| Gideon Ross |
Gideon good-naturedly gives Tobar a brief raspberry in reply. "Thanks. Definitely the plan! The plan is also to become the colony's gemcutter once I can get those supplies on the next ship coming in. Hopefully they'll have something like that available. Based on those crystals we found earlier, I wouldn't be surprised if there were some precious stones to be found somewhere on the island. Being able to refine them would go a long way toward making the colony a profitable venture."
| DM Brainiac |
As Tobar applies himself to his crafting, Gideon prepares to meet Kulena at her house come dusk. A delicious fragrance wafts from the open window of the thatcher's house as the bard approaches. Kulena answers door in response to Gideon's knock.
"Perfect timing! Please, come in."
The interior is a modest affair, a single room that is combination living space, bedroom, and kitchen. Kulena dips her ladle in a bubbling pot and spoons out two portions of fish stew. "Here you go. I'm not a professional cook like Hondren, but I hope it's to your liking."
| Gideon Ross |
As soon as he passes the open window, the smell of the food makes the scholar's mouth water and his stomach rumble low. When Kulena opens the door, Gideon greets her happily, stepping inside to her invitation.
"Don't sell yourself short! If my stomach's response to walking by your window is any indication, I'm sure you could give Hondren a good run for his money. I have no doubt that it's going to be delicious." he says to her.
When they go to sit down, Gideon first moves to pull her chair out for her and make sure she is settled before sitting down himself.
| DM Brainiac |
"Oh, thank you!" Kulena says with a shy smile when Gideon pulls out her chair. The stew is tasty enough, if a tad on the salty side.
"So," the thatcher begins, "we haven't had a lot of time to just sit down and talk like this. Tell me about yourself, Gideon. Why did you decide to settle in Talmandor's Bounty?"
| Gideon Ross |
"Hmm...well, I think a lot of it comes down to a case of wanderlust that I haven't ever been able to shake. My father was Varisian, and he had the travel bug, too, so life on the road is really all I've ever known. He was a history buff, too, which definitely influenced my own interest in history and in studying archaeology."
"Since I turned 18, I've traveled all over the Inner Sea, learning everything that my brain could soak up. Osirion, Katapesh, the Mwangi Expanse, the Sodden Lands...I've seen them all, but there's never really been a place that I felt I could honestly call 'home'. One day I saw the call that the Company sent out, seeking people to go to Almas and then come here to settle and it was the kinda thing that was right up my alley. Exploring an unknown land, finding all kinds of interesting history, learning things about the Azlanti that no one has known since the civilization fell...it put a fire in my belly! It hasn't disappointed either. Hasn't all been fun and games of course, but I don't regret for a moment getting on the ship."
"Kind of a wordy answer to the question, I know...hope you don't mind. It probably won't be the last time I go around my elbow to get to my nose." he says with a slight grin. "What about you, Kulena? What made you get on the Peregrine that day?
| DM Brainiac |
Kulena giggles. "It's okay, I like to hear you talk. It sounds like you've had such an amazing life so far! Mine seems to pale in comparison.
"I grew up in the town of Bellis. My mother passed when I was little, so my father raised me and taught me how to be a thatcher like him. We didn't have much, just enough to get by. But I always dreamed of an exciting life somewhere away from home.
"My father knew it, too. When he heard about the expedition, he used up a large portion of his savings to pay my way to Almas. I tried to protest, but he said he loved me too much to not let me pass up on an opportunity to fulfill my dreams. He practically kicked me out the door!" She wipes at her eyes, though her expression is a joyful one.
"Now here I am, halfway around the world. It seemed such a romantic prospect, but the reality is a little less glamorous than I had imagined. Still, I'm glad to be here, and I'm grateful to my father for everything he did for me."
She falls quiet and looks away. "Oh, you must think me a provincial rube, being the worldly explorer and adventurer you are."
| Gideon Ross |
The explorer listens to her story with a slight smile on his face. "I'm sorry to hear about your mother, but I'm glad that your dad was still around to raise you. From what I've seen so far, he did a very good job of it."
