [ ] Request that they wake you up if a time slot has passed.
- - [ ] Request that they wake you up if two time slots have passed.
- - [ ] Request that they wake you up if one day has passed.
- [ ] Don't request a companion watch over you, you don't want to unnerve anyone at this time. (May loose several timeslots)
- - [ ] Take an additional research option into the tent with you to better cover your absence.

Camp Actions
[ ] Further Establish the Camp: Build some temporary buildings to further fortify your expedition's camp (No source of timber and no building supplies/tools in storage)

[ ] Get to know one of your fellows on this expedition: (Social Action)(???)
- [ ] Specify who

[ ] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 12 Ducats)

[ ] Write in (Take this if there's something you want to do that isn't covered in the actions above, I'll decide on whether it's acceptable or not, have a second choice lined up in case your action proves unfeasible. You will not willing leave this area until the task is done.)

((No Monster Encounters in the night, but something definitely happened))
 
[X] Didn't sleep so well last night. I'll be alright once I get moving here.

[X] Plan Cooling Off Period
-[X] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Prospector Roll) (2/3 actions completed)
-- [X] Don't expend a potion.
-[X] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isnt your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending))
-[X] Get to know one of your fellows on this expedition: (Social Action)(???)
-- [X] Will



Willa could be a secret cultist, or she could be on the level, let's socialize with her and see if we can trust her.

And no delving for a day to try and recover our mental resilience.
 
[X] Didn't sleep so well last night. I'll be alright once I get moving here.

[X] Plan Cooling Off Period
 
[X] Didn't sleep so well last night. I'll be alright once I get moving here.

[X] Plan Cooling Off Period
 
Day 8 (Noon) In which Dreams are addressed. And Revelations are had.
[X] Didn't sleep so well last night. I'll be alright once I get moving here.

[X] Plan Cooling Off Period

((Your answer and the social option combined for interesting results.))
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"I didn't sleep so well last night. I'll be alright once I get moving here." You say in response to Willa's questions concerning your health. Hoping to assuage her concerns...

(Opposed Diplomacy vs. Sense motive check)
( You rolled a modified 19 vs. A modified 21)

Willa doesn't buy it for a moment.

"I heard you muttering in your sleep last night. So respectfully sir?" Willa says in a nonplussed tone. "That's Bullshit. "

"It's really nothing." You try to deflect, but Willa isn't having it. She physically pulls you aside, out of earshot with the rest of the camp and stares you down.

"I had a soldier in my unit put a bullet in his brain because none of us took his bad dreams seriously. I am not letting anyone else wither away like he did." Willa says through gritted teeth, her words barely more then a whisper despite the distance from the rest of the camp. The pain in her eyes tells you this soldier might have been a bit closer to her then 'just another soldier'. "Now tell me. What's. Wrong?"
Will Save rolling = 9
"It... It was just like any other dream at first. I won't get into the specifics due to inanity, but something changed partway through." You say, something within you balks at trying to explain the dream. This was all a waste of time anyway, the hill was waiting wasn't it? But you soldiered on. "Something changed, or rather, felt like it was changing me..."

Intelligence roll (-3 due to ???, +5 due to natural modifier, modified bonus of +2 to roll)... rolled a 16+2 = 18, Sudden realization.

You realize that something had changed, alien thoughts intrude even as you go back over your memories of the night before with a fine toothed comb, trying to distract you from analyzing your own thoughts. Burning away in the back of your mind is a desire to return to the hill, to delve deeper into it, to seek a throne carved of crystal sitting in a natural crystal cavern. Your resolve hardens as you refocus on the conversation before you, Willa looked concerned, and she had every right to be.

"Something did change me. There's something in the Hill, a crystal throne. It's calling to me." You say even as you feel your lips harden into a frown.

"A throne?" Willa asks quietly, sounding as if she's on the precipice of something. Probably calling you mad or something equally discouraging.

"Yes." You answer as you reach for the Orb hidden under your tunic. Pulling it free with a thumb. "I was studying this last night, a family heirloom from before the rising. It started glowing like this when we arrived in the area. I think it might be the reason whatever is in the throne was able to reach out to me."

