The Jungle's Claw #035

General Summary

The Rustleech carved its iron path through the murky waters of the Serpent's Mire, deezle engines churning against the current as Captain Malista Tinmaw guided her vessel northeastward toward Grizburg. Upon the deck, Fouk Shadim tinkered with his latest alchemical concoction, the scent of reagents mingling with the acrid smell of the ship's exhaust. Thronn Zamda stood vigilant at the bow, his vulture-dog companion Meat-Beak circling overhead, keen eyes scanning the treacherous waters for signs of danger. The towering figure of Sherman loomed nearby, his semi-sentient meat puppets—one crafted from his dead brother, the other from an imprisoned elf—dangling from massive hands. BöötMóöntch the Aasimar Bloodhunter maintained a watchful eye upon Kurgan, proprietor of the Jungle's Claw tavern and current employer, who paced the deck restlessly, occasionally conferring with the ship's captain in hushed tones.   The tranquility of river travel shattered as tribal warriors erupted from the eastern shoreline—humanoid crocodilians known as the Eastern Kurnok. Unlike their somewhat more civilized western kin, these reptilian warriors showed no interest in parley, launching a vicious assault upon the Rustleech. The adventurers sprang to action, manning the vessel's ballistas and experimental weapons. Fouk's eyes glinted with manic glee as he unleashed a prototype flamethrower, its deezle-fueled flames spitting across the water's surface like vengeful elementals.   Amidst the chaos of battle, one of the crocodilian warriors turned against his cohorts, diving into the murky waters and swimming frantically toward the ironclad barge. Thronn recognized the creature as Scout Nok, a former ally long thought lost to the unforgiving jungle. As the warrior stroked desperately toward salvation, a monstrous pale shape materialized in the waters behind him—Quinty, a legendary white crocodile of immense proportions, its jaws agape and hungry for flesh.  
That beast bit my finger off when I was but nine years old!
— Thronn Zamda
  Thronn's declaration rang across the deck as he loosed a volley of arrows at the pursuing predator. Meat-Beak and BöötMóöntch, utilizing their aerial capabilities, swooped down to rescue Scout Nok from the churning waters. The vulture-dog's talons proved surprisingly strong, grasping the waterlogged crocodilian and hauling him toward the safety of the Rustleech's deck.   Quinty, enraged by the escape of his prey, thrashed violently in pursuit. Fouk unleashed a torrent of alchemical flame upon the monster, the specialized deezle napalm adhering to the creature's scales and burning even beneath the water's surface. The white crocodile, now a beacon of flame in the murky depths, dove from sight, leaving only bubbling water and smoke in its wake.   Unwilling to let his childhood nemesis escape, Thronn called upon his ranger abilities, summoning a massive glow-spike toad from the depths. Though the creature possessed limited intelligence, it provided enough information to locate the retreating Quinty. The adventurers raced to the lower decks, Old Muckfingers guiding them to the rear cannons as the ship continued its northward journey.   With practiced precision, Thronn loaded a deezle chain shot into the cannon, took aim at the distant crocodile, and fired. The projectile found its mark, tearing through ancient scales and ending the life of the legendary beast. Captain Tinmaw, impressed by the adventurers' prowess yet unwilling to fully halt her vessel's progress, allowed a brief retrieval mission. Sherman, displaying his exceptional swimming capabilities, joined with Meat-Beak to secure lines to the massive corpse, and with the aid of the crew's winches and pulleys, they hauled the creature aboard.   That evening, celebrations erupted across the Rustleech. The white crocodile's corpse became a centerpiece of revelry, with Thronn claiming the beast as a personal trophy and beginning the arduous process of skinning and preserving its hide for armor. The crew, already impressed by the adventurers' earlier feats, now regarded them as legendary heroes in their own right, sharing drinks and tales long into the night. In private conference within Captain Tinmaw's quarters, however, more serious discussions unfolded.   The Rustleech would soon approach Vo-Len, a river trading post where inspections were mandatory for all passing vessels. This particular time of year, the inspections were conducted by agents of a rival house to Captain Tinmaw's House Ironwake, and certain items aboard—particularly the experimental flamethrowers—could not be discovered. Kurgan explained the necessity of transporting these weapons overland, bypassing Vo-Len entirely, before rendezvousing with the Rustleech further upriver.  
We shall make landfall before dawn at a smaller outpost south of Vo-Len. There you shall meet another who will join your company for the journey ahead.
— Kurgan
  The night wore on, and as promised, the Rustleech slowed its engines as it approached a small riverside hamlet in the predawn darkness. Scout Nok remained in the infirmary, recovering from his ordeal and sharing tales of his time amongst the Eastern Kurnok. Meanwhile, the adventurers prepared for their covert mission, gathering the experimental flamethrowers and other contraband that required discreet transport past the inspection points at Vo-Len.   Under cover of darkness, a small boat departed the Rustleech, carrying the adventurers, Kurgan, and several crew members toward the mist-shrouded shore. The green-gray vapors, noxious and thick, provided welcome concealment as they navigated to a crude wooden dock. Local villagers, initially wary of the late-night arrivals, recognized Kurgan's sigil and directed the group toward a dilapidated structure that served as the hamlet's sole tavern and inn—a ramshackle establishment that Sherman promptly dubbed "The Flop House."   Within the tavern's dimly lit confines sat a figure of immediate distinction—a Dragonborn warrior clad in acid-corroded chainmail, his black scales gleaming dully in the tavern's meager light. An acrid, chemical scent preceded him, mingling with a curiously citrusy aroma from the drink clutched in his taloned hand. This was Valdin, a paladin from the Twin-Headed Empire to the east, an uncommon sight in the jungles of Nolavor.  
What's the plan? These flame-spitters won't carry themselves past those inspection points.
— Fouk Shadim
