"Bosun. Correct me if I am wrong, but under the law of the sea, this ship now belongs to us. However, we are not sailors by trade so we will need a captain for this craft. As the person who knows everyone and everything on this boat, if you work with us, you may be looking at a promotion."
This cabin is clean, and its furniture in good repair.
A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.
A writing desk is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, is an inkpot, two quill pens, a small knife, and a pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An unlit hooded lantern hangs from the ceiling.
A gray cloak (with no special properties) hangs on a peg on the back of the door. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.
Writing Desk. Of the trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several letters of a personal and intimate nature from three different women in three different ports (each of whom is under the misapprehension that she is Mrs. Sigurd “Snake Eyes“), and a curious, semiliterate document requesting a further supply of ironware “as per previous consignments and at the agreed terms.” The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.
The two desk drawers are locked; a character who succeeds on a DC 10 Dexterity check using thieves’ tools can open one drawer. The key to both drawers is in Captain Sigurd’s belt pouch.
The first drawer contains two potions of healing, a dose of antitoxin, and a key. The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn. This map indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of Saltmarsh.
The bearskin rug covers a hatch in the floor.
Treasure. The chest under the couch is locked and trapped. Belle notices the trap and points it out to the others. It can be opened by a character who succeeds on a DC 12 Dexterity check using thieves’ tools. The chest is trapped with a swinging blade trap. A successful DC 12 Dexterity check is required to disarm the trap.
The chest contains ten electrum ingots worth 100 ep each.
This post has potentially manipulated dice roll results.
As the two search the captain's cabin, the others get the captain, bosun, pirate, and wizard tied up and gagged. You find the following on the dead and prisoners.
The key does not work on the chest. They are two different chests. The brass-bound one is unlocked and its content are listed above, clothing and slippers I believe.
"Well depends on what the villagers decide, I don't know how harsh they are to smugglers, but if they treat you like thieves it won't matter much what we want from you. However, if there was an intervention to prevent your untimely demise, you could have a chance of redemption and employment opportunity if you were to sail your ship in the name of our guild. You would be paid and be less likely to run into hired mercenaries like us. Food for thought," says Orgen after his search he respectfully took unuse canvas cloth and wrapped up the dead men on the ship. He lowered their bodies down on a rope into the boat, so he may give them a proper burial.
So far all that has been searched is the deck, the bodies, and the captain's cabin.
"No be working fer ye." The captain says, spitting on the deck. "Take what ye want and be gone with ye, or give us the dingy and I'll be taken me crew from here and ye can be keeping me ship."
Rober pockets the component pouch then helps Orgen lower the dead into the water. "Eldath, I beseech thee to guide these lost souls on their way." Pirates they may have been but the afterlife was another chance for all.
Turning to Bella and Hector he says, "Belle, we will go over this pouch and anything else of the wizards we find later. You and Hector will have the best chance of opening the locked things. Please have a go."
Turning to the bosun he asks, "We've searched the Captain's cabin. What about the wizards? Where did he sleep?"
He then carefully opens the hatch under the rug and carefully peers inside.
Orgen hears the captain and just shakes his head and mutters< "I guess rats will do anything to survive a sinking ship." He waits for his companions to finish their search while he keeps an eye on the prisoners.
"I am proficient in the use of such tools," Feanaro remarks and walks to the group. "It happens to be within my skillset, let me give it a shot."
Feanaro goes to the item in question and draws out his leather roll and unravels it. A full set of thieves tools is present and he selects the best options and gets to work.
This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak.
A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair. Hanging from the ceiling over the table is an unlit hooded lantern.
Just aft of the hook that holds the lantern is a hatch measuring three feet on a side.
The cloak has no special properties and no significant value.
Books. The table has the following books (worth 10 gp apiece) lying on it:
Principles of Navigation by Da Korma (open)
Legal Distinctions in Letters of Marque by Tazaar (closed)
Treasure. The sea chest is neither locked nor trapped. It contains some garments and a pair of boots, mostly quite old but reasonably clean.
The brass box under the bed is locked. The key to the box is in the first mate's belt pouch. It can be opened by a character who succeeds on a DC 10 Dexterity check using thieves’ tools. The box contains 500 sp.
This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway.
This is the place in which the weapons are housed during their journey to the customers (the lizardfolk). The eight bundles here contain the following equipment:
10 morningstars 10 longswords 10 shields 20 javelins 1 shield emblazoned on the front with the design of a lizard with forked tongue extended There is no identification of any sort on any of the mismatched bundles, nor is there anything else stored in this area.
"Bosun. Correct me if I am wrong, but under the law of the sea, this ship now belongs to us. However, we are not sailors by trade so we will need a captain for this craft. As the person who knows everyone and everything on this boat, if you work with us, you may be looking at a promotion."
"I can help with the searching." Belle agrees, moving towards the area they saw the captain come out of.
Investigation: 13 / 17
Captain’s Cabin
This cabin is clean, and its furniture in good repair.
A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.
A writing desk is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, is an inkpot, two quill pens, a small knife, and a pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An unlit hooded lantern hangs from the ceiling.
A gray cloak (with no special properties) hangs on a peg on the back of the door. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.
Writing Desk. Of the trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several letters of a personal and intimate nature from three different women in three different ports (each of whom is under the misapprehension that she is Mrs. Sigurd “Snake Eyes“), and a curious, semiliterate document requesting a further supply of ironware “as per previous consignments and at the agreed terms.” The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.
