| TapTap |
You may want to hurry Kerruk! There are threats to leave you on that rock. Tap yells.
Why are they waiting
| TapTap |
Their hesitation is suspicious. Maybe they've been magicked.
Taptap does a small quick jig casting detect magic in a range up to 60' from the Man's Promise in the direction of Jack and Kerruk.
that won't reach them, but maybe there is something in the water that spelled them
| GM Nayr |
Scourge, looking on, furrows his brow in confusion. What's' the fool goin' on about?
On the small island of rock, Tilly looks where Kerruk is pointing and pales. Okay...stay on the rock then...I get it.
As the trio watches, the shadowed figure below takes further shape, forming into what looks like a cross between a shark, a crocodile, and a canine, with smooth gray flesh and rows of fins on its side and back. It has 4 large but stump-like legs and a head that is mostly jaws and teeth.
At Kerruk's gesture, those on the boat can make out the form.
| TapTap |
Knowledge Nature: 1d20 + 5 ⇒ (11) + 5 = 16
Tap tries to think back on whether he'd heard tales of such a beast.
In any case, it might just be hungry.
Belliott, and you others Tap points to his fellow crewman. Help me throw these dead slimeys on our deck into the sea. Perhaps if this thing eats its fill of Slimey, it will leave our crew and ship alone.
| GM Nayr |
The crewman work to comply, even as Scourge looks in in distrust and anger. As they begin to throw the bodies overboard, the First mate limps over, the damage from Jack's strike still evident. Whaddya' think yer doin? This ain't yer ship ta command.
The crewman, for their part, do not stop their work, and the bodies start to fall into the water.
| TapTap |
Why, we are swabbing the deck clean of muck, like good swabbs do.
| TapTap |
Do not get blood in the water, that is how it tracks its meals. If it goes for these bodies, make a break for it Jack and crew.
| GM Nayr |
Scourge snorts and curses but, unable to refute Tap's logic, merely stalks off, shaking his head and muttering. After a few moments of tense waiting, the surface of the water shimmers with movement from beneath. A wake passes as the shadowy creature streaks towards the hull of the ship, intent on a new fresh meal.
If there's to be a good time, this would be it. Prof sailor check for whomever is guiding the boat and strength checks for whomever is rowing. If you want Tilly to guide, feel free to roll her check, but she's probably still too weak to row very well.
| TapTap |
While the toothy thing probably tracts prey primarily through smell, Taptap is going to attempt to cast a Silent Image of empty sea water between the rowboat and the toothy Scraghound. It shall be 70 feet long (my max I believe), at the last 70 feet of their journey back to the Man's Promise.
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
| GM Nayr |
Kerruk prof sailor: 1d20 + 8 ⇒ (2) + 8 = 10
Tilly str assist: 1d20 ⇒ 7
Tilly, though not in the best of shape, is still able to grab oars and make a bit of an impact to drive the boat forward. Kerruk uses his sharp eyes to guide the boat among the reef towards the Man's Promise, but unfortunately some of the rocks are just deep enough to be hard to see but just shallow enough to cut a gouge into the bottom of the boat.
Thankfully, Kerruk is able to spot the massive form of the beast under the water as hunts the waters around the base of the ship where the Grindylows have been dropped. The boat just begins to take on dangerous amounts of water when they arrive at the edge of the Man's Promise and the crew begins to pull them up.
Scourge shouts from atop the deck. What in tha' hells did ye fools do to tha' gig? He looks exasperated, then turns with a snarl and begins shouting instructions at the other crewman.
As the trio is pulled up, fresh, strong winds begin to buffet the Man's Promise as the storm from the night before starts anew.
| TapTap |
Taptap sighs..feeling more than a little bit fatigued, but seeing Tilly back and safe Tap felt a renewed sense of pride for saving their companion.
Welcome back Tilly...How did you go overboard in the first place?
| GM Nayr |
Tilly accepts the welcome with a grin, though she still holds her midsection as if she weren't healed. Damned grindylows...disgustin' beasts. One of em managed to get a claw in me and pull me over the side. Got a dagger in 'is eye for tha trouble, an' I swam away, but the way back 'ere was blocked by tha' slimy things.