  While Kurgan engaged in hushed conversation with Valdin, exchanging papers that confirmed their mutual purpose, Sherman abruptly thrust his meat puppets into the startled Dragonborn's hands and stumbled drunkenly from the tavern, leaving the paladin perplexed by his new charge. Fouk, ever the opportunist, inquired whether local markets might have interest in certain "homemade concoctions" he had developed during the journey, his eyes darting toward his satchel of experimental narcotics.   The locals, impoverished yet eager for the coin that these unusual travelers might spend, offered what hospitality they could muster—crude ales and jungle fare that even Thronn found barely palatable. Meat-Beak turned his beak up at most offerings, preferring to hunt for his own sustenance in the surrounding jungle. As dawn approached, Kurgan gathered the adventurers to outline their mission—transporting fourteen experimental flamethrowers and several chests of unspecified contraband overland, avoiding the inspection points at Vo-Len, and rejoining the Rustleech further upriver.   The mission held considerable risk. Though Kurgan had arranged for House Ironwake agents to assist with the transport, the jungle paths were fraught with danger. Predators, hostile tribes, and the ever-present threat of discovery by rival house spies necessitated stealth and vigilance. Valdin's presence added an unknown factor to the equation. While his credentials appeared legitimate and Kurgan vouched for his involvement, the Dragonborn's true allegiances and purposes remained obscure to the other adventurers.  
Two heads face eastward, watching
Golden scales and horns of might
The empire's eyes see far beyond
Where others find but endless night
  Ancient verses concerning the Twin-Headed Empire echoed in Thronn's memory as he studied their new companion. Dragonborn from the eastern nation of Noemis rarely ventured into the jungles of Nolavor without purpose, and paladins even less so. The empire's alliance with the minotaur nation of Orontes had stood for centuries, their combined might forming a formidable power upon the continent, yet their interests in these jungle lands remained mysterious.   The villagers spoke in hushed tones of increased river traffic in recent months—more goblin barges, more inspections, more soldiers from various houses patrolling the waterways. Something had disturbed the usual balance of power among the river houses, though none could speak with certainty as to what. House Ironwake and their rivals had maintained an uneasy peace for generations, alternating control of inspection points and trading posts to prevent open warfare, but tensions now ran high.   As morning light began to filter through the jungle canopy, the adventurers finalized their preparations. The flamethrowers, dangerous and unwieldy, required careful handling. Each contained volatile deezle compounds that could ignite from rough treatment, potentially creating a devastating chain reaction. Fouk, drawing upon his artificer's knowledge, supervised the packing of these weapons, ensuring they were properly secured for overland transport.   The villagers offered the services of several guides familiar with jungle paths that circumvented common travel routes, and Kurgan selected two to accompany the expedition. These local trackers—scar-faced humans named Lasha and Dorn—knew of hidden trails and forgotten pathways that wound through the dense foliage, avoiding both natural hazards and the patrols of rival houses. Their knowledge would prove invaluable in the days ahead.   Sherman returned shortly before departure, reeking of jungle spirits and sporting fresh moss growing upon his toes—a curious affliction acquired from his swim in the toxic river waters. The massive goliath seemed unfazed by this fungal invasion, even taking perverse pride in his newfound photosynthetic capabilities. His sabertooth cat companion, Azsmuntch, prowled restlessly about the village, terrifying locals but maintaining a respectful distance from Valdin, whose acidic scent appeared to offend the great feline's sensitive nose.   Scout Nok, though still recovering from his ordeal, provided valuable information regarding Eastern Kurnok movements in the region. The tribal warriors maintained several encampments along the eastern banks of the river, their territory extending deeper into the jungle than previously believed. Their hostility toward river traffic stemmed from recent incursions by goblin expeditions seeking ancient artifacts buried beneath the jungle floor—expeditions not unlike the one that awaited the adventurers in Grizburg.  
The white beast you slew was revered by the Eastern Kurnok as a divine guardian. Its death will not go unnoticed, nor unavenged.
— Scout Nok
  This revelation cast a shadow over the group's plans. The Eastern Kurnok, already hostile, would now seek vengeance for Quinty's demise. The jungle paths, treacherous under normal circumstances, would be doubly dangerous with reptilian warriors actively hunting the adventurers. Thronn, however, displayed his trophy with defiant pride, fashioning a cloak from the white scales that proclaimed his victory to all who gazed upon it.   With the contraband secured and the path ahead chosen, Kurgan outlined the final details of their mission. They would travel for approximately three days through dense jungle, avoiding settlements and known patrol routes. Upon reaching a predetermined location north of Vo-Len, they would await signal fires from the Rustleech, indicating safe passage through inspection and readiness for rendezvous. Should complications arise, alternate meeting points had been established along the river's course.   Valdin, having observed the proceedings in stoic silence, finally spoke, his voice carrying the distinctive hiss common to his kind. His acid breath had corroded portions of his armor, giving him a battle-worn appearance that belied his disciplined bearing. Though he revealed little of his personal mission or the reasons for his assignment to Kurgan's expedition, his martial prowess was evident in every movement, suggesting extensive training in the paladin academies of Noemis.   As the adventurers prepared to depart The Flop House, carrying their dangerous cargo into the waiting jungle, the village elder approached, offering a curious blessing—a handful of crushed herbs that, when scattered upon their packs, emitted a pungent odor that masked the scent of metal and oil. This simple precaution, the elder explained, might fool the keen noses of jungle predators and tribal scouts, buying precious time on their journey northward.   The morning sun climbed higher as the expedition left the nameless hamlet behind, vanishing into the verdant depths of Nolavor's unforgiving jungle. Ahead lay untold dangers—venomous flora, predatory fauna, hostile tribes, and the ever-present threat of discovery by rival houses. Yet with Kurgan's guidance, Valdin's mysterious addition to their ranks, and their own considerable capabilities, the adventurers moved forward with grim determination, the weight of their contraband matched only by the weight of their purpose.

