Douena Trestleben |
Douena smiles and starts to edge closer, manuevering around to try to get a glimpse inside the shell. "You wouldn't want to eat me," she insists. "Gnomes don't taste very good. We're made of liver and seaweed. As a matter of fact, we're pretty much inedible." Bluff 1d20 + 9 ⇒ (8) + 9 = 17 Perception to see what's in the shell 1d20 + 9 ⇒ (6) + 9 = 15
Navior |
Crab Occupant Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
"Fine then! I will not eat you. I will just cut you in half with my claws!" In response, the pincers snap open and shut.
Peering round, Douena sees that curtains of leaves and grasses are draped around the lower portion of the crab. These curtains part just under the crab's mouth; however, they are pulled shut at the moment.
Douena Trestleben |
"That would be silly. What would you do with half a gnome? Come on," she coaxes. "Come out. I'll show you Mr. Duck." Diplomacy 1d20 + 3 ⇒ (5) + 3 = 8
Apparently, "showing someone Mr. Duck" is an insult in this person's culture. What would it be to reach out and whisk the curtain open, DM? Sleight of Hand? CMB?
Navior |
"That would be silly. What would you do with half a gnome? Come on," she coaxes. "Come out. I'll show you Mr. Duck." Diplomacy 1d20+3
Apparently, "showing someone Mr. Duck" is an insult in this person's culture. What would it be to reach out and whisk the curtain open, DM? Sleight of Hand? CMB?
Sleight of Hand sounds reasonable. DC 10.
Douena Trestleben |
Watching the jerky movements of the sharp claws, Douena takes her chance at darting her arm in to whisk the curtain open.
Sleight of Hand 1d20 + 6 ⇒ (1) + 6 = 7
Her timing is off, however, and the mechanical pincer comes back down to block her.
Y'know, all I needed was a 4. C'mere, dice-roller, let me show you Mr. Duck. :P
Urza Sha'rahad |
"Come out and speak with us." Urza calls out as he moves forward. "We are shipwrecked here and you are the first intelligent thing we've encountered on this island yet. Maybe we can trade supplies?" He holds up some rations and a potion bottle as examples of what they have to trade.
Diplomacy 1d20 + 3 ⇒ (3) + 3 = 6
I guess I'm just too stressed from being on this islan.
Lorenz Aeryson |
Lorenz had watched the scene before him with rapier in hand, unsure what it was that made Douena so confident of the giant crab's falseness. When the voice spoke from within, however, he realized that she must have been right.
He puts his rapier away, though he maintains his distance.
"The girl's right," he called. "She's essentially harmless. And the guy with the teeth only bites if you attack him. We won't do you any harm."
Diplomacy Check: 1d20 + 1 ⇒ (12) + 1 = 13
Douena Trestleben |
"Come on Douena, let's go. Whoever is in there is awfully crabby today."
Douena eyes Makoa witheringly. "That sounds like one of Gelik's jokes. But look what a good job he did making his crab-machine! He's very clever, and I'm sure Ishirou would apprecite his help setting up security around the camp." Douena digs in her backpack and comes out with a silver piece, recently minted in Varisia and looking very sparkly and incongruous on the tropical island. She sets it down in the sand in front of the crab. "There," she tells whoever is inside. "That's a gift for you, to show you we're nice. Our camp is all the way down the beach that way," she points toward the east, "and we're going that way right now," she points toward the west, "until it gets too hot; then we'll sit down and rest awhile. If you want to come see us, you're more than welcome." Leaving the silver coin lying in the sand, Douena allows Makoa to lead her away.
Lorenz Aeryson |
The last comment stopped Lorenz in his tracks. "Fungus people? Cannibals? I can't decide which sounds worse." he says, worriedly.
He looks back at the crab, debating whether leaving was really a good idea before finally shaking his head. "I guess we'll find out eventually."
Urza Sha'rahad |
"NO! How can we leave now? He knows what we're looking for. Urza blurts out. "We have to talk to him and find out what he knows about the fungus stuff that you've been dreaming about. Plus did anyone else hear him say cannibals? He can tell us what we need and you all just want to leave him be?"
Douena Trestleben |
"How are we going to make him tell us anything?" Douena shrugs to Urza. "He doesn't seem to like us, no matter how nice we are to him. Maybe we should bring Gelik out here with us; he might be willing to talk to us if the alternative is listening to Gelik's jokes all day." She glances back over her shoulder. "That contraption doesn't look very portable; he can't move too far from here."