"Do you think it's magical?" Willa asks even as she stares in fascination at the Orb. Her eyes half lidding before the last syllable leaves her lips. Suddenly worried you might open someone else to being manipulated, you quickly stuff the Orb back under your tunic. Willa blinks, returning to the here and now. "That was weird."

"Maybe. Maybe it's magical, maybe its a conduit for magic to be done on someone, maybe it's something else entirely. My father died before he could tell me where the Orb came from or how our family got it." You answer before asking your next question. "What just happened? Are you alright?"

"I'm fine, just felt like I was... falling for a moment there. You said you were studying it?" Willa asked as her brow scrunches in thought.

"Yes. I was just going to record it's dimensions and the changes it had underwent since our arrival, but I looked at it for too long and fell under it's spell, hours passed me by without my noticing." You say as you consider what you saw last night. "I saw... shapes. Nothing distinct, I wasn't looking hard enough for that."

"Maybe this is something from one of the Wizards? Some mystical gem they used to train apprentices or something? My grandfather said that Wizards had to be strong of mind and flexible in thought. What if this was something made to encourage that?" Willa asks, her brow releasing as she extrapolated from what her grandfather had told her.

"If it did come from the Wizards, it could just as well be a novelty of some sort or some other unrelated paraphernalia. I don't think they'd let something like that out of their hands, even with the threat of the Lich."

"Maybe. But maybe that's why whatever's down there is able to mess with you. Maybe if you try again, you might be able to find something, some sort of magic that'll force whatever is messing with you to leave?" Willa suggests. Which isn't without merit presupposing that the Orb was some sort of magical instruction device. But still...

"That's a lot of maybes." You say even as you give the idea some thought. The compulsion in the back of your mind is still needling you to focus on the hill, but it's easier to ignore now that you know it's there. Presumably if the Orb was what opened the way into your sleeping mind, it could be used to close it again. "I'll consider trying again later, right now I really need to focus on something else."

"That's fair." Willa says, before a smile quirked the corner of her lips. "So what is paraphernalia anyway? Some sort of magical crap?"

(Degradation of your Relationship with Willa has been prevented. She is still concerned about you however.)
(You now have a general idea of Willa's character and how she will respond to your choices and actions, her opinion on future decisions will be revealed as part of the options available, due to only having a surface level understanding of Willa, this information might be wrong on specific instances.)
(Example. [ ] Lie to the Gate Commander about contraband (Willa Disapproves))
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You send off the prospectors to finish up surveying this section of the hills. Thankfully Your discussion with Willa was unheard, so the mood of the expedition is still rather chipper. Much as it unnaturally pains you to admit, you may have to move on to the next section of the hills to keep the expedition busy. While this section of the hills has been largely pacified, the longer you linger here after your business is ostensibly done, the more likely it is for other members of the expedition to wander off for a bit of "Exploring".

In an attempt to further distract yourself, you set yourself up in your tent with rubbings taken from the pillars and start working to identify the script.

(Will save (-3 from compulsion, +1 from wisdom modifier, -2 to roll) 1d20-2... 19-2 = 17, success)
(Linguistics Check: 1d20+9... 15+9 = 24, bare success)

You managed to dull the insistent needling in the back of your mind by sitting down and really focusing on the language of the Hill Dwellers. It takes hours of work, ending well past noon, but you recognize a few scattered words of the Sacred Language of Drin-Nozhul in the Hieroglyphs. The written tongue of the sacred mountain priests of the Dwarves. It may well take months, perhaps years to fully decode this language, but you have a baseline to work off of.

(Long term project unlocked. The Language of the Hill Dwarves. (Reward upon completion, 3-12 Scholar Favor))

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(Rolling Profession: Prospector 1d20+6... 2+6 = 8, Failure)

Unfortunately, The Prospectors turn up empty handed for the final stretch of this section of the hills.

The Sun burns high in the sky, what are your orders?

Choose three of the below options

Travel Actions
[ ] Keep Journeying (Time Advances two time slots to Evening) (Scouting Roll) (Encounter Roll) (Hard Will Save to Leave while Compulsion is still active)
- [ ] South : The plains look barren from here, but that could be a false representation of their wealth.
- [ ] West: Yet more Hills await you.