"Your dad sounds like an amazing person, willing to give so much up to see you get to live your dream. Maybe one day I'll get the chance to meet him. It's a nice thought, anyway!"
"While it's true that it isn't as glamorous as imagination might make it out to be, I still enjoy it. Believe me, after all the stuff we've survived, a bit less glamour might be nice."
Quirking his head to the side as she goes silent for a moment, he shakes his head emphatically. "Not at all! First of all, I don't think provincial is the insult that so many people want it to be. There's nothing wrong with a quiet, simple life. To be honest, there have been times when I wished that I wasn't so unsettled. I think an argument could be made that with all the moving around I've done in my life, one of the things I've really been looking for is somewhere that does feel like home."
| Tobar Iverrov |
... I feel like this is leading to the part where by book 3 of the AP we have to roll up to the house and knock on the door and say "Hi Kulena, can Gideon come out and have an adventure?" and she'll be all "No he has to teach the kids how to read and write and do cantrips today. You boys go have fun!"
| Gideon Ross |
Go find Tobar a woman and Gideon'll teach his kids their reading, writing, and 'rithmetic, too!
He blinks a time or two, an expression of growing awareness on his face, as if the mental light bulb had just come on. "So...home is not a somewhere but a someone. Huh! Y'know I've never heard that said before, but it makes perfect sense. I can't believe I never considered it before..."
| Gideon Ross |
"Oh! I almost forgot..." the bard begins as the evening winds to a close, reaching into the pack he brought with him. "We found this when we were out exploring and...well, I thought you might like to have it." he explains as he pulls out the mirror, carefully wrapped in the softest cloth he was able to find. The silver of the mirror has been polished since he found it, hoping to bring the luster out of the metal before he presented it to her.
| Gideon Ross |
The unexpected kiss on the cheek brings a grin to Gideon's face that, despite his efforts to suppress, would likely draw the envy of a cheshire cat. "W-well...gotta have something that inspires me to come back, right?" he asks, bashfully rubbing the back of his neck with one hand.
| Gideon Ross |
"Makes two of us, Kulena. That's definitely my plan! Good night!" he offers in return.
When he returns to the home he shares with the other two, the grin on his face makes plan that the evening went very well, with no words needing to be spoken.
| DM Brainiac |
The next several days pass relatively quickly. Alba helps to dose Eliza and keep her in an addled state, though Ramona is sure not to relax the guard around her just yet. After five days, the domination effect fades away, though the psychic remains unrepentant when questioned.
Five more days pass, and at last your lookouts report a welcome sight--a ship sailing into the bay! The colonists cheer as the Justice for All docks at Talmandor's Bounty, stocked with additional food and supplies to bolster the fledgling colony.
As the crew of the ship begins to disembark, a tall, muscular figure stands out among them--a female gillman with long, braided hair and a thick scar across her neck and gills.
Terana may start posting when she is ready!
| Terana Murkwater |
This is good air, a clear sea... they chose well to found this 'Talmandors Bounty'. Serana thinks as she stands at the ship's prow, the wind rippling her damp braids.
Resisting the urge to dive straight into the water Terana gathers her small pack, holsters her trident and leaps from the side of the ship, letting her armored coat bear her down into the clear blue water as she wades ashore with her meager belongings.
As she arrives at the shore she instantly feels out of place in the hustle and bustle of the busy colony. The crew of the Justice for All had been pleasant enough and they worked brilliantly as a crew but she was not part of their fraternity. Likewise the colonists had clearly anticipated this ship and were busy retrieving baskets and barrels, exclaiming over various goods and cursing as a pack of vivid feathers gets a dousing from a rogue wave.
Putting her strength to good use Terana helps to move barrels up the slope to the stockade, before stepping aside to speak to a dark haired man near the settlement's forge.
