| Natalyah Melethiell |
earlier
Tension rises in Natalyah throughout the hunting trip with Atzi. Not on account of the druid or her animal companion, but because most of Natalyah's own feeble atempts fall short. In her own mind she clumsely stumbles through the jungle, failing to ambush her prey. Her suggestions does not bear true in this enviorment and the end of the day her assistance has been more of a hinderence than a help. She's grown increasingly frustrated and has numerous times thrown a minor tantrum exploading into elven curses. She tries to keet Atzi out of it but once or twice she has inevitably snapped back, immediately followed by a look of guilt but never with an apology.
She spends the rest of the day all but avoiding the other cast aways (except for the diplomacy aid) working with securing the grounds around the camp. That is if this day is a diplomacy/do your chores day. If we decide to go exploring, she will follow.
If there's a Survival check required to perform the Defender duties i'd like to take 10, bringing my survival check to 16
Otherwise...
| Atzi |
Throughout their hunting trip Atzi remains cheerful, even when Natalyah begins to curse and become snappy. Atzi tries to remain patient and forthcoming for whenever Natalyah stumbles or asks a question of her. We all must learn and so long as we have a patient teacher we can learn well the first time. Although seeing Natalyah being so inquisitive gave Atzi a lot of pleasure, especially since she was honored to teach the ranger something about the jungle.
| Carpy DM |
When morning breaks on the castaways’ second day on Smuggler’s Shiv, it is clear that the night’s rest has helped at least some of the group gain a grip on their emotions. Jask and Gelik are in noticeably better moods than the day before; the dour cleric is actually humming to himself as he begins his morning prayers, and Gelik’s jokes are slightly less caustic than they were the day before. Sasha and Ishirou still seem uncertain, though, even if Sasha seems to be covering it with brute force optimism.
Aerys is the last to roll out of her tent, eyes bloodshot and blinking heavily in the morning light. She picks up the empty bottle of brandy on the ground nearby, studying it for a moment before throwing it aside with an oath.
Carefully Amisi waited for a moment to talk to Aerys on her own. That didn't seem to be a problem. After all - everyone seemed to avoid her. She just had to ensure Aerys even let her finish the first sentence. Bracing herself Amisi walked over to Aerys.
"Do pirate ships have a barrel of rum as part of their rations for the sailors. I did read about that in one of my books but thought you might know better."
Play dumb - but get her attention. It might be revolting to use her need of alcohol - but in the end it's for her own good. Only once she trusts others of the group will she be able to make peace with herself - whatever devil is driving her to what she is doing. So carry on talking while you can.
"Jask did tell me about a pirate ship that he assumes was lured to the cliffs of this island. I can't promise it's here. I can't even promise there will be anything left on the ship. But it seems to me since the ship went on the cliffs that whatever I was doing - it somehow followed an unseen script.
I might be naive - I might be wrong. But if I'm right then the ship will be there and it will be part of the solution to get off this island. And somehow I'm convinced you will also play a role - one way or another."
"All ships have a rum ration; not just pirate vessels," Storian says. "The idea, I believe, is it helps the crew to relax after a hard day working, and it is one of the small pleasures that makes the crew more willing to put up with some of the harsher aspects of sailing. A happier crew is a more efficient crew - so long as they're not drunk on the job, which is why it's rationed."
Uchendu then moves over to where Atzi and Amisi are talking with Aerys, catching the tail-end of their conversation, interjecting with a sickly grin:
"Yes, it is entirely possible that any wrecks we find might still harbor stocks of rot-gut, if we are lucky... I trust that would interest you, Aerys?"
Feeling Refreshed, and a bit more cheerful after a good nights rest, Inka Exits her tent just as Amisi, Natalyah, and Uchendu are speaking with Aerys, on a whim, She decides to join the Conversation.
"Good Morning! Did I hear there was a ship wreck we could explore? I'd love to get out and stretch my legs, Mind if I Tag along?"
Frustrated over her inability to adapt to her new enviorment Natalyah listens to the conversation while spying around the camp for suitable spots for traps to hinder any hostile creatures from entering the camp unoticed.
