
Gwenyth |

That seems quite reasonable, James. I'm all for periodicallly moving the camp, anyways. There have to be other people inhabiting this island...I can't believe otherwise. Until we know what their intentions are, we should stick together as closely as possible.
Gwen will rely on Jask to aid Tun'ada in his recovery, in case she is needed elsewhere in the camp. She will attempt to help fill whatever role Jask is filling in the meantime.

DM Alexander Kilcoyne |

No problem Flute. I don't need the details but try and keep me posted as to when you will be able to post, and inform me before any long abscences.
Day 4 Morale Checks=
Aerys-1d20 + 2 ⇒ (18) + 2 = 20
Sasha-1d20 + 3 ⇒ (13) + 3 = 16
Ishorou-1d20 + 1 ⇒ (12) + 1 = 13
Sasha and Aerys improve to normal morale, one step from hopeful. Ishorou remains shaken.
Encounter Check-1d100 ⇒ 80
Approximately 6:30AM, Day 4.
At some point i'll post up a nicer map someone created. For now, this is what you have explored, note there is still a predator nest to the west of you if you wish to genocide some more Dimorphodons.
Make plans for your morning, i'll update when you reach a consensus.

Ambroze |

There have to be other people inhabiting this island...I can't believe otherwise. Until we know what their intentions are, we should stick together as closely as possible.
"Yes, the reports say that there are other people living on this island. Unfortunately, the reports say that those people are cannibals..." Ambroze reminds the group.
...note there is still a predator nest to the west of you if you wish to genocide some more Dimorphodons.
Let's not totally wipe out the dimorphodon population. If we don't bother the dimorphodons to the west, then hopefully they won't bother us.
Ambroze is up for scouting if Tun'ada is recovered. Otherwise, can Ambroze assist Ghelik with providing entertainment for the camp?

Chi T'reignial |

Chi calls down from the tree, where she and the cat are lazily having breakfast, enjoying their new found freedom. "We could go back to that nest, you know the two that attacked yesterday, or were there others in the nest. Might find a tasty egg in there."
"Other than that, do we want to look at the small isles we saw the north of here, before we go wandering arouund the rest of the island?"

Gwenyth |

I do not relish the thought of swimming that far. I'd need to leave my armor, anyway, or give it to one of you bigger folk to carry, and thus endanger your lives further - which is something I'd rather not do.
We could certainly leave Tun'ada in Jask's care, and go see if anything worthwhile is in that nest we vacated yesterday... surely that couldn't hurt.

DM Alexander Kilcoyne |

Tun'ada |

Setting up the original camp took a good chunk out of the first day. My suggestion would be to continue exploring, and as part of that exploration search out suitable locations for new camps. After picking new location, return to whatever the current camp site is, and head out first thing the next day, traveling directly to the new site, set up camp, then if time permits, explore farther out. I realize this will not be the fastest option, but should keep us out of situations where we don't have a reasonable place to camp.