Exploration Actions
[ ] Examine the ruins more closely and attempt to deduce their origin ( knowledge history/profession scholar rolls)(Difficult to identify beyond racial origin of builders without further data) This is a waste of time, the Hill waits for me even now (Will save) You have enough clues to assume that this is a Hill Dwarf location.

[ ] Return to the Hill Dwarfhold: You've discovered an ancient Dwarven stronghold, seemingly untouched until your arrival. Something lingers within the hill, calling to you.(Possible multiple time slot expenditure) (Unlocks dungeon subturns, You and your fellow adventurers delve into the ruins in search of treasures and answers, your civilians have no interest in delving into the spooky ruins and some of your soldiers need to protect the rest of the expedition, but named characters will accompany you.)

[ ] Survey the Hills: Send out the miners to look over the hills and see if any obvious sources of good stone or minerals can be found. You have been informed that this is actually called "Prospecting". (Takes one time slot) (Profession Prospector Roll) (3/3 actions completed) The Hills have been surveyed.

[ ] Cleanse the Hills: Send out some of your riflemen to put the walking dead to rest. (Takes one time slot)(Encounter Roll)(Two groups of the walking dead, 6 and 8 respectively)(The Locations of the Walking dead are well known, provided no dismal failures in your other tasks, you can safely work around the dead)(Repeatable until the undead are slain) The Hills have been cleansed, you can now bring three riflemen with you on dungeon expeditions. The remainder will watch the camp and protect the rest of your people.

Research Actions
[ ] Begin the Analysis of the Pillar Rubbings: See if you can identify the language found in the pillar rubbings. You'll admit ancient history isnt your forte, but there's nothing wrong with giving it the old spire try, is there? (Begins the translation attempt, outright failure will exhaust this option for seven days given you have no experience in this matter.)(Reward: Knowledge of the Ancient Written Language of the People of the Hills (Name pending)) This is a waste of time, the Hill waits for me even now (Will save) You have identified the language as being Dwarven in origin. You'll need access to a library of linguistic texts to actually work out the details in a reasonable timescale.

[ ] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)

[ ] Cultural Analysis of the Relics of the Hill Dwarves: Examine and appraise the artifacts taken from the Marketplace of the Hill Dwarfhold for knowledge and profit. This is a waste of time, the Hill waits for me even now (Will save)

[ ] The Orb asked you to gaze deeper into it, to know it better. Set aside some time and seek deeper into it's mysteries. But surely you don't have time for that? After all, The Hill awaits. (Concentration Check, Moderate Will save, More Secrets of the Orb unlocked if successful)
- [ ] Ask Willa to watch over you while you do this. (Other companions may be made available for this option if you improve your relationship with them)
- - [ ] Request that they wake you up if a time slot has passed.
- - [ ] Request that they wake you up if two time slots have passed.
- - [ ] Request that they wake you up if one day has passed.
- [ ] Don't request a companion watch over you, you don't want to unnerve anyone at this time. (May loose several timeslots)
- - [ ] Take an additional research option into the tent with you to better cover your absence.

Camp Actions
[ ] Further Establish the Camp: Build some temporary buildings to further fortify your expedition's camp (No source of timber and no building supplies/tools in storage)

[ ] Get to know one of your fellows on this expedition: (Social Action)(???)
- [ ] Specify who

[ ] You can choose to refine the map you have made so far. It's missing the Hill complex and the mine location, adding these locations to the map will definitely increase it's value. (Increases quality of maps) (Current map quality: Fair) (Current map size: 1/80) (Current Map Worth: 12 Ducats)

[ ] Write in (Take this if there's something you want to do that isn't covered in the actions above, I'll decide on whether it's acceptable or not, have a second choice lined up in case your action proves unfeasible. You are under a compulsion to return to the Hill and seek the Throne, actions not relating to that will require a Will save of varying severity.)
 
Travel Actions
[X] Keep Journeying (Time Advances two time slots to Evening) (Scouting Roll) (Encounter Roll) (Hard Will Save to Leave while Compulsion is still active)
- [x] West: Yet more Hills await you.

