Gently laying the stoutling back on the deck of the ship. Edging closer to Neya, Utar carries out the same actions as he has for Doozey, hoping the rest of the potion is enough.
(@MB: Nice double maxing on that dice! We should split up potions more often! Clearly!)
(@Lerus: Also, assuming an Acrobatics check still needs to be rolled at the start despite being prone, so doing so now to get full movement this turn at least)
Doozey spends his first few moments of consciousness just laying on the deck and staring up into the night sky, saying and doing nothing other than breathing the foul air. After a single tear falls, his expression hardens as he got back to his feet. "Safe to assume the devil lady is still alive. Might wanna fix that." He says breathily upon noticing the darkness. "Though if she hasn't come out yet.... I don't like this. There's also the matter of her quarters. Bis-... My Brother noticed. Doors locked though." And would leave things at that as he picked up a by then disenchanted rapier and began marching his way towards the darkness.
Graxx breathes a sigh of relief seeing his companions standing once more. He looks at the others battered... bruised... spent... But they survived for at least a bit longer. The purple wizard she must pay.
Graxx carefully moves to BS,56 navigating the treacherous boat.
"Purple Wizard! Surrender!" screams Graxx at the darkness.
(@Ori: Good calls on both the acrobatics check and the disadvantage on the search action).
As Graxx puts pressure on Neya's wounds, he becomes confident that his companion would be able to wake back up in due time (Neya would regain consciousness naturally in 3 hours). He is not made to wait that long, though. Utar turns and administers the rest of his potion of healing to the human monk, who gasps herself awake right then and there (Neya regains 4 HP).
Relieved in seeing that Neya is also conscious now, Graxx and Doozey begin to search for their remaining foe. The halfling tries to remain quiet and listen for the slightest hint of movement or even breathing within the darkness. He is disappointed at first at not being able to pick up anything, but he has learned to trust his senses over the years. Doozey deduces Ixas is no longer within the darkness.
Graxx tries to goad the Wearer of Purple out of her hiding spot, but knows deep inside that the captain of the cultists is not likely to appreciate the value of an honorable surrender.
Closer to the edge of the boat and now purposefully keeping an eye out for Ixas, both Graxx and Doozey pick up on something else. The longboat in which they arrived is no longer where it was left. The rope used to attach it to The Third Dracolich has been cut. This realization comes to them just as the darkness spell dissipates.
Doozey raises a fist as if readying to slam it into the railing as the realization dons, but pauses with a shaking fist in the air. A moment later he lets out a long breathe, shakes his head, and without another word makes his way back for the Captain's Quarters. Just before stepping in the room, he does look back to the flames and damaged side of the ship, gauging how much time the group might have to settle things.
(@Lerus: Not sure what kind of check it would be, but here's a d20 roll for it: 20.)
Afterwards, he turns to the rest and says, "We need to hurry. But, someone might want to check out other ship as well. Make sure those caustic unwanted don't have a means of coming back, as it were." With that, he picks up his crossbow if he can before continuing on deeper into the ship. This time when Biscuit comes back into view, his eyes just passes over the fallen as if he weren't there. He couldn't -- wouldn't register it. Not yet. What he could do was try to kick in the cabin door until Graxx or another caught up to maybe do the same.
Graxx looks around amazed that it seems they have survived the night. He still wants the wizard but is more happy to have his and his friend's lives.
Graxx follows Doozey upon seeing Biscuit he feels anger and seeing Doozey hit the door Graxx assists his friend anyway he can by throwing himself against the door.
With a groan, Neya stands up with a wince, "Thank you."
She takes a glance around to see the pirate downed in the fire, the darkness now gone but no sign of the cultist. She then spots Utar looking over the railing.
"I suppose it would be tough to move that boat alone."
(@Ori: Let's make that an investigation check for a total roll of 20).
Doozey glances quickly at the fire while holding back his frustrations. A few numbers run in the back of his mind and he concludes that The Third Dracolich is likely to begin sinking within the next 10 or so minutes. The Audacity is clearly in a much better shape, though the bones that make up its prow are starting to char.
Utar helps Neya up and the two of them look over the railing in search of Ixas. The mysterious mist that helped obfuscate CRAP's arrival has reclaimed much of the ships' surroundings, effectively hiding any signs that the tiefling cultist may have left behind. Neya thinks she sees a small break in the otherwise opaque mist. She deduces it to be in the section of mist that separates the ships from the mainland. After squeezing her eyes to focus harder on that spot, she sees only thick white mist. Maybe her mind saw something that wasn't actually there, maybe Neya just thought she saw a hint of something she was hoping to see.
