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Full Version: A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
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Bazz will keep everyone up to date with what he knows.  He suggests that Melville notify everyone on the ship that we are safe and we are detecting the stench of stagnant water flavored with rot and mold.  Which might indicate it was used by Lizardmen.  Also ask if anyone knows if there's any danger from spores from the mold or stagnant water.  If so, we hope there's a Remove Disease around before important body parts start getting boils or fall off.

[Do any of use know if anything in the environment is dangerous to humanoids or Fey?]
Bazz' knowledge of wasps would mean we know that typically on a wasp that the helm room is below that trap door. Reversed gravity from where we are standing now.

The crew of the Riposte can still see us, but Melville will relay Bazz observations and questions about the smell of stagnant water. He will also relay the concerns over fungus/mold spores.
(03-20-2021, 05:49 AM)Bazzalan Horngrin Wrote: [ -> ]Bazz will keep everyone up to date with what he knows.  He suggests that Melville notify everyone on the ship that we are safe and we are detecting the stench of stagnant water flavored with rot and mold.  Which might indicate it was used by Lizardmen.  Also ask if anyone knows if there's any danger from spores from the mold or stagnant water.  If so, we hope there's a Remove Disease around before important body parts start getting boils or fall off.

[Do any of use know if anything in the environment is dangerous to humanoids or Fey?]

Everyone who cares too can give me a Nature check.  There is nothing that is an immediate apparent threat.
Nature [1d20+3]=4+3=7
Nature.. is that that stuff that covers groundling worlds?
Oops I forgot yo log in as Rupert before posting above
Everyone is aware that if the smell of moisture and rot is this strong through closed doors, there is a good chance that the deck, if not the entire ship, may be structurally compromised, especially in those areas that the water resides. [[DC 5]] Rupert and Bazz additionally know the air inside any closed space may be rife with disease and miasma, particularly if this was a Lizardfolk ship as they tend to retain a large amounts of brackish, swampwater. [[DC 10]] Rupert notes that if the wood inside the ship is as chewed up as it is out here, it is likely to have significant dry rot even in places where there isn't standing water.  Inside the cabin is likely going to be treacherous terrain everywhere if you have to fight anything inside. [[DC 15]]
"I think we should open the helmroom hatch first. There is no point venturing further into the ship only to have to return here to check what can be argued is the most important room on the ship."

Melville will pause to use a ritual to cast Detect Magic before they proceed.
Rupert will move to the hatch. [OoC: Does any one have detect traps and pick lock abilities?], and waits in readiness, [OoC: if not] Rupert will move to open the hatch.