Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

Loot sheet


need of food and water daily (calculated every morning- 9 lbs food and 18 gal. water
current stores- (34 lbs. food, 43 gal. water)

Other Castaways:

Aerys mavato-

Appearance: Aerys is a trim, athletic woman with short dark hair, tanned skin, and fierce blue eyes. She dresses in tightly fitted leather armor and favors dark clothing and tricorn hats.

Personality: Aerys knew from earliest childhood that she wanted to captain her own ship—it didn’t matter whether as merchant, navy, or pirate. Yet as she grew into adulthood as a woman of rare beauty, she discovered that achieving her dream in such a male-dominated profession would be more difficult than she’d hoped. She downplays her beauty when she can and recently taken to drinking alcohol. Foul mouthed as the worst drunken sailor; she is known aboard the ship as a woman that is quick to a fight, and also willing to use her fists.

Diseased- (yes)
Morale- (shaken)
Attitude- (unfirendly)
Quirks- Dislikes Men, loves Poetry, alcoholic
Basic Stat Block Info- H-Elf female brawler.
Faction: (status unknown)

Gelik aberwhinge-

Appearance: Gelik is a spry, energetic gnome with blond hair and a neat goatee. He dresses like a noble at all times, no one aboard the Jeniver know whether or not he is. Only the ink stains on his fingers break the illusion of a proper gnome nobleman.

Personality: Gelik is quick-witted and a talented speaker. Unfortunately, he has a mean streak when it comes to the misfortunes of others—he often simply can’t help himself from making a snide comment or a scathing remark at another’s expense.

Morale- (Shaken)
Attitude - (Unfriendly)
Quirks- Sarcastic, Clean freak
Basic Stat Block Info- Male Gnome bard
Faction: (status unknown)

Ishirou -

Appearance: Ishirou is a rugged Tian man who appears much older than he is, with graying hair worn in a ponytail and a perpetual scruffy beard. His clothing and armor are typically well kept and clean, but obviously of low quality. Only his sword, a beautiful katana has any real value of anything he wears. Ishirou is rightfully protective of it, as it is his only material link to his cultural heritage. Never seen without it, he has never let anyone touch it.

Personality: Taciturn and dour, Ishirou has no sense of humor and little reason to smile. He has little patience for those who strike him as wasteful or spoiled, and is easily flustered by the attention of an attractive woman. He is known to blush fiercely when one addresses him.

Morale- (Shaken)
Attitude- (Indifferent)
Quirks- Honorable, non nonsense
Basic Stat Block Info- Human Male Fighter
Faction: (status unknown)
Base camp Roles- (Guard or defender)

Jask derindi-

Appearance: Jask is a middle-aged, plain-looking Garundi man with hair starting to gray and watery eyes. All he has are ragged clothes and manacles that bind his wrists behind his back. his body is not of a fighter but a scholar. the sailors have all seen him locked up on deck. awaiting whatever grim fate will claim him.

Personality: Jask is quiet and no one was allowed to speak to him during the trip on captains orders.

Morale- (Normal)
Attitude- (Unfriendly)
Quirks- Prisoner, Scholar, secretive
Basic Stat Block Info- Human male
Faction: (status unknown)

Sasha nevah-

Appearance: Sasha has tousled red hair and mischievous green eyes, and is missing the pinky finger of her left hand. She bears a tattoo between her shoulder blades— the symbol of the Red Mantis, Slender and athletic, Sasha never stands still or stays quiet for long. a Rapier is still on her hip, but her other sheath is empty.

Personality: Sasha’s optimism and easy laugh border on the manic. Certainly she never stays angry or sad for long, no matter what the circumstances. Sasha thirsts for adventure, as if she wants to experience everything the world has to offer.

Morale- (Shaken)
Attitude- (unfriendly)
Quirks- Optimistic, Lonely, Freedom loving.
Basic Stat Block Info- female human
Faction: (assuming Red mantis)


Missing named Castaways:

Alizandru Kovack: A Chelish man whose family has made the Magnimar to Eleder run for generations, Captain Kovack is pleasant enough with his passengers, but a strict disciplinarian when dealing with his crew.
Morale- (status unknown)
Attitude- (status unknown)
Quirks- (status unknown)
Basic Stat Block Info- (status unknown)
Faction: (status unknown)

Alton Devers: The Jenivere’s first mate is friendly with both passengers and crew, but he sometimes seems to chafe under the strong discipline of Captain Kovack.
Morale- (status unknown)
Attitude- (status unknown)
Quirks- (status unknown)
Basic Stat Block Info- (status unknown)
Faction: (status unknown)

Ieana: A bookish Varisian scholar who tends to keep to herself, Ieana is traveling to Sargava to explore the ancient ruins there. Rumors aboard the ship alternately suggest that she’s the Jenivere’s owner, a Chelish agent, or Captain Kovack’s secret lover. Ieana keeps mostly to herself, and grows more intent on her studies with each mile the ship travels closer to Eleder.
Morale- (status unknown)
Attitude
Quirks- (status unknown)
Basic Stat Block Info- (status unknown)
Faction: (status unknown)

Rambar Terillo: A taciturn man from Senghor, Ship’s Cook Terillo has served in that capacity aboard several ships, though apparently not on account of his culinary skills, which seem to be limited to watery soups.
Morale- (status unknown)
Attitude-(status unknown)
Quirks- (status unknown)
Basic Stat Block Info- (status unknown)
Faction: (status unknown)

Verus: A light skinned Mwangi native, Verus is the Navigator and second mate on board the Jenivere, quiet and unassuming Verus has a calm demeanor about him that lets people have complete confidence in his ability as a navigator. Deep scars are scattered across his face alluding to a violent background.