Rewards Granted

Treasure and Items Found: • Quinty's hide (suitable for crafting exceptional armor)
• Quinty's teeth (valuable as trophies and trade goods)
• Eastern Kurnok tribal weapons and adornments (taken from defeated warriors
)   Consumed Items: • One full charge of Fouk's prototype flamethrower
• Multiple arrows fired by Thronn (not retrieved)
• One deezle chain shot (fired from rear cannon)
• Several barrels of ship's provisions during celebration
• Numerous alcoholic beverages during revelry
• One barrel containing "questionable humanoid contents" (fed to glow-spike toad)
  XP Awards: • Defeating Quinty, legendary white crocodile (2,000 XP, shared)
• Rescuing Scout Nok from perilous waters (500 XP, shared)
• Creative use of speak with animals to locate Quinty (200 XP to Thronn)
• Successful navigation of diplomatic introduction with Valdin (300 XP, shared)
• Exceptional artificer work on maintaining flamethrowers (200 XP to Fouk)
• Total: 3,200 XP (approximately 800 XP per character)
  Notes to Transcript: • Consider researching Dragonborn breath weapon mechanics and their effects on equipment
• Develop more detailed rules for cannon fire from vessels, including range and damage
• Explore the mechanics of moss-foot affliction and potential benefits/drawbacks
• Consider developing house rules for crafting armor from monster hides
  Time Passed: Approximately one full day and night have passed since the previous session.
Report Date
18 Apr 2025
Primary Location
Vo
Secondary Location

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