"Excuse me?" Her voice comes out surprisingly husky, "Could you tell me where to find Wave Murkwater? I have a letter from his parents."
Cue Tobar (or anyone else who overhears! :))
| Tobar Iverrov |
Tobar is busy winding a coil around a wooden dowel, and he pauses at the sight of the muscular gillwoman. "Aye, you must've come on the latest ship," he says. "Weyve is about here somewhere's. He busies himself with drying herbs an' has a garden he looks after, 'tis not far - 'course our little village doesn't have enough room for anything to be far. 'at way," says Tobar. He points with his dowel. "I c'n take you over if you like, point him out."
| Weyve Murkwater |
Oh, no! Terana is already down to 2 HP! :)
Weyve, naturally curious about the ship (it is the only thing of interest that has happened in several weeks), strolls down to the beach as the ship unloads.
When he hears his name called from a distance, he picks up his pace, and gets to the dock shortly thereafter.
"Hi there... I'm Weyve. Someone's looking for me?"
Weyve (who isn't dressed for adventuring) is a tall slim man, to the point of being scrawny, but is well dressed in light working clothes in blues and greens, and he has belts and bandoliers with a number of small pouches. He wears a blue scarf around his neck (and Terana can probably figure out why).
| Terana Murkwater |
I got better!
Terana, who is making a lot less effort to hide her heritage than Weyve, smiles and extends a hand. "Weyve, I'm Terana. I have a letter here from your parents." She digs around in her bag for a moment and pulls out an oiled-silk wrapped letter which she passes on to her cousin.
"This place is amazing, you've all done so much. Please - tell me all about it! I guess it can't have been easy so far. What can I do to help?"
I'll leave the letter to you Weyve, Terana's not hidden here reasons for being there from Corran and Pearl so feel free to learn all the stuff in her profile. :)
| DM Brainiac |
As Terana and Weyve confer, Calvin helps unload the supplies from the ship. Once he's done, he seeks out Gideon and Tobar.
"I've been thinking the last few days. We've had several close calls since we came to this island, and I've been at death's door more times than I'm comfortable with. I think I'd prefer a quieter, less dangerous lifestyle. I'm going to build that tavern I've always wanted and devote myself to running it full time. I'll still be around to defend the colony from major threats, but I'll leave the day-to-day adventuring to you guys."
| Gideon Ross |
"Huh. Well...if that's how you feel, I respect your decision, Cal. And I understand. Not like we've had an easy go of it, is it? It was fun adventuring with you, and I look forward to having some more of that applejack you brew up! Not to mention the stuff you're making from those berry bushes you transplanted." Gideon replies to his friend, giving him a friendly pat on the back and shaking his hand.
"We'll keep you apprised of everything that's goin' on. As much as we can, anyway."
| Gideon Ross |
After Calvin tells of his intent to stay behind next time, Gideon seeks out Weyve and Tobar. "So has Cal talked to you guys yet? He just came to me and told me he's planning to stay here from now on, leave the adventuring to the rest of us. What are we gonna do with his gear? I wouldn't even begin to know how to swing a glaive. Swords and bows are about it for me."
| Weyve Murkwater |
I'll leave the letter to you Weyve, Terana's not hidden here reasons for being there from Corran and Pearl so feel free to learn all the stuff in her profile. :)
"A letter? Fantastic! Do you mind?" Weyve opens the letter and begins reading immediately.
Weyve pores through the letter, occasionally murmuring... "... Mother is teaching herbalism in Absalom, that's good... doen't really say what Father's up to... no luck with Umar yet... wait..."
Weyve looks up from the letter.
"A cousin? You're Shamara's daugher? Hah!" Weyve laughs happily. "I've heard a lot about your mother... how is she? Is she with you?"
You don't mention if Samara is alive or dead, or if she returned to Absalom with you or stayed in the Eye of Abendego.
He turns back to the others.