The two desk drawers are locked; a character who succeeds on a DC 10 Dexterity check using thieves’ tools can open one drawer. The key to both drawers is in Captain Sigurd’s belt pouch.
The first drawer contains two potions of healing, a dose of antitoxin, and a key.
The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn. This map indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of Saltmarsh.
The bearskin rug covers a hatch in the floor.
Treasure.
The chest under the couch is locked and trapped. Belle notices the trap and points it out to the others.
It can be opened by a character who succeeds on a DC 12 Dexterity check using thieves’ tools. The chest is trapped with a swinging blade trap. A successful DC 12 Dexterity check is required to disarm the trap.
The chest contains ten electrum ingots worth 100 ep each.
As the two search the captain's cabin, the others get the captain, bosun, pirate, and wizard tied up and gagged. You find the following on the dead and prisoners.
5 scimitars.
13 daggers.
a component pouch.
8 sets of studded leather armor.
a hand crossbow.
a longsword (from the captain)
a set of chain mail.
a longsword (first mate)
a hook (bosun)
a light hammer (bosun)
37 gp
The captives are closed-mouthed. "Ye busted up me ship." The captain says once his laughing fit is done. "What do ye want of us?"
Is the brass-bound chest the same as the one under the desk? Does the key we found in the drawer work on that chest?
Tandor the White, Human Life Cleric
The key does not work on the chest. They are two different chests. The brass-bound one is unlocked and its content are listed above, clothing and slippers I believe.
Also I need someone to give actual thieve's tool checks for the drawers and the chest if you want them opened...
"Well depends on what the villagers decide, I don't know how harsh they are to smugglers, but if they treat you like thieves it won't matter much what we want from you. However, if there was an intervention to prevent your untimely demise, you could have a chance of redemption and employment opportunity if you were to sail your ship in the name of our guild. You would be paid and be less likely to run into hired mercenaries like us. Food for thought," says Orgen after his search he respectfully took unuse canvas cloth and wrapped up the dead men on the ship. He lowered their bodies down on a rope into the boat, so he may give them a proper burial.
Dormark Calling of Strahd (warforged cleric) 4
So far all that has been searched is the deck, the bodies, and the captain's cabin.
"No be working fer ye." The captain says, spitting on the deck. "Take what ye want and be gone with ye, or give us the dingy and I'll be taken me crew from here and ye can be keeping me ship."
Rober pockets the component pouch then helps Orgen lower the dead into the water. "Eldath, I beseech thee to guide these lost souls on their way." Pirates they may have been but the afterlife was another chance for all.
Turning to Bella and Hector he says, "Belle, we will go over this pouch and anything else of the wizards we find later. You and Hector will have the best chance of opening the locked things. Please have a go."
Turning to the bosun he asks, "We've searched the Captain's cabin. What about the wizards? Where did he sleep?"
He then carefully opens the hatch under the rug and carefully peers inside.
Tandor the White, Human Life Cleric
Hector asks "Does anybody have any thieves tools? I will be happy to try, but I don't possess such tools myself."
He goes out and pulls the Boson aside. "Do you know where the Captain keeps the strong box key?"
Orgen hears the captain and just shakes his head and mutters< "I guess rats will do anything to survive a sinking ship." He waits for his companions to finish their search while he keeps an eye on the prisoners.
Dormark Calling of Strahd (warforged cleric) 4
Forgot to mention you did find a key on the captain too.
When you use that key in the lock on the strongbox it opens. It also proves to be the key for the drawers as well.
"I don't have thieve's tools." Belle informs the others, "nor do I know how to use them if I did."
"I am proficient in the use of such tools," Feanaro remarks and walks to the group. "It happens to be within my skillset, let me give it a shot."
Feanaro goes to the item in question and draws out his leather roll and unravels it. A full set of thieves tools is present and he selects the best options and gets to work.
Thieves tools: 3
Through the hatch under the bear rug...
First Mate’s Cabin
This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak.
A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair. Hanging from the ceiling over the table is an unlit hooded lantern.
Just aft of the hook that holds the lantern is a hatch measuring three feet on a side.
The cloak has no special properties and no significant value.
Books. The table has the following books (worth 10 gp apiece) lying on it:
Principles of Navigation by Da Korma (open)
Legal Distinctions in Letters of Marque by Tazaar (closed)
Treasure. The sea chest is neither locked nor trapped. It contains some garments and a pair of boots, mostly quite old but reasonably clean.
The brass box under the bed is locked. The key to the box is in the first mate's belt pouch. It can be opened by a character who succeeds on a DC 10 Dexterity check using thieves’ tools. The box contains 500 sp.
Give me a perception check.
Rober perception: 21
Tandor the White, Human Life Cleric
Hector perception11
Hector finds...
The Secret Cache
This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway.
This is the place in which the weapons are housed during their journey to the customers (the lizardfolk). The eight bundles here contain the following equipment:
10 morningstars
10 longswords
10 shields
20 javelins
1 shield emblazoned on the front with the design of a lizard with forked tongue extended
There is no identification of any sort on any of the mismatched bundles, nor is there anything else stored in this area.
You are able to open the lockbox with the key from the First Mate's body.
What is everyone else doing?