Easily enough, Caspia is able to grab the chest from beside the tiny creature without getting bit and drag it into the center of the room. The chest is locked. Caspia makes a quick round of the four rooms on this side of the ship, starting with the room she is in and moving counter-clockwise.
Gulin hands over the rations to Reynnar as Caspia ducks out of sight.
Lizardfolk Quarters:
A distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but certainly noticeable.
In the center of the area is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead.
A small locked chest or box of some sort lies now in the center of the room after Caspia has pulled it away from the tiny creature in the corner under the most forward hammock.
Caspia Ship Stores:
Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a large box. A large wooden cask stands next to six lengths of wood planking. Set into a wooden rack, fastened to the bulkhead by the door, are two metal-headed hammers, two wooden mallets, two saws, and an adze. There is an opening, about three feet square and with its lower edge about seven feet above the deck, in the other bulkhead.
Caspia Galley Stores:
From iron hooks set into the ceiling hang three long strings of sausages, a large ham, and a hunk of meat. Against the hull are three sacks. Set against the bulkhead beside the door are a cask and a ceramic jar. Against the other bulkhead are set a large and a small cask and another ceramic jar. There is an opening in the latter bulkhead about three feet square and with its lower edge about three feet above the deck.
Caspia Ship's Galley:
A crude metal stove, not lit, leans against the hull. It has an adjustable metal chimney that can be placed through a vent hole when it is opened. Next to the stove is an open metal bin containing sticks of wood kindling, and beside this is a large wood table, bolted firmly to the deck, with a thick top crisscrossed with score marks. The table has a large drawer.
Hanging from hooks set into the hull above the table are two iron frying pans, two saucepans, and a skillet. Set against the bulkhead opposite is a large cask filled with clear liquid. Beside this stands a wooden cupboard. Against the bulkhead beside the forward door is a wooden upright chair, and hanging from the center of the deck above is an unlit, hooded lantern.
Reynnar takes the snacks and slowly moves towards the little lizard and says in draconic <Hello little one, I'm Reynnar, I'm not going to hurt you!> He then tries to feed a bit of jerky to the small creature.
The tiny creature gulps down the food proffered by Reynnar. An empathic feeling of friendship fills Reynnar's mind. As Reynnar continues to move about the cabin, he notices that the creature has left the nest and walks slowly on the ground behind Reynnar.
Caspia:
Given your knowledge of sailing ships, you would know that a ship this size could be operated by as few as a half a dozen highly trained and talented individuals. Assuming that the officer quarters were not utilized to hold multiple individuals, a ship of this class could have a complement up to roughly a dozen individuals. You have encountered a number of crew and officers between those bookend numbers. Maybe you have encountered the entire crew? Maybe not?
"Seems like he likes ya, Reynnar. Or she?" He pauses a moment. "I don't think I want to lift up its tail to find out. Maybe you ask."
As Caspia finishes her rounds, Gulin listens to what she found. "I have a task to saw off a few planks of the ship. Let's see what the ol' Captain had. Oh!"
Before heading to the aft where he expects the Captain's cabin is, Gulin will peek over the sides of the ship, taking his lantern and lighting it to see if there are any signage or painted planks with the ship's name. If nothing on the sides, he'll head to the aft topdeck and check the back of the ship, peering over the railing.
While there are definitely painted planks on each side of the ship, the only planks with signage are present aft of the ship. Zi watching Gulin look overboard speaks up, "I don't think Jilar Kanklesten specified that the planks had to be special, only that she wanted ones from a pirate ship. Though my guess is the more rare the particular planks, the more she will be pleased. Reynnar, do you want to take a look at that chest Caspia found?"
"Aye, that's my thought. She'll pay extra for the no-joke Sea Ghost name, I'm sure of it."
Would sawing that plank need to be done from the inside? If so, Gulin will count the number of planks down from his current position, noting any port holes or other area where the sign might be more accessible/cut away.
<Well alright little friend, lets go exploring the rest of the ship!> Reynnar says to the little lizard and begins walking around and opening the closed doors and peeking inside.
Gulin returns over to Reynnar's side, with the chest at their feet. As the dwarf pointing to the chest, the half-elf suddenly leaves the room and heads to explore the aft of the ship with Caspia. The little lizard creature quickly waddles after Reynnar.
Flinging the doors open reveals two stairwells down into ill-lit rooms, and two rooms. Caspia goes ahead and explores the two open rooms.
Nothern Cabin:
A gray cloak hangs on a peg on the back of the door leading into the northern cabin. The northern 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. 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. The two desk drawers are locked.
Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.
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.
Southern Cabin:
The southern door leads to another one of the master cabins. The furnishings and fittings are of good quality, and the place is tidy. On a peg behind the door hangs a maroon robe. A single bunk, made up with bed linen, has its head against a bulkhead running along the centerline of the ship.
A polished wood table stands in the center of the room, bolted to the deck. On the table is a silver bowl containing an assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair.
On the deck toward the stern is a wooden, brass-bound chest. Beside it is a pair of highly polished black leather boots. From the center of the ceiling, over the table, hangs an unlit hooded lantern.
Looks like a backlog of stuff for Reynnar to look at...
Reynnar pokes around the north cabin, doing a quick once-over on the papers and letters to see if anything seems related to what the lizardfolk were talking about.
Once he's done with that, he moves over to the metal box, checks for traps, then tries to open it (lockpicking if required).
