| Grunval Dugenhal |
acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
initiative: 1d20 + 4 ⇒ (6) + 4 = 10
| SyrioForel |
As you head below decks, you find the already crowded hold in chaos. Squealing of pigs and Neighing of horses fill the air in the dark, unlit room. Gnixgnox and Tholl fall upon the ground as hogs run amongst your legs. You hear Harvey cursing as he tries to herd some of the animals back into their makeshift pens. He sees you coming down:
Come help me get these bastards in line!
Andross runs over to Harvey and grabs him on the soldiers:
We have a Sheliak cultist amongst us! Ruin will come if we do not find him!
Harvey looks exasperated:
Yeah… Of course…
I want everyone to do round by round please.
| Grunval Dugenhal |
Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
Grunval avoids the hogs grunting, Damn animals
Grunval getting Harvey's uncertainty says,
There's a storm brewing and Andross is getting vibes from his gods that dark magic is afoot.
Turning back to the group,
Where should we look first?
| SyrioForel |
Andross barely looking at you guys as he heads to the ladder down:
If my divinations are correct, The cultist will be in the lowest part of the ship. Possibly even the bilges.
Harvey sighs as another hog runs into a bag of onions, tearing it open.
Deal with this "cultist" later, help me get these animals back to their pens!
| Hanzir Majjal |
sense motive: 1d20 ⇒ 8
Hanzir pauses and glances at the nearest pigs.
He then briefly roars, grunts, and squeals like a boar.
Hanzir is using 1 of his 3 speak with animals (pigs and boars only) abilities for the day.
He doesn't need to shape change to do this.
"Back in your pens!
"Danger is close.
"We protect.
"Eat later!"
handle animal: 1d20 + 5 ⇒ (19) + 5 = 24
I was wondering when I might get a chance to use that!
"Come on, then! We're in a hurry, we are!"
Without waiting for a reaction, he follows the priest below decks.
| Grunval Dugenhal |
Grunval follows after Andross deeper into the ship.
| Tholl Torsson |
Sense motive: 1d20 + 2 ⇒ (16) + 2 = 18
Handle animal: 1d20 + 4 ⇒ (19) + 4 = 23
Tholl starts guiding the pigs back into their pens quickly, trying to clear room for the others to move to the lower decks. "Get in there Bacon. Move Porkchop!"
| SleepingSnorunt |
Hammocks are stretched from wall to wall, and personal belongings litter the floor. It’s a lot less spooky when there are lights, but in the relative darkness the hammocks turn to spiderwebs and the memorabilia turns to leegos* waiting to be stepped on.
The Trapdoor to the cargo hold is at the far end of the cabin. Through the darkness you can make out Andross opening it, already heading down.
Someone came running through here in quite the hurry, heading towards the crew quarters. With the coming storm and all, he managed to spook the animals.
The trapdoor to the cargo hold is through the crew quarters, the way Andross and the others went.
Harvey goes on: I’d really appreciate some help with cleaning up after this mess.
| Grunval Dugenhal |
Grunval studies the design of the trap door noting its location and then follows down to the lower level.
| SleepingSnorunt |
You drop down into the cargo hold from the trapdoor, which slams shut behind you.
Normally, you know your way around the ship, like how you know what the box with your weapons looks like. But you rarely go down to the cargo hold and right now you can barely see your hand in front of your face. Finding your own crate is nearly impossible.
Finding a box other than your own will take a Perception check of 15. Your own box you find instantly.
| Hanzir Majjal |
perception: 1d20 + 6 ⇒ (15) + 6 = 21
Hanzir whispers to the others:
"I hear chanting from the centre."
"No time to explain, but I am changing shape for this fight."
"I am still on your side!"
He then goes to his box of gear and gets his heavy pick.
I doubt there is enough room for using about a greatsword.
His heavy pick would be more useful in these tight quarters.
The ability he will pick is his Gore attack (1d6 + STR bonus).
| Agroob |
"We get stabby stuff then fight the storm makers? Good. Hate storms."
Agroob tries to help whomever need it to find their stuff.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Agroob has been keeping at least his bomb supply on him. Probably nothing else though, dogslicers are heavy!
| Grunval Dugenhal |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Grunval hears the chanting and this lower ship is no darker than the caves he knew from his youth. Grunval follows the alluring music.
This beautiful sound is what brings the wind?
| SyrioForel |
Above Decks, the wind is still still, leaving the Maribosa dead in the water watching,waiting for the impending storm to hit.
Thanks for the help
He says.
Here, if you’re going to go chase off after some shadowy figure in the hold, take something to make it less dark.
He hands GnixGnox a lit lantern.
Make sure not to drop it. Ever.
It will take a full turn to get below.
| Grunval Dugenhal |
Grunval follows after Andross following him in the darkness with his eyes.
| Grunval Dugenhal |
Agroob jabs Hanzier in the back of the knee.
"Is pretty dark, can longshank see?"
I guess that depends on which "longshank" you talk to. I can see fine.
| SleepingSnorunt |
Please refer to the initiative rolls and take your turns accordingly. Talking is considered a move action for this encounter only. Other forms of communication don't take a move action, but others might not see them (put them in a spoiler like Hanzir).
1. Aya=23
2. Tholl=21
3. Agroob=17
4. GnixGnox=16
5. Hanzir=12
6. Grunval=10
落帆逗淮镇, 停舫临孤驿。
浩浩风起波, 冥冥日沈夕。
人归山郭暗, 雁下芦洲白。
独夜忆秦关, 听钟未眠客。
For those who take the time to look this up, replace "Huai" with your character's respective hometown. We'll just assume that the song bypasses the language barrier by speaking directly to your characters heart or some other trite storytelling technique.
Opening Trapdoor takes a move and standard action, not necessarily from the same person. The move action would undo the hatch, and the standard action would lift it up.
Entering the Bilge is a Move and standard Action.
Your feet splash into the filthy water of the bilge. Ugh. Not only is it dark inside, it's all so dank. But along with the usual stenches, there is the overpowering smell of blood within the room.
This is the only way I can make this more confusing than it already is. The Bold and Italicized spoiler tag above the spoiler represents what the prerequisite for seeing that information is.
The spoiler below is for people with Dark vision.
This one is for people who roll a Perception DC 20.
| Aya_Daijaen |
Aya waits for one of her companions to take the lead before following insde. Otherwise she keeps quiet if anything seems threatening or otherwise dangerous she readies to cast Sleep