DM Alexander Kilcoyne |

On that note, i'll share the rules with building a campsite with you now that you've done the deed once already.
Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. Locating a suitable site and building a shelter requires a DC 12 Survival check and takes 8 hours. Lack of building tools imposes a –5 penalty on this check (you have these salvaged from the ship). The time required is reduced by 1 hour for every 2 points by which the Survival check exceeds DC 12, down to a minimum of 1 hour.
Group Survival Rolls (Level 1)
Chi-1d20 + 0 ⇒ (9) + 0 = 9
Flute- 1d20 + 10 ⇒ (14) + 10 = 24
Ambroze-1d20 + 0 ⇒ (11) + 0 = 11
Tun'ada-1d20 + 5 ⇒ (9) + 5 = 14 (+6 when tracking)
James-1d20 + 6 ⇒ (6) + 6 = 12
Gwyneth-1d20 + 5 ⇒ (15) + 5 = 20
Group Perception Rolls (Level 1)
Chi-1d20 + 3 ⇒ (11) + 3 = 14
Flute- 1d20 + 8 ⇒ (8) + 8 = 16
Ambroze-1d20 + 2 ⇒ (3) + 2 = 5
Tun'ada-1d20 + 8 ⇒ (14) + 8 = 22
James-1d20 + 5 ⇒ (1) + 5 = 6
Gwyneth-1d20 + 1 ⇒ (17) + 1 = 18
Group Initiative Rolls (Level 1)
Chi-1d20 + 4 ⇒ (4) + 4 = 8
Flute- 1d20 + 2 ⇒ (3) + 2 = 5
Ambroze-1d20 + 3 ⇒ (16) + 3 = 19
Tun'ada-1d20 + 4 ⇒ (10) + 4 = 14
James-1d20 + 3 ⇒ (17) + 3 = 20
Gwyneth-1d20 + 2 ⇒ (11) + 2 = 13
Travelling along to the east of your current camp, Tun'ada quickly spot another shipwreck in the distance after 45 minutes or so of walking. The shipwreck is on the east side of the first small island to the north-east of Smuggler's Shiv. It occurs to Gwyneth and Flute that the low tide of the morning will mean that the small 1/4 of a mile distance between Smuggler's Shiv and this smaller island means the group will probably only need to wade across to it.
I don't know if any of you use previews when DMing to see the rolls and then write the descriptions so you can get it all in one neat post, but they seem to have changed the code so that the dice rolls in the previews are no longer the dice rolls that appear when the post is submitted- very irritating but good for stopping people cheating with preview-dice-roll-posts I suppose.
Approximately 8:45AM, Day 4.
Sorry, should have mentioned this earlier. If you could RP it in with the group i'd appreciate it. You had a disturbing dream last night...
You’re sitting down in the galley aboard the Jenivere, getting ready for your meal. The ship’s cook has given you a steaming bowl of soup, but you drop your spoon. You see that the deck below is covered with seawater up to your ankles, and your dropped spoon has sunk into the water and washed out to sea through a hole. You’re forced to lift your delicious bowl of soup to your lips and drink.
But something big goes into your mouth as you do so, and you feel a sharp bite on your tongue. You drop the bowl, only to reveal a serpent had hidden in your soup that now dangles from your tongue as it chews furiously. You start awake, biting your own tongue in an attempt to bite
through the snake’s body.

Chi T'reignial |

[i]Cat climbs on Chi's shoulder as the group discuss wading through the water.[i] "You know, I'm not so sure about this just yet, for when the tide turns we'll have to swim back or stay on the island. After the welcoming party we got from those crab like creatures, I'm not sure I want to put myself at risk from them again. How long have we got before the water gets too deep for us to wade across? I know cat is against this, he doesn't like water except to drink." Chi has a very worried look on her face as she looks out across at the island and the shipwreck.
"Is there a chance we could make a raft or boat to provide us with some safety in going over there?"

Gwenyth |

Don't worry, Chi - unless yon boat is a portal to another world, we should be back in no time. Besides, I think of us as population control for the scorpio-crab population, Gwen says with a wry grin, as she reassuringly places a hand on Chi's back.. Do those things have a name, Ambroze, or are we destined to sound like foriegners when referring to them? At any rate, the quicker we get over there, the quicker we get back.

Ambroze |

"Oh, yes!" Ambroze says enthusiastically in response to Gwenyth's question. "They're called 'eurypterids,' or sea scorpions. The ones we encountered on the Jenivere were the common variety. They live in temperate climates and warm oceans. Their poison saps a person's stamina. Now the ones that you fought when we first woke up on the beach after the shipwreck? Those were a smaller variety, and their poison affects a person's reflexes and balance."
"Eurypterids can see as well as elves in areas of minimal illumination, and they can also sense when another creature is near them simply by the vibrations produced when that creature moves across the ground. Interestingly enough, though, is the fact that eurypterids have no sense of hearing."