Sure am glad I got some friends on this tub...I got yer back fellas...now an' always.
She gives Jack and Kerruk a warm grin.
| GM Nayr |
Moving along; hopefully no one has issues with that.
The storms continue through the day and throughout yet another night. The begin to abate early in the morning, but as the sun rises, the crew of the Man's Promise finds that the ship has run aground. Holed up on the starboard side near the ship's barrel, the Man's promise has hit a reef under the surface. Not so far in the distance is the coast of an island to the south, showing the green of thick vegetation.
Plugg immediately instructions several of the crew to begin dismantling the ship's deck to repair the vessel.
Early in the morning, Plugg shouts out for roll call. A few moments are enough to see that there are two crewmembers missing....Sandara Quinn, and Rosie Cusswell.
| TapTap |
Geography: 1d20 + 5 ⇒ (3) + 5 = 8
Taptap thinks back to the map he'd once seen of the coastlines and seas, but doesn't put together much about where this island may lie.
Sandara and Rosie abandon the Man's Promise without a word to us? I doubt that. Well now or never.
You murder them last night Plugg? Taptap growls, letting his hand rest on his dagger.
| TapTap |
oops, Jack, I don't think you've trained in geography
| GM Nayr |
Plugg snorts with derision, though his eyes flash to Tap's dagger. Ain't no profit in that, now is there? We need all hands, especially now. He seems willing to let it go, but Scourge and Fipps move closer in, between Tap and their captain.
Plugg growls and shakes head. Damnit, search the ship. .I have to think of everything? If ya find em, we may have out bloody hour a bit early today.
| xeyed-jack |
| TapTap |
Slimies. Taptap mutters.
Tap nods to Tacktack, who skitters off Tap's shoulder to retrieve Sandara's holy symbol left in a pool of blood and slime at the starboard rail.
The grindylows got them.
| xeyed-jack |
perception: 1d20 + 7 ⇒ (9) + 7 = 16
At Tap's challenge to Scourge, Jack's hand moves instinctively to rest on the pommel of his blade, but slowly relaxes as Jack notices a trail of blood and slime.
Do you think it is possible that our comrades have been abducted to yonder island? Or are they already been made a meal under the sea?
| TapTap |
knowledge nature/local: 1d20 + 5 ⇒ (2) + 5 = 7
using my 1 reroll/day power for knowledge check
knowledge nature/local: 1d20 + 5 ⇒ (5) + 5 = 10
Tap tries to conjur up some clue to where the grindylows might choose to dwell, and whede they might take a prisoner.
sigh
| GM Nayr |
Alas, Tap's knowledge of the Slithering Coast isn't enough to pinpoint anything about this single island.
While Tap and Jack make grisly discoveries, a frantic Fipps rushes out from below decks to share some information with Plugg and Scourge in a voice too low for anyone besides the two officers to hear. Plugg spits out a curse before turning to Jack. He speaks loud enough for everyone to hear.
Not a chance! We're not wastin' more crew ta go off an' find two females who weren't great at their jobs anyway. If they really got taken, then they're no doubt in grindylow bellies by now.
Anyway, we got bigger problems. The wreck took out the ship's water barrel...its empty. You! He points to his favorite dirty-work crew - Tap, Jack, Kerruk, and Belliott. Take the cutter and some empty barrels over to the island. Find us some fresh water an' anything else you can. Repairs to the ship'll take a day and a half, be back by then or be left behind..water or not.
He turns and directs the crew to start untying the cutter and to bring up some barrels. Scourge eyes the group with a wicked grin, focusing especially on Jack. He adds in a low voice. Ya' heard yer cap'n, now move.
| TapTap |
Tap goes and retrieves his supplies from below, and readies himself for shore leave. Chancing on Scourge, Tap says affectedly
diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Scourge sir, you should come along with us to the island to keep us on task, stupid curs that we are.
| GM Nayr |
Scourge snorts and smirks as he inclines his head towards the cutter. Task is so easy even you damned fools can't screw it up...unless somethin' eats ya' on the way. Jus' make sure yer back in time, wouldn't want to have to shove off without our most valuable crewmembers. His sadistic grin is more than enough to show his happiness at the prospect.
| TapTap |
If you had come on shore with us, you would not have made it back. Tap thinks evilly.