[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)

Check out the spider while the camp packs up to keep us from going nuts and then we GTFO of here. That crystal throne ain't gonna help us
 
[X] Keep Journeying (Time Advances two time slots to Evening) (Scouting Roll) (Encounter Roll) (Hard Will Save to Leave while Compulsion is still active)
- [x] West: Yet more Hills await you.


[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)
 
[X] Keep Journeying (Time Advances two time slots to Evening) (Scouting Roll) (Encounter Roll) (Hard Will Save to Leave while Compulsion is still active)
- [x] West: Yet more Hills await you.

[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)
 
Day 8 (Afternoon) Taking a step away.
[X] Keep Journeying (Time Advances two time slots to Evening) (Scouting Roll) (Encounter Roll) (Hard Will Save to Leave while Compulsion is still active)
- [x] West: Yet more Hills await you.

[X] The Cave Fishing Spider - Anatomy Y. 674 A.R. (After Rising): Dissect and study the remains of the cave fishing spiders you've recovered to see if any major changes have occured biologically for the nominally Arboreal monstrous spider species. (Basically what it says on the tin, paper writing options will unlock provided this action is successful) This is a waste of time, the Hill waits for me even now (Will save)
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The Spider carcasses are kept in shade, away from the heat of the sun. Nonetheless they still stink to the heavens when you start slicing through the carapace with a sharpened knife.

(Will save: 1d20-2.... 15-2= 13, minor failure, knowledge nature DC increased)
(Untrained Autopsy roll 1d20+3... 8+3= 11, bare success, corpses in early stage of decomposition, no increase to knowledge nature DC)
(Knowledge: Nature Roll 1d20+6... 9+6 = 15, bare success, Corpses display interesting irregularities)

It's... hard to focus. Between the smell, the unmentionable effluvia of the spider's innards covering your hands, and the subtle drone in the back of your mind telling you to refocus your efforts elsewhere, you find it difficult to come up with thoughts unrelated to the Hill. Thankfully it lessens somewhat as you being to notice some irregularities in the corpses. Namely the cysts scattered in regular intervals throughout the spider's body.

In the process of studying the inner workings of the Cave Fishing Spider's remains, you accidentally puncture one of the cysts with the point of your knife and release a notably pungent odor as well as a stream of rotting material, presumably haemolymphic fluid that had gone rancid. Initially you disregard this as a unique disease the spider might have been suffering from. However, as you move on to the other two spider cascasses you find similar cysts in similar positions throughout the body. Sketching out where theses cysts would be in a living spider, you find that they form a sort of lattice, especially as the acid scarred spider carcass had a thin, fibrous network connecting to theses cysts, the existence of a previously unrecorded organ in a centralized location for the cyst network and its general structures being moderately similar to that of a heart implied that this was some sort of circulatory system. Though the possible reason for it escaped you. If an injury caused one of the cysts to burst, the rotting material contained within would rapidly poison the spider.

For the time being, you record your findings and shelve them for a time when you have access to a wider pool of knowledge, perhaps someone in the bastion would have access to records of modifying natural creatures that would allow you to further extrapolate the reason behind what you currently presume to be a deliberate modification of the Cave Fishing Spider.

(Long term project unlocked: Investigate the modification of the Cave Fishing Spider.)

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The expedition is packing up the camp, and you're not sure if you'll be able to leave. Or resist returning for that matter. Despite knowing you're being manipulated, your thoughts still linger on the Hill. It is only through concentrated effort that your thoughts are not consumed by it.

You need to do something about it. But what?

[ ] Marshal your willpower and just. Walk. Away. (Hard Will save)(Exepedition at large remains unaware that you were affected by something in the ruins.) (???)

[ ] Take a sleeping draught and get carried away on a cart. (Consumes 3 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.)(Potential confrontation with whatever compelled you earlier.) (???)

[ ] Take a dreamers draught and get carried away on a cart. (Consumes 4 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.) (Better able to defend yourself in the event of a confrontation with whatever compelled you earlier.) (???)

[ ] Consult the Orb as you sit under a tarp on a cart. (Expedition Finds this a little odd.) (Might rid you of the compulsion, might make it worse.)( Potential confrontation with whatever compelled you earlier.) (???)

