The rest of the evening is spent preparing dinner, seeing to the sick, and readying the camp for the night time bugs. Jask and Vincenzo pay careful attention to the three afflicted members of the group. When Tragershen speaks the cleric replies, "In the jungle, you trust two people, your guide and your medic. Do not trust either and you die. Either one betray you, and you die anyway."
Secrets:
Evening Random Encounter; 1d100 ⇒ 74
Night Random Encounter; 1d100 ⇒ 90
Even with the treatments of Jask and Vincenzo your sense of dread grows. The more you think about it, the more you're pretty sure you can hear the worms in your head. A constant crunching gnawing. When you fall asleep it follows you into your dreams. Like the sound of termites in wood. It might not be there though, hard to say, but the more you think about it the surer you are. The tinctures must not be working, they must not be working, not if you can hear worms in your head. [ooc](Tragershen loses 1 Wis, and 2 Int)
For Nichelle:
You’re back aboard the Jenivere, bent over the railing being seasick. After your latest bout of retching, you slump back and see the rest of the passengers and crew are on deck as well, all of them sick save for the captain and the quiet Varisian scholar Ieana. She whispers in the captain’s ear, then gives him a kiss on the cheek. At that point the captain holds up a wooden soup spoon, and you realize that you’re holding one as well. Everyone has a spoon. The ship is sinking, and the only way to stop it is to bail out the hold with your spoon! You work feverishly, but the waters keep rushing in. Just before you wake, you can see monstrous things with pincers in the water trying to claw their way into the ship...
7th day of Arodus, 4710
The sun begins to rise out on the ocean. Another day has come. Aerys and Rhys are both still afflicted, but seem to have improved.
The cliffs are steep but not unclimbable. They stretch to the west and east with no sign of an easy trail down. Tar'kanas estimates it to be a fairly smooth climb down, possibly difficult for some of the weaker group members. Though a rope could be attached to a nearby rock or tree making it almost impossible to fall down.
So it's still just after 2:00 P.M. about 6-8 hours left in the day. Would the group like to do some more exploring, make some diplomacy chit chat with the others, craft things, or anything like that?
Of course, I say I'm going to do something and my computer decides starting up is too much a hassle. Well I'll just have to get an epic post up here at work!!
The five set out into the forest with the sun still low in the sky. A different path than the previous day is taken to see more of the island. It takes a couple hours to get on the other side of the large hill to the west of the camp. Small lizards and birds fly through the warming air snatching up insects.
Moving downhill through the jungle is tricky and the group can see glimpses of the ocean to the north and the bay to the south. Finally the party emerges from the trees. The peninsula continues for another mile of bare stone and dirt. The opening of the bay is two miles wide with another island marking the far side.
This bleak island stands out to anyone who casts their gaze to the west, for whereas the rest of Smuggler’s Shiv is a luscious green and a riot of jungle sounds, this island is a silent gray scar on the horizon. Bizzare grey trees reach up from it. Though the island is too far away to see them clearly.
Of interest on the northern side of the island cliffs is another shipwreck. Those familiar with ships will recognize it as one of the rare Varisian gypsy skiffs. Known for traveling the oceans far and wide with exotic goods and wares. From atop the cliff the ship seems to be half rotten with no chance of salvaging it. The ribs of it's hull loom over the beach like the carcass of a sea worm.
I went back and looked to make sure Jask had told Tragershen of the worms, turns out he did, but I somehow missed Bolding that section of speech!
"That's right friend, brainworms, like I said this morning. You will be ok I promise, no need to get worked up. I have been working all day on a serum, we will apply it to your ears in an attempt to drive them from your head.," Jask gestures for Tragershen to sit down nearby, trying to keep him calm, "Come we will give you the first dose."
While standing next to Ishirou and peering into forest Blackleaf is not able to see anything through the thick leaves. He is able to hear the Tien mans muttering. Nothing he is saying makes any sense. "So many eyes, all watching us, going to devour us. We are doomed. There goes another one...must be ready when they attack."
Ishirou is guarding the camp. Though he seems particularly jitter and constantly scratching at his head. Occasionally he mutters something about being watched from the forest. The small man grips his katana tightly ready to strike at anything that appears.
Nearby Sasha has been trying to cheer everyone else up. Aerys is sitting facing her despite not being able to see what she is doing. The gnome is nearby pretending not to watch but is having a hard time ignoring her acrobatic performances.
"I would not be surprised if you feel woozy, Tragershan. Small worms are even now attempting to eat their way to your brain. I am confident that between Vincenzo and I we can take care of it before they inflict permanent damage."