"Hey, guys? This is my cousin, Terana!"
| Gideon Ross |
"Cousin? Ha! Perhaps it is a small world, after all. Though I kinda doubt your being here is mere happenstance. Either way, we're glad to have you in Talmandor's Bounty, Terana. Gideon Ross, at your service. Explorer, archaeologist, and most recently, fleshy receptacle for all manner of pointy things."
| Terana Murkwater |
"That sounds... painful." Terana says with a smile, her husky voice conveying amusement. "I'm Terana, Weyve's cousin and most recently, purveyor of pointy things."
Turning back to Weyve she continues. "Mother was well when I left. It's a war under the Eye, mother is convinced that..." She pauses and Weyve sees her glance sidelong at Gideon and Tobar. "That there is something important down there that needs to be dealt with. She's leading a coalition with my father and many of the others. She always did rush in head first. Father's the sensible one. He sent me to Absalom to try and find Grandfather. I found Umar instead. Have you met him? He's a horrible person from what I've seen."
"Gideon? What did Cal do for you? I came out here to be useful, to find some of Azlant's history. If you're an explorer and down a man, then maybe I can help?"
| Tobar Iverrov |
Tobar scratches his stubbled chin and says, "Yeah, Cal mentioned he's decided to spend more time drinkin'. I can't say I blame 'im, given recent events."
He listens in as Terana and Gideon and Weyve discuss business, but for the moment refrains from commentary. Terana gets the impression that he's fairly laconic and just doesn't really bother trying to get people's attention.
| Weyve Murkwater |
Weyve chuckles. "Cal was also a handy fleshy receptacle of pointy things," Weyve quips. "You can never have too many of those."
"I came here to be the town healer and herbalist, and study the Azlanti Ruins we might find. But we've ended up being the 'troubleshooters' for the colony. Which has involved a lot more fighting than I expected. There were Grindylows, and Skum, and a couple of the original colonists had their minds dominated and turned against the colony. Most of the original colonists are still missing."
Weyve shrugs.
"Care to be a 'troubleshooter?'" Weyve grins. "The work isn't steady but when it comes up it needs to be done."
| Terana Murkwater |
Terana grins, the motion causing the scar across her throat to tilt upwards in a grim parody of the expression. "Sounds like fun! See the ruins, get poked with things - just like back home! Although..." she looks wistful for a moment. "There was a lovely suit of armor on the ship, specially designed for swimming they said. Absolutely gorgeous blue metal..."
Then her expression darkens somewhat as something Weyve said registers, "Some of the original colonists were dominated and used as spies? This doesn't sound good... did you find out what did it?"
Now I'm introduced I'm happy to handwave more details, I've read the gameplay thread so I should be pretty up to date. :)
| Gideon Ross |
"Well...if you're planning on going out with us, then you need to know everything we know. Here, come back to our house with us. We'll tell you everything that's happened since we got here and all that we know about the situation." Gideon offers.
Assuming Terana agrees, he leads her and the others back to their cabin, where the three of them explain to her all that has happened since they arrived on Talmandor's Bounty.
| DM Brainiac |
You explain the situation in Talmandor's Bounty to Terana, and soon thereafter Ramona officially welcomes her as the newest member of your group of troubleshooters.
The next morning, the Justice for All sets sail for its return journey to Almas. Rayland Arkley and Eliza Haniver are on-board, the former saying farewell and looking wistfully back towards the colony as the ship departs.
After that, four weeks pass by with relatively little of event happening. The colonists work with Calvin to complete the newest structure in Talmandor's Bounty--a tavern called The Plum Tree, built in the shadow of its namesake. Morale improves significantly now that the colonists have a place to relax and unwind all while partaking of the gillman's tasty brews.
You have a month of downtime before the next adventure begins. Let me know if you want to do anything specific during this time.
| Terana Murkwater |
Terana devotes her time to learning the names, faces and stories of the colonists. She spends quite a bit of time with Cal, helping with the construction of The Plum Tree and hearing more of the troubleshooters adventures from the one whose shoes she is filling. She spends almost all of her time wearing her new armor, which fills her with a truly sinful amount of pride and she is soon a regular sight in the colony, both in and out of the water.
