[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


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Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame followed the colony's leader to her home, glancing over his shoulder to see if anyone was taking any unusual notice of the activity. Once they were safely inside and Kragg gave his report of the situation, the illusionist stepped up to offer his own insight. "Eliza was acting rather natural, but Rayland seemed to be subdued. It was clear Eliza didn't want him speaking. So if anybody is acting odd, it's a possibility that their mind has been tampered with." He looked at his other companions, wondering if they had anything to add.


"Rayland and Eliza? The two of them working together or compelled to. This is very troubling indeed. I'll gather a few of the more trusted colonists and inform them of this development, I'm hesitant however to let everyone know just how serious the problem is. The ship should be back in just a few more weeks with more supplies and another group to join us. Hopefully, we'll be able to prepare for whatever those two have in store for us...."

This concludes book 1, feel free to level up, there is 6 weeks of downtime between your return to the colony and the start of Book 2.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

If they do come back we will have some contingencies available though just in case. If they are under some magical compulsion then I can try to cast protection from evil on them. That would at least suppress the effects temporarily and possibly allow us to reason with them until we can cancel the effect permanently.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"That's a good idea, Kragg. I've got a few tricks of my own to try if and when we get a rematch."


Into the Shattered Continent

Oathday, 19th of Lamashan 4717AR
Despite the ominous words of Eliza as she left the last 6 weeks have passed uneventfully. The [i]Liberty's Harold[i] has returned with more supplies and a fresh group of colonists, including any items you had requested and the gold from sales.

On the morning of Oathday, you are summoned to the government house by colony leader Ramona Avandth. Ramona reintroduces you to Carver Hastings, revealing that he is in fact an agent of the Pathfinder Society.

Ramona, please I doubt reintroductions are necessary, you'll make them worry with all this speculation of mind controlling intruders.

The Society did not wish to reveal Carver’s involvement when he left Andoran out of fear of interference from the Pathfinder Society’s rivals in the Aspis Consortium and concerns that the Bountiful Venture Company might not want Society involvement in the new colony. Now that the settlers are isolated on the island, Carver feels more comfortable revealing the nature of his placement among the colonists.

Since Perrell Beys and Lyra Heatherly are both occupied on other missions, Ramona requests your assistance in surveying the island to chart its geography and secure resources essential for maintaining and expanding the colony.

While the initial surveying made it clear that all the necessary resources should be near, it still falls to us to locate and secure such sights.

The 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.

Ramona notes "Some of our scouts have spotted aquatic humanoids of an unknown nature just up the coast to the west of Talmandor’s Bounty. It may be a good place to start investigating. If you have the time I know that Carver would like to enlist your aid in some tasks the Society set him to do here. Feel free to speak with him once we're done here. "


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste is excited to get back into the surveying portion. It's important to build the town up, but she's never been one to stay in one place for too long.
"Any details on the aquatic humanoids? We ran into some skum before, you know." She grimaces thinking about them. yes, they count as monstrous aquatic humanoid, but... "And we should be doubly wary now that we know about aboleth involvement."


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

"Skum and Grindylow." Kaldan supports Trieste. Happy to be out exploring again. Past experience making him suspicious of what else was hidden on the island?


"Im don't know what these ones are but from the discretion, it doesn't sound like either of those. They are a lean humanoid that bears crested fins on its head and back and has the wide-eyed and wide-lipped face of a fish."


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame listened to Ramona's description of the aquatic humanoids with wary interest. Finding allies on this desolate island seemed like a worthy endeavor, but the group hadn't exactly hit much luck with the sea-dwellers so far. Still, even bad luck had to change eventually, right?

Between himself, Trieste, and Lara, Thame is fairly confident they'll be able to communicate with anything on the island, so he nods his assent to the plan to place the group at the disposal of the Pathfinder agent, thinking that such a tie could be beneficial to the wizard's standing on the colony as it grew larger and more prosperous.


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg knew that Eliza and Rayland were out there somewhere. The questions though were Where and When would they show up. Yet Kragg also knew that it would do to dwell upon them when there were others issues at hand that must be dealt with. Namely the duties of the colony and his soon to be finished construction of his bar and brewery. Until such time as he was needed though or the others wanted to explore he would work on his endeavors.

To that end it was just under a week from when they got back that the finishing touches on the bar were completed. Kragg smiled with pride as he opened the doors facing the ocean. Next to the doors he had a sign created with a few simple rules. NO FIGHTING and NO DRUNKS were the top 2 rules. He had talked to Ramona and they agreed that a 2 drink limit per person per day was reasonable. They, meaning the colony, did not need to worry about problems created by over indulgences. There were problems enough on the island.