Doozey heads to the captain's quarters' door and Graxx follows closely behind. This being his first time here, Graxx also notices that there are a set of stairs leading to the lower levels of the ship. He ignores the steps for now and notices Doozey's somewhat pathetic attempts at knocking the door down. The barbarian puts his weight behind his left shoulder and throws his body at the door, breaking it beyond repair to much of the halfling's gratitude.
The small room behind the door is separated into two sections. One is an even smaller but cozy chamber, with nothing more than a simple bed, a medium-sized trunk, a wooden desk, and an old chair. Some papers are atop the desk and there is also some art on the walls, a piece of which is the painting of a skeletal dragon. The other section of this room, separated from the private quarters by a wide slabs of metal, is mostly empty. The statue of a dracholich carved out of some large animal's tusk adorns a simple pedestal by the far wall. The statue magically produces mist, and a vent-of-sorts right behind it allows the mist to escape the ship. A chair of the same make as the one in Ixas' quarters is placed centrally and faces the statue. A battered and barely conscious Ulburto is tied to it, dripping blood and sweat from every part of his body.
Doozey raps the back of his knuckle against Graxx thigh in passing, as well as curt nod of thanks. But not even a remote grin touches his face, prior or after attention turns back on the room at large. Either trusting Graxx or blatantly ignoring Ulberto, Doozey made his way immediately for the desk, hoping into the old chair as needed to reach the top and start pulling papers down to study them. Knowing they only had minutes to spare in their search, he more or less skims them for any relevant information before folding them into a fairly water-proof portion of his backpack. Then, it is on to any drawers, if the are any. And if locked, he takes only a brief moment to see if it might be trapped prior to tagging a shortsword to it and using it as a makeshift crowbar.
Once fairly secure in the knowledge of having acquired everything he could, Doozey leaves without a word unless forced to do otherwise. And if so, he immediately interjects with a "8 Minutes. That's we all got", before briskly carrying on downstairs to search the lower decks. Once more, he pays no mind to Biscuit's body beyond what's needed to navigate around it.
Graxx tries to be helpful regarding the dead mastiff while Doozey ignores it as best as he can. Then, each one of them enters a different part of the chamber ahead.
Graxx easily cuts the ropes securing Ulburto. The man is in a bad state and the red gem/pebble that he used as a glass eye is no longer on his face, neither are the ones that used to adorn his closes (see post #243 of our OOC chat for a reminder). Whether he was damaged while tied up or brought to this room already hurt is uncertain. The butcher responds while nodding toward the dracolich statuette: "Dis statue... it spoke in me head... Den, dey made me drink some poison... Me felt compelled to tell dat cultist all me knows about me own village... Me answered ev'ry question." He rises with some assistance but then steadies himself. "Ye should break it." The man begins to walk out of the room, clearly ready to go back home.
Doozey goes to the desk and glances over the pieces of paper. Many of these loose pages are written in a stream-of-consciousness style, likely forming some sort of travel log or personal journal. Deciding he cannot afford the time to read these notes in full at the moment, the halfling pockets them and reaches for the one drawer attached to the desk. It is not locked and there are no obvious trapping mechanisms. Upon pulling it open, Doozey notices several objects: some sheets of paper, an ink pen, a bell, a simple iron key surely belonging to a lock, an hourglass, a small silver spinning top, some soap, and a tinderbox.
(@Ori: Let me know what items you collected from the drawer).
Leaving the room and running downstairs, Doozey finds a mostly dark cargo hold illuminated by only a few lanterns. Half of the space is taken by crates and barrels, some of which are open revealing dried food or in-casket drinks. There are an assortment of general sailing supplies as well. The other half of the cargo hold is taken by eight cruelly small cages. One is empty, two house obviously dead bodies, and the other five hold recently taken moaning villagers.
Rapping his knuckles against the top of the rail, Utar suddenly remembers the deck fires...
"Best get moving, find a way back to shore."
Stepping into the doorway that leads to the cabins, he sees Biscuit's unmoving form. Knowing the halfling probably has his own customs that likely extend to his brother, Utar quietly offers a silent prayer for the dog, informing Turn that Biscuit wasn't just a good doggo; he was the best.
