<strong>Day:</strong>3;<strong>Time (apparent):</strong>Just short of midday<br/><strong>Weather:</strong>Clear skies, light winds<br/><strong>Maximum Visibility (in jungle):</strong>40 ft.<br/><hr/><br/><strong>Loggers:</strong>10 (7 male, 3 female);<strong>Morale:</strong>Shaky<br/><strong>Pull Carts:</strong>5 (2 people minimum to pull 1 cart)<strong>Cargo Capacity:</strong>3 units/cart (15 units total)<br/><br/><strong>Notes:</strong>The expedition needs to return with at least 8 units of wood cargo to effect minimum repairs to the Sasskiana.  Currently 3 carts have damaged wheels and are being repaired by the loggers.<br/><hr/><br/><div class="floatleft">(http://i1027.photobucket.com/albums/y335/SheerFantasia/Sasskiana/shalelu_zps015af2b7.jpg?t=1405506957)</div>“Well, let’s not waste too much time.  I’ve requested additional help seeing as we might have to protect the loggers.  So grab whatever you need and let’s make tracks!”<br/><br/>Despite her serious tone, there is a certain excitement in her manner, evidently looking forward to exploring her new surroundings.  The verdant jungle looms before you underneath the clear blue skies, holding its secrets, whilst the wild life chirps and titters within.  The loggers begin to gather their carts to begin the expedition, having to pull it themselves given a lack of equine assistance.  Illoryn only delays as long as it takes for the extra help she’s requested to arrive, before giving the order to move out.<br/><br/><div class="floatright">(http://4.bp.blogspot.com/_L-c5JixfV9w/TQAe-D8xnPI/AAAAAAAAAHg/PdMMbl8vBFc/s1600/76091_115428135189725_100001676162291_113214_5020492_n.jpg)</div>“Well be going northward,” says Tassil as he takes a place next to the group.  “Illoryn suspects that the best place to find an elemental of air will be on the heights of those mountains, to which I agree.  If we’re lucky, we may find a fire elemental there as well, but that’s only if we can locate an old source of abundant heat – say, the crater of a volcano or a magma chamber in some place beneath the earth.  Keep an eye out, elementals of fire can be vicious opponents, air elementals too if you’re forced to fight them on the heights where they could hurl you off a cliff.”<br/><br/>The first day of the journey is without event, and even the second day, though an abundance of mosquitoes and high humidity makes the day uncomfortable for those who can’t tough it out.  The third day sees a few broken cartwheels, and the expedition suddenly grinds to a halt as the remaining half-day is taken with making repairs, stopping in a fairly open glade to pitch camp.  Illoryn leaves to scout the surroundings informing everyone that she will be back later, leaving everyone with Tassil and the ten loggers.<br/><br/><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GM Notes</div><div class="spoiler_body">Players make a Fortitude save at DC 12, or become fatigued for the rest of the day from the heat and humidity.  Those travelling in medium or heavy armour take a -4 penalty to this save.<br/><br/>Other than that, I'd like to know what each player is doing from about midday to early evening, especially who they interact with, or what they do if they leave the immediate vicinity of the came (say more more than 40 ft.)</div></div>