Shortly after killing the snake and beginning the trek back to the camp the rain ceases. It takes two hours of slow walking uphill to reach the spring where the others are at. The air has finally begun to cool off and is no longer stiflingly hot. Sasha cheers at the site of the groups return, "Whoo! You're not jungle-bait after all. We've been worried. Tell us what did you find?"
Sorry, just a rough week. A lot of family issues going on lately. I'll try to pick it up.
"Sorry, friend, the jungle, the jungle. It feels like it is watching me. Any moment something will attack us I fear," he hand grips the katana at his side tightly, "...at any moment." Seeing normally stern and taciturn man so scared is a bit unnerving.
Jask eagerly shares the meal with the others, "Of course, plenty for all, it is all our food," Jask appears to be in better mood than before, if possible. "Today I will be checking our camp, doing my best to make sure none of you get sick. The diseases in this jungle are more dangerous than the animals."
Aerys and Ishirou nod in agreement with Fi'Vannali, "We'll do our best. How long will you be gone? All day, or should we expect you back by the hot hours?"
The slight exertion of fighting the snake is almost too much.
Blackleaf Fort Save vs. Heat; 1d20 + 3 ⇒ (17) + 3 = 20
Nichelle Fort Save vs. Heat; 1d20 + 2 ⇒ (17) + 2 = 19
Tragershen Fort Save vs. Heat; 1d20 + 0 ⇒ (1) + 0 = 1
After casting his spell Tragershen finds himself barely able to breathe. The hot rain continues to pour down through the trees but it only makes the forest into a sauna. Cloying steam fills the air.
Heat damage; 1d4 ⇒ 2 (Tragershen 2 Non Lethal, fatigued)
Vincenzo, if you want to interact with any NPC, craft anything, or whatever feel free to do so in spoilers. I feel bad you're being left out.
Except for the rather noisy nocturnal wildlife the night passes peacefully. The campfires and makeshift tent cut down on the huge swarms of insect that would normally feast on living flesh. The bugs that do get through carry a deadly threat with them. One that many an expedition into the Mwangi Expanse and its jungles have had to face before.
Everyone remember if you have any stat damage to recover 1 point of that. Your choice of stat.
[ooc]I'm a little sad...no diseases. I guess the other group used them all up.
For Tar'kanas:
You’re in a rowboat on the open ocean at night. Sitting across you, rowing the boat, is First Mate Alton. He’s obviously dead, with the wounds and stings his body displays on the wreck of the Jenivere, but still he rows. Eventually, the boat reaches an island covered with snakes. Alton waits as you exit the boat, standing ankle- deep in snakes, and then he turns and rows back out to sea, you assume off to look for more survivors to ferry to shore. But Alton never returns, and you wake up just as the snakes start to bite.
9th of Arodus, 8:00 A.M.
With the end of the first night, the sun rises and a new day begins. Everyone has been awakened. Jask begins to cook up a breakfast of poridge over the fire.
NPC Morals:
Aeyrs Morale check; 1d20 + 1 ⇒ (15) + 1 = 16 is no longer shaken.
Gelik Morale check; 1d20 + 4 ⇒ (10) + 4 = 14 is still shaken.
Ishirou Morale check; 1d20 - 1 ⇒ (4) - 1 = 3 becomes frightened.
Jask Morale check; 1d20 + 8 ⇒ (11) + 8 = 19 is no longer shaken.
Sasha Morale check; 1d20 + 1 ⇒ (13) + 1 = 14 is still shaken.
Over breakfast Ishirou seems scared, constantly looking about the forest and muttering to himself about how the group is being watched. Jask pats him on the shoulder but he doesn't seem reassured.
(23) Tragershen moves to be standing next to Nichelle. Then he casts color spray engulfing the snake in a blast of rainbow lights.
Snake Will Save; 1d20 + 2 ⇒ (1) + 2 = 3 failed!
The creature recoils back from the waves of magic collapsing on the ground. Rainbow lights continue to play in it's glistening black eyes.
(20) Nichelle strikes the snake with her dagger.
(14) Blackleaf calmly walks over to the snake and dispatches the unconscious creature. A second head for the groups collection.
Yeah, same here, no biggy. Tragershen's first action in combat, and he wins!
The other castaways remain quite. Jask meticulously checks his first aid kit looking concerned as Aerys takes another drink from her flask. She swish it listening for how much is left inside.
The ferns behind the three of you rustle and shake as a six foot long emerald green boa constrictor slides into view. It is still about thirty feet away but is quickly advancing.
The forest is thick in this hollow, treat movement as though in difficult terrain from all the brush and ferns. The snake is 30 ft. away, nothing blocking movement. Blackleaf is farthest away, with Tragershen right behind, and Nichelle at the back (closest to the snake). I'll have a map up tonight, running into issue with Inkscape here at work...