Distant and almost unaware of her own words she says to Aerys: "Eyt niin tyet jumi têll saella kuin olen. Para kositin teh loman mei muin *"
Suddenly surrounded by people, Aerys looks taken aback, staring wide-eyed from one member of the party to the next. "Cayden’s nose," she mutters, seemingly to herself. "What did I do last night?"
After a long pause, she looks around at everyone, then shakes her head and drops to the ground with a grunt. "Okay, yes. I really, really would like a drink. I want a barrel of rum so deep I can crawl inside it and drown. I want to get so hammered that I can’t remember a thing about this island, or dead bodies, or that a*#hole I beat the s!*^ out of whose name I can’t even remember now and who’s probably dead so I feel like s!*^ for still being mad at him." Aerys does, in fact, swear like a sailor. "But you know what I want even more than that? I want to stop wanting it. I’m so damned tired of always reaching for a drink every f#%~ing morning, and not remembering what the f#%~ I did yesterday. This s!*^ is killing me, and I can’t die yet, dammit. I still have a book to… well, f#%~ that. I can’t die yet." She looks back up at the people standing over her, shaking her head with a grimace. "So you want to know what I want to go looking for? Something that would make that happen."
| Carpy DM |
25 XP for everyone for making Aerys friendly, and good job on it as well.
Waking up Just after sunrise, Inka feels Re-freshed, She can feel the burning magic running through her Vains. She Smiles, Collects her Gear, and steps out of the tent.
I know it was a week ago real-time, but Inkathru's already stepped outside the morning once. ;) It's a good question, though - what is the plan for today? You guys said originally that you wanted to take another day to get settled in before heading out for exploration - is that still true, of have the plethora of potential sidequests changed your minds?
| Inkathru |
25 XP for everyone for making Aerys friendly, and good job on it as well.
Inkathru wrote:Waking up Just after sunrise, Inka feels Re-freshed, She can feel the burning magic running through her Vains. She Smiles, Collects her Gear, and steps out of the tent.I know it was a week ago real-time, but Inkathru's already stepped outside the morning once. ;) It's a good question, though - what is the plan for today? You guys said originally that you wanted to take another day to get settled in before heading out for exploration - is that still true, of have the plethora of potential sidequests changed your minds?
lol sorry , been a crazy week or so for me too
Recanting the last post With a toothy Smile, Inka addresses Aerys
" I can keep you away from the Drink if you like, altough you may not like my Methods... And whats on our Plate today? How is everyone feeling? If you have some aches or pains let me know, i'll take a look at them"
| Natalyah Melethiell |
Natalyah stops what she's doing and looks dumbstruck at Aerys. She did not expect this change in her behavior.
Natalyah is all for exploring the island. Out of the "side quests" she will be most supporting of looking for the wreck Jask spoke about, even if she does not trust him. She will be offended by the notion of getting a "killer pet" for Sasha, but will reductantly help as she figures it will help her to study the new enviorment.
She'll stay neutral to Ishirous treasure map, but will accompany the group if we set out for it since it means exploring the island. Although she will dismiss the hidden treasure idea as "silly".
| Atzi |
With a smile on her face Atzi hands Aerys the waterskin and snake meat wrapped meal. "To put you at ease you didn't do anything that would bring shame last night, so push it out of your mind and relax. Now on to more important things like drinking water and eating to regain your strength. I don't want you to languish from the jungle heat and in time we will find a way to rid you of what you least desire." She nods her head in acknowledgement of Inkathru's words.
I'm all up for exploring as well today =)
| Uchendu Kybwa'ka |
Uchendu is pleasantly surprised by Aerys' outburst!
By the Great Ang! There is some fire left in that woman yet. Perhaps she is not a total loss...
Uchendu gives Aerys an appraising look.
"Do you know of anything that might be able to help?"
Turning to the 'Hunters' in the party, Uchendu will ask:
"I don't suppose any of you trained in junglecraft or healing know of anything that could help her?"