[ ] Worse comes to worse, have yourself bound and gagged as you leave the area to prevent yourself from being overwhelmed by your compulsion and doing something silly. Hopefully whatever this is has a maximum range, or at least that the compulsion will be less debilitating at range. (Expedition would find this worrying. Definite morale damage.) (Failure of any option above defaults to this.)
 
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[X] Take a sleeping draught and get carried away on a cart. (Consumes 3 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.)(Potential confrontation with whatever compelled you earlier.) (???)
 
[X] Take a sleeping draught and get carried away on a cart. (Consumes 3 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.)(Potential confrontation with whatever compelled you earlier.) (???)
 
[X] Take a dreamers draught and get carried away on a cart. (Consumes 4 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.) (Better able to defend yourself in the event of a confrontation with whatever compelled you earlier.) (???)
 
[X] Take a dreamers draught and get carried away on a cart. (Consumes 4 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.) (Better able to defend yourself in the event of a confrontation with whatever compelled you earlier.) (???)
 
Huh, even split, okay rolling out the dice in the open

1-50 = Sleeping Draught
51-100 = Dreamer's Draught
Useless Writer threw 1 100-faced dice. Reason: Breaking a tie Total: 95
95 95
 
Dreams and Demons 1
[X] Take a dreamers draught and get carried away on a cart. (Consumes 4 Alchemical Supplies, Cassius has 10) (Expedition finds this a little odd.) (Better able to defend yourself in the event of a confrontation with whatever compelled you earlier.) (???)
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Encounter roll, 1d100... 73

((Welp, here we go))
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You'll admit, you get some odd looks as you settle down on the Cart for a nap, the potion sitting in your hand is a fizzying purple thing that Cassius whipped up for you. A potion that encouraged dreams and the dreamer's mastery over them. Whatever slipped into your dreams might take issue with you leaving without seaking the throne, and you... you...

You aren't sure if this is even going to help, a plan of action based off of half forgotten rumours and superstition that might allow you to battle whatever invaded your dreams and shaped you sleeping mind. As you look at the potion resting in your hand, you worry. You've been in fights before, intellectual exercises, debates and the occasional bout with cold steel. But this is something else entirely. A battle for your very mind. One you may very well not win.

'If there is any consolation to this. Willa knows the whole story. If I... fail, become something else. She'll ensure I dont hurt anyone.' You think even as you drink the fizzing concoction. It's warm and tastes distinctly of purple going down. A bone deep weariness spreads over you even as you lay back against the sun warmed wood of the cart and begin to drift off. Your last thoughts before slipping into unconsciousness are of the sun and clouds overhead. Wondering if you'll even see that pale blue sky again...

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You awake in the Scriptorium, the central library of the bastion, a place that you spent much of your childhood in. The towering stacks filled with salvaged books from the old world before the Rising had fully overwhelmed the Great Kingdoms. According to the one elderly half elf Librarian, His grandfather would have considered this a poor showing for a middling library back in the Days Before. So much had been lost.

Idly you reached for one of the heavier tomes and cracked it open, finding it to be a copy of the Beasts of the Southern Kingdoms, but filled with addendums and notation marking your own thoughts. Replacing the book and taking a second, you find it to be a perfect record of the day of your apprenticeship to Bertrand, a scholar of the Histories. Though the words are faded in places.

You surmise that this dream was a... representation of your mind, the books being your own thoughts and memories. Presumably the compulsion forced upon you would be somewhere within these stacks. A book that didn't belong, written in a hand foreign to you.

In the distance you could hear footsteps, sharp, crunching sounds that sounded like the approach of a being wearing boots made of fine crystal and glass. Whatever had forced changes upon your mind was here. Looking for you. Around your neck, you can feel the Orb glowing like a brilliant star. A shinning amethyst light banishing the darkness about you.

What do you do?

[ ] Search the Scriptorium for foreign books, removing the compulsion is the first priority.
[ ] Hunt down the Interloper, expelling this foreign thing from your mind has to take priority above all else.
[ ] You feel... different here. Perhaps it is the Draught, perhaps it is the Orb, or perhaps it is the changes that have already been forced upon you. You can hardly battle the thing if it has already managed to compromise your defenses. Find some way of examining yourself and figuring out what is different.
 
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