| Grimma Fireforge |
Ok. I can see in the dark and I'm a good swimmer if needed
With no immediate danger Grimma put away his axe and begin exploring the supply room
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
| GMEDWIN |
Grimma and Finn
already damaged , where you see trickles of
blood running under the door to the supply room, as if something
inside has recently been bleeding.
Miles and Viata
stores were kept in the now-missing cargo below, enough
preserved rations are stored here to supply a single person
with food for 24 days. You do find the body of the cook shoved in the corner.
in origin, although from a rather large snake.
| Grimma Fireforge |
Seeing the blood, Grimma tried to break the door, in hope to find an uncounscious but alive man or woman behind the door.
Strength to break the door: 1d20 + 3 ⇒ (15) + 3 = 18
| Viata d'Foc |
Seeing the body of the cook, Viata wanders over and checks to see if he can yet be saved. "Cook Terillo didn't make it, it looks like. Very sad, I must say. He seemed nice enough." Viata begins to gather up what preserved food is left. "With ten of us, this won't last very long I'm afraid. Hopefully there is civilization nearby."
Heal: 1d20 ⇒ 9
| Grimma Fireforge |
Thank's Finn ! Now it's the turn of this door !
Seeing that brut force do no good, Grimma take her axe and begin destroying the door
Axe with two hands and power attack: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 161d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Axe with two hands and power attack: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 211d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Axe with two hands and power attack: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 181d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
| GMEDWIN |
Grimma and Finn:
lying slumped against the wall, quite dead.
Grimma and Finn Heal DC 16
his body reveals two sets of wounds—the first seem to be a bit
older and consist of rapier wounds while the others are
inflamed stings, whose poison was what finished him off. Alton still
wears his masterwork studded leather armor and clutches his
masterwork short sword in one hand.
Grimma and Finn Perception DC 7
tools and lumber that could come in handy in building
a secure campsite: a block and tackle, three large canvas
sheets, two fishing nets, a grappling hook, two bullseye
lanterns, 12 f lasks of lantern oil, 150 feet of hemp rope, and
five shovels and one hatchet.
| Grimma Fireforge |
Heal DC16: 1d20 + 3 ⇒ (3) + 3 = 6
Perception DC7: 1d20 + 8 ⇒ (15) + 8 = 23
She was unable to understand what kill him, but the death wasn't too old.
| Grimma Fireforge |
Then she take something on the corpse to remember him and search the place for anything useful and found plenty.
Yes, we can go
| Miles of Magnimar |
HP 5/9
Oh, right about the claw not the stinger. I was reading the attacks wrong. Once I looked again I see the difference.
"If there isn't, I worry for the safety of some of us. To hear Gelik talk, it sounds like he's already given up. Or maybe his sense of humor is for the gallows..."
Leaning down over the cook, Miles frowns. Had he known about the food? If so, greasing him after the meal was over would be a good way to keep everything quiet. Once he starts looking over the wounds, though, he seems surprised.
"Did someone have a snake on board? A very big snake?"
| Viata d'Foc |
"A snake? I don't believe I saw one. Though I suppose one could have been hiding somewhere on the ship. Or perhaps one came up from the water and is on board now?" Viata starts to nervously look about as she gathers up the food. "I really hope there's no snake. I don't have many ways to fix poison on me, no I don't. Why do you ask about a snake, and should we warn the others quickly?"
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
| Miles of Magnimar |
| GMEDWIN |
You grab what you can from your respective places and meet up in front of the Cabin. The captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents to spill out into the surf and wash away.
There is an overturned desk that is too big to fit through the hole. It has three drawers in it. There is also a large footlocker leaning against the desk.
| Viata d'Foc |
"We managed to find some food, but not very much for all of us. (about 24 days worth for 1 person) Did you by chance find anyone, or anything useful in the supplies?" Viata will take a moment to search the desk for anything of use.
| Grimma Fireforge |
We found some tools to built a true campsite and survive by our own
Then the face of Grimma went sad and she add
and we found the corps of Lt. Alton, may be it's him who try to help us we take his weapon and armor.
With some leather work I think we can adapt it for one of us
| Viata d'Foc |
Viata also turns dour at the news, "We found Terillo's body. It looked like a snake had gotten to him, from the bite marks Miles found. That's sad, very much so, even more if he was the one who helped us. We should see if we can bring them both to shore to bury the bodies."
| Miles of Magnimar |
Miles surveys the scene.