Normally, for severe alcohol withdrawal, I would recommend fluid resuscitation + Thiamine + Multivitamin + titrated dosing with Diazepam, but I doubt we will find a fully stocked dispensary in the vicinity ;-)
When the topic of scouting is brought up, Uchendu is quite enthusiastic!
"I would certainly be interested in exploring more of this island. Since we are on the northern edge, I would suggest starting at the beach, and slowly working westward, criss-crossing the peninsula until we have covered all of the land to the west of our camp-site."
| Atzi |
Atzi sits for a moment her brows drawn together in thoughtful consideration at Uchendu's request before shaking her head sadly. "I don't know of an easy way to help Aerys. Only through complete denial, which wouldn't be suitable in the open like this, or perhaps through natural magic..." Shaking her head she stands and returns to cooking by the fire. "Let me think on it some more friend Uchendu, but if anyone has idea's it would be good to hear them as well."
Knowledge Nature: for plants that could help aid Aery's recovery. 1d20 + 7 ⇒ (7) + 7 = 14
"Perhaps in our search of the island we will find something to assist Aerys, but I agree with Uchendu. It would be best to make sure there is nothing behind us before we move forward and if we are fated we will find something wonderful." She continues cooking and making small talk until everyone decides their ready to start exploring.
| Natalyah Melethiell |
Unsure why, but Aerys shift in mood struck a chord in Natalyah. Her hunting fiasco earlier that morning vanished from her concerns as a wave of fresh hope washed over her. She stops her preparations and walk up to the other cast aways.
"I agree with Uchendu. I don't trust this island and i would rather move out and unmask it's secrets instead of waiting for it to reveal itself as it sees fit. I suggest that we fortify the camp as best we can and then send out a scout party, sweeping the island as Uchendu suggests."
| Uchendu Kybwa'ka |
"That is fine, Atzi. I will ponder for a while and see if I can remember anything myself - after all, it is not exactly something I have come across that often, in the past..."
Heal 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge(Nature) 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge(Arcana) 1d20 + 4 ⇒ (3) + 4 = 7
Amisi
|
Amisi hasn't strolled far of the camp - helping Gelig to entertain the members left behind. But now and then she looked higher up - collecting samples from above using Mage hand - not counting the use to plug overripe fruit and let it drop to large effect.
Knowledge Nature 1d20 + 9 ⇒ (7) + 9 = 16
She also tries to remember if there was anything she learned at the academy how to help Aerys. Most enchantments she knew could do the trick for a short duration - but it would be against the will of the person. And it would result in worse once she would be back to her own will. Wasn't there something more subtle to help?
Knowledge Arcana 1d20 + 9 ⇒ (3) + 9 = 12
greatbto be able to role some dice again
Amisi
|
Amisi sits down and takes out a piece of paper. She looks at it a few times. The way she is using it, she will run out of paper soon. But maybe that should be a worry at a later stage. So she takes out ink and starts writing.
She feels it really helps her to remember everything that happened the day before.
here is a quick link Amisi's diary
All - please have a quick look at entry 4. There are some bits I don't think I shared before and that I even forgot when we fought the snakes. The cook seems to have died from an enormous snake bite !! before the shipwreck. That the first mate had some rapier wounds might come as less a surprise.
| Carpy DM |
"That is fine, Atzi. I will ponder for a while and see if I can remember anything myself - after all, it is not exactly something I have come across that often, in the past..."
Amisi
|
While there is still time - Amisi tries to get closer to Gelik and find out more about him and what drives him. She uses dancing lights and Mage Hand to help him, joke with him, entertain him.
"Gelig - I never thought there could be that much fun. Gnomes truly know how to entertain and to have fun. Isn't it great that you are now part of all the excitement on this island. How many story tellers can ever claim they have been part of the story. And I'm pretty sure you are not only part of it - you actually will become one of the heroes. With all the skills you have - all the knowledge you have - how could it be different."
Diplomacy check Take 10 + 8 = 18
Carpy - not sure when you want to allow the next diplomacy check. Part of my wish to stay a day in camp was to ensure there is enough time to interact with Gelik. Well - I think we need to move on to get it going - so feel free to have this happening after the first outing if necessary.
