GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

elven:
I greet you in the formal way of the shoreborn. May the waves ever be gentle on you and harsh to your rivals.

Antaral greets the newcomer.
Then turning to Ramona,
Have you learned anything from them yet?


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky greets the new member of the team and seconds Antaral's inquiry regarding Rayland and Eliza.


Talmandor's Bounty: Ramona's Office

Antaral Ne'lethborn wrote:
Then turning to Ramona, "Have you learned anything from them yet?"

Ramona, sitting leaning against the front of her desk, crosses her arms and sighs. "Not much. Only that their memories seem to have been tampered with. I think they've been quarantined long enough. I'm releasing Rayland and Eliza tonight."

Unless 1 person voices an interest in questioning Rayland and Eliza, I'm going move us into Book 2. I don't want to bore you all!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Antaral Ne'lethborn wrote:

** spoiler omitted **

Antaral greets the newcomer.
Then turning to Ramona,
Have you learned anything from them yet?

A tall, lanky elf with greenish-black skin that would blend in with ocean kelp bows slightly to everyone.

Elven:
"And I greet you in the manner of my people and wish you prosperous fishing and safe waters for you and your family."

Speaking to everyone in Common Talath says, "I am an Aquatic Elf and my people were approached to assist the colony, particularly with anything in the ocean. I am also a Cleric of Desna and can contribute with some of her divine power. Additionally I can scribe scrolls and create some wondrous items, although I might need assistance from some of you depending on what is needed."


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky is full of questions for Eliza and Rayland.

"Do you know who or what dominated you? Did it happen inside the research station?"

"Do you know anything about the 'spy' mentioned in the recording crystal? Did you see or speak with any surviving Azlanti from the time before Earthfall...or after, for that matter?"

"Do you have any idea where the other missing colonists are or what their fate is?"


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Yeah book 2


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin sighs and gets to work alongside Perrell noting down the new supplies as quickly as possible. Before they are snatched up and any record of their existence is lost for good.

He greets any new arrivals politely but is very distracted at the moment.


Talmandor's Bounty

Following introductions, Ramona leads the interested members to where Rayland and Eliza were quarantined. The small house off of the main street is comfortable for what it is.

Rayland and Eliza look healthy. Their skin is no longer translucent.

As you look at them both, you see Rayland stands a little less than 6 feet tall, with a full head of dirty blond hair, bushy eyebrows above piercing blue eyes, and a thick mustache that frames a square jaw. The former colony leader has gotten a haircut since you last saw him and he's a decently handsome man. You get the sense Rayland is an honest and forthright person who isn't afraid of hard work and expects the same from others.

You learn Rayland was chosen to provide discipline to the colony during the first 6 months when the colonists’ survival would depend on hard work and cooperation. The majority of the colonists were citizen volunteers, not soldiers, so the investors felt the colony would require consistent and firm leadership until it became self-sufficient, a role which Rayland has provided. He required every colonist to farm 2 to 3 hours each day outside of their normal work assignments, going so far as to perform that labor alongside them to set an example. Rayland gave the colonists confidence that they were going to survive and one day prosper.

Eliza is a lean young woman with long red hair, a fair complexion, and large, expressive green eyes, and a large nose. Her physical frame is slight, but what Eliza lacks in physical strength she makes up for in determination and resolve. Becky recognizes a similar spirit inside of Eliza as Medrinnah, although with perhaps a more troubling childhood.

Eliza is much less forthcoming with information. Rayland verbally steps in several times to prod her to answer.

Neither Rayland or Eliza can recall what dominated them; their minds have been tampered with.

Neither know anything about the clockwork spy or recording gems. Rayland never left Talmandor's Bounty as he was too busy. However, Eliza admits to exploring the island and recalls having met Ariel and Urlana while exploring.

Rayland looks 10 years older when he thinks about his fellow colonists - people he was personally responsible for. "I have no idea. But bring them back safely if you find them. Dead or alive. They deserve a proper burial."


Talmandor's Bounty

It is Toilday (Tuesday), 13 Sarenith (June) 4717.

Two more weeks pass have passed. Please make your profession or crafting checks for those two weeks. Rayland and Eliza have been released back into the colony, The Serenity has left port with all the goods the party wished to sell, the new colonists settle in (increasing Talmandor's Bounty from a Hamlet to a small village), Anya Sandstrider starts a hunter's guild, the glassblower begins crafting windows for many of the preexisting homes, a third well is dug, and the construction of buildings is in full swing.

