The goblin leader nods at the drowess's demeanour, signalling towards his men, two of whom move around to place themselves behind you whilst the third angles down, then up the slope to be across from you. The leader moves to the front whilst the red cloaked goblin stays in his place. Collectively they form a wonky, stretched circle around you and, once in formation, the five of them begin to move at a trot towards their home. Their slow movement seems awkward as the muscular wolves walk unevenly, continuously shifting their weight with each step.<br/><br/>The sprawling body of the stranded ship draws gradually closer, and you can see the hull is indeed in good shape, the only real damage being rough edges, which none of you are sure a ship would not have in the first place, and a couple of bolts marks which do not penetrate too deep, as confirmed by the shallow holes where they have been removed. Target practice from the goblins presumably. The grey veil across the entrance turns out to be numerous wolf pelts stitched together, and they emit a particularly strong scent, although it is the buzzing of flies amongst the hairs that disgusts you the most.<br/><br/>Amid excited chattering, you can hear the scuffling as several creatures pull and pant, their efforts managing to open the grey fur wall but a small way, which is still enough for you to enter. Those who escorted you so far however, do not follow you inside. As you approach, the full force of the hot stink reaches you, billowing out of the enclosed space beyond. It is with reluctance that you enter the goblin lair. The light follows you in, revealing a large opening, the accommodation of which requires that massive holes be cut in the various levels of the ship, linked with ladders of flimsy rope and wood. The circular entrance space is about 20ft across and 30ft high, and although you are alone on the sandy floor, there are five kobolds and two goblins above you, all armed with cross bows. Then the creatures holding the flap open release the bindings, allowing it to swing shut, enveloping you in darkness.<br/><br/>For a moment the environment seems completely alien and panic begins to rise inside of you. You are not even sure what you are standing on, the terrain below your feet is suddenly much firmer than the sand of the beach. As the fear subsides, or is merely pushed aside, you begin to take in what you can about your surroundings. You are still standing on sand, but it had been pressed down. The heavy scent in the air, thick in your throats and hot in your lungs, is that of sweat and blood and other bodily odours, carried through the gaps and crack in the ship on the draft of cooking fires. The goblins who held the door entrance for you move around you in a wide birth, heading for an opening of a now upside down door, through which you can see the tell tale flicker of flames. Believing this to be enough privacy for a quick message, Tagan whispers fearfully, "Was attacked by goblins. Had to kill them. Remember me," Before you have time to consider this over a voice booms out through the vast, hollow interior.<strong>"Come, dark one, our honoured guest, I wish to speak with you,"</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Deneve</div><div class="spoiler_body">  The white arrow is a shark tooth. The goblins worship the two giant sharks in the waters surrounding the island. The red cloaked ones are their high priests. Also you may as well make your disguise roll now.</div></div>