
DM organized |

There is nothing of value left to be found, and with the caverns fully explored you return to the conquered light house camp and begin a well-earned period of rest and recovery.
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Conclusion:
The other castaways are retrieved from the camp where they stayed behind at the Red Mountain. Their only desire is to escape the island as soon as possible and all can agree that rescue is a most pertinent goal.
With his keen knowledge of engineering Gothard begins the final installation of the lens reflector and within a week it is fully operational. That night Gozrah is cooperative, and the sea is unusually calm. The beam of the lighthouse stretches far out into the sky, to the south east where passing merchants skirt the dangerous waters.
While it would be another day until a rescue ship would be dispatched, the light was in fact seen that first night and reported to the Port Authority of your intended destination, Eledar. The Sargavan government sent out a small schooner that navigated gracefully through the rocky shoals surrounding the lighthouse bay.
While the satisfaction of rescue was initially restorative, you can’t help but to feel a complete lack of closure with the situation. While you had been hot on the trail of the treacherous Ienna, who elicitly charmed the captain of the Jenivere , and caused the deaths of many by creating the situation, she escaped any justice at this time. You think about the strange carvings in the caverns underneath the lighthouse, and the many ancient statues, depictions, and incomprehensible words carved into the walls. Certainly the island has more secrets than what were uncovered, and the whereabouts of Ienna may certainly resurface in future motivations.
It was easy enough to identify the serpent folk in the carvings, although their time as masters of Golarian had long passed, before the coming of Aroden and the Rising of the great Star Stone.
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Sunddenly thrust back into the realm of civilization, your experience did not go without notice. The tale of the marooned survivors quickly spread throughout the streets of Eledar. The horrors of Smugler’s Shiv have long been the subject of tavern talk and bedtime stories, but none in recent times has lived to tell about the island. After a series of exit interviews with the Sargavan government, who were very interested in the details of your situation you are set free to persue your independent interests within the city.
You find yourselves as something of celebrities in this sub-tropical city. It seems that everyone knows something about your marooning.
With the evidence found you are able to clear the name of Jask, providing the necessary documents that absolve him of the false charges made against him. In Jask you have made a friend for life, and he is happy to be able to live free in his homeland for the first time in over a decade.
It wouldn’t be long before Aerys took back to the bottle. The availability in the coastal city was too much for her, and within hours she was crawling the taverns. Before she bottomed out she did make mention of heading north to the shackles, and finally getting to the illicit ship commission she was promised, and she provided an offer to any of you that would like to accompany her on a life of pirating.
Sasha thanks you kindly, and disappears quickly. Her situation has placed her in a difficult situation. On the run from assassins one cannot afford to be recognized or be associated with fame. Still now and then you think you glimpse her on a busy market street, only to see a body turn as a cloak gets pulled up tight.
With the fall out of Aerys drinking, Ishirou goes back to what he has always done, though he now prefers to work the docks than sign on as a deck hand. He waits for Aerys to end her bender, in hopes that he can one day join her on her ship, together at sea.
Gelik who was once sharp tongued finds himself indebted to you. Your discoveries on the island have provided him with the fodder necessary to gain forgiveness from the Pathfinder Society that he betrayed.
For a few days you are left to relax and reflect. The whole time you feel like you are being watched. Soon you would be paid serious visits by a number of interested parties, wanting to know exactly what you found, and where you found it. Some come off of as earnest explorers and others as more scrupulous, but they all offer you enticing sums of wealth to reveal the most intimate details of your discoveries.
Obviously there is a good deal of value in what you might know, but there is also considerable interest in the abilities of the group that survived Smuggler’s Shiv.
By the end of the week you have offers from the Pathfinder Society, the Free Captains of the Shackles, the Red Mantis, the Aspis Consortium, and the Sargavan Government, all competing to make you exclusive agents of their agendas.