You are summoned to the government house by colony leader Ramona Avandth. Ramona reintroduces you to Carver Hasting (new, full-body picture!) revealing - if you hadn’t discovered the truth - he’s a member of the Pathfinder Society operating undercover for an important mission.

Carver apologizes to the party. “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.”

“The Society didn’t want me to reveal my involvement when I left Andoran because we feared interference with our rivals, the Aspis Consortium. The Bountiful Venture Company might have also not wanted the Society’s involvement in their investment.” Carver rambles on, quite warm towards you since his reveal - especially Asher, Becky, and Mauro who he has formed a close friendship.

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. After studying the first chronicle, Carver Hastings deduced, due to calculations and similar reference points, that Ancorato was just one of many islands the Pathfinder documented. In addition, 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.

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. When Carver discovered that Andoran had successfully seeded a colony on Azlant’s perilous shores, he knew he had to make the voyage. 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.

Carver lists five locations he would like you to check out. He does his best to answer any inquiries with what little information he has:

Abandoned Ulfen Settlement (Area A):
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 (Area B):
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 (Area C):
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 (Area D):
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. Carver is unaware that the monument has since become the center of an Azlanti strix community called Sheshkadrann.

Ancient Observatory (Area K):
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—and tasks you with finding out if it still exists and what may lie inside.

Ramona makes her own request: “Since Perrell Beys and Lyra Heatherly are both occupied on their own missions, I’d like your assistance in surveying the island to chart its geography and secure resources essential for maintaining and expanding the colony. We need to locate a quarry of stone suitable for construction of larger buildings, prospect for precious metals or ore that could expand the settlement’s trade arrangements, flag forests to establish lumber camps, and discover whether there are any peaceful indigenous inhabitants—and if so, see opening diplomatic relations with them is possible. Also, I’d like you to scout the island for any indigenous hazards that could pose an immediate threat to Talmandor’s Bounty, and to neutralize them if necessary.”

Ramona notes that 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.

Knowledge (Nature) 14:
The aquatic humanoids Ramona describes may be Locathah.

Island Map Updated.

Recap of this post (TL;DR):
The adventure continues after you have explored a small portion of the island, during which you discovered two survivors from the original settlers of Talmandor’s Bounty. Six weeks have passed since you’ve returned. During this time, a resupply ship arrived from Almas with a variety of goods.

Ramona requested a meeting with you in the Town Hall, where you learned Carver Hastings is actually a member of the Pathfinder Society. Carver is committed to investigating the writings of Durvin Gest, the legendary Pathfinder who explored Ancorato during his exploration of the shattered continent, an expedition detailed in the first-ever Pathfinder Chronicles published in 4317. Carver has asked you to explore several areas Durvin Gest wrote about in the Pathfinder Chronicles.

Ramona has requested your help in finding suitable natural resource locations to help build up the settlement. This would help the colony flourish monetarily as well as help build your reputation with the other settlers. She also wants you to neutralize any indigenous hazards that could pose an immediate threat to Talmandor’s Bounty and establish trade relations with other settlements.

What would the party like to do first?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

k.nature: 1d20 + 9 ⇒ (5) + 9 = 14

The aquatic creatures may be locathah. They might make allies if we are careful. Antaral says after listening to Ramona


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

"Yes, Locathah are known to my people and they should be receptive to diplomatic overtures."


Trade Relations With The Locathahs

"Excellent!" Ramona Avandth stands from her desk and claps the nearest party member on the back. "It sounds like you all will be heading west then?"

When the party is ready, they proceed west of Talmandor's Bounty. The party hikes for about two hours, passing the boar hunting grounds frequented by Anya Sandstrider and the newly-formed hunter's guild. Past the river, the party heads closer to the coastline where evidence of indigenous creatures was reported.

As you reach the sandy shore, 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.

Approaching - stealthy or openly - you see maybe two dozen fish-like humanoids. Antaral, who made the connection to Ramona's description, confirms with certainty that these creatures are locathahs. These creatures appear slow and ungainly on land, but those seen swimming in the shallows around the coast move with startling speed and grace.

Talath knows from his experiences growing up in these waters that locathahs are generally friendly and affable people, quick to make alliances and forge social bonds with land-dwelling creatures.

