The adventurers leave The Kraken’s Keepsake and move up the beach until they find a massive, windowless stone building, partially ruined but still able to provide shelter. It’s also overrun by giant centipedes and bloodthorn vines, which take some effort to clean out. Eventually they subdue the dangerous wildlife, escort the crash survivors inside, and take a well-earned rest.
The next day, the adventurers see that they are in a narrow harbour on the edge of a jungle-filled island, with another ship wrecked on rocks not far from their crash site. Captain Ivello asks them to help repair the ship, forage for supplies and scout for dangers. While Neal works on the ship, Jin and Spark inexpertly look for food and water, and Alarich and Ballast find a storage room of bizarre, preserved ship parts – planks formed from granite, leather sailcloth and rope of braided wire. Ivello reckons them to be leftovers from the ancient giant empire, and warns that danger ever follows the shadow of the giants.
Further exploration turns up puddles of alchemical runoff, a giant statue wielding a sword (which Ballast claims), an observation post bearing a magical scrying rune that Jin triggers, and the ship’s log of The Galamine – the other wrecked ship – in which the captain tells of his recent wreck and his passengers’ abduction by snake-men. Upon reading the log, Ivello suggests that the wreck may have a working wheel of wind and water, the magical device Lyrandar captains use to control elementals and weather; if salvaged, he may be able to use it to regain control over the Keepsake’s elemental ring.
The heroes prepare a ship’s boat and set out for the wreck…