Glancing at the statue, Utar feels his memory tugging at him as he remembers the various other magical totems they've encountered. Doubting he would know it's use or function he scours his own mind in any event for anything he can share on it's past or function, while trying to find a sheet in which to carry it.
(@MB: It looks like we posted at the same time. I'll resolve your post here).
Utar manages to enter the cabin area just as Doozey is heading downstairs. He tries to commiserate in his own way but the halfling is gone in a jiffy. The cleric then enters the interrogation room and catches Ulburto describing what happened to him. He puts that together with his knowledge of creed-related matters, and seems a bit surprised. Utar recalls that to the best of his knowledge about well-known civilizations in Faerûn, no major religious significance is normally given to the fabled monster known as the dracolich, though it certainly looks like that is the specialty of the Cult of the Dragon. Utar knows that this jives well with what CRAP has learned about the cult so far, especially considering the encounter some of them had with the malformed dracolich at the Valhingen Graveyard (Episode 3).
Looking around for something to help him carry the statue, Utar sees pieces of paper on the desk and inside the drawer (assuming Doozey did not take all of them), simple bedding supplies on Ixas' bed, and the closed trunk by its side.
Doozey scooped up the the bell, a simple iron key surely belonging to a lock, and hourglass;One for fairly obvious reasons, with the two being unique enough to pique his interest. As his eyes became used to the gloom of the hall, he came to realize he may have made the right choice. The dead are only given a cursory once over to confirm their states, as the halfling had no time for much else.
"Psst! Hey! Focus up! Your freedom is just about at hand, you know. As soon as your out, make your way for the deck. Double time." He said, offering little by way of comfort in tone, but trying the lock using the iron key. Hopefully having freed them at that point, he hurriedly ushers them on to the stairs until the last of them have left the cage. After which he starts to follow, but hesitates at the step. Cursing his own curiosity in the moment, he goes back to check at least some of the general sailing supplies for anything that could be use for either putting out the fire, making abandoning the ship easier, or treasures from previous raids. Knowing he had only minutes to finish up his search, the halfling spends a couple minutes at best in the effort prior to abandoning the task to make it deckside and consider crossing on to the other ship.
Neya will search the outside of the ship to try and find any other means of getting back to the island, now that Ixas has stolen the rowboat they used to get there. She hopes that the Audacity isn't the only other choice after the harrowing fight she had with the ship's captain and crew, who knows if there are any more of those pirates onboard. She will avoid the fires in her efforts.
Utar takes a sheet from the bed, working it into a makeshift sack around the statue, before swinging it into his back. From Ulburto's description, he doubts anyone should really be looking at it. Following the others back into the deck, he looks over to the Audacity as a potential way back.
"Let's just concentrate on getting off this ship before it sinks. I don't want to swim back to shore."
(@Ori: OK. Please add these items to your inventory. Also, there is no need for a roll to look around the cargo hold).
The key works perfectly on each of the simple padlocks used to keep the prisoners. The villagers thank Doozey repeatedly as they make their way upstairs. They too want to get back home as soon as possible. A couple of them are limping but all seem capable to move on their own.
Spending a few minutes to look over the available supplies, Doozey discovers many a length of rope, belaying pins, extra sailcloth, spare wooden planks, buckets; and an assortment of likely stolen trade goods including salt, pepper, linen, ginger, flour, and cloves (you can find the values of all of these in the PHB, if interested). Some caskets hold rum or water. Strangely, there is also a fairly worn set of bagpipes in a corner. In assessing what may come in handy in potentially snuffing the fire, Doozey ponders on the practicality of hauling the barrels of water or salt upstairs. It could maybe be done in time if luck is on their side and the flames don't lick the sails. As for treasure, the halfling finds nothing down here, though that closed trunk in the room upstairs looked promising.
Up in the deck, Neya looks for an exit strategy. The Third Dracolich is bare in terms of rowboats, but looking over at the Audacity, the monk sees its side vessels are still intact. There are two of them and they are also made out of bone. Neya also has a sudden realization while looking around both ships: with its figurehead smashed into the cultists' ship and the rigging of both vessels tangled together, the Audacity is likely to be pulled underwater once The Third Dracolich finally sinks. As she turns around to potentially inform her companions of her inference, Neya sees Utar coming out of the cabin area and holding a messy but bulky sheet of linen. The whole thing is perhaps the size of large table vase. Just by holding it, Utar feels the magical nature of the statuette.