One of the most well-equipt locathahs spots you and begins to awkwardly gait over, their webbed feet more conducive to water than land.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29

In Common, the approaching locathah calls out to the party in a friendly tone. "Hi! Did you all just settle here? I am Koloshkora of the Okoloro tribe! Are you hungry from travel? Come, come! We share fish!" (GM Ventiine's reaction) She beckons you to join her closer to the camp. From her speech, you can tell Common is probably not Koloshkora's native tongue but she speaks it quite well.

Knowledge Nature 19:
To most land-dwelling races, locathahs are hideous, otherworldly creatures possessed of a bizarre fascination with the surface world. In truth, they just want to explore, understand, and establish social bonds. Locathah culture is an amalgamation of cultural ideas and idioms absorbed from foreign relations. Locathahs have adopted merfolk courtship rituals, Azlanti greetings, sahuagin hunting tactics, and more. Each locathah community is a patchwork tapestry of cultural experiences and ideas, and the evercurious creatures are eager to add new ideas and concepts to their understanding of the world. But locathahs are not just consumers of cultural ideas; they are investigators of those ideas’ significance and adopters of the belief structures and historical importance that created them.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath bows slightly and addresses Koloshkora in Common:
"Greetings and yes we have recently arrived on this island and are establishing a small colony. My name is Talath Na'El and I am glad to make your acquaintance. Thank you for your welcome and we would be happy to sit and share fish with you."

Talath follows Koloshkora to her camp.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Usually a Know-It-All, Becky finds herself in over her head in regards to locathah and their culture, so she wisely keeps her mouth shut and lets Talath do most of the talking. She does thank Koloshkora for the invitation to feast...so long as her people don't mind allowing their guests to cook their fish first.

Becky Beys Knowledge (nature) Check: 1d20 + 12 ⇒ (2) + 12 = 14


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral reaches into his pack and pulls out a bottle of fine wine. Then in almost flawless azlanti," Koloshkora of the Okoloro tribe,may the wave mother always bring fish to your feast and fertility to your females. He offers the bottle to the Locathah. diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Ouch.

Knowledge Nature: 1d20 + 9 ⇒ (16) + 9 = 25

Crispin nods politely and speaks quietly to the others. "Best if we just go along politely and see what this tribe has decided is the way to deal with strangers. Locathath pick up customs from all they meet and it can lead to missteps until you learn what they think is the way to do things?."


Trade Relations With The Locathahs

Talath Na'El graciously accepts Koloshkora's offer to sit in their camp and eat fish and Crispin seconds the idea.

Koloshkora leads the party to the center of the camp and offers everyone a raw, but dead fish. Seeing Becky's expression, Koloshkora exclaims "Oh! Sorry! You cook fish, yes?" The locathah begins to kindle a fire.

Antaral reaches into his pack and pulls out a bottle of fine wine and begins talking in Azlanti. Koloshkora looks up from her fire-building, eyes wide in excitement. "Oooooh! Are you speaking in Azlanti?! How do you know it? How do you say 'I'm going to fish' in Azlanti? Can you translate my name into Azlanti?"

Koloshkora reaches out to take the bottle of wine. "Oh! A musical instrument, yes? But why is the top covered? Do you not blow on this one?"

"Talath Na'El and bottle-giving friends, I am so happy you came to our camp! We actually saw your camp a while ago, but when we went to say hi, nobody was there! Completely empty. Were you all on a big hunt? We like to forage for tubers." Koloshkora sighs in pleasure and says dreamily, "best delicacy ever."

After a bit more conversation, Koloshkora admits "the Okoloro tribe wants to trade with your tribe, but we need help first. My tribe moves supplies to and from the undersea city of Talasantri but marauding sahuagin intercept and kill us. The sahuagin are servants of a powerful sea hag named Helekhterie. She has lived here a long time. My tribe does not know where Helekhterie is, but sahuagin do." Koloshkora says the sahuagin are off the east coast.

Talasantri is the underwater city Talath Na'El hails from.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

"You want to trade with our tribe do you? Well, what do you have to trade and what would you want to trade for? As for your problem, what would you have us do? We do not know this Helekhterie, nor even of these sahuagin. "


"We can bring back all kinds of stuff! Our tribe loves to barter! Clothing, weapons, gadgets, and even useless junk you land-dwellers seem to like!"

From Koloshkora's descriptions of items she's seen at the markets, you gather Talasantri sells items like Cloak of Resistance +2 (4,000gp) and Belt of Incredible Dexterity +2 (4,000gp).

More On Trading With Locathahs:
There’s a 75% chance that the locathahs have access to a specific item worth 2,000 gp or less, a 50% chance they have access to an item worth 5,000 gp or less, and a 10% chance that they can provide more expensive items.