Basically, get caught up! Anyone wants her to do something then please let me know!
| Gideon Ross |
Gideon will spend his time in the colony moving amongst the people, trying to make sure they've settled down after the rough going with getting Eliza and Rayland off on the supply ship.
He also spends a lot of time using the new gemcutting tools that he bought from the ship, with the intention of becoming the craftsman of jewelry for the colony once they've located a supply of precious stones; until that time, he uses any crystalline substance he can find to practice and refine the art, frequently getting Kulena's opinion and advice on how best to make the works more appealing to the eye.
Speaking of Kulena, Gideon spends a frequent few afternoons and evenings with her, the pair becoming a fairly common sight around the colony.
| Tobar Iverrov |
Tobar, unsurprisingly, spends a lot of time in his workshop. He focuses on making light crossbows for the colony to use for its own defense. Normally a master craftsman would have his apprentice just turning out bolts, but Tobar doesn't take that route - instead, he spends a good half of each day working with Machi to teach her better technique on the planing tool, with the awl, with the coil-winder and the spooling of wire. The fact that it cuts into his business doesn't seem to bother him, as he seems more concerned with making sure that his new assistant can master her own trade skills. He works late into the evening, burning a lamp at his table as he makes up time after hours.
About two weeks after the last adventure, he mentions offhandedly to Machi, "Your skills are coming along quickly. If you keep focused on your studies, you could become an artisan in a year. Maybe even less. You're welcome to work in this shop as long as you like... or to take your tools and your earnings and set up elsewhere, if the mood takes you. Speaking of which..."
He unfurls a leather pouch with a set of small pockets in it, containing dowels, planes, drills, and other tools - a full set of the tools used by a master of the craft.
"These are for you. You don't owe me anything - you've helped get all the work done faster around the shop and made it easier for the colony to defend itself; you've earned your keep. They're yours to take and earn your living, when you feel ready."
This is simply a set of masterwork artisan's tools; I've paid out of Tobar's pocket for them.
For the next couple weeks, Tobar simply practices his trade: Sharpening daggers, making spears on request, replacing bolts for colonists who're learning the crossbow and have shivered their own bolts in practice shooting. He keeps his head down, stopping by Calvin's new tavern about once per week, not terribly talkative, just his usual bland self.
Week 3: earn money: Craft (weaponsmith): 1d20 + 8 ⇒ (13) + 8 = 21 -> 10 gp 5 sp
Week 4: earn money: Craft (weaponsmith): 1d20 + 8 ⇒ (5) + 8 = 13 -> 6 gp 5 sp
| DM Brainiac |
Machi smiles at the fine tools Tobar presents her with. "Thank you, boss! These are a fine gift. I'll be sure to use them well. I'm very grateful to you for everything you've taught me." She offers the crossbowman a firm handshake.
---
Gideon and Weyve may retroactively summarize their downtime activities, but I'll move things along in the meantime.
After the month comes to an end, Ramona summons the four of you to the government house. Carver Hastings stands beside her. "Good day, my friends. Terana, I trust you are settling in to colonial life well? Have you met Carver yet?"
Carver offers his hand to the gillman. "It's a pleasure. I look forward to working with you."
"Now that we're a bit more settled here on Ancorato, I have some tasks for you," Ramona continues. "Perrell Beys and Lyra Heatherly are both occupied with other missions, so I'd like your assistance in surveying the island to chart its geography and secure resources essential for maintaining and expanding the colony. Their tasks include locating a quarry of stone suitable for construction of larger buildings, prospecting for precious metals or ore that could expand the settlement's trade arrangements, flagging forests to establish lumber camps, and discovering whether there are any peaceful indigenous inhabitants—and if so, opening diplomatic relations with them. In fact, our scouts have spotted aquatic humanoids of an unknown nature just up the coast to the west of Talmandor’s Bounty, which may be a good place to start investigating."