Among the many things found during Doozey's search, it is the bagpipes that has him do a double take over. He licks his lips, and then fitfully looks back and forth between the instruments and the rest of the items in the hold, weighing the worth of acquiring them at the moment. In the end, he chooses to snatch them up, and strap them to his back, but would soon after hustle up the steps. The third time around it is easier to avoid looking at Biscuit's body.
Not by much, but its enough to keep him motivated in moving without needing to slam the mental breaks on painful trains of thoughts. "Mr. Graxx! Mr. Utar!" He calls them in the order that he sees them upon reach the top landing once more. "Not sure if you found rowboats. But, I found some water barrels below. Come quick." He motions the two over, and a quick explanation on where to find them, tries ushering them along. "If you can get'em up hair, I should be able to roll them over with Miss Neya's help." He states.
Hopefully having convinced at least one of them to start, if only to buy a little more time, Doozey turns his attention back to the captain's quarters, and the trunk left behind. Figuring if any chest are to be locked, he tries to look it over for any shacannary with it, then the key if needed, followed at last by the old shortsword/crowbar method of popping the lock if all else fails.
"It looks as if both ships are going down together! But I see two lifeboats on the Audacity." Neya reports her findings to Utar. "How do the villagers look? Does it look like we need to bring the lifeboats over to the side of this ship?"
"Also, on a tangent: what's in the bag?" She asks as she notices Utar's carrying something.
Gently laying the stoutling back on the deck of the ship. Edging closer to Neya, Utar carries out the same actions as he has for Doozey, hoping the rest of the potion is enough.
Neya receives 4 hp.
(@MB: Nice double maxing on that dice! We should split up potions more often! Clearly!)
(@Lerus: Also, assuming an Acrobatics check still needs to be rolled at the start despite being prone, so doing so now to get full movement this turn at least)
Ship Balancing Act(DC 12): 20.
Doozey spends his first few moments of consciousness just laying on the deck and staring up into the night sky, saying and doing nothing other than breathing the foul air. After a single tear falls, his expression hardens as he got back to his feet. "Safe to assume the devil lady is still alive. Might wanna fix that." He says breathily upon noticing the darkness. "Though if she hasn't come out yet.... I don't like this. There's also the matter of her quarters. Bis-... My Brother noticed. Doors locked though." And would leave things at that as he picked up a by then disenchanted rapier and began marching his way towards the darkness.
Movement: To BS-59.
Action: Listening for Purple Lady with a 15.
(I'm presuming disadvantage due to being unable to see... which is unfortunate, b/c there goes that nat20. T.T)
When you realize you're doing too much: Signature.
Graxx breathes a sigh of relief seeing his companions standing once more. He looks at the others battered... bruised... spent... But they survived for at least a bit longer. The purple wizard she must pay.
Graxx carefully moves to BS,56 navigating the treacherous boat.
"Purple Wizard! Surrender!" screams Graxx at the darkness.
Intimidation: 10
(@Ori: Good calls on both the acrobatics check and the disadvantage on the search action).
As Graxx puts pressure on Neya's wounds, he becomes confident that his companion would be able to wake back up in due time (Neya would regain consciousness naturally in 3 hours). He is not made to wait that long, though. Utar turns and administers the rest of his potion of healing to the human monk, who gasps herself awake right then and there (Neya regains 4 HP).
Relieved in seeing that Neya is also conscious now, Graxx and Doozey begin to search for their remaining foe. The halfling tries to remain quiet and listen for the slightest hint of movement or even breathing within the darkness. He is disappointed at first at not being able to pick up anything, but he has learned to trust his senses over the years. Doozey deduces Ixas is no longer within the darkness.
Graxx tries to goad the Wearer of Purple out of her hiding spot, but knows deep inside that the captain of the cultists is not likely to appreciate the value of an honorable surrender.
Closer to the edge of the boat and now purposefully keeping an eye out for Ixas, both Graxx and Doozey pick up on something else. The longboat in which they arrived is no longer where it was left. The rope used to attach it to The Third Dracolich has been cut. This realization comes to them just as the darkness spell dissipates.
YOU ARE NOW OUT OF INITIATIVE. DO AS YOU WILL.
Doozey raises a fist as if readying to slam it into the railing as the realization dons, but pauses with a shaking fist in the air. A moment later he lets out a long breathe, shakes his head, and without another word makes his way back for the Captain's Quarters. Just before stepping in the room, he does look back to the flames and damaged side of the ship, gauging how much time the group might have to settle things.