Requesting items from other settlements takes time, but the locathahs can typically return with the desired item in 2d6 days.

Spellcasting services and weapon and armor enchantment are available in the town as well, provided the PCs don’t mind being without their item for the time necessary to transport and enchant it. (The locathahs serve as the intermediaries with the party's gold to Talasantri for Spellcasting services.)

The locathahs do not accept gold, but the party may barter with them with items similar in value. Items that allow a character to function more easily underwater, such as an item that allows a party member to breathe underwater — something of little use to an aquatic humanoid. These items are worth half their normal value to the locathahs in trade. (E.g. The locathahs will barter a Ring of Swimming, normally valued at 2,500gp, for a 1,250gp value item the party has.)

Talath Na'El:
You know Talasantri is a small city with a population of 5,642 (2,053 merfolk, 1,890 aquatic elves, 742 locathahs, and other aquatic beings)

Being underwater, Talasantri is well protected from dangers from the surface world. The city may still face attack from massive aquatic monsters or armies of sahuagin, but the coral dome that protects the city hedges out most of those threats. Being an underwater city means that Talasantri doesn’t cater to creatures from the surface, and many citizens distrust such creatures.

Koloshkora instructs her band to settle closer to Talmandor’s Bounty as a show of trust, but the locathahs will not begin trade until the sahuagin are dealt with as her tribe members keeps getting "attacked and killed by sahuagin" every time they make trips from Talasantri to the surface.

If the party promises to defeat the sahuagin, Koloshkora offers accompany the party whenever they are close to the shore or below the water, but not on the surface, as she is too slow to be of any help while on land. Koloshkora also offers to serve as a diplomat or intermediary with undersea races and cultures, helping inform the party’s decisions in a world that is likely to be alien to them.

"I can lead you to the sahuagin. They are in Ershrani Reef." Koloshkora tilts her head and stares into the ocean surf. "I... do not know her very well, but there is a naga named Vriskirsa who used to live there. I think Vriskirsa may trade with Talath Na'El and bottle-giving friends if the sahuagin are driven away. I can take you to Vriskirsa, yes? Or sahuagin first?"


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

"I can lead you to the sahuagin. They are in Ershrani Reef." Koloshkora tilts her head and stares into the ocean surf. "I... do not know her very well, but there is a naga named Vriskirsa who used to live there. I think Vriskirsa may trade with Talath Na'El and bottle-giving friends if the sahuagin are driven away. I can take you to Vriskirsa, yes? Or sahuagin first?"

"The sahuagin are injuring and killing your people, I feel they should be dealt with first so your people are safe. Before we go may I ask when you went to the 'Big Camp' when it was empty?"

Talath will also do his best to explain what's in the bottle. :)

Talath is trying to gather a timeline for how long/short after the first group of settlers arrived to when they disappeared. If the PCs have already learned that, please disregard that question.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher nods as the group decides the plan. He has always been one to follow the the consensus.

To Koloshkora, in Aquan:

I am happy the waves have brought our people together. May the currents keep our bond warm and secure.

We will be happy to help you deal with this scourge to help seal the bond between our tribes.

Sorry for the delay in posting. We are on vacation, and the last two days have been traveling, and dealing with kids not wanting to sleep in a new environment. I should be good to post at mostly the full cadence in between the trips to the pool and beach.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

(In Elven)"No Talath, let us see this naga Vriskirsa first, she might be willing to provide us with more information about the Sahaugin and hag... it is always wise to take the measure of your opponents before jumping into battle." His two pennies on strategy put forth, Mauro turns back Koloskora and asks (in Aquan) "Tell us what you know about the sahaugin. I have never met nor fought such folk. Describe them. Tell me what you would tell a young warrior who was to meet them for the first time."


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Also, folks, I'm not of the impression that Ramona will thank us for starting a war without her OK. We are going to have to verify that she's OK with starting it with the Sahaugin for trade with the Locathahs... So keep that in mind before making any bargains.


Trade Relations With The Locathahs

The party concludes their time with the Okoloro tribe rather warmly. Koloshkora goes out of her way to speak Common and several party members, like Asher and Mauro, extend the same consideration by speaking in Aquan, the locathahs' native tongue.

Talath and Asher both promise to help the Okoloro tribe from being cruelly slaughtered by the sahaugin, although no specific timeframe is given. Mauro suggests clearing it with Ramona before proceeding into what he thinks will be a war.


