i want to try and hit it again with Misha
To Hit:1d20 + 3 ⇒ (5) + 3 = 8Damage:1d6 + 2 ⇒ (6) + 2 = 8
and Sesha
To Hit:1d20 + 3 ⇒ (9) + 3 = 12Damage:1d4 + 2 ⇒ (2) + 2 = 4
Well, my little gnome with his lousy attack, out of attack spells has nothing else to do but to charge with club. Of course the charge gives a plus two. Hopefully i hit and hopefully it has one hitpoint left.
Caasi's arrow sinks into the shell of the creature, as the others then move into finish it off. Though Klania and Janrose both manage to still miss the now-dying creature, Malchi moves in and clubs it on the head and his thrush pecks out one of its eyes. It is dead.
The lower deck is in shambles. The crew is nowhere to be seen. A survey of the surroundings reveals the following...
There is blood leaking out from under the door of the supply room.
There is an anchored and coiled rope ladder attached to the lower deck, as if someone was climbing up and down to the water.
Several of the areas of the ship are no longer in extent, but surveying the wreckage of the ship, you figure the Captain's Quarters, the kitchen and larder, and the Captain's mess are still solid, as is, obviously, the supply room.
I want to search for valuables, treasure, and any survivors that might be hidden...I do not have perception as a skill (even though my perception is still pretty awesome) and i am hoping the REST of you will help me. My thrush will land on me giving me my additional +2
Splitting up, the members of the group quickly go their separate ways to search the ship. Janrose and Caasi head into the supply room, and the other three head towards the Captain's Quarters and the Kitchen
Janrose and Caasi:
The contents of the supply room have been thrown around, but they appear mostly intact. Janrose espies the crate containing his books and manuscripts still intact among the ropes, shoveles, and other goods. Of more immediate concern however is the body of the first mate. Alton Devers lies slumped against the wall, quite dead, his sword clutched in one hand.
Klania:
Moving behind Arinka and Malchi, you follow them through the mess, and then turn aside to look into the kitchen. The contents are a mess, thrown everywhere. The door of the larder hangs open and you appear inside. The light is dim, but you can see that there is still a good number of rations in here. There is also a body, lying under several bags of flour, the hand sticking out. You cannot see from where you are whose body it is.
Arinka and Malchi:
You both quickly move towards the Captain's Quarters. Klania follows you for a ways and then turns aside to look in the kitchen. When you reach the Captain's room, you find it to be a wreck, literally. A jagged hole in the wall, where the ship smashed against the rocks, has allowed much of the content to be washed away into the ocean. The hole is currently blocked by the Captain's desk which was too large to fit through. You begin searching the room... The others need to act and then I will tell you what you two find.
While he examines the body, I'll look for a group of keys.
perception:1d20 + 3 ⇒ (20) + 3 = 23
Also when he is done searching the body, I'll try to determine Modus Operandi
heal:1d20 + 7 ⇒ (1) + 7 = 8
Huh!? adding the Perception changed my heal!? Those numbers should be switched please... I rolled that 20 for the heal.
Not that I wouldn't mind a Twenty three perception...
There are puncture wounds on the body and Janrose's examination leads him to conclude that the first mate was likely stung by the very creature that was banging on the door, and that he came in here and died from the venom. It takes a few minutes to examine the body before you turn your attention to the contents of the room.
Klania pulls the sacks of flour off the body, revealing the body of the cook, who appears to have been dead for a while. There are curious puncture wounds on her throat.
Further examination of Alton Devers body shows that he also had some slightly older wounds: they appear to have been rapier wounds, or something like.
The supply room itself contains Janrose's crate as well as block and tackle, canvas sheets, fishing nets, a grappling hook, lanterns, flask of lantern oil, hemp rope and shovels.
The ship lurches from a large wave.
Klania:
Besides the food and the body in the larder, there is not much else of interest in the kitchen.
The ship lurches from a strong wave.
Arinka and Malchi:
Searching the overturned desk proves to be worthwhile. One upper drawer contains several keus. Another contains sea charts and maps and the Captian's log. [u]A lower drawer is locked.[/u]
A footlocker near to the desk congains a dagger, a suit of armor, some potions, a holy symbol and a small pouch.
I take the sea charts and maps as well as the Captians log. I want to search around for keys and i want to also smash open the lower drawer (Why bother keep it intact if it is going to be under water at high tide anyway?) and then i want to examine the holy symbol. I take it and want to bring it to one who has know religion later.
I take the sea charts and maps as well as the Captians log. I want to search around for keys and i want to also smash open the lower drawer (Why bother keep it intact if it is going to be under water at high tide anyway?) and then i want to examine the holy symbol. I take it and want to bring it to one who has know religion later.
It was disguised? what sort of witchcraft is this!!! *gasp* :) I take the keys then...also let's see about opening the bottom drawer. i will try to pry it open with my crowbar. If that doesn't work i will smash it open with my hammer.
i want to go and look out on the lower deck to see if anything is happening outside. then i want to go an help Malchi and them.
Perception:1d20 + 11 ⇒ (14) + 11 = 25
The grappling hook and lanterns can easily be carried by one person, and the oil might fit into a single pack.
Klania:
Looking back out, you see nothing of interest, and so you make your way to the Captain's Quarters.
Malchi and Arinka:
Malchi stuffs the various maps and papers into his pack and then pulls out his crowbar to pry open the locked drawer. He can't quite manage it on the first try and then decides to try the keys, which fit. The drawer is unlocked. Inside the drawer is a bottle of brany, a darkwood model ship in a bottle, a small coffer, and a long leather satchel.
Klania enters the room.
Klania:
The Captain's Quarters are a wreck, literally, with a hole in the side of the room. It looks like much of the room got washed out to sea, but currently the hole is blocked by a large desk, and Malchi and Arinka are going through the contents of the drawers.
The leather satchel is clearly not empty when Malchi picks it up. The coffer contains coins. The brandy and the ship in the bottle are easily placed in a pack.