(@Lerus: Not sure what kind of check it would be, but here's a d20 roll for it: 20.)
Afterwards, he turns to the rest and says, "We need to hurry. But, someone might want to check out other ship as well. Make sure those caustic unwanted don't have a means of coming back, as it were." With that, he picks up his crossbow if he can before continuing on deeper into the ship. This time when Biscuit comes back into view, his eyes just passes over the fallen as if he weren't there. He couldn't -- wouldn't register it. Not yet. What he could do was try to kick in the cabin door until Graxx or another caught up to maybe do the same.
Strength: 5.
(Of if that nat20 could've gone to the Door kicking. T.T)
When you realize you're doing too much: Signature.
"Surely she can't have made it that far..."
Utar looks over the rail of the ship, scanning the horizon for a lone tiefling in a boat.
Perception 8
Graxx looks toward the sky...
"Thank you..." he says quietly.
Graxx looks around amazed that it seems they have survived the night. He still wants the wizard but is more happy to have his and his friend's lives.
Graxx follows Doozey upon seeing Biscuit he feels anger and seeing Doozey hit the door Graxx assists his friend anyway he can by throwing himself against the door.
Strength: 18
With a groan, Neya stands up with a wince, "Thank you."
She takes a glance around to see the pirate downed in the fire, the darkness now gone but no sign of the cultist. She then spots Utar looking over the railing.
"I suppose it would be tough to move that boat alone."
She takes the time to look as well.
Perception: 14
Extended Signature
(@Ori: Let's make that an investigation check for a total roll of 20).
Doozey glances quickly at the fire while holding back his frustrations. A few numbers run in the back of his mind and he concludes that The Third Dracolich is likely to begin sinking within the next 10 or so minutes. The Audacity is clearly in a much better shape, though the bones that make up its prow are starting to char.
Utar helps Neya up and the two of them look over the railing in search of Ixas. The mysterious mist that helped obfuscate CRAP's arrival has reclaimed much of the ships' surroundings, effectively hiding any signs that the tiefling cultist may have left behind. Neya thinks she sees a small break in the otherwise opaque mist. She deduces it to be in the section of mist that separates the ships from the mainland. After squeezing her eyes to focus harder on that spot, she sees only thick white mist. Maybe her mind saw something that wasn't actually there, maybe Neya just thought she saw a hint of something she was hoping to see.
Doozey heads to the captain's quarters' door and Graxx follows closely behind. This being his first time here, Graxx also notices that there are a set of stairs leading to the lower levels of the ship. He ignores the steps for now and notices Doozey's somewhat pathetic attempts at knocking the door down. The barbarian puts his weight behind his left shoulder and throws his body at the door, breaking it beyond repair to much of the halfling's gratitude.
The small room behind the door is separated into two sections. One is an even smaller but cozy chamber, with nothing more than a simple bed, a medium-sized trunk, a wooden desk, and an old chair. Some papers are atop the desk and there is also some art on the walls, a piece of which is the painting of a skeletal dragon. The other section of this room, separated from the private quarters by a wide slabs of metal, is mostly empty. The statue of a dracholich carved out of some large animal's tusk adorns a simple pedestal by the far wall. The statue magically produces mist, and a vent-of-sorts right behind it allows the mist to escape the ship. A chair of the same make as the one in Ixas' quarters is placed centrally and faces the statue. A battered and barely conscious Ulburto is tied to it, dripping blood and sweat from every part of his body.
Doozey raps the back of his knuckle against Graxx thigh in passing, as well as curt nod of thanks. But not even a remote grin touches his face, prior or after attention turns back on the room at large. Either trusting Graxx or blatantly ignoring Ulberto, Doozey made his way immediately for the desk, hoping into the old chair as needed to reach the top and start pulling papers down to study them. Knowing they only had minutes to spare in their search, he more or less skims them for any relevant information before folding them into a fairly water-proof portion of his backpack. Then, it is on to any drawers, if the are any. And if locked, he takes only a brief moment to see if it might be trapped prior to tagging a shortsword to it and using it as a makeshift crowbar.
Trap Search: 12. (if needed)
Lock Break: 18.(if needed)
Once fairly secure in the knowledge of having acquired everything he could, Doozey leaves without a word unless forced to do otherwise. And if so, he immediately interjects with a "8 Minutes. That's we all got", before briskly carrying on downstairs to search the lower decks. Once more, he pays no mind to Biscuit's body beyond what's needed to navigate around it.