I assume that the placement of the desk against the hole in the side of the ship means the Captain's Cabin is listing precariously and the ground is uneven/unbalanced? Following that assumption...
While they catch up, Miles is busy finding something sturdy and central to the ship to tie one end of his rope to, a part of the ship that would remain intact if his weight caused the Captain's Cabin to collapse completely. The other end, he ties around himself.
He nods in agreement with Viata about Terillo. "How did Alton die?"
Once he is secured, Miles moves very cautiously (taking 10 on Acrobatics again) to cross the floor towards the desk and footlocker.
He then spends a good deal of time slowly checking the drawers in the desk and the footlocker to determine what may or may not be locked.
| Miles of Magnimar |
Miles crams all of the things into his pack except for the keys. He then runs his gloved hands along the edges of the locked drawer and peers at the keyhole for any telltale signs of the small traps he has found on pieces of furniture like this before.
Trapfinding: 1d20 + 9 ⇒ (10) + 9 = 19
If a trap is found...
Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25
He tries each key in the locked drawer to see if one of them will open it. Barring that, he removes his tools and works carefully, but skillfully, taking 10 on a Disable Device check on that drawer. Resulting in a 24. If a 24 is still too low, he will make an actual roll.
Open Lock: 1d20 + 14 ⇒ (2) + 14 = 16
Once he has all the drawers open, Miles will take a 20 on Perception to scan the whole thing to ensure he didn't miss anything that might have been hidden, such as a false bottom in a drawer. Resulting in a 26 Perception.
| Miles of Magnimar |
After a few minutes of tinkering around with the desk, Miles finally speaks up. "The captain was keeping something behind a sturdy lock. Give me a few more minutes..."
This time, Miles sets the brim of his hat forward and wipes the sweat from his eyes and brow to get a closer look at the lock. He then takes his precious time.
Taking 20 this time since we're not in combat. That results in a 34 disable device check, which is the best I can do without Guidance or assistance. Opening Locks is a use of Disable Device where you can take a 20, but you cannot take a 20 when it comes to disabling traps (because of the failure chance).
| GMEDWIN |
On disable device, I am not a big fan of taking 20 because, as per the rules it means you have a lot of failures before success which could mean you by accident break the mechanism and it's bricked. you could always break the lock but then there is a chance that you destroy the contents, I will let it slide this time, generally speaking i prefer rolls. There is also the other concern that the tide is coming back.
Miles struggles with the desk drawer and is finally able to find it contains a bottle of fine
brandy, a darkwood model of the Jenivere in a
glass bottle, and a small coffer containing
350 gp. Also in this lower drawer is a long leather satchel
that holds a dozen potions.
He then moves to the footlocker where he finds a masterwork dagger, a suit of
leather armor, two potions, a holy symbol DC 15 Knowledge Religion
| Miles of Magnimar |
Sure thing. GM rulings are final and ideal. Core rules say that when using Disable Device to open a lock, you can take a 10 or a 20 because there's no risk involved and someone trained in it won't jam a lock unless they intend to, which actually itself requires DC 10 Disable Device check with the right implements. Mostly this is because there are no autofails on skill checks. However, when using Disable Device to disarm traps, you cannot take a 20 because there is the chance you'll roll lower than the DC of the trap, which has the potential to trigger it if you are under 5+ under the DC of the trap. But if you prefer to apply the potential to screw up a lock when using Disable Device to open it and thus making taking 20 not feasible, I can roll with that, no trouble. I am a GM who isn't fond of players taking 20s on Perception checks myself. :)
Miles is not trained in religious symbology, so he holds up the symbol of Nethys with an eye more towards appraising its material value than its spiritual value. He does, however, remember what the shackled priest had requested, and consider the possibility that this might be it...
He stuffs it all away, and to those watching seems to have some kind of practiced organization to tucking things away safely, quickly, and quietly in his carrying pack. He then stands up and grips the rope, pulling himself back up again.
"It's too dangerous to keep looking around now. I can hear the surf crashing louder than before. Let's get out of here."
| Viata d'Foc |
"Going would be good, yes it would." While heading back to the ledge, "Are we going to arm the prisoner? I mean, do we even know what his crime was? Sounds rather dangerous to do so. I mean, he seems nice enough but what do we really know about him?"
| Viata d'Foc |
"A dagger in the back is just as deadly as a spear. And the symbol may make him even stronger. What if he's a priest of some sort. Who knows what he may be able to do. We should at least have him give us a reason to trust him."
| Viata d'Foc |
Viata pauses and stares at Finn a moment before muttering to herself and continuing on, "That doesn't make me feel better, no not a bit...."
| Miles of Magnimar |
"Insane, eh?" The question is rhetorical. "We'll see. If the others are still alive when we get back, that's at least a sign he isn't a mass murderer. Probably."