She turns to Carver. "I'd also like you to work with Carver about helping with his operation on Ancorato. As you know, he's a member of the Pathfinder Society."
Carver nods. "I'm sorry again to have deceived you about my true intentions, but the state of affairs within the Pathfinder Society isn't conducive to an open operation in Azlant, of all places. When I first heard that a ship was bound for these islands, I knew that the Society needed a presence on here. But that brings me to why I wanted to talk to you. I am not the first Pathfinder to set foot on Ancorato. That, my friends, would be the legendary explorer Durvin Gest.
"I believe the legendary Pathfinder explored Ancorato during his exploration of the shattered continent, an expedition detailed in the first-ever Pathfinder Chronicles published in 4317. Durvin Gest is perhaps the most famous Pathfinder, and he documented his journeys in some of the earliest Pathfinder Chronicles before vanishing sometime around 4360 AR. After studying the first chronicle, I deduced, due to calculations and similar reference points, that Ancorato was just one of many islands the Pathfinder documented. In addition, my colleagues in the Pathfinder Society discovered that some of the artifacts brought to Avistan from Ancorato contained hidden information—precious knowledge encoded inside seemingly ordinary ioun stones. This fragmentary information, dating back to the empire of Azlant itself, suggests a vast conspiracy bubbling beneath the fabric of Azlanti society, the secret of which may still be hidden somewhere on Ancorato.
"I want you to follow in Durvin's footsteps, revisiting locations noted in the first volume of the Pathfinder Chronicles. Up until now, those Pathfinders who have ventured to the ruins of Azlant have either never returned from the journey or didn't find anything relevant. I know of a handful of locations spoken of in the Chronicles, though not precisely where on the island they may be--if they're even on Ancorato at all. I've compiled a list of them for you to investigate."
Carver hands you a list, which include the following five locations and notes:
Abandoned Ulfen Settlement: Named "Joskadalr" in volume 1 of the Pathfinder Chronicles, this lost Ulfen camp allegedly exists on the east coast of Ancorato, hidden from view of the ocean by its placement in a rocky cove. Durvin's account of the settlement claims it has an "unsettling presence" and that he did preliminary investigations but did not stay long. Carver believes this site may not be far from Talmandor's Bounty and narrows down the search area to an 8-mile stretch of coast.
Waterfall Cave: Durvin's account of this cave speaks of unusual etchings and murals that may have been an archaeological excavation by the Azlanti themselves, potentially of an even older civilization dating back to the beginning of the Age of Legend or perhaps further. Carver estimates the location to be on the far northeastern side of Ancorato in the foothills.
Sunken Laboratory: This fabled site is where Durvin Gest claims to have discovered ancient Azlanti technology that led to the creation of wayfinders. Durvin's journals claim that he was never able to fully explore the ruin due to a puzzling series of locking mechanisms and the presence of dangerous undead. Carver believes this site could hold invaluable information to the Society regarding the nature of ioun stones and how they were used in ancient Azlant.
Crystal Monument: While Durvin did not personally explore this site, in volume 1 of the Pathfinder Chronicles he describes seeing a massive azurite monolith etched with strange runes rising up from a forest-covered island off Ancorato's northwest coast. An approaching storm prevented Durvin from exploring the island, and Carver wants a detailed account of what lies there.
Ancient Observatory: Somewhere in the mountains of Ancorato, Durvin Gest became lost during his expedition and stumbled upon an ancient tower that contained a trove of Azlanti writing, star charts etched into the walls, and a still-functional orrery used to chart the movement of the planets. Durvin was driven from the observatory by packs of creatures Carver believes were aberrations called chokers. Unfortunately, Carver does not know exactly where this observatory is—or even if it still stands after so many centuries.
| Weyve Murkwater |
Weyve spends his time practicing his herbalism for the colony, though there is too much going on for him to want to work "full time." He accompanies the expeditions to visit the statues and record their teachings, curious about what it might reveal about the region's history.