Ruins of Azlant, Book 2 (Basically A Tropical Kingmaker-lite)

The party has a ton of different ways to proceed. For simplicity, I will outline them.

This is not a comprehensive list. As a sandbox, the party is free to do just about anything they want.

Party Options:
1. Follow Koloshkora to the sahaugin lair. (area F)
2. Follow Koloshkora to meet the naga named Vriskirsa. (area G)
3. Return to Talmandor's Bounty to talk with Ramona. (area a)
4. Investigate Carver's lead on Durvin Gest’s account of the settlement with an “unsettling presence.” (area A)
5. Investigate Carver's lead on Durvin Gest’s account of a cave with unusual etchings and murals. (area B)
6. Investigate Carver's lead on Durvin Gest's claim to have discovered ancient Azlanti technology that led to the creation of wayfinders. (area C)
7. Investigate Carver's lead on Volume 1 of the Pathfinder Chronicles that describes seeing a massive azurite monolith. (area D)
8. Investigate Carver's lead on a place Durvin Gest became lost at and discovered an ancient tower. (area K)
9. Explore for natural resources. (Ramona's request)

We will proceed to a new area as soon as two party members agree.
Please note: I have used both upper and lower case letters to identify areas on the Island Map.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I agree it might be best to meet a potential ally and gather information before we return to talk with Ramona. Atleast then we will have reasons to validate or repudiate an attack of the sahuagin. Antaral says after a moment or two of thought.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher agrees with the alchemist and the bone conjurer. They seem to have good heads on their shoulders.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

"Perhaps it is from my home's experience with the creatures but it is only a matter of time before the sahaugin become a problem for the colony as well. If you believe we should talk with Vriskirsa first before going to Ramona, then we should proceed quickly; the locathah will be a valuable ally to the colony."


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

"Getting more information before presenting the options to Romona does sound like the best move." Crispin agrees.

He has been sitting quietly noting everything he can about the Locathah for entering into the history of the colony. Which he has just decided needs to be written.


Vriskirsa's Lair

Koloshkora gives the party instructions to the naga, Vriskirsa. Koloshkora says she'll swim along the coastline and meet you there. The locathah reiterates that the naga used to live in the Ershirani Reef before the sahuagin took her home. Koloshkora does not know Vriskirsa very well but suspects the naga may be convinced to help if she can get her home back.

The party hikes for hours, trudging through the thick jungle. You pass the Harbinger’s Dias (area l) again. The same projection appears and repeats the same message as you walk across the stone.

Azlanti:
The projection repeats the same message you've heard it say before: “Loyal citizens of the empire—fear not. The blot in the heavens is but a ruse by veiled foes to keep us distracted in this time of mounting chaos. Tend to your regular duties, and trust in the Ioun Imperative and your emperor to keep you safe. Do not fail us, and we shall not fail you.”

The party continues onward, hacking at thick vines and sweating buckets. As the sun begins to set, you reach the shore. (See Island Map for party route.)

Looking around, someone spots the five-foot-wide cave set in the tide-battered cliffs that matches Koloshkora's description. (Area G) However, you do not see Koloshkora.

Survival 10:
You know the route directly across the island is a shorter distance than swimming around the perimeter. However, due to the thick jungle that slowed your travel, you think Koloshkora can't be far behind.

As you enter, the cave opens into a partially flooded grotto lined with glistening calcite columns and hanging moss. The water here comes up to your waist.

A collection of ancient statuettes, pieces of decorative masonry, and other small pieces of rusted artifice decoratively line the back cave wall. In front of the wall of treasure, you see a water naga coiled in the water, admiring a small statuette floating in the air. The water the naga is in appears deeper than the waist-high water you're currently standing in.

Knowledge Arcana 15 or Know Mage Hand spell:
The spell Mage Hand is keeping the small statuette floating in the air.

As you approach, the small statuette floats gently to a breached rock and the naga greets you in Common. "Adventurersss, how exssiting. Who are you and where did you come from? What bringsss you here? Perhapsss you've just come from an epic adventure?" Her body coils upward as her eyes examine each of you.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Before we go into the cave, Mauro cast False Life.

False Life Temp HP: 1d10 + 4 ⇒ (5) + 4 = 9
4 hr duration.

