Session Report 47 - Quest for the Shumba Sham Report in Nauvitalia | World Anvil
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Session Report 47 - Quest for the Shumba Sham

General Summary

"I Biff, Biff Longsteel, am an incredibly well-liked gentleman, and thus my life is in danger."
-Biff, Biff Longsteel
 

Isle of Marine Marvels

The Driftwood stops next at the Isle of Marine Marvels, a small island filled with small lakes and streams which all beautifully sparkle and are awash with colourful fish. Ramone, Gunther, Marigold, and Sinkbasothei depart for the isle, which is in full view of the ship so the rest of the normal expedition crew decide it's fine to let a somewhat irregular team depart.
Ramone and Gunther tread through the water without issue, Ramone even catching one of the colourful fish as he moves from one small shore of the isle to another. As Sink moves into the water, she disappears in front of everybody's eyes - much to the surprise of Ramone and Gunther, who were in the water only moments ago. Marigold, who was about to step into the water, shoots back and manages to avoid touching it. Confused and concerned, Ramone uses some simple natural magic in order to track Sink, finding that she is, in fact, one of the colourful fish presently in the water. Ramone scoops her up and puts her in a small bucket filled with water, then uses magic and, with some effort, manages to break the enchantment on Sink, transforming her back to her normal Bodari form.
The group decides this must be investigated, and, with no better option, decide to look in the deepest among the pools on the isle. Gunther dives down, managing to resist the water's effect of turning you into a fish, and reaches the bottom of the pool to find a cave and an oversized red fish with big teeth. Pulling out his scimitar, Gunther confronts the fish, giving it several good slashes before the fish manages to gain a strong hit, chomping down on Gunther's leg. In retaliation, Gunther stabs the fish through the head, ending it. Swimming into the cave, Gunther uncovers a rotted treasure chest and a jade statue of a fish which simply reeks of being the source of the curse.
Bringing back the statue to the surface, Ramone patches up Gunther's leg as the curse subsides and all the people (and animals) that were living as fish return to their original forms. About 40 are humanoid, many of whom are Sin Oran. Among them is a pirate captain who introduces himself as Fishlegs Frederique. To put it simply he's crazy and controlling, and it's clear that his crew members fear him. He was turned into a fish around 782 HB by his first mate. Despite being offered at the very least a trip to civilization on The Flying Flagon, Frederique refuses on grounds of pride and speaks on behalf of his crew. Gunther tries to recruit crew who do not want to listen to the lunatic, managing to net two new crew members - Vot, an Upiric wine connoisseur, and Sarno, a substitute cook who should never be trusted to make food that isn't twice burnt.
The drifters retrieve the underwater treasure and decide to destroy the jade fish statue, reasoning that even if it looks valuable, it isn't worth it for the curse.  

The Jumba Stone

The Drifters next make a stop at the isle known as The Jumba Stone. It is an isle of dense greenery and jungles. Not much is able to be seen from the shoreline, so the normal expeditionary crew sets out. Soon they realize that this is not a normal jungle. The animals seem a bit too... aware. A deer pokes its head out from the brush and begins to stare intently, standing a bit in the way of the group's path forward. Then another does the same, then another. The three deer encircle the group, simply staring. Talking to the deer seems to do nothing, so Ramone uses his nature magic to turn into one himself to better understand them. Instantly spooked by this, the other druids who were transformed into deer return to their original forms and move to attack.
Locke thinks fast and uses magic that allows him to speak to anybody to calm them down. The druids are clearly speaking insane gibberish, but Locke nonetheless manages to parse that these druids are literally irreparably insane and that they don't want visitors to The Jumba Stone - after all, it has The Shumba Sham which briefly allows the druids to remember when they weren't absolutely bonkers. In no uncertain gibberish, the druids say to shoo and "not back come stone jumba jumba not back".
Locke decides he wants this Shumba Sham for himself, being a pirate and all, to take is a pirate's job after all. He and Laire use their magic to go invisible while Ramone turns into a deer. Gunther and Grov return to the ship since they lack the capability for subtlety possessed by the other three. The three proceed into the forest, coming to a large hollow stone - The Jumba Stone - about which a variety of druids are gathering. It is nearly midnight, and the three sneak inside the stone to see why the druids are here. They see a silver deer head, in the mouth of which rests a gently glowing green stone - The Shumba Sham. Below the deer head is a bed of strange flowers, none of which Ramone quite recognizes.
As they take in the situation, the stone begins to glow brighter and everybody in The Jumba Stone is washed with the ability to remember with greater clarity. Much of this is mundane, like what you had for breakfast 7 weeks ago, but the sharpness of memory still proves a useful and unique experience. For the druids especially, who begin to stand upright and act moderately sane, tending to the flowers with what time they have with their memories returned. After about 5 minutes, the Shumba Sham stops glowing and the memories stop. The druids scatter, though a few remain in the stone. Laire uses this as an opportunity to skulk around the walls and grab the stone. No druid notices. Ramone, as a deer, tries to grab a flower from the flowerbed. The druids notice very quickly. Seeing the incoming danger, Locke uses magic to help Ramone make an expeditious retreat, then gets out of there as quickly as he can himself. The group returns to the boat and gets out of there quickly as a tribe of insane druids yells gibberish from the forest.  

Starcillus And The Stone

Realizing that Starcillus would be the perfect person to sell the stone to, and with the approval of the rest, Laire uses a sending scroll to contact him, telling him of their find and asking where next he can meet. Starcillus is enthused, but regrets to inform the group that he's presently headed for The Traders' Sea - but will be in contact when circumstance permits.  

Scarlet Herring's Red Flag

The following morning, the group comes upon the next isle on their route. This one sports a sizable mountain with a flat top and what is very evidently a massive bird nest at the top. Without a doubt, a Roc lives here. However, that is not the most concerning thing to be found on the isle. The Red Herring, Scarlet Herring's ship, is anchored by the island, flying its classic flag of an eyepatched fish with crossed swords below it. Locke explains who Scarlet is to the new crew members and that coming close might mean a fight. Biff assures the captain that he has introduced himself to over 1792 people and that he's well-liked, but Locke tells him that she fights harder if it's against somebody she likes. This thoroughly convinces Biff and the rest of the crew that it's best to skip this isle and hopefully miss Herring.  

Whilst on the Ship

Meanwhile, as time continues on the ship, Laire is spending a lot of time with Ginger. Loves petting the dog.
Gunther is seemingly having a bit of a hard time. He's letting out some heavy sighs and looking a lot at his locket of Cornelia. Seemingly, the anniversary of her death is on August 3rd, tomorrow. The recent addition of The Shumba Sham is not helping, with his memories stimulated.
The crew gets into a fun debate with Graham about turtles, the nature of the universe, and the concept of heresy. It is a fun time.
The ship comes upon the next island, anchoring by it and awaiting the next day.
Report Date
28 May 2023

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