The three travel roughly a mile through the jungle gathering many edible fruits and plants. With the properly trained eye there is no shortage of food or water on the island. They walk around the northern side of a large hill, the top of which concealed by trees. As they round the western side A small clearing gives a view of more of the island. A large circular cove dominates the south, revealing the current area to just be a small peninsula. The group returns shortly after night fall with enough food for nine people.
The clear water of the island reveals no threat. Only the occasional small fish and floating leaf.
After a quarter mile the the sun has reached its peak. The air in the jungle is thick with humidity and heat. It is all anyone can do just to push their way through the vines and branches. As Blackleaf follows the river south it continues to twist and wind with no sign of of tracks. Two hours pass when the sky cracks with lightning and a peel of thunder. Hot rain falls through the canopy in sheets, small streams run off the broad leaves and a thick mist rises from the ground.
The water at this point is only twenty-feet wide. Peering through the crystal blue surface one could guess it to be about fifteen-feet at the deepest. Flashes of colorful fish dart up and down the stream.
Sorry, sorry, sorry! Work this past week has been murder. Trying to catch up now. Also, I was under the impression divine casters also needed uninterrupted rest, in which case Eranla will take the first watch, preferring to stay up late.
I thought so too, but; A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells.
Re-reading it; Sitting there not doing anything won't interrupt you, so technically you could break up your sleep...but if you had to investigate a sound, or basically do something it would add another hour of rest.
This grove is a patch of poisonous plants called viper nettles—the bright red thorns on the vines can grow up to 6 inches long in places. Walking through them is difficult, requiring careful movement or risk being stabbed by the them. While the pricks are painful the poison develops into a wide spread rash causing sickness and delirium for 24 hours.
The plant is renowned for it's delicious berries, which have the unusual side effect of assisting in the recovery from sicknesses particularly those caused by toxic overload in the system. Like the poison the thorns cause, drug overdoses, or withdrawal. These berries are usually at the very center of the patch.
Blackleaf follows the trail into the jungle until it meets the large stream coursing down the hill south of the base camp. A large grove of thorny vines grow on the opposite river bank, presenting a seven-foot-tall wall of green leaves and intimidating six-inch red thorns.
It only takes an hour for Tarkanas to organize the assembly of a base camp. Clearly a man at home in the wild and with the basics, his array of convenient tricks and survival know-how make it an easy task. The rest of the castaways slump together under the new shelter near the smoke producing fire, driving away the bugs.
A camp could be established at the edge of the jungle, where it meets the beach. A better vantage point would be required to look over the island for an ideal location. The jungle is too thick to simply peer through. The sun will be descending in six hours and that's when the air will fill with insects.
With the gear at hand, Tania estimates it would take her about 8 hours to establish a good campsite for the group. A camp will be vital in preventing disease, animal attacks, and for teh groups morale.
"Thank you so much, friend. It makes me happy to use my hands again," Jask grins broadly, "Do not worry I will not go crazy. My god is Nethys, lord of magic, though he is a little crazy." As he says this he begins to work his hand in divine gestures a small, glowing blue circle appears between them. It begins to steadily stream water as though from a pump. "The creation of water is one of the simplest and greatest divine spells. It will come in handy I think."
Watching the prisoner gives Tania Teg no clues about his intentions.
Burying the the bodies finishes at the sun reaches it's height. The incredibly hot afternoon descends upon the group. Even with fresh water and shade it is so humid that sweat barely evaporates. The heat clings to everyone and is nearly unbearable. Having no time to build a real shelter everyone is exposed to the full brunt of it. Luckily the next few hours pass peacefully, small flights of flying lizards dart through the air high overhead snapping up insects. Gelik does his best to cheer everyone up by telling a long bawdy tale, but even his annoying energy wanes. Around three o'clock the air starts to cool and by four it's bearable again.
The other castaways have gathered on the beach and started looking through the goods. Jask spots the locker with his items inside. "My stuff! Not only am I a free man, but I have my stuff as well. This is wonderful. Did anyone find the keys to these blasted manacles? I would love to help, but it is hard with my hands chained up like they are." He looks over to Quariel who is dragging the First Mate's body along the edge. "I could even do the last rites for those we've lost."
After examining the remains of the ship and carefully moving everything to the beach the group looks over everything that was found.