Lorenz Aeryson |
Lorenz nods at Douena's words. "Besides, that's his place, his land. We don't have any right to barge in on him when he's made it plain that he doesn't want any visitors. Do you really want to force the first person we've encountered here to talk to us? I wouldn't want that if our positions were reversed."
Urza Sha'rahad |
"I don't care whose land this is, I want to get off of it. He knows something that we need and maybe something that will get us off this island. He has to talk to us." Urza's voice is pleading.
Douena Trestleben |
The temperature is starting to rise, but you should have about another hour before the really hot time settles in. After about half an hour of travel, the beach twists to the west again. As you come around a group of large rocks, you spot a strange sight. Up ahead is an immense red and orange crab the size of a small house. It crouches on spiny legs.
So we have less than a half-hour before the heat of the day, correct?
Douena looks up at the sun almost at its zenith in the sky, then lowers her voice conspiratorially. "What if we go up the beach just out of his sight, then I could sneak back and keep an eye on him. If he comes out of his shell to get my coin, maybe I can at least see what kind of person it is. And if he goes to get anybody, we'll know about it." She looks back at the crab shell. "I don't think he's really dangerous; I just think he's a shipwrecked survivor who's scared and a little crazy at being on this island all alone."
Mahjik the Flink |
Craft (something pretty and clever) 1d20 + 0 ⇒ (16) + 0 = 16
Mahjik takes his time at the crabhouse to build a small structure from shells, rocks, twigs and the like. "Here you go. A little gift from me to you. We've managed to survive the island up to now - we're planning to leave it too; you could come with us."
Mahjik smirks all the way from the giant crab, as if he had been expecting it all along. "Wise man finds respite in all. Have any of you considered that these crabs can grow to that size? This one, fortunately, is quite dead - but it wasn't always like that."
Navior |
I've updated the Shiv Map to show the locations of the latest abandoned village and the giant crab.
You continue on past the giant crab. It shakes about for a short while until you are some distance away, at which point it goes still again.
The beach continues on a fairly straight westward path. As the temperature rises, you start to get a view of the two islands at the west end of the bay. They're still a few miles away, so you won't reach them unless you travel through the hot hours. You can see that both islands seem to be thickly covered in jungle, like most of the main island of Smuggler's Shiv. However, while the southern island's jungle looks vibrant and colourful, the northern island's jungle looks a uniform, sickly gray.
Do you wish to keep going through the hot hours as Lorenz suggested, or stop and rest?
Douena Trestleben |
"I'll bet that's what we're looking for," Douena says glumly, pointing to the northern island. "I don't know how we're going to get to it, though, unless we find a boat up there. I'm not very good at swimming."
We're this close; we might as well keep going until we drop, like we did at the hill the other day. :) If we keep walking, Douena will cast endure elements on herself so she can keep channeling to keep everyone else up.
Lorenz Aeryson |
Lorenz looks at Urza. "I think you've been spending too much time with Aerys. You're starting to sound a lot like her."
If we continue on, Lorenz will pull off his armor and carry it in one of his sacks. He's in favor of continuing on but he doesn't care to wear the armor while he does it.
Navior |
If everyone is agreeable to going at half speed as Mahjik suggests, taking 10 on Survival checks can easily get everyone the +2 bonus. Only Urza and Douena can't do it on their own, but Makoa's 18 will cover them as well. And Douena doesn't really need it since she's using endure elements. I'll assume everyone removes armour to avoid the -4 penalty on the Fort saves.
Fortitude saves for the first hour DC 15:
Aakif Fortitude: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Lorenz Fortitude: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Mahjik Fortitude: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Makoa Fortitude: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Urza Fortitude: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Soulwind Fortitude: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Aakif damage: 1d4 ⇒ 2 nonlethal
Urza damage: 1d4 ⇒ 4 nonlethal
Fortitude saves for the second hour DC 16:
Aakif Fortitude: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Lorenz Fortitude: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Mahjik Fortitude: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Makoa Fortitude: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Urza Fortitude: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Soulwind Fortitude: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Aakif damage: 1d4 ⇒ 2 nonlethal
Makoa damage: 1d4 ⇒ 1 nonlethal
Soulwind damage: 1d4 ⇒ 4 nonlethal
It takes two hours to reach the edge of the bay, where the beach (now much rockier) turns quite sharply to the south. From here, the southern of the two islands is only a very short distance from the shore, no more than 400 ft or so. Between the beach where you are and the island a swath of seaweed covered rocks project from the water. The waves crash around the rocks, but to all appearances, the water is shallow for the whole distance. You suspect that as the tide goes out, there will be very little water separating the Shiv and the island.