He also spends time exploring the areas beneath the waters of the bay and the surrounding ocean, on the grounds that knowing the terrain beneath the water is just as useful as knowing the terrain above. He invites Cal and Terana on these trips.
If we are down four weeks, but Weyve is not dedicating full time to his herbalism, we'll say he actually does two weeks worth of work:
Profession (Herbalist) Take 10: 10 + 13 = 23 ... x 2 = 23 gp.
Edit: Ninja'd by GM!
| Weyve Murkwater |
Crystal Monument: While Durvin did not personally explore this site, in volume 1 of the Pathfinder Chronicles he describes seeing a massive azurite monolith etched with strange runes rising up from a forest-covered island off Ancorato's northwest coast. An approaching storm prevented Durvin from exploring the island, and Carver wants a detailed account of what lies there.
Let's just do a quick side-quest to clear out the Emerald Spire Suerdungeon! :P
Do we have a map of the area of Ancorato that we have explored?
| Terana Murkwater |
Terana definitely goes with Weyve on swimming trips - good chance to get to know her cousin.
"No I haven't." Terana responds upon introduction to Carver, matching his handshake with a firm grip of her own. "A pleasure to meet you sir!"
Once the group has been given Carver's various suggestions Terana speaks up. "Shall we head to this Joskaldar first? At least we know, more or less, where that one is! These others will probably require some more exploring..." She trails off before turning to Gideon. "Do you have a map of the island so far?"
| Gideon Ross |
During Off Time...
Gideon will spend his time in the colony moving amongst the people, trying to make sure they've settled down after the rough going with getting Eliza and Rayland off on the supply ship.
He also spends a lot of time using the new gemcutting tools that he bought from the ship, with the intention of becoming the craftsman of jewelry for the colony once they've located a supply of precious stones; until that time, he uses any crystalline substance he can find to practice and refine the art, frequently getting Kulena's opinion and advice on how best to make the works more appealing to the eye. While there isn't much opportunity to sell the stuff until the next ship arrives, it can't hurt to go ahead and get some practice in!
Speaking of Kulena, Gideon spends a frequent few afternoons and evenings with her, the pair becoming a fairly common sight around the colony.
Now
At the mention of the scouting expedition, Gideon seems to light up.
"Wow! Following in Durvin's footsteps, huh? I know that I'm just a novice in the Society, but that seems like a thing that very few Pathfinders ever really get the opportunity to do. I'm all for it!"
"I have a map of the areas we've been, at least as far as I've been able to explore, but really the furthest we've gone is to the Spire, and that wasn't really exploring. We made a bee-line there and came straight back. I'm afraid there hasn't been much chance to mount a serious mapping expedition up to now. I don't think we've really gone much further along the coast than where we found that tribe of grindylows. I'll show you what I've got, though. The island's boundaries are pretty well known...it's just that no one has never really mounted an expedition to fully explore the island's interior. Or heck, even it's exterior, beyond a shipboard chart."
| DM Brainiac |
When you are ready, you depart Talmandor's Bounty, heading east across the island of Ancorato. You cross a river and begin working your way along the southeastern coast, searching for the site of the Ulfen settlement. It is a warm, pleasant day, and the breeze from the ocean is invigorating. Sea birds wheel in the air overhead.
As the day progresses, you cross the mouth of a second river. The sun has nearly set, and you are considering setting up camp for the night when you finally find what you're looking for! The ancient remnants of a long-lost settlement are nestled away in a lowland cove surrounded by high cliffs. A single, large building of old river stones with a collapsed wood roof stands on a low hill around a flooded reach of tidal pools and empty cellar holes.
| Weyve Murkwater |
"Maybe we should find a campsite a little ways off. I'd rather explore the ruins in daylight."