*****

K Arcana: 1d20 + 4 + 3 + 2 ⇒ (19) + 4 + 3 + 2 = 28
4 ranks +3 trained +2 int

Survival: 1d20 + 1 ⇒ (17) + 1 = 18
+1 wis, untrained


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Survival: 1d20 + 4 ⇒ (15) + 4 = 19

Talath will reply to Vriskirsa in Common:
"Greetings Vriskirsa, my name is Talath Na'El and I am from Talasantri. We were told by Koloshkora that you are having trouble with sahaugin in the area? Koloshkora's tribe is also having difficulties with them, particularly in trying to trade with Talasantri. My companions are from a new colony on the island, Talmandor's Bounty. We have been tasked with many assignments including seeking allies, which we hope you will be, and identifying risks or dangers such as the sahaugin. We are here to find out what you know about these particular sahaugin including where they might live, their numbers, and their tactics."


Vriskirsa's Lair

"You know my name?" Vriskirsa sounds surprised. "Ahh, yesss. Kolossshkora. We've traded."

"Pleassse, sssit. Make yourssselves comfortable. Itsss been a while sssince I had company."

"Talmandor'sss Bounty? Interesssting. I'm afraid I haven't ssstrayed far from thisss cave for quite sssome time. How many lunar cssycles hasss it been? Sssixty-sssix? Sssixty-ssseven?"

Knowledge Nature 10:
Based on Vriskirsa's given information, she's been in this cave for about two years.

"The sssahaugin." Vriskirsa hisses out the name, bearing her fangs. "Thossse monsssterous creaturesss ssstole my home!" The naga settles back into the water. "If you are what you look and sssay you are, I would like you to deal with the sssahaugin."

Vriskirsa contemplates Talath's inquiry. "I think there were less than a dozen but it wasss hard to tell. They ssstabbed me with their tridentsss and ssscratched me with their clawsss. They were all in a frenzssy, attacking me with little care to their own sssafety." She glances down at the party's bodies again. "When you're ready to confront the sssahaugin, I can cassst water breathing on you ssso you don't drown." (Vriskirsa notices the party doesn't have gills.)

"The sssahaugin tend to hunt during the day to avoid Elder Maw. That would be a creature to sssing about in a tavern. Do you have thossse in Talmandor'sss Bounty?"

-----

The naga makes an offer. "If you drive the sssahaugin out of my home, I might be willing to part with one of my treasssuressss." Vriskirsa motions to the cave wall with her tail, puffing out her torso and raising her head high with a satisfied smile.

Vriskirsa will allow the party to inspect - but not touch - her treasures to determine which one they might like.

Inspecting Vriskirsa's Treasure:
Vriskirsa has collected an unusual assortment of curiosities in a makeshift gallery at the back of her cave. These include a statuette of what appears to be an Azlanti noble marked with the words “High Governor of Thespera” on its base, a silver holy symbol of Amaznen (a now-dead Azlanti god of magic, secret knowledge, and invention), and several pieces of carved masonry and bas-reliefs depicting cavalry soldiers in a charge against serpentfolk. She has also collected an assortment of minor magic items including a clear spindle ioun stone, a pearl dolphin figurine of wondrous power, a +1 ring of protection, and a seafoam shawl fashioned from a fine mithral chain mesh.

The party would know about Amaznen from Ariel and Urlana's teachings. (Area n)

Diplomacy 25 and roleplay:
You think you'd be able to convince Vriskirsa to come fight alongside you against the sahaugin.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky has no idea of how much longer of a trip swimming around the edge of the island is, so she's certain something terrible has befallen Koloshkora (at least until someone more knowledgeable sets her straight). She knows that if Vriskirsa is telling the truth about how long she's been cooped up in the cave, she can't have played any part in the disappearance of the first wave of colonists.

Becky sifts through her mental archives for what she knows or has heard about both sahuagin and water nagas, to start forming a plan for dealing with the former and to determine if Vriskirsa is trustworthy. The inquisitive bard asks for more information about the creature called Elder Maw.

When the naga offers to let the group examine its treasures, Becky casts detect magic and swims into the deeper water of the pool (taking 10 for a total Swim check of 17); she's a surprisingly good swimmer for an academic, not the strongest swimmer but a nimble one. She lets out the occasional "Ooh!" and "Wow!" as she examines the trove.

When that's done, she timidly asks the naga if she'll stretch out to her full length briefly, explaining that her friend Medrinnah is talented at embroidery and has made a few pieces featuring some of the creatures the colonists have encountered since arriving on Ancorato's shores. The bard adds that she believes an embroidered likeness of the water naga would be "glorious."