Perception: 14.(if needed)
When you realize you're doing too much: Signature.
Graxx looks down at Biscuit and becomes sick to his stomach. Knowing his tribe has influenced this death pains him so...
"Doozey... I'm sorry... Biscuit deserves a warriors burial... I can carry him if you'll allow it." says Graxx sadly.
Graxx then walks over and cuts lose the bound Ulburto.
"You fought fiercely, Ulburto... Can you walk?" asks Graxx.
Graxx tries to be helpful regarding the dead mastiff while Doozey ignores it as best as he can. Then, each one of them enters a different part of the chamber ahead.
Graxx easily cuts the ropes securing Ulburto. The man is in a bad state and the red gem/pebble that he used as a glass eye is no longer on his face, neither are the ones that used to adorn his closes (see post #243 of our OOC chat for a reminder). Whether he was damaged while tied up or brought to this room already hurt is uncertain. The butcher responds while nodding toward the dracolich statuette: "Dis statue... it spoke in me head... Den, dey made me drink some poison... Me felt compelled to tell dat cultist all me knows about me own village... Me answered ev'ry question." He rises with some assistance but then steadies himself. "Ye should break it." The man begins to walk out of the room, clearly ready to go back home.
Doozey goes to the desk and glances over the pieces of paper. Many of these loose pages are written in a stream-of-consciousness style, likely forming some sort of travel log or personal journal. Deciding he cannot afford the time to read these notes in full at the moment, the halfling pockets them and reaches for the one drawer attached to the desk. It is not locked and there are no obvious trapping mechanisms. Upon pulling it open, Doozey notices several objects: some sheets of paper, an ink pen, a bell, a simple iron key surely belonging to a lock, an hourglass, a small silver spinning top, some soap, and a tinderbox.
(@Ori: Let me know what items you collected from the drawer).
Leaving the room and running downstairs, Doozey finds a mostly dark cargo hold illuminated by only a few lanterns. Half of the space is taken by crates and barrels, some of which are open revealing dried food or in-casket drinks. There are an assortment of general sailing supplies as well. The other half of the cargo hold is taken by eight cruelly small cages. One is empty, two house obviously dead bodies, and the other five hold recently taken moaning villagers.
Rapping his knuckles against the top of the rail, Utar suddenly remembers the deck fires...
"Best get moving, find a way back to shore."
Stepping into the doorway that leads to the cabins, he sees Biscuit's unmoving form. Knowing the halfling probably has his own customs that likely extend to his brother, Utar quietly offers a silent prayer for the dog, informing Turn that Biscuit wasn't just a good doggo; he was the best.
Glancing at the statue, Utar feels his memory tugging at him as he remembers the various other magical totems they've encountered. Doubting he would know it's use or function he scours his own mind in any event for anything he can share on it's past or function, while trying to find a sheet in which to carry it.
Religion 11
(@MB: It looks like we posted at the same time. I'll resolve your post here).
Utar manages to enter the cabin area just as Doozey is heading downstairs. He tries to commiserate in his own way but the halfling is gone in a jiffy. The cleric then enters the interrogation room and catches Ulburto describing what happened to him. He puts that together with his knowledge of creed-related matters, and seems a bit surprised. Utar recalls that to the best of his knowledge about well-known civilizations in Faerûn, no major religious significance is normally given to the fabled monster known as the dracolich, though it certainly looks like that is the specialty of the Cult of the Dragon. Utar knows that this jives well with what CRAP has learned about the cult so far, especially considering the encounter some of them had with the malformed dracolich at the Valhingen Graveyard (Episode 3).
Looking around for something to help him carry the statue, Utar sees pieces of paper on the desk and inside the drawer (assuming Doozey did not take all of them), simple bedding supplies on Ixas' bed, and the closed trunk by its side.
Doozey scooped up the the bell, a simple iron key surely belonging to a lock, and hourglass;One for fairly obvious reasons, with the two being unique enough to pique his interest. As his eyes became used to the gloom of the hall, he came to realize he may have made the right choice. The dead are only given a cursory once over to confirm their states, as the halfling had no time for much else.