To the south, you see another another shipwreck smashed up against a bunch of rocks about half a mile out from shore. Getting to it would be difficult in the choppy waters.
You have now gone a bit past the time you would need to turn back in order to make it back to camp by nightfall.
Douena Trestleben |
Douena has been pattering around the rest of the group, running up ahead a ways and then circling back to join up with them again, as they're traveling at half-speed. As they reach the edge of the bay, she jumps up and down excitedly, pointing to the ship caught in the rocks. "Shipwreck! Shipwreck! That looks like the ship in my dream!"
Gathering all the hot, sweaty people around (and Makoa took damage against the crabs she really should have healed earlier), she calls on Desna for healing and refreshment. Channel Positive Energy 1d6 ⇒ 3
You have now gone a bit past the time you would need to turn back in order to make it back to camp by nightfall.
No problem; we'll just go camp out with the mechanical-crab guy. We'll all be best friends by morning!
Urza Sha'rahad |
I was thinking that same thing. Except for that best friends part.
Lorenz looks at Urza. "I think you've been spending too much time with Aerys. You're starting to sound a lot like her."
Urza mumbles "What's wrong with sounding like Aerys? She makes sense some times."
Lorenz Aeryson |
Lorenz carefully examines the shipwreck and the islands. "Well it seems that the tides can work in our favor here. Far better to try and cross when they are out. I think it's probably a good idea to plan for a night away, but shouldn't we let the others know when we won't be back for the night? We don't want them to worry or come looking for us."
Mahjik the Flink |
"Wise man would seek to take aid from nature's cycles. The tide will help us here, I agree." Mahjik reflects a bit, then adds, "Maybe the others are getting used to us returning later with each trip." He looks over to Douena, "Little one, Desna is the goddess of travel and adventure is she not? I imagine that she would bless upon her faithful means with which to talk to friends and family far away; can you do something like that?"
Douena Trestleben |
Douena bites her lip. "Not this far," she admits. "If you went way down the beach that way to where you looked really small and could just wave back at me, I could whisper and you'd hear me like I was right next to you, but I can't talk to someone I can't see."
Navior |
As the tide begins to recede, it makes the journey across the gap to the first island relatively easy. You need to take care not to slip on the rocks, but with a slow pace, that is easily done. As you saw from afar, the first island is lush with vegetation. Indeed, it's some of the thickest you've seen. The shore is very rocky, but luckily with the tide receding, you are able to stick to the shore line and move without too much difficulty.
Although the vegetation on the island is thick, the animal life seems much less abundant. You don't hear the usual chatter of monkeys that you've gotten used to on the Shiv. No bird calls either. You do see a couple of flappybites fly overhead at one point, but they just seem to be passing by, not coming to or leaving the island. Insect life, however, remains ever-present.
It's a couple of miles journey to the north tip of the island and you manage that in about an hour and half (it's now approaching 4 in the afternoon). As you get closer and closer to this point, the northern island becomes clearer. The "jungle" on the north island is fungus. Things that look like trees from really far away resolve into foul stalks or gray, fibrous fungus growing up into the air almost like stalagmites in a cave. The "undergrowth" consists of wiry tangles of lichens and gray fungus, all growing on a foul muddy surface.
When you reach the northern tip of the southern island, you see that there is a small amount of this fungus growing here. There is a gap between to the two islands of about 200 feet. It is very similar to the gap you crossed before, but not as rocky. With the tide out, it will be easy to cross.
Along the west coast of the northern island, you catch sight of another ship, this one stuck between two rocks. It appears quite intact. It even retains its sails! It is a dull gray colour, however, and something looks off. It is about a mile down the coast.
Along the east coast, about a mile up, you see a massive pillar of fungus-covered rock that thrusts up from the surf, angling away from the main body of the island. The rock is connected to the island by thick tangles of fibrous fungus.
And because I forgot the midday random encounter check, here's a late afternoon check at 15%: 1d100 ⇒ 2 :)
I need to prep that encounter, so it won't occur immediately.
Douena Trestleben |
"That's it," Douena says with certainty, pointing to the shipwreck off the west coast of the island. "That's the ship I was on in my dream. Do you think that's where it's all coming from?" She leans down a bit with distaste to examine the small amount of fungus on the southern island. Knowledge (dungeoneering) to identify the fungus? 1d20 + 8 ⇒ (12) + 8 = 20