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Taking up Theruska's advice, Sarastal questions the little dragon as Yselle works the lock. The lock pops open easily enough for the young girl with a satisfied smirk on her face. The little creature quickly exits the cage and wings around the room a few times before settling down on the heap of coins in the middle of the table. A smile on its face or what looks like one, is very noticable. Well my lady I thank thee for releasing me! As to your questions fine lady I would guess what you are looking for are in his quarters through the door there where the smelly human stands. I know it leads down into the lower portion of the boat but I was never down there, only caged in this dreadful room. And below the trap door are dream spiders and worse. Not sure what it is but it is big, about the size of your holy one there I would guess. So I am in all of your debts so I will help you where and when I can! The tiny dragon waits atop the pile seeing what the group is going to do next...

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At Sarastal's suggestion Yselle begins to tie up the thugs none to gently while Majenko watches on to her work. He says to Saratal first, Thanks for the offer, I am in all of your debts so I will stay and help where I can! And lady Yselle the one on the left there his bonds are still a little loose. Well lets see, I know who you ladies are and Master Thelix there but I have not been introduce to the others as of yet? I also think some of the men tied up there will not be needing some of their clothing anytime soon and the man by the door there could use some. Something more suitable for such an important mission as you all are on I would think. We can deal with the smell later I guess...........And I am ready when you all are to proceed down to Devargo's room.......

Theruska Thull |

Finally told directly that he stinks Theruska looks himself down, realising once more that he isn't in his best of days, clothings torn, smelly and outright dirty he looks a bit ashamed.
Nothing I can help now, fast. Back to work. he thinks, then looks around to the others once more, to open the door when they are ready.

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Seeing that everyone is ready to proceed Theruska opens the door and heads down the steps followed by the others leaving the Eel's Aft deck. Its dark down here, no light is present except for the light from behind you spilling down the steps. At the bottom is a short hallway and you can see a door about twenty feet in front of you with a passageway that leads off to the right of the door further taht goes off into the ships lower deck.
State your actions and roll any checks you want to make. Anyone who can't see in the dark will not see anything once you get to the door.

Baern Stonehammer |

"I'll lead." Baern puts away his shield and, holding his axe in both hands, begins to slowly move down the hallway.
Hooray for darkvision! Stealth, Perception: 1d20-5=1, 1d20+2=11

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The group proceeds down the hallway until it ends at the door in front of you. To the right the hallway heads off into the ship further about fifteen feet leading to the center of the ship. The docked ship groans, creeks and sways very faintly. The dark and dankness is almost overwhelming to the group but thankful for the torch that Yselle lit. At the door quick checks reveals no harm will come to the group, Devargo not worring about persons getting this far into his home it seems. Thelix slowly opens the door, a strange and bitter smell hits Inros immediately who was still checking for possible dangerous smells from moments ago, but now he is not to sure about the safety of the lit torch. Once inside he will see its safe as Baern moves into the room first with axe in hand followed by the rest. The room is about twenty five feet by 15 feet and you are standing in the southwest corner of the room, the left wall is actually the ships hull. Two large fireplaces are built into the curving wall of the ship's hull here, each fitted with an iron bar on which dangle several cauldrons Firewood is stacked to the north in a haphazard mound. Dozens of empty glass vials sit atop the mantles of each fireplace. The fireplaces stand cold but you can tell they have been used recently. Sarastal eyes the vials with interest having an idea what this room is used for. The group can tell this is not Devargo's quarters....
Manjenko says from behind group as he hovers just at the doors entrance, This must be Devargo's drug lab, thats how he gets most of his coins by selling Shiver and Dream Spider Venom, nasty stuff I must say! His voice trails off in your head as the group breathes in the old fumes from the drugs....
State your actions and roll any checks you want.

Thelix Moody |

"My bet is the City guards already know about this guy, and what he does, but it certainly wouldn't hurt".
Thelix then walks fully into the room, looking about for anything unusual. He assumes the smell is just a chemical smell of some sort, not that different from some of the odors used in the process of manufacturing arms and armor.
And as usual when not in combat, knocks something over probably discoloring another part of his armor.