Loot from the ship:
- 24 days of rations (for a single person)
-a ring of keys
-several sea charts and maps
-the captain's log
-four potions of cure light wounds
-a potion of cure moderate wounds
-four potions of lesser restoration
-a potion of remove disease
-a potion of water breathing
-a potion of water walking
-several tools and lumber that could come in handy in building a secure campsite
-a block and tackle
-three large canvas sheets
-two fishing nets
-a grappling hook
-two bullseye lanterns
-12 flasks of lantern oil
-150 feet of hemp rope
-five shovels
Between Tragershen and Blackleaf the two are able to gather enough helpful plants to make a crude healer's kit. The variety of equally dangerous plants on the island is bewildering though. The untrained eye would not want to simply eat the first delicious berry they found.
11:30 A.M
The ranger works his way carefully through the jungle coming to the beach and the site in question. A casual examination of this area reveals that it’s recently been used as a campsite. Blackleaf finds some discarded refuse, including both Captain Kovack’s tricorn hat and a few brightly colored scarves identifiable as once having belonged to the scholar Ieana.
How late in the day is it? If we press on to investigate, will we be able to make it back to the camp before dark?
11:00 AM. Only been gone an hour and a half. If you're out during the middle of the day you will suffer from the heat if you do anything besides move actions so exploring is still fine during that period of time...just don't get attacked...
It is another hour of careful travel along the edge of the forest. The cliff rises into the side of the hill and cuts inland forming a small cove. Similar to the beach from yesterday morning. Some distance away are the remnants of a quickly rigged shelter and evidence of a small campfire sit well above the high-tide line on this narrow, sandy beach. It would likely take another half hour to get where the beach meets the jungle.
An examination of his body reveals two sets of wounds—the first seem to be a bit older and consist of rapier wounds while the others are inflamed stings (from the eurypterid). Inspecting him also reveals that it was poison that finished him off. Alton still wears his masterwork studded leather armor and clutches the masterwork short sword gifted to him by the captain.
While pushing the door open does nothing, turning the handle works wonders. Inside is a storeroom with several piles of still intact goods. Slumped over one of the crates is the body of First Mate Alton. Trails of blood lead across the sloped floor to the splintered door. It seems this was the room where the sea scorpion was making so much noise trying to enter.
An examination of the the rest of the log reveals that the Jenivere’s captain seemed to have been suffering some sort of madness that grew over the course of the ship’s final voyage. Earlier entries from previous voyages are precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip.
Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries. What entries do appear are strangely short, focusing more and more on one of the passengers—the Varisian scholar Ieana, with whom the captain seems to have become obsessed. Several entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention.
There is a spoiler in this profile for loot called Team Girallon Base Camp I'll put non-claimed gear there for now.
The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.
This wreck appears several years old, it's a quarter of a mile to the north and lays on it's side half out of the water.
If you'd like to climb down the ridge, please make a Climb check to reach the beach. Also if Vincenzo wants to interact at the camp feel free to do so in spoilers.
Quarial's search of the galley reveals an nearly intact larder. Although the majority of the Jenivere’s food stores were kept in the now-missing cargo hold, enough preserved rations are stored here, in sturdy waterproof sacks, to supply a single person with food for 24 days. There is also the corpse of the cook. The only wounds on his body are from bites on his neck, like from a large snake.
The captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents tospill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys. Another drawer contains several sea charts and maps, along with the captain’s log. A lower desk drawer is locked. A large footlocker leaning against the desk contains Jask Derindi’s confiscated gear, including a masterwork dagger, a suit of leather armor, two potions of cure light wounds, a holy symbol of Nethys, a spell component pouch, and a healer's kit.
After going under, Tar'kanas sees Tania next to him. The ranger grabs her arm pulling the woman onto his back and begins to carefully climb up the rope. He breaks free of the water and continues till reaching the deck.
Climb check; 1d20 + 6 ⇒ (14) + 6 = 20
Lost in a murderous fog, deafened by the cacophonic roar of the undersea crashing against the rocks, Tania suddenly feels a warm and velvet energy embracing her, making her feel desired. Roars give way to glorious singing and peace becomes her, until she suddenly awakens in a gasp of inescapable fear. Her lungs burn as sea water is pushed outside. At the same moment, she feels a strong arm grasping her and pulling her away. She lets go and follows, knowing her time has not come yet. She sees her fear washing away. She smiles, ready for anything...
Quariel spends a moment coughing up water, thinking next time I cast the spell before jumping into the water. Counting the others, he sees one is still missing; he casts dancing lights in order to help the rescuers. Four bluish-white orbs sit just under the water's surface, hopefully improving visibility for any rescue attempts. After a moment he realizes Tania Teg has been gathered up by Tar'kanas.
Eranla realizes that everybody is hurt and, believing that this may be Tania's problem, grabs her holy Symbol and focuses again, sending out another healing wave as she hangs from the rope.