Business was good but Kragg could barely wait the remaining 6 days till the brewery at the back of the bar was done. When it was Kragg breathed a sigh of relief. After all what good was the bar if you did not have a brewery to keep it well stocked. Yet even then Kragg was not satisfied. Yes the brewery kept him busy making different concoctions but the people had no place to sit and enjoy themselves. Another addition was needed to seat the people so they could fully relax and enjoy the time off away from the stresses of colony life. Kragg immediately set to work reinvesting all of the money that came in to build a common room with tables and chairs.

Time flew by and eventually Kragg had the Capital to invest and the construction began. Unfortunately though it would not be complete by the time the ship was due back.

It was on the day the ship arrived with more supplies that he was called in with the others to speak with Ramona. She had need of his services once again and it seemed they were to explore more of the island looking for natural resources and allies. Gladly Ramona. The more allies we have here the safer we are and the more prosperous our trade negotiations can become. I will gladly visit these fish people with the others. They may have insight on to natural resources as well. Hopefully we will be back shortly as the next phase of my business will be opening up soon. We have plenty of sailors that are quite parched I am sure.


If you have any more questions I would be happy to fill you in on what I know, if not I believe Carver is waiting in the other room to speak with you.

She turns back to the stack of books on her desk a scratching away at a page with her quill.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

How much longer till the ship returns tot he mainland? I would hate to be gone about the colony's business and miss the opportunity to request certain items to be delivered to us here. I would like to consider a heavier armor and some different weapons to better protect myself and protect the others around me.

After she answers Kragg will take his leave and go see Carver to see what he knows.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"That's not a bad idea, Kragg. Ramona, if I could have a scrap of paper, I'll go ahead and submit my wish list to see if the ship can bring me a few more nick-knacks as well."
I'll post that in discussion


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara silently shakes her head in response to Ramona. Glancing at Trieste, the Taldan purses her lips and nods. "That's actually a good idea. A bow from a master bowyer wouldn't hurt," she muses.


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A good plan, they should be leaving in 3 days. With that she dismisses you. Across the small goverment hall you enter the other room where Carver waited patiently to speak with you.

"Glad to see you;re willing to lend me a hand. I’m sorry to have deceived you, 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.”

Carver reveals that he believes the legendary Pathfinder Durvin Gest 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.

" You see I've studied long and hard Durvin's writings, and deduced, through calculations and similar reference points, that Ancorato was just one of many islands the Pathfinder documented. In fact, I think, as do some of my colleagues in the Pathfinder Society 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."

Carver wants 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.

Carver knows of a handful of locations spoken of in the first Pathfinder Chronicles volume, though not precisely where on the island they may be—if they’re even on Ancorato at all. These sites include an abandoned Ulfen settlement on the east coast, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.

So the way part 2 works is a bit of a sandbox adventure, you decide where and when you would like to go to places on the island, slowly exploring and securing sites for resources and meeting new and dangerous things. Returning to the colony when needed and catchign up with how things have gone in your absence.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"Based on where Carver believes these sites to be, I think we should start on the eastern coast and work our way north. We're basically in the southwest now, but along a narrow point in the island. There's a small river just east of us. If we follow that to the southeast, we'll have a nice starting point. I imagine the Ulfen site won't be too difficult to locate, and that would work to confirm Carver's maps. If we head north, we should eventually reach this waterfall site. And maybe we'll find some clues along the way?"
we actually have the 'map of Ancorato, right?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

First things first." kaldan says when the subject of where to start arises. "Those Aquatic humanoids to the west of the settlement. We should check them out as soon as we can. Could be good people, could equally be bad sorts!"


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"Agreed."


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame thought on Trieste's logic for exploring the island, and couldn't find any fault with it, so he just shrugged and nodded his assent. When Kaldan mentioned the folks living to the west of Talmandor's Bounty, he again was fairly non-committal. The logic was good, though, and leaving less potential enemies to harass the colony was always a good thing, right?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Give me a bit to pack up my things and give some instruction at Civilization’s Edge and I will be ready. Heading to speak with the aquatic race is a fine first option. Who knows, perhaps we can find some of the first sites on the way.


Yes and I'll be updating the map shortly with new locations as you discover them.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Bump


The island of Ancorato map is now updated with new locations to explore these are approximate locations based on the information you currently have. Each site is labeled with a letter.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

glad to have you back! I vote for E, that's where the aquatic humanoids were spotted, yes?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I think we should head to the north west to talk to those aquatic creatures. Perhaps they know the island better and we can turn them into allies. If not then we are at least aware of their number if they turn into a threat.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan nods at Kragg's words. "Sounds like the wisest plan ta me."


Area E it is then!

A small hunting camp rises from the coastal shallows of Ancorato. The camp primarily comprises driftwood frames draped with mesh netting upon which fish and masses of seaweed drip-dry. Other racks hold gutted fish
that hang over the open water.

