<em>The Store Room </em><br/><br/>"Spoken as a leader," came Rehner's appraisal of Corinne. The doctor drew Corinne's eyes back to hers in a beckoning touch, insistent, doubtless aware of the welling reticence her foreign poetry aroused.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Corinne must make a Wisdom save, DC 12</div><div class="spoiler_body">Although the words themselves were not magical, Corinne is the target of a gaze attack.<br/>Because Corinne is on the alert for magic with that 20 Arcana, she can make this saving throw with advantage.<br/><br/>On a failure, Corinne becomes charmed, incapacitated, and has a speed of 0 until the trance is broken. This essentially rules out anything but speaking.<br/><br/>On a success, Corinne is aware she was the target of some supernatural power, but not its effect.</div></div><br/><br/>Having gazed longingly into the depths of Corinne's eyes, the doctor stood upright and gathered her physician's bag from the plank. "Soon we will arrive on the island. All the medicines we might need will be available there. For the pain, I suggest you relax, and do not trouble yourselves."<br/><br/>Doctor Rehner seemed surprised to realize that she still had possession of the flask. It pulled from her physician's bag, only a few sips the poorer, now fragranced with faint rosin from the bag's soft interior. She held it to Aloisa at the tips of her fingers on her way to leave, sparing a lingering look into the guardswoman's eyes.<br/>"Keep some for later. It will be our secret."<br/><br/>Only when Doctor Rehner had stepped from the room did the tension ease from Margaret Hotspur and Zoe. Soon after, Margaret rose to shut the store room door, which the doctor had again neglected.<br/>"I must sleep," said Margaret. "The toll of our ordeal is heavy on me, and I fear my mind plays tricks."<br/>Zoe rose from her place to join Corinne on the plank, and keep her warm. Sage remained to keep Aloisa company, making sweet promises with her lips to the muscled lines of Aloisa's throat.<br/>"When we wake, I hope we are upon the island," Michelle squeaked in the span of a yawn. "I will be most glad for a bed to share, away from the incessant rolling and heaving. Most unsettling is this dark sea."<br/><br/><em>The Hold </em><br/><br/>"Mmf," Colleen answered into an ersatz gag. It was a plaintive sound, no cry for help, and on her face as she was trussed the expression was troubled, anxious. Already the fabric of her gag soaked with the mouth's anticipation from this rough, objectifying treatment. She did not approve of the chemical odor beyond the door to which she bound, but her resistance was merely a squirm, rooted willingly in the place of her abuse.<br/><br/>Even from a distance, the two doors- one to either size of the mizzenmast- proved to be locked with an external latch and smokehouse padlock each, wearing its forbiddance tauntingly like a laden treasure chest. Between heavy doors which were certainly resolute against the body blows of madmen, and the blocky locks which would prove difficult to pick without specialized tools, the latches themselves were almost certainly the weakest link holding the doors sealed.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Forcing a door</div><div class="spoiler_body">Forcing either door (port or starboard side) will require a separate attempt.<br/><br/>Forcing one latch will require a Strength check, DC 15. Athletics doesn't apply. If you attempt to force the latch quietly, the check is made with disadvantage, meaning you roll twice and take the lower result.<br/><br/>One lock can also be blown apart with a shot from Danae's musket, though it's impossible to do so quietly. There's no need to make an attack roll as long as you're sufficiently close.</div></div><br/><br/>Colleen shook her head vigorously as her eyes followed Jacqueline's hands to the padlock.<br/><br/>Above, Captain Baykur awaited them still up on the sterncastle overlook, a steady hand guiding the<em>Mercy </em>to its island destination. She would likely not take kindly to Danae and Jacqueline violating not one but the pair of her rules for castaways.