2all others - I guess its good enough - but assists never hurt and they give me something to read. So feel free to have at least one successful one. After all - you managed to get Aerys around. I'm still impressed.
| Atzi |
Atzi will bring some more of her snake meat wrapped food over while Amisi tries to win over Gelik some more. She Casts purify food and drink on his waterskin for him as well before moving on.
Diplomacy assist1d20 + 2 ⇒ (10) + 2 = 12
She moves over to Sasha with another cooked meal and repeats her casting on Sasha's waterskin. While performing her work though she speaks casually to Sasha "This companion you wish for us to find, I will help them do this on one condition from you. Even though this condition will be somewhat difficult to accomplish, I want you not to use a hood, cage or other foul contraption when you are 'bonding' with your companion. Promise me this and I will be satisfied." Atzi doesn't give voice to what will happen if she betrays her promise nor gives a hint to anything of the sort. She will believe Sasha at her word and with that she will assist in finding her a 'companion'.
Throwing Quetza a piece of uncooked snake meat, which he deftly catches and quickly swallows down, as she sits by the small cooking fire again and checks on her other cooking snake wraps. She will eventually try and get the rest of the party (pc's) to gather around and eat as well, so that they can discuss the plan forward.
"Friends once we are all in agreement on our plans for scouting then we can continue forward, yes? So far most of us have agreed to Uchendu's plan of scouting out everything to the west of us. During this time I would like to try and find a nest of the Dimorphdon's and I can coax out a young one or obtain an egg for Sasha, while hopefully avoiding slaying the parent. Hopefully we will find some shipwrecks as well, just so everyone knows we are looking for the Brine Demon for what it may still have on board." Waiting a moment for everyone to think on it, she continues.
"Then perhaps once we finish with the scouting of the west, then we can travel along the coast to our east and until we find a campsite to move to again. Once we do this we can work on finding other strange wonders that our good friends have told us." After another moment of silence Atzi begins rubbing her hands up and down her arms as if she feels cold. "But my only concern on this island is moving to far from each other, this place reminds me of the Mwangi but... more dangerous... Forgive my nervousness, perhaps it is my own foolishness."
| Uchendu Kybwa'ka |
"Now that I think about it, I remember that there was a plant called Viper Nettle, the berries of which could be used to help recover from addictions - in my tribe, our Shaman used it mostly for people with a Kava problem, but I daresay it could prove equally as efficacious for alcohol..."
| Atzi |
With a broad smile she claps her hands together, happily exclaiming "Uchendu! Not only are you a strong man but a wise man as well! You will have to explain to us what they look like so we will all know what to look for. Unless anyone else has a different plan to discuss, then perhaps we shall begin exploring the island yes?" She hands Uchendu another of the wraps and casts Purify food and drink on his waterskin. As everyone finishes eating she grabs up some of her weapons, her empty pouch and sack and get's herself ready to travel lightly across the unknown terrain.
| Carpy DM |
Viper nettles are named for their bright red and massively long thorns, six inches long in places; they tend to grow in tall, thickly packed stands, with each bush about 7 feet high. Frustratingly, most of the berries tend to be in the center of nettle stands, which can be as much as two hundred feet across for the largest groups.
| Natalyah Melethiell |
Natalyah keeps to the background to the background as the others discuss what route to take, listening idly. As the discussions seem to come to a consensus she breaks her silence.
"We should wait until the temperature drops abit. We don't know what this island can pit against us and we should not things we can control to that list.", she says while stringing her bow. "We must also decide who stays at the camp. Our rations is bound to attract visitors if left unattended.", she adds in a tone that suggests she's not talking about herself as a volunteer to stay and guard the camp.
| Carpy DM |
While there is still time - Amisi tries to get closer to Gelik and find out more about him and what drives him. She uses dancing lights and Mage Hand to help him, joke with him, entertain him.
"Gelig - I never thought there could be that much fun. Gnomes truly know how to entertain and to have fun. Isn't it great that you are now part of all the excitement on this island. How many story tellers can ever claim they have been part of the story. And I'm pretty sure you are not only part of it - you actually will become one of the heroes. With all the skills you have - all the knowledge you have - how could it be different."