Well then, we're off to have a holiday!
| TapTap |
Noting his friends grim look, Tap reaches out to Kerruk There is a chance we might find her Rosie and Sandara on shore...or near it.
| GM Nayr |
As the group gathers together its gear, several of their friends among the crew express their anger at the excursion. Fishguts makes sure to say his goodbyes to Jack. Ain' right, ma' boy...an' ya know it. Those damned fools think they're sendin' ya to yer deaths. Don' let 'em win!
Tilly gives Jack and Kerruk quick hugs. Should be me goin' with ya'...I can fight...even with half me guts I've more than that spineless cur cap'n. She glances around, perhaps out of habit, to make sure no one is listening.
Conchobar sighs and puts a slim hand on Tap's shoulder. If anyone can bring my Rosie back, I know it's you, my friend. And, if she's gone, then someone has to pay. He grins with perfectly square and gleaming white teeth.
Surprisingly, Belliott finds an odd bid of farewell, as Owlbear stomps over to stand near the big man. He grunts, then shakes his head. He turns to Belliott and nods, then stalks back towards his resting area tied to the mast. Just as expressive as ever...
The cutter is made ready, and the group of four sets off to their friends' goodbyes, but not even a wave from the officers of the ship or their cronies. Instantly, they feel the strong current, which is no doubt helping to keep the Man's Promise beached on the reef. Kerruk guides the ship much better this time, and they pass through and head towards the island with the massive arms and back of Belliott powering the craft.
Heading south from the ship takes the cutter toward the northeastern edge of a small island...though from the perspective of those who have been on a single ship for quite a while...it's huge. The island is thick with jungle, and a rocky cliff juts high above to the west...must be near to 500 feet high. On the eastern edge, where the Cutter is headed, a glowering fist of rough granite rises from the jungle - it appears as if it could afford a good view of the surrounding area.
To the west of the cliff is a small gathering of what look to be mud huts on the northern beach. No one can be seen moving among the huts, but it seems as if the reef before them has created a safe pool of sea wherein it would be easy to guide the cutter. Kerruk guesses that the reef to the west appears to make the waters unpassable, and it would be folly to try and guide the Cutter there. In his opinion, its the small mud huts, or try and move along the eastern coast to the south for another landing. A landing near the cliff would be a test of his, and his rower's skill.
The last sight that the group takes in upon their advance, but perhaps the one that sticks in their minds more than any other, is that of several small statues that line the beach and shallows of the reefs...they appear to be humanoid in design, and look to be made from something bleached white by the sun.
| TapTap |
Tacktack from his shoulder gave a nervous chitter.
Did you get the feeling like everyone aboard our ship besides us knew that something bad was on this island, but didn't tell us what it was that was to terrible?
I mean, who wouldn't want a little time on land after months on a ship?
| TapTap |
So our mission is a resupply of water, and if opportunity arises, to save our lost friends...although I fear that is not at all likely. I suppose we should also avoid entanglements with any natives that eat monkeys.
Tap's eyes flicker to Tacktack with a smile in them, and then turns to the coast line.
perception for source of fresh water: 1d20 + 7 ⇒ (2) + 7 = 9
| Kerruk Gahar |
Hardly surprising we're being sent to our deaths by those clowns, Tap...even though they're as stupid as they look, they know a bit about self-preservation. But if this island kills me, I promise I'll return from the grave itself and throttle Scourge and Plugg with each other's entrails.
Despite his fierce words, Kerruk now looks very calm, and resigned. Every so often he casts an eye skywards, and smiles slightly at the osprey circling overhead.
| GM Nayr |
As you already guessed, this is indeed a great time to get re-acquainted with your feathered or furry friends. Feel free to take liberties.
Though Tap doesn't see anything in particular advertising a water source, it's safe to assume that the lush jungle gets plenty of it from somewhere on the island.