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As the group talks over what to do with this new found information Thelix bumps over one of the dangling cauldrons. It only drops a few feet but the noise it causes makes the group cover their ears and wince at the sound. The ship to rock a bit from the sudden shift in weight in its belly. The glass ware rattles against each other but none fall to the floor. A few not so empty vials come out of hiding as attention is drawn to the shelf holding them. As things calm a bit and Thelix turns red faced, Sarastal casts about the room with her magic trying to pick up anything that might be worth while or of interest but unfortunately nothing appears to her sharp eyes.
Majenko speaks up, Fool of a Cleric! Becareful around this dangerous stuff, who knows what Devargo left around this ship or what. His big pet will sure to know where we are now, hopefully there are no other doors to its lair other than that trap door in the throne room. Let us move on and find what you came looking for and leave this cursed rotting ship!
For when you leave the room
To keep things moving I posted what you are coming up to next but finish things in the drug lab first! So there are four doors coming up, to make things easy 1=double doors 2=single door by the double doors 3=single door along the wall from where you emerged and 4=single door directly across from #3. So post what you are doing in the lab and then where you are going next!

Sarastal |

"Feh -- nothing magical," Sarastal mutters as her held breath comes whooshing out of her lungs. "Grab whatever you want, and let's get out of here."
When they enter the hallway...

Thelix Moody |

Thelix frowns at the small dragon..."Fool I might be...but what does that make one whom a fool had to rescue?" "I wasn't the one in a cage".
Thelix then makes his way to door number 2, and stands by waiting for someone with sharper senses to check it. "Lets try this one first". Thelix states. "Could someone see if its been booby trapped or anything?"

Yselle |

"Okay. Make way. Professional at work."
I check door 2 for traps. Using Perception, now that Search is no longer in PFRPG.
Perception 1d20+4=13

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Seeing nothing magical in the room Sarastal leaves in a huff with the others except for Yselle who eyes the vials of liquid with interest. Looking closely at the vials trying to discern the value of each but can't come up with a figure at the moment as to their worth. Her best guess would probably twenty five gold sails, the going cost for the drug on the street she knows. But do the vials all contain the drug or maybe something more sinister......
A sharp bang floods the hall making everyone jump at the sound as the hatch door slams down being heavier than Sarastal imagined. She catches up with the group as Thelix leads everyone over to a door on the other side of the hall.
The group takes up positions around the single door at the end of the hall. Yselle catches up and takes a look at the door and finds no danger to her or the group. Everyone else is ready to go, Thelix opens the door quickly and is assulted by a smell worse than the drug lab. The rest of the group wrinkles their noses as the small hits them standing in the hallway. Three open stalls line the hull wall of this very small room and each in need of a good cleaning. The privy is very simple, just the three stalls with tiny holes leading most likely to the river. A pile of papers and booklets sit outside the stalls some very graphical in nature.....
Therusaka, Baern and Inros ease up on their grips of their weapons as they relize what the room is they face.....

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After Saratal collects some of the papers for later inspection and gets a disapproving comment from Yselle, the door to the privy is closed quickly, the group ready to move onto more important business. Thelix again takes the lead and stands ready in front of the double doors. Yselle inpects the door and lock for danger but finds none. With Theruska on one side and Thelix on the other they open the door slowly letting Yselle's light shine in the room. Crates, barrels and tables sit in this cramp hold, obviously a storage room for Devargo and his enforcers........

Yselle |

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As the others head to another door in the ships bowel Sarastal takes a moment to cast about for anything magical in nature just in case but sees no auras emanating from the ships forward hold as she suspected. The rest reach the other door which Yselle goes through her inspection quickly and finds nothing nodding to Thelix to proceed. Thelix opens the door with the rest of the group ready for trouble behind him but again find yourselves facing another foul smelling room which is empty save for a mound of filthy straw seething with vermin. Obviously not Devargo's quarters or office but a room most likely used to hold prisoners.......
Closing the door to keep the smell in the group moves to the last of the doors in the hallway since you are out of other options. The door opens easily enough after a quick once over by Yselle. With a nod she allows the other to open and move into the room. Another empty room except for a single low desk against the hull of the ship. To the north and south are doors leading to more areas not seen from the hallway. On the south wooden door it is marked with a painting of a spider. The other has no markings......the group can feel they are getting closer to their goal but which door to take......

Yselle |

With no one's prompting, Yselle investigates the two doors.
Perception on Spider door 1d20+4=8
Perception on unmarked door 1d20+4=16