Gelik smiles, waving dismissively, but it is clear that the humility is feigned, and he is eating up the flattery. "There's really only one story I want to be in - or, rather, one set of stories: the Pathfinder Chronicles. You know of them, I assume? The finest tales of exploration and adventure in Golarion, and every word true. (Or at least, no word that can be proven false by any other observer.) Of course, getting into them is no small challenge! A Pathfinder must be courageous, skilled, quick-witted, and above all, dashing; naturally, I can only assume my entry into the august ranks of published Pathfinders is but a matter of time."
And one more allotment of 25 XP for making the last NPC friendly.
His smug smile slips a bit at that, however, and he lowers his voice. "Truth be told, however, my march toward inevitable fame and recognition has hit a slight stumbling block. Not this shipwreck, of course - adventures such as these are meat and drink to an explorer such as myself! Rather, it involves a slight... misunderstanding about the dating and cataloging methods I have used in the past on certain seemingly noteworthy finds. It would seem that I may have... unintentionally misrepresented some artifacts sold at auction as possessing greater value than they truly did. A simple miscommunication, I assure you!" He swallows nervously. "Though I attempted to explain the situation, some of the buyers were, ah, unrestrained in their disappointment, and I suddenly found it necessary to depart Magnimar on exceptionally short notice. When the Jenivere arrived in Corentyn, a representative of the Pathfinder Society met me there, and informed me that my membership in the Society has been, ah, suspended. Temporarily, I'm sure. Just until we get this whole thing straightened out."
The smile comes back, though, and Gelik's expression takes on a crafty cast. "Hearing the priest's tale about a shipwreck, however, sparked a memory," he continues, "and I had a thought about a means by which my return to the Society's good graces might be expedited. Smuggler's Shiv has been the gravemarker for dozens of ships over the years, like as not. One of these, or so I have heard, is a ship called the Nightvoice, crewed and captained alike by Pathfinders. The tale of what happened to the Nightvoice has yet to be told, but I have no doubts that learning its fate would do much to shorten my sorrowful sojourn apart from my beloved Society. Perhaps we might be able to add searching for the Nightvoice to our list of endeavors?"
Amisi
|
Amisi gives Gelig a quick hug and then her broadest smile:
"Do they know these Pathfinders what they are missing in you. I said so before - it's fate that has driven each of us here. And now it is two and not just one ship-wreck we are searching for. You can be sure we will look out for this one as well."
| Carpy DM |
There is little to worry about with respect to keeping an eye on the camp - none of the NPCs are willing to strike out into the wild if the rest of you are willing to do so, so they agree to watch the camp while you head west. Aerys, a little shamefacedly, volunteers to serve as an entertainer for the group while the rest of you are away, though her hands are already shaking a little again. As you head out into the jungle, she has produced a notebook from within her pack and - to your astonishment - starts reading original pirate-themed poetry to an enthralled, if also shocked, Jask and Ishirou.
The jungle slows your travel greatly; though Natalyah and Atzi have no difficulty making sure the party stays on course, there's simply no easy path through the dense forest as you head west. The sharp cliffs that surround most of the island prevent even a beach passage, so travel is a struggle, and by the time the sun reaches its noon peak, the group has only managed about two miles of progress toward the western tip of the peninsula... and, based on the map, your best guess is that the tip is still a good three or four miles away. With the heat of the day rapidly building, you seek the shelter of the jungle shade to rest and consider your options.
Encounter type: 1d100 ⇒ 13
Nearby snake: 1d100 ⇒ 20
Unfortunately, the shade of the tree holds darker secrets of its own - for even as you begin to relax out of the sun, a massive, fast-moving spider four feet high and five feet across its massive spread of legs.
Initiatives!
| Natalyah Melethiell |
Natalyah tries to keep up with Atzi during the trek and, perhaps unwittingly, tries to imitate the druids movements through the jungle. Her spirits rise abit as she realises that she's slowly becoming acclimatized to the new enviorment. The dense terrain is however a negative influence on her mood and she let's out an elven curse every once in a while.