DM Alexander Kilcoyne |

"Oh, yes!" Ambroze says enthusiastically in response to Gwenyth's question. "They're called 'eurypterids,' or sea scorpions. The ones we encountered on the Jenivere were the common variety. They live in temperate climates and warm oceans. Their poison saps a person's stamina. Now the ones that you fought when we first woke up on the beach after the shipwreck? Those were a smaller variety, and their poison affects a person's reflexes and balance."
"Eurypterids can see as well as elves in areas of minimal illumination, and they can also sense when another creature is near them simply by the vibrations produced when that creature moves across the ground. Interestingly enough, though, is the fact that eurypterids have no sense of hearing."
Ambroze did you catch my spoiler in my previous post?

Gwenyth |

Oh, right. I seem to remember you mentioning their name before. Doesn't exactly roll off the tongue, does it? Euryp... Eurypi... yeah, I think I'll stick with "scorpio-crab things". You guys coming?
She wades into the water toward the boat, mace drawn, looking around vigilently for Eurypterids.

Ambroze |

Ambroze did you catch my spoiler in my previous post?
Ambroze follows the others toward the shipwreck, struggling to keep up as he wades through water up to his chin.

Chi T'reignial |

Chi uneasily follows the fighters into the water on the way across, her bow at the ready. "You know my charms and skills don't help much against these eury things, I'm not sure I can be much help, I may only be a hindrance, but I'll come anyway it is your wish."

Tun'ada |

Sorry for the delay in my posting, busy weekend here at my fathers. Will update as soon as I can.
Not a problem. It's the last holiday weekend of the summer here in the U.S., so I would imagine that posting as a whole is at a lower rate than normal.

DM Alexander Kilcoyne |

The group cross the low tide safely, although they are uneasy with the crossing. Reaching the shipwreck, the group can see it is easily accessible by a large hole in its lower deck, and a couple of the decks look intact. It looks as though the ship ran aground here after a fierce battle, and what remains of the hull is heavily damaged and rotting. The name of the once-proud warship is still barely visible- the Tears of Grog.
9PM, Day 4.
Flute are you still with us btw?
F?-1d100 ⇒ 39
H?1d100 ⇒ 65
T?-1d100 ⇒ 55

DM Alexander Kilcoyne |

The group promptly head back across the low tide causeway and continue their exploration, heading east and south.
Chi-1d20 + 0 ⇒ (19) + 0 = 19
Flute- 1d20 + 10 ⇒ (15) + 10 = 25
Ambroze-1d20 + 0 ⇒ (20) + 0 = 20
Tun'ada-1d20 + 5 ⇒ (16) + 5 = 21 (+6 when tracking)
James-1d20 + 6 ⇒ (6) + 6 = 12
Gwyneth-1d20 + 5 ⇒ (17) + 5 = 22
Ambroze, Flute, Tun'ada and Gwyneth recognise the now familiar, tell-tale signs of a Dimorphodon nest somewhere nearby- your about two miles east of your current camp. Your on the edge of what these Dimorphodons would consider 'their' territory, but if you wished to avoid a fight you could easily work around the half-mile or so where you believe they will be nesting. The jungle is growing a little more dense as you head further south, with fewer clearings and open spaces.
9:30AM.

DM Alexander Kilcoyne |

As Chi mulls over the name of the ship, she wracks her brain over any history she might have read about the ship and its disappearance.
Knowledge(History) 1d20+8
The name doesn't sound familiar to you, but its likely the ship was one of the Cheliaxian ships that sailed hoping to subjugate Sargava when the colony rebelled. Not every single ship was destroyed by the Shackles Pirates, and the remaining few that survived were heavily damaged and were chased all the way to Eleder's shores.

Ambroze |

"I'd rather not kill any more dimorphodons than we have too," Ambroze says. "It's one thing if we blunder into their area and they present an immediate threat, but otherwise let's leave them alone. They serve a purpose in the life-web of the island, and I'd hate to disrupt it."
Ambrozius Boddynock, founder of the Smuggler's Shiv Chapter of the Sierra Club.