"Psst! Hey! Focus up! Your freedom is just about at hand, you know. As soon as your out, make your way for the deck. Double time." He said, offering little by way of comfort in tone, but trying the lock using the iron key. Hopefully having freed them at that point, he hurriedly ushers them on to the stairs until the last of them have left the cage. After which he starts to follow, but hesitates at the step. Cursing his own curiosity in the moment, he goes back to check at least some of the general sailing supplies for anything that could be use for either putting out the fire, making abandoning the ship easier, or treasures from previous raids. Knowing he had only minutes to finish up his search, the halfling spends a couple minutes at best in the effort prior to abandoning the task to make it deckside and consider crossing on to the other ship.
Somehow...
Hull Search: 8.
When you realize you're doing too much: Signature.
Neya will search the outside of the ship to try and find any other means of getting back to the island, now that Ixas has stolen the rowboat they used to get there. She hopes that the Audacity isn't the only other choice after the harrowing fight she had with the ship's captain and crew, who knows if there are any more of those pirates onboard. She will avoid the fires in her efforts.
Perception: 15
Extended Signature
(@Lerus, thanks!)
Utar takes a sheet from the bed, working it into a makeshift sack around the statue, before swinging it into his back. From Ulburto's description, he doubts anyone should really be looking at it. Following the others back into the deck, he looks over to the Audacity as a potential way back.
"Let's just concentrate on getting off this ship before it sinks. I don't want to swim back to shore."
(@Ori: OK. Please add these items to your inventory. Also, there is no need for a roll to look around the cargo hold).
The key works perfectly on each of the simple padlocks used to keep the prisoners. The villagers thank Doozey repeatedly as they make their way upstairs. They too want to get back home as soon as possible. A couple of them are limping but all seem capable to move on their own.
Spending a few minutes to look over the available supplies, Doozey discovers many a length of rope, belaying pins, extra sailcloth, spare wooden planks, buckets; and an assortment of likely stolen trade goods including salt, pepper, linen, ginger, flour, and cloves (you can find the values of all of these in the PHB, if interested). Some caskets hold rum or water. Strangely, there is also a fairly worn set of bagpipes in a corner. In assessing what may come in handy in potentially snuffing the fire, Doozey ponders on the practicality of hauling the barrels of water or salt upstairs. It could maybe be done in time if luck is on their side and the flames don't lick the sails. As for treasure, the halfling finds nothing down here, though that closed trunk in the room upstairs looked promising.
Up in the deck, Neya looks for an exit strategy. The Third Dracolich is bare in terms of rowboats, but looking over at the Audacity, the monk sees its side vessels are still intact. There are two of them and they are also made out of bone. Neya also has a sudden realization while looking around both ships: with its figurehead smashed into the cultists' ship and the rigging of both vessels tangled together, the Audacity is likely to be pulled underwater once The Third Dracolich finally sinks. As she turns around to potentially inform her companions of her inference, Neya sees Utar coming out of the cabin area and holding a messy but bulky sheet of linen. The whole thing is perhaps the size of large table vase. Just by holding it, Utar feels the magical nature of the statuette.
Among the many things found during Doozey's search, it is the bagpipes that has him do a double take over. He licks his lips, and then fitfully looks back and forth between the instruments and the rest of the items in the hold, weighing the worth of acquiring them at the moment. In the end, he chooses to snatch them up, and strap them to his back, but would soon after hustle up the steps. The third time around it is easier to avoid looking at Biscuit's body.
Not by much, but its enough to keep him motivated in moving without needing to slam the mental breaks on painful trains of thoughts. "Mr. Graxx! Mr. Utar!" He calls them in the order that he sees them upon reach the top landing once more. "Not sure if you found rowboats. But, I found some water barrels below. Come quick." He motions the two over, and a quick explanation on where to find them, tries ushering them along. "If you can get'em up hair, I should be able to roll them over with Miss Neya's help." He states.
Hopefully having convinced at least one of them to start, if only to buy a little more time, Doozey turns his attention back to the captain's quarters, and the trunk left behind. Figuring if any chest are to be locked, he tries to look it over for any shacannary with it, then the key if needed, followed at last by the old shortsword/crowbar method of popping the lock if all else fails.
Investigation: 19.
Sword-Bar Method: 18(if needed).
When you realize you're doing too much: Signature.
"It looks as if both ships are going down together! But I see two lifeboats on the Audacity." Neya reports her findings to Utar. "How do the villagers look? Does it look like we need to bring the lifeboats over to the side of this ship?"
"Also, on a tangent: what's in the bag?" She asks as she notices Utar's carrying something.
Extended Signature