As the party stops to rest in the shade she leans herself to a tree and starts to contemplate if they would be able to do any significant exploring before they'll have to turn back to camp. Maybe they should have prepared for a longer trek.
At that moment Natalyah stiffens as a rustle in the trees interrupts her train of though, and a giant spider emerges from the brush.
Initiative roll: 1d20 + 6 ⇒ (16) + 6 = 22
| Natalyah Melethiell |
This is ofc is nobody is engaged with the spider before my initiative comes up
Natalyah readies her long bow and knocks an arrow in one swift motion. She takes aim and let's the arrow fly toward the spider.
Move action to ready my long bow
Attack roll: 1d20 + 5 ⇒ (4) + 5 = 9
Damage roll: 1d8 ⇒ 7
| Carpy DM |
Initiative order:
Natalyah 22
Quetza 19
Amisi 17+
Inkathru 17- (rolled off for you)
Atzi 13
Uchendu 10
Spider 8
Storian 7
Natalyah readies her bow and fires a shot toward the spider, but in her haste the shot flies wide, the arrow disappearing into the jungle foliage.
Amisi chants a quick incantation, and an arcane bolt of force sears the carapace of the spider.
Inkathru is up. Readying a weapon is a move action, but she still has a standard (or another move) if she wants it.)
| Inkathru |
Is the Spider within Striking range already? or do I need to move to reach it?
Feeling the fire of battle start to burning in her, Inka's Speech Becomes otherworldy
"Wir speisen auf gebratener Spinne heute Abend!"
We shall dine on roasted Spider tonight!
I move with melee range of the Spider, Positioning myself to the Side of the Beast, as to allow Uchendu and Storian room.
Standard attack
1d20 + 4 ⇒ (17) + 4 = 21
dmg
1d12 + 3 ⇒ (1) + 3 = 4
| Atzi |
Quetza rises with a surprised shriek at the sudden intrusion of the spider, and moves quickly to attack it.
Quetza Moves to attack the hostile spider
Move action, to attack the spider.
Attack: 1d20 ⇒ 16
Attack: 1d8 ⇒ 8
For a moment Atzi stares in a surprised daze for moment at the monstrous creature that appeared from the jungle, before Quetza's shriek causes her to snap out of her daze. She stands quickly and draws her Scimitar as she prepares for battle.
Draws her Scimitar
Sorry for the Wait had to do alot of flying and i'm back at work so I will post at least 1+ times per day ^^d
Cast's Flare on the Spider, DC 14, A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
| Atzi |
Quetza rises with a surprised shriek at the sudden intrusion of the spider, and moves quickly to attack it.
** spoiler omitted **
For a moment Atzi stares in a surprised daze for moment at the monstrous creature that appeared from the jungle, before Quetza's shriek causes her to snap out of her daze. She stands quickly and draws her Scimitar as she prepares for battle.
** spoiler omitted **
Edits for the above post~
Edit1: Correction on Quetza's Move action to attack, that was a standard action.....
edit2: Atzi Cast's Flare on the Spider, DC 14, A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Sorry for the Wait had to do alot of flying and i'm back at work so I will post at least 1+ times per day ^^d
my bad I jumbled all this up on accident.
| Carpy DM |
As Uchendu rushes forward, he fails to spot the large snake curled up in the grass next to the tree; enraged, the serpent's fangs strike out at him.
Uchendu's charge takes him through the snake's space, so he can't reach the snake. It also gets an attack of opportunity on him. Attack: 1d20 + 2 ⇒ (14) + 2 = 16, damage 1d4 - 1 ⇒ (1) - 1 = 0 plus poison (DC 13). That's a hit, so Uchendu takes 1 point of nonlethal damage and must save against the poison.
Quetza rises with a surprised shriek at the sudden intrusion of the spider, and moves quickly to attack it.
** spoiler omitted **
Quezta's bite is vicious, and sinks deep into the spider's flesh. Almost immediately, though, he coughs and hacks, spitting out vile ichor.