To the Sea
General Summary
Having recently discovered a large island in the South Seas, Zephyr and his crew wanted to explore what was there. Sailing out from Clearwater Pier in Xiomara, they fought against the wind during their trip. A few days in, they ran into a small boat with a mother and son, seeming to have been blown away from the harbour by the wind and in a boat too small for the open seas. Moving to rescue them as their boat capsized, they were met by some hunting selkies. The selkies, however, were no match for the party and their magic. Slaying one and losing another to the ocean, they allowed the mother and son to board safely - healing them up and feeding them. Wary that they were not telling the truth or were also the shape-shifting selkies, they dropped them off at Rogues Harbor rather than allowing them to join the crew.
The only hindrance on the rest of their journey south was the weather. Facing several thunderstorms, Lucky was not so lucky, getting struck by lightning though he continued to remain outside in the storms afterwards, not having learned his lesson. One of the other crew did not make it through the storms, the rest of the sailors saying their farewells just as they arrived at their destination.
On the shore, they encountered karkionai swarms. They avoided becoming prey to these crabs but those who fought closely with them did not allow Adonis to eat them, stating they would make everyone sick. Moving inland, they felt as if they were being watched as they traveled, in no particular direction around. Happening upon the territory of a couple of Ngogas, they showed off their brute strength and prowess with magic, knocking one of them out while sending the confused and ill one back into the jungle. Reviving the fallen one to fight another day, they again deprived Adonis of a coveted ingredient. As they journeyed back to shore, they learned of some tengu that appeared, eager to steal their boat but wary of the people guarding it. They braved the weather back to the well-known continent, eager to visit again and uncover what this island has to offer.
Rewards Granted
Coins
72 pp, 997 gp, 2,524 sp, 5,230 cp
Armor
[4,300 gp] +2 chainmail
[1,400 gp] +1 banded mail
Gems
[350 gp] aquamarine
[10 gp] unworked pyrite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[550 gp] unworked aquamarine (worth 275 gp; Craft (jewelry) DC 20 to repair)
[9 gp] unworked obsidian (worth 4 gp; Craft (jewelry) DC 10 to repair)
[8 gp] unworked obsidian (worth 4 gp; Craft (jewelry) DC 10 to repair)
[50 gp] unworked rose quartz (worth 25 gp; Craft (jewelry) DC 12 to repair)
[1,000 gp] emerald
[550 gp] opal
[12 gp] rhodochrosite
[10 gp] tigereye
[10 gp] pyrite
[7 gp] lapis lazuli
[100 gp] unworked garnet (worth 50 gp; Craft (jewelry) DC 15 to repair)
[10 gp] unworked hematite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[10 gp] alabaster
[45 gp] unworked rose quartz (worth 22 gp; Craft (jewelry) DC 12 to repair)
[40 gp] unworked sard (worth 20 gp; Craft (jewelry) DC 12 to repair)
[120 gp] jet
[50 gp] onyx
[500 gp] opal
[10 gp] shell
[11 gp] agate
[40 gp] zircon
[10 gp] irregular freshwater pearl
Scrolls
[25 gp] arcane scroll of obscuring mist (CL 1)
[25 gp] arcane scroll of summon monster 1 (CL 1)
Weapons
[315 gp] masterwork trident
72 pp, 997 gp, 2,524 sp, 5,230 cp
Armor
[4,300 gp] +2 chainmail
[1,400 gp] +1 banded mail
Gems
[350 gp] aquamarine
[10 gp] unworked pyrite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[550 gp] unworked aquamarine (worth 275 gp; Craft (jewelry) DC 20 to repair)
[9 gp] unworked obsidian (worth 4 gp; Craft (jewelry) DC 10 to repair)
[8 gp] unworked obsidian (worth 4 gp; Craft (jewelry) DC 10 to repair)
[50 gp] unworked rose quartz (worth 25 gp; Craft (jewelry) DC 12 to repair)
[1,000 gp] emerald
[550 gp] opal
[12 gp] rhodochrosite
[10 gp] tigereye
[10 gp] pyrite
[7 gp] lapis lazuli
[100 gp] unworked garnet (worth 50 gp; Craft (jewelry) DC 15 to repair)
[10 gp] unworked hematite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[10 gp] alabaster
[45 gp] unworked rose quartz (worth 22 gp; Craft (jewelry) DC 12 to repair)
[40 gp] unworked sard (worth 20 gp; Craft (jewelry) DC 12 to repair)
[120 gp] jet
[50 gp] onyx
[500 gp] opal
[10 gp] shell
[11 gp] agate
[40 gp] zircon
[10 gp] irregular freshwater pearl
Scrolls
[25 gp] arcane scroll of obscuring mist (CL 1)
[25 gp] arcane scroll of summon monster 1 (CL 1)
Weapons
[315 gp] masterwork trident