Lastly, Becky claims that she feels she can speak for Ramona in terms of starting a fight with the sahuagin, quoting their leader's willingness to deal with the grindylow threat with violence if needed. Still, she admits that maybe the group ought to be sure and return to Talmandor's Bounty to inquire, as she's left all her new swimming and diving gear back home (unless someone with one of those nifty handy haversacks would be kind enough to carry some of Becky's gear--it weighs 5 pounds).

Becky Beys Survival Check: 1d20 + 1 ⇒ (2) + 1 = 3

Becky Beys Knowledge (arcana) Check: 1d20 + 12 ⇒ (18) + 12 = 30

Becky Beys Knowledge (nature) Check: 1d20 + 12 ⇒ (11) + 12 = 23

Becky Beys Knowledge (nature) Check (sahuagin): 1d20 + 12 ⇒ (16) + 12 = 28

Becky Beys Knowledge (dungeoneering) Check (water nagas): 1d20 + 12 ⇒ (20) + 12 = 32


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M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Mauro will examine Vriskirsa's hoard carefully, trying to assess their value. He is itching to caress her treasures, but can keep his hands to himself for now. (Perhaps the diplomatic types can get that added into the agreement in exchange for information sharing?)

Spoiler:

(Object Reading folks, get your minds out of the gutter!)

Appraise, Does any of the non magic stuff seem more valuable than 7600 gp?: 1d20 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
1 ranks +3 trained +2 int

Of the magic, the figurine is the most valuable, and would probably be of interest to the Locathah


Vriskirsa's Lair

Vriskirsa responds to Becky's question. "Elder Maw is a ssshark. A very big and old ssshark."

"Embroidery? Yesss, of course." Vriskirsa poses for Becky. While the bard sketches, Vriskirsa inquires to learn more about embroidery.

The water at the back of the cave with Vriskirsa and her treasure gallery is 10 feet deep.

Becky 28 sahuagin:
Sahuagin have a special attack called blood frenzy which is similar to a barbarian's rage. These creatures also have a naturally higher fortitude. Based on the Vriskirsa's information, their bad might be big enough to have a lieutenant in command.

Becky 32 water naga:
Water nagas, in general, can cast a variety of spells. They are also very perceptive and stealthy. If they aren't casting spells, they may tail slap or bite with their powerful poisonous maw.

It is dinner time. Becky votes to return to Tamandor's Bounty to inform Ramona with what they've found. I need one other party member to second the idea.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Second returning to check with Ramona. But, we wait a bit with Vriskirsa to let Koloshkora check in. (Or figure out that she's been eaten by a grue...)

Also, a question, how many castings of water breathing (and at what level, for duration) can Vriskirsa provide?


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

If we can get two aids for Diplomacy, we might be able to talk Vriskirsa into joining us to fight against the sahaugin. Having another natural swimmer/water breather, and who also casts spells, could be extremely valuable. Plus an ally this powerful might sway Ramona into supporting this plan and I fear we might need this as an apology since, I'm guessing by box text, something bad has happened to Koloshkora.

"Vriskirsa, we thank you for the knowledge and assistance you have offered. Would you consider joining us in the fight against the sahaugin? Having such a powerful ally could sway the leader of Talmandor's Bounty to approve our plan to defeat the sahaugin. And just think, you could pay the sahaugin back for stabbing you with their tridents and slashing you with their claws. My people know the danger and depravity those fiends represent."


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Becky Beys wrote:

Becky has no idea of how much longer of a trip swimming around the edge of the island is, so she's certain something terrible has befallen Koloshkora (at least until someone more knowledgeable sets her straight)

I don't know how this group has been working to this point but I've found many PbP players prefer to not repeat what the GM has posted. For example Talath made the Survival check so he would tell the other PCs what he knows/has learned.

Talath shares Becky's concern for Koloshkora: "I fear her warnings about the dangers posed by the sahaugin will be prophetic. Should we go back for lunch or press on to the beach and see if we can find any trace of Koloshkora?"


Vriskirsa's Lair

As the party is preparing to head back to Talmandor's Bounty, you hear Koloshkora 's voice. "Hi, it's me! Koloshkora of the Okoloro tribe."

"Talath and wine-gifting friends. Are you leaving already? That's ok. I will wait here for your return." Koloshkora will accompany the party to the reef when they are ready.

Vriskirsa tells the party she can cast Water Breathing on everyone but it will only last two hours. To ensure there is plenty of time, Vriskirsa will swim along the coast with Koloshkora while the party walks the shoreline.