Morale- (status unknown)
Attitude- (status unknown)
Quirks- (status unknown)
Basic Stat Block Info- (status unknown)
Faction: (status unknown)

FOOD AND WATER:

A Medium creature requires a gallon of water and a pound of decent food each day to avoid starvation - in hot climates (such as the tropical climate of Smuggler's Shiv), characters need twice as much water each day. Small creatures require half the amount of food and water that Medium creatures do, while Large creatures require twice as much.

Smuggler's Shiv is relatively hospitable when it comes to game and fresh water, and 4 hours of hunting and foraging allow a character to attempt a Survival check. With a DC 10 success, a character provides enough food and water for himself every 2 points by which he exceeds this DC provides food and water for an additional character.

ENVIRONMENTAL HAZARDS:

Shelter is important on Smuggler's Shiv, if only to give you a place to rest and recover their strength after a day of hunting, exploring, or adventuring. There are two environmental effects on Smuggler's Shiv that shelter can help protect against: disease and heat.

Disease: Smuggler's Shiv is rife with biting flies, mosquitoes, gnats, ants, and other pests - many of which carry disease. Each day at sundown, each PC has a 25% chance of being exposed to mindfire or red ache. Sleeping in a shelter reduces the
chance ofexposure to any disease to 15%.

Heat: "Souls for Smuggler's Shiv" takes place during the height of summer, and despite frequent rainfall, the days can become very hot for 3 hours from 12:00 to 3:00 P.M. A character can avoid having to make Fortitude saving throws against the heat's effects by spending those hours in shade or shelter and not taking part in strenuous activity-but even one combat is enough to trigger a Fortitude save for hot conditions.

ESTABLISHING A BASE CAMP:

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. 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.

Once a campsite is established, it provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects ofa campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.

Defender: A defender works to set traps, shore up a shelter's walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender's traps inflict 2d6 points of damage-divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.

Entertainer: An entertainer helps to raise hopes for rescue each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).
Hunter: Each hunter provides enough food and water for eight Medium creatures per day.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night's rest in the camp by 2.

ATTITUDE:
:
Each NPC castaway has an initial attitude toward the PCs dependent on the PCs' backgrounds. The PCs can attempt a Diplomacy check to adjust a given NPC castaway's attitude beyond this initial attitude once per day.

The stress ofbeing shipwrecked makes it difficult to adjust an NPC's attitude to helpful during this adventure - an NPC will become at most friendly until the PCs complete that NPC's personal quest, at which point the PCs can advance her attitude to helpful. Barring abject betrayal or violence from a PC, an NPC who is adjusted to helpful in this manner remains helpful to the end of the adventure. In addition, each helpful NPC castaway reveals a secret to the PCs and grants a boon that can aid them in escaping Smuggler's Shiv.
How the NPCs act and relate to the PCs depends on their current Attitude, as outlined below:

Hostile: The NPC takes a foolish or aggressive action that may cause problems for the rest of the castaways.
Unfriendly: The NPC is standoffish and refuses to help with campsite duties.

Indifferent: The NPC is willing to serve in one of two campsite roles, based on their capabilities.

Friendly: The NPC will reveal their personal subquest.
Helpful: After completing the subquest, an NPC will become and remain Helpful for the duration of the adventure. A helpful NPC will accompany PCs on their explorations and offers PCs a one-time permanent bonus to saving throws, attacks, or the like.

Morale:
The NPC castaways react to their near-death experience in different ways, and if the PCs don't bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities initially, clashes amongst the NPCs could occur as early as the first night.

Morale has seven categories: hopeful, normal, spooked, shaken, Scared, frightened, and panicked. Events can adjust each castaway's morale in one direction or the other.

Adjusting Morale: Every morning, an NPC castaway will make a DC 15 Will save. If successful, the NPC's morale will change one step towards hopeful. If the save fails, it will switch one step towards panicked. If an NPC reaches hopeful, he will no longer need to make these saves, but special events can still move his morale downwards.

Effects of Morale: Each level of morale has a different effect on the NPCs:
Hopeful: The NPC functions normally, and does not need to make Will saves to adjust morale. Diplomacy checks to improve the NPC's attitude receive a +2 bonus.
Normal: The NPC functions normally.

Fear modifiers
1. Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks.

2. Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

3. Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.

4. Frightened: The NPC is shaken. Diplomacy checks to improve the NPC's attitude receive a -2 bonus.

5. Panicked: The NPC is shaken, and during any attack by hostile forces, she immediately becomes panicked and flees the area, heedless of danger. Diplomacy checks to improve the NPC's attitude receive a -4 bonus.