• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Stink in Ship's Towers

(Ulmoapop has given you the description of his captor, which matches that of the Eel, but to bring him in, you'd have to leave the ship, convince Ulmoapop to come along, and get back to the ship before it leaves. Which will prove even harder than it sounds right now...)

"Sso you want a tour? Can't sshow you anything that's not..." Dusky is cut short by the captain's shout "We're drifting! Taris, check the anchor! Rest of the crew, raise the sails!" Though it seens the captain is surprised at the development, he is quick to react, and the deck bursts into activity. The sails unfurl - and suddenly tear loose of their lines moving around uncontrolled with the wind. The sailors try their best to bring them back under control, but you can tell that it will take its time.

[sblock=ooc]Anyone who wants to help the crew with the sails can make a Use Rope check.[/sblock]
 

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Despite their best efforts, and Kenn's impressive jaunt, only Kuther seems to be able to help the crew in a meaningful way, and it will still take some time to return the sails under control. The sailor who rushed anchorside shouts back that the anchr seems to be lost, then jumps at the ropes to help reign in the sails as well.

(Spot checks once more, everyone.)
 




Amidst the chaos on board, it is hard to spot, but Kenn and Kuther notice a figure sneaking towards the center of the ship, where three rowboats are stored, and apparently behins untying one. Though he seeks to hide his face, there is no dount that you are looking at the Eel.
 

Into the Woods

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