Talath attempts to convince Vriskirsa to join the party's fight the sahaugin, but his proposal isn't quite convincing enough.


Talmandor's Bounty

It is dark outside when the party leaves Vriskirsa's lair. The party marches through the jungles of Ancorato island for about five hours. It's late into the night when you return. (See Island Map for party route.)

You're all extremely tired when you reach Talmandor's Bounty. You pass out for a few hours in the barracks. (Area 11)

Today is Wealday (Wednesday), 14 Sarenith (June) 4717.

In the morning, as you head to the Government Building to speak with Ramona, Carver Hastings runs into you. "Morning. So, how is it going?" Carver will walk with you to Ramona's office if you like.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral nods a good morning to Hastings but remains silent for a bit as they walk towards Ramona's offices. I wonder what he wants. Maybe he can shed some light on things going on in the "village". The shoreborn thinks keeping a steady pace. We haven't started anything big yet but I was wondering what was going on in the village yesterday while we were gone? Antaral queries the pathfinder.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher walks on the other side of Hastings and asks about the local reaction to the Locatha. He wants to make sure the residents are not overly afraid of their new friends.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

Talmandor's Bounty

"Morning. So, how is it going?" Carver will walk with you to Ramona's office if you like.

"Complicated. Multiple layers of issues and we haven't been overly successful yet in any one endeavor."


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

Vriskirsa's Lair

As the party is preparing to head back to Talmandor's Bounty, you hear Koloshkora 's voice. "Hi, it's me! Koloshkora of the Okoloro tribe."

"Talath and wine-gifting friends. Are you leaving already? That's ok. I will wait here for your return." Koloshkora will accompany the party to the reef when they are ready.

Talath will smile when he hears Koloshkora's voice.

"Hello again! We were worried when you had not arrived that something might have happened to you - perhaps the sahaugin. We need to go back to our colony and speak with the leader to get her permission to strike the sahaugin to help both the Okoloro tribe and Vriskirsa. We will return as soon as we can and we can defeat those monsters."


Talmandor's Bounty

Carver Hastings continues to walk with the party. "Nothing out of the unusual." Carver looks at Talath. "Complicated you say? In what way?"

The party makes it to the Government House. They have the option of continuing to talk to Carver, inviting Carver to join them as they fill in Ramona, meet with Carver at a later time, or anything else you can think of.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral offers a polite bow to Carver, before excusing himself into the house. The hint is obvious, Carver has not been invited by Antaral to the meeting.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

As neither the character nor the player know anything about Carter, I'll defer to the rest of the group.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky chats a bit with Carver, mainly about Vriskirsa. She wonders if the Pathfinder knows whether water nagas are long-lived (and thus potential troves of information) and--more importantly--if they are trustworthy.

Afterwards, she heads in to report to Ramona.


Talmandor's Bounty

Becky, who has formed a trusting relationship with Carver Hastings, fills her friend in about Vriskirsa, the water naga. "Hmm, well water nagas live more than humans. I would proceed with caution. The only people we can really rely on are each other."

Carver, who is also good friends with, Mauro and Asher, asks if the two had to implement any force, nodding to their holstered weapons.

-----

You can hear Ramona Avandth's voice when you enter the Government House. One of the clockwork servants is busy sweeping the floor near the podium and Perrell Beys is transcribing inventory logs in the other office. The scholar stands from her hair to go hug her daughter and inquire about her health before returning to her tasks.

Inside her office, Ramona is talking with Kereda Harper about furniture. She acknowledges you before shutting the door. 10 minutes later, the door is opened and Kereda Harper strolls out nodding to you.

"You're back," Ramona invites you inside her office and shuts the door. The party proceeds to report what they've found. A tribe of roaming locathah, led by Koloshkora, are seemingly friendly and willing trade partners. There is a water naga named Vriskirsa who has a passion for historical trinkets and bobbles. And then, the sahuagin, who are marauding and killing other species in the surrounding waters.

Ramona frowns at the mention of the sahuagin. "The sahuagin sound like an indigenous hazard that could pose an immediate threat to Talmandor’s Bounty. I'd like you to neutralize them immediately." Her voice is firm and serious. "People don't like to talk about it, but one of the skum from the beach attack nearly killed Seymor Landis. We can't have another repeat incident."

The party has Ramona's blessing. How would you like to proceed? Confront the sahuagin? Tackle a different task?
Link to 'To-Do' list

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