As they make their way off, Miles shakes his head to Viata. "I know you'd feel more comfortable if you could trust him. So would I. But the reality is that we might not get that. Could be the only difference between him and me is that he was in the brig and I was on the crew. I've known a lot of folks who stick to the truism that trust's gotta be earned."
He stows away his rope. "I agree with them. Thing is, though, we don't have a lot of options right now. If it's just us and the wild here, we may have to trust blindly. Who knows if he'll be able to produce something to satisfy our trust. What's the alternative? Leaving him to find his own way? Killing him?"
So long as the ship doesn't start collapsing right away, he stops at the edge of the deck and looks at Viata. "Tell you what. If you can trust me to find your monkey, I can trust you to keep an eye on that priest. Sound like a deal?"
| Viata d'Foc |
Viata cheers up at Miles's words. "Yes, I do agree! Find my Yana and I'll trust whomever you ask!" She moves forward urging the others on now, "Let us get back! Perhaps Yana is waiting with them even now!"
| Gelik Aberwhinge aka GM |
You just barely get back to the spot where the others are before the tide rolls in and the remains of the Jenivere get washed away by the vengeful sea god. Viata notices Gelik petting Yana while eating a greenish banana.
Gelik says, "Welcome back, look whom I found.... when we get to Sargava I would love to incorporate him into my act... "
| Viata d'Foc |
seeing Yana, Viata quickly rushes over. "Oh Yana! You're all right, you naughty little monkey you! Up to some sort of mischief you were, I'd wager." She turns to Gelik, embracing the gnome. "Thank you so much, Gelik for caring for Yana. I also see someone has found food on the island. There wasn't much left on the ship, not at all. A couple days for all of us. We may need to do some hunting. And explore the island too."
About what time of day is it? We may want to look for shelter. Possibly gather wood for a fire in case a ship passes by.
| Miles of Magnimar |
"Well, that makes that easy."
Miles turns at the splintering sound of the vessel and watches it crash into the sea. "I made my decision, lieutenant. I'll stay ashore at our next stop." It's the only way he knows to say goodbye.
With what remaining daylight he has left, Miles lays down his satchel of things he took from the ship and goes first for the maps and charts to try to make sense of it and maybe determine where they are...and, more importantly, if the map shows a source of fresh water nearby.
| Miles of Magnimar |
When removing things from the satchel, he is careful with the object that Grimma pointed out was probably the holy symbol of Nethys. Instead of handing it directly to the priest, he gives it to Grimma to give to him once their concerns are satisfied. In the meantime, he is investigating the maps and charts to get some bearing or orientation on where the hell the Jenivere crashed...
| Miles of Magnimar |
"I've got them here if you'd like to help." He opens the Captain's Log and lays it out next to the charts and the map. Casually, he removes his hat and fans himself, looking flushed. His licks his lips against his dry mouth.
| Ishirou aka GM Edwin |
Me can't read says Ishirou
Miles reading the log
captain seemed to be suffering from some sort of
madness that grew over the course of the ship’s final
voyage. Earlier entries from previous voyages are
precise in recording progress and events along the
way, as are entries from the first two-thirds of this
last trip. Yet as one reads further, the more recent
the entries get, the less common they become—in
some cases, several days are missing entries. What
entries do appear are strangely short, focusing more
and more on one of the passengers—the Varisian
scholar Ieana, with whom the captain seems to have
become obsessed. Several entries are nothing more
than poorly written love poems to Ieana, while others
bemoan Captain Kovack’s inability to please her or
catch her attention. Near the end, the entries begin to
take on a more ominous tone with the captain starting
to complain that other members of the crew are
eyeing “his Ieana.” In particular, he suspects his first
mate is in love with her, and writes several times about
how he wishes Alton would just “have an accident.”
The final entry is perhaps the most disturbing, for in
it the captain writes of how he’s changed course for
Smuggler’s Shiv at Ieana’s request. He hopes that the
two of them can make a home on the remote island,
but also notes that the crew are growing increasingly
agitated at the ship’s new course. The captain muses
that “something may need to be done about the crew”
if their suspicions get any worse. This explains the captain's behavior and why there was to be a crew meeting after dinner.