Several slender humanoids with feathery fins running along the backs of their arms and legs, along the crown of their skulls, and down their spines, are working in the camp. As you near their protruding fishlike faces with large, round eyes turn towards you. Clearly curious at your approach but unafraid.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Playing a hunch, Trieste greets those that come nearest in Aquan. "Hello," she says, showing her open hands. "Umm, is this a language you can understand?" Trieste has never been terribly good at diplomacy and hopes Lara will speak up soon, but she didn't want to just stand around awkwardly.
if you actually want a roll from her...diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Know local/nature to identify race 1d20 + 4 ⇒ (6) + 4 = 10

Kragg calls out as well to the aquatic species but in common. Hello there. Please, may we come, sit, and visit with you? We come in peace and wish to talk.

Diplomacy 1d20 + 7 ⇒ (15) + 7 = 22


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Knowledge nature: 1d20 + 5 ⇒ (15) + 5 = 20 Also to know what they are?

Kaldan keeps quiet as Trieste speaks, standing with his weapons sheathed, but looking out for trouble.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16


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You realize that these are Locathah.

One of them gives Trieste a nod then focuses on Kragg, "We know a few surface tongues, this one seems to be the most useful though. We're happy to see more of you surfacers are about. When last we used this campsite we found abandoned buildings and little else. " She gestures for you to enter the camp.

"Come and sit if you would like, perhaps share some fish and tubers?"


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

sense motive: 1d20 + 9 ⇒ (11) + 9 = 20

Glad that they speak common, Trieste and Jobert follow the fish-folk into their camp. she's pretty confidant that her purify food and drink orison will help if they were trying to poison anyone, but I wanted to see what the sense motive got first


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg cocks his head at the mention of the abandoned buildings. Intrigued he accepts the invitation to join them for fish and tubers. I am pleased to see that you are a peaceful people. Perhaps on time we surfaces can learn more of you while you learn more of us.

Kragg oiftz his hand in apology. Sorry, something you just said about abandoned buildings has me flummoxed and I should start over. My name is Kragg Stoneheart. I would be happy to accept your invitation to eat with you. In my home country breaking a fast with people is perhaps the strongest form of peace we have. Is there anything we can share with our hosts?


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

I could probably throw in a couple of goodberries, or make a few more if they have any fruit/berry plants nearby


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara stands quietly aloof. She doesn't have her bow drawn, but it takes her a while around the locathah to finally relax a bit.


"No need, we have plenty as you can see. Tell us though, how you all came to be here? As I mentioned when last we came ashore there were only empty buildings and mystery. "


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg clears his throat as he looks at the others wondering where to start and how much to divulge. Figuring to start simply and expand as needed Kragg starts talking, To put it simply we are adventurers, explorers, and pioneers. For one reason or another we all decided to pack up our few belongings in order to travel across the seas to explore this island. Our histories have hinted at ancient civilizations across the seas and some wish to find the truth of those stories.

Kragg pauses as he looks down at the dirt beneath his shoes as he tries to figure out how to word this next part. Finally coming up with the best he can he continues. As for me personally, it was a calling from my god to follow his tenets. As a follower of Abadar I am called to spread civilization and commerce where I can.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

"We're a part of another group who recently arrived on the island," Lara chimes in. "Those empty buildings were empty when we got here too. I take it you don't know what happened to them?"


"Alas, we only come ashore this island but on occasion. You see there are some rather fine root vegetables that our people find to be a delicacy, so we like to space out our visits to give them proper time to grow.

Pilgrims, well I wish we had met the earlier group then. Its been a very long time since we've had any friendly surface dwellers. I am Koloshkora, of the Okoloro. This temporary settlement is a migratory hunting camp. When we last came ashore here we saw buildings to the south but no signs of people, though we had brought things to trade with the new settlers. Perhaps we can establish trade with your people then?"


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"I am sure our people would love the opportunity to trade with you. Perhaps we could even start some gardens with the root vegetables your people are fond of."


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame stood off to the side, wary of the fish-like people. Hadn't most of the fish-people they met been pretty hostile? These seemed civilized enough, though, and as Kragg and Trieste continued to converse with the creatures the wizard relaxed somewhat. As the talk turned to the abandoned buildings, then to trade, Thame kept quiet, though he made sure his expression was thoughtful and friendly enough. He didn't need the group to go back and say he botched an attempt at friend-making.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg smiled broadly and easily as Koloshkora mentioned trade. I think this is the beginning of a great partnership. Perhaps we can look at your goods to see what interests us. Then we can can talk about what besides the roots that you may need or desire from us. After all, a successful trade relations ship just needs a surplus of goods and willing people to trade.

As we are new to this island though the thing that could benefit us most is information can you tell us more about this island and if any other races live here or if there are any other buildings such as these?


She looks thoughtful at Kargg's questions of other. On this island apart from the small tribe of goblins no, though not far from here just off the shore to the northwest there is another island, and on is a place called Sheshkadrann, there dwells a group of Strix.

