Originally Posted by
Tamamo
All of sudden a Kuo-Toa in a Captains Clothes walks forward and hats his equipment and follows suit pantomiming and ribbiting for quite a while.
I nod respectfully and pantomime "that is all."
He nods, and says something in froggish and they hop off.
"We we're lucky, Sahagins live on the otherside and are not near as nice; something about UNDINE'S TEMPLE being underwater near here. I want to stop by there but it'll be difficult without some sort of magic or diving gear.
"I guess these guys are are actually just refugees, trying to hide from their own so they don't have to fight a pointless war with the Sahagin for control of the island. Seriously though there is nothing here anyways except a ship graveyard."
"But something isn't right, Undine despises war. She is a peacful spirit. Unlike my hot headed step mother."
"I HEARD THAT! GRANBERIA!"
"We should head back to the cabin now, tomorrow we'll explore the Sahagin territory and try to see about that temple. If I can convince her to Contract with me she can not only help me get the WYRMKILLER back but also get us off this cursed island."
@CJC
Yes that just happened. Now we have frogman deserters, UNDINE who is most likely pissed off (which might explain the turbulent seas Rose experience perhaps?), and two warring fractions. You get to keep your silver aquatic dragon though.
UNDINE IS LOCKED
SALAMANDER IS LOCKED and under my exclusive control. NO YOU CANT HAVE MY MOTHER CJC! "just kidding, it's a normal lock"
I'll pm you my Idea for UNDINE.
Granberia,
Caught up in your juggling fire, you begin to daydream about how you will make peace with the frogmen. You can feel the great spirit of water UNDINE somewhere near here, and so you fantasize that the frogmen are fleeing a more dangerous force and will assist you in making contact with the spirit in exchange for your help against their enemies.
Unfortunately as you are pondering such things, one of the frogmen gets a sinister look on his face and slaps your hands away. The flame you had been juggling crashes into the deck behind you, setting the remnants of the Katrien's Glory ablaze.
Goldleaf,
As the diplomacy fails and the frogman shoves Granberia, she loses control of her fire and sets the ship ablaze. Luckily you had prepared a cone of cold (a communion with spirits... PHANTOM magic) and you unleash it in a blast of fury towards the flames. They are doused, but as the cold sweeps the ship you notice it drives the frogmen to flee. You shrug this off as an instinctual avoidance by their cold-blooded nature; a freezing blast would have easily incapacitated them had they tried to hold their ground.
Everyone,
The frogmen have retreated... for now. The sun has risen and it is the start of a new day.
You each need to decide whether you will work on scavenging duty or fortification duty.
If scavenging, note there are three key landmarks you can see from the deck of the Katrien's glory which have not been explored yet:
Some manner of MERCHANT SHIP teetering precariously on a sea stack at the center of the island.
A large WARSHIP located on the far side of the island. It appears to be mostly intact.
Finally, there is the forecastle of a mostly submerged ship, sticking out of the water on the coast directly west of the Katrien's Glory.
There may be other, smaller vessels as well, but these are the largest and the ones closest to being seaworthy.
Also, though the frogmen fled the Katrien's glory, they're likely still out there waiting to spring an ambush. If you choose to scavenge, expect combat.
If fortifying, you will need to:
Find or fashion tools to conduct repairs (so that a nearly intact ship might be repaired for escape).
Find a source of fresh water.
Set up traps to ward off further attacks on the cabin.
Board up some of the entrances to the cabin to counter the possibility of a flank by enemy forces.
Fortifying is safer than scavenging, but work needs to be done to keep moral high. If you choose to fortify, expect conversations.