At the harbor of Shriekpot...
Kevin drags Scott over to a nearby building. Unfortunately, it appears to be locked down tight, with metal bars placed over the door and a very, very locked steel door. Must have had some bad experience with rampaging sailors or something. Then Kevin, with Scott's blessing and help, goes about fixing the poor fellow somehow.
[Scott medicine roll: 3]
[Kevin medicine roll: 5]
As Scott tries to place himself in a more easily medicated position, Kevin harshly sets his bones into place, roughly reassembling his spine in about twenty minutes. Sure, it's a hackjob, but what else are you going to do without tools? Now, if Scott doesn't move for a while, Kevin might be able to find something to bind him up with, and if his former master doesn't move, it might even help. Otherwise, the poor bastard is still in quite a sad state.
Under a glass ceiling...
Mark, after trying to figure a way out of here, realizes that he doesn't really need to. All he needs is divination!
He throws the five dice on the ground and looks at the result.
Okay, so it's... "YOU", "ARE", "SCREWED", "INDUBITABLY" and "SO". Oh dear, that doesn't sound good.
In the streets of Shriekpot...
Sigmund tells himself to man up. It's just some crossroads. He's had worse things come his way.
Overcoming his indecision, he takes a step forward! The ground, fortunately, doesn't collapse under his feet. It's still spinning around wildly, though.
On the deck of an old galley...
Morton, not a big fan of this music the youth probably enjoy, covers his ears.
"Oh dear, whatever is that dreadful noise?"
Unfortunately, nobody around seems keen to reveal the truth! As he backs away from the ship, he makes with the polite asking again.
"Please, voice, I beseech of you to quiet down a little? Please? Maybe just a bit?"
Oddly enough, as he steps off the boat, the screeching stops entirely. There's clearly something wrong on that ship, though it's difficult to guess what exactly.