Things are... tense between us.

If we are to forge a lasting trade agreement between our people then you would have to secure the eastern shore of this island. There is a group of Sahuagin, servants of a powerful sea hag named Helekhterie. She's been on this island for more than a century kidnapping aquatic people for generations.

Unfortunately, any sizable group of us carrying goods and supplies would be prime targets from them.

The narrow island to the west is quite perilous and has long been under the control of one of the ancient ones, and Aboleth named Onthooth. We do not go there and Helekhterie's presence on this island has been enough to keep him in check. You would do wise to keep your distance as well.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame listened to the female sea-person's tale with interest, cataloging the names and locations she mentioned for future reference and recording. A sea hag? That was terrible news...the wizard was pretty sure they were capable of magic, perhaps even the mind-bending needed to have converted Rayland and Eliza. That might be worth discussing later.

Still, the locathah's demands for the eastern portion of the island to be secured weren't terribly burdensome. In all honesty, it was probably something the enclave would need to undertake at some point, anyway. Having locals who were actually friendly to trade with would take a bit of the pressure off of the colony also as they could better weather delays of supply ships.

The fish-woman's warning about the aboleth on the island to the west was well-regarded in Thame's mind. He didn't know much about the aquatic beasts, but he knew enough to understand they likely didn't want to tangle with the thing. Better to let the colony grow, and have the steady population rise do what it did best...slowly push out any contenders for supremacy in the region.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste is, at first, delighted that the locathah have information about the rest of the island and some adjacent ones. But that delight turns to concern over the population of those islands. I suppose it was a bit much to hope for an island inhabited only by friendly denizens.

She lowers her gaze from the locathah when they mention the sea hag. The fewer hags in this world, the better, she muses. An aboleth and a hag in a turf war? I wonder if there's a way we can exploit that?

------------------
Later, when they are alone, Trieste brings up a few questions to the group. "So Rayland and Eliza were thralls of an aboleth, possibly this Onthooth. (Gods, I hope there aren't more than one.) Is this a move to try to remove the sea hag? And there were sahaugin in the tower as well. Has he/it struck up an alliance with some sahaugin? I know we don't know the answers, but it seems like we may want to try to figure them out."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Listening to the locathah’s information Kragg was delighted at knowing more of the area. However like Trieste what he heard concerned him.It seems like this sea hag and aboleth make this island stuck between a rock and a hard place. There is not much room for us to maneuver without encrouching upon one of them. In the interest of trade and peaceful negotiations we will have to see what can be done about 1 or both of them.

But that may be a bit before we arrive at that point. In the meantime you said that there are a group of Stix that you are having complications with? What seems to be the source of the tension between the 2 of you?[/b)

Later with just the party
[b]I think you are right Trieste. There is more going on with the aboleth and the sea hag than we know. However until we are more secure at Talmandor’s Bounty I don’t think we are in a position to deal with that threat. I am thinking that we should go talk to the Styx though and see if we can’t find a peaceful arrangement between them and the locathah. If so then we might have made ourselves 2 allies should something happen with th abolethor the sea hag.


@ Kragg Their actions caused the death of one of our companions some time ago. I personally believe it was caused by mistrust and poor communication and they bear us no direct ill will but others of my tribe..."

if you want she can mark a location on your map where she belies the bulk of the Sahaugin can be found.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame's eyebrow arched up as the locathah answered Kragg. "I suspect others of your tribe hold considerable sway? What if a disinterested third party were to adjudicate? Could that possibly ease tensions?"

Later

The wizard nodded sagely as both Trieste and Kragg spoke, then offered his input. "Sorting out the enmity between the Locathah and Strix seems like something that can be done with little risk, so perhaps we should prioritize that, I agree. As for the hag and aboleth, as awful as both things seem to be, tackling one only seems like it would leave a power vacuum for the other. Let us retire to Talmandor's Bounty and seek guidance."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg nods his head in understanding. Many problems and much strife has been caused by a lack of communication and mistrust. As a show of good faith promoting strong trade ties I would be glad to visit them as Thame indicates to see if a peaceful resolution can be made. Perhaps it is as simple as an outsider needing to hear both sides of the story without fear of retribution that fixes this. Would you be acceptable to such an arrangement? If so then how can we get a message to you if you are not here?

He agrees then to let them mark their map with as much information as possible.

With the others later...
Indeed Thame. I think this is a perfect opportunity to foster strong ties with both groups. I do not think we need to return to Talmandor's Bounty though on this. Unless you mean the issue about the hag and aboleth. That I do agree we should seek guidance on.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Later

"Indeed, Kragg, I was referring to the issue of the two powerful entities that seem to be checking one another. The issue of the locathah and stryx seems like one we can take some initiative on, if everyone present is in agreement."

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