Gulin quickly notices that the latch to the chest is indeed trapped. The dwarf therefore utilizes his crowbar on the back half of the chest away from the trap to open it. Moments later the back boards of the chest are broken, and Gulin peers in at the chest's contents. Inside this chest are ten electrum ingots, worth 50 gold pieces each.
Leafing through the papers Reynnar at first finds mostly bills and receipts for various items of marine supply. Near the bottom of the pile the remaining letters become of a personal and intimate nature from three different individuals in different ports. Finally at the bottom Reynnar finds a curious, semi literate document requesting a further supply of ironware “as per previous consignments and at the agreed terms" including payment of 10 electrum ignots up front and 10 additional ignots upon receipt of goods. The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.
Ignoring the locked drawers in the writing desk, Reynnar goes over towards the metal box underneath the couch. Reynnar begins to pick the lock, when he hears something click. A small sawblade arcs out towards his hands from a small opening in the box.
Reynnar Dexterity Saving Throw (DC 13): 26
The half-elf quickly pulls his hands back, only receiving a glancing blow.
Blade Trap Damage: 3
After licking his wounds, the half-elf opens up the chest. This chest also happens to contain ten electrum ingots, worth 50 gold pieces each.
"Clever, but no match for Gulin, Master of Unlocking!" The dwarf beams to the empty room, before grabbing the silver jug. He gives the contents a sniff, and assuming it's wine of some sort, takes a solid drink. Into the bag goes the electrum bars.
Gulin proceeds to the rooms Caspia searched. In the carpenter's room, he takes some of the rope, the saws and hammers, and one plank into his bag. In the galley and larder, he checks if any of the casks contain booze or other delicacies. If so, into the bag they go. Investigation 9
Proceeding from the small rooms, he turns to the other side of the ship. Seeing Reynnar in one cabin, he goes to the other. Gulin walks by Zi, handing her the jug. "C'mon. I bet that witch had a spell book. Let's not miss the boat this time, pun intended." He gives the cabin a solid search for any hidden compartments or things of interest with Zi's help, focusing on the table, the chest, the bed, and the robe's pockets, as well as checking the chest for traps. As he does so, he sweeps the silver plateware into his bag, and takes a drink from the other silver jug, comparing the contents to the first. Investigation 14
"Perhaps those boots will fit ya, Zi. Fine looking, if you're wanting to go for the Pirate-Prophet of Procan look. Could be fun. Just need a big hat with a feather."
This post has potentially manipulated dice roll results.
Starday Night, Goodmonth 14th, 591 CY
Reynnar checks both of the drawers, neither one appears to be trapped, but Reynnar confirms both are locked. He then takes out Captain Sigurd's key, which he had previously looted from the body, and checks the drawers. The key fits into and unlocks both!
The first drawer contains two potions of healing, a dose of antitoxin, and another key. This key is much larger, made of a pitted iron, and held around an iron ring.
The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn. This shows an unknown section of the coast depicting a small promontory beside a river in the tidal marshes. Marked on the promontory is a pictograph of a lizard with forked tongue extended.
Gulin takes a swig out of the jug. It is indeed filled with wine, a very fine vintage. The dwarf then proceeds to check the galley and the stores for delicacies. The dwarf is disapointed to find that while the ship’s food stores are relatively fresh, though nothing is particularly appetizing. The only liquids found within the galley are water and olive oil. returning to the deck wizard's quarters, Gulin hands the jug over to Zi, she also takes a drink. "Thanks could use a bit of something to take the edge off. That was pretty hairy back there." The cleric mutters while looking over the boots that Gulin has handed to her.
Zi Perception Check: 16
A few moments pass before Zi calls out back to Gulin, "These definitely don't feel or look magical at all. In fact I'd wager there is nothing remarkable about them. They aren't really my style either, I'll leave the dead woman's shoes here."
As Gulin pockets the silverware he takes a swig of the wine in the wizard's quarters. While it was quickly evident that the wine he found previously in the lizard folk's quarters was of a fine vintage that might fetch some coin, the wine within the wizard's quarters is of a very poor and common variety. It probably wouldn't be worth taking it. The dwarf and human's eyes turn towards the chest in the room, as they carefully inspect it.
"This one is definitely trapped, see the small tripwire/latch running through the keyhole? Even if we had the key we would definetly have to disarm this before opening the chest. Maybe Reynnar could break into this chest for us?"
"Fair enough, Zi. Let's split that wine, the one the witch was drinking might as well be dregs." Gulin picks up the fine boots, turning them over in his hands. "Might be worth some coin, and wizardin' aint cheap."Gulin puts the boots into the bag.
"Oy! Reynnar! When yer done lollygaggin, we need your abilities in here."
While they wait, Gulin assesses the back wall of the ship. From his previous assessment (ooc: the intelligence 18 check) is this a place to start sawing, or should they go lower? Or was the sign affixed to the outside where it would be way easier to use ropes to grab it?
The sign is affixed to the outside. There are a pair of windows in the aft (west end) of the ship. One in each of the major cabins. The Sea Ghost signed would be directly between these windows. Just thinking off the top of my head you could either try to saw through from here, somehow hang out windows, drop down for the aft deck, or a combination of the former. Or you could try to surprise me with anything else you can come up with!
Starday Night, Goodmonth 14th, 591 CY
Caspia Animal Handling: 19
Easily enough, Caspia is able to grab the chest from beside the tiny creature without getting bit and drag it into the center of the room. The chest is locked. Caspia makes a quick round of the four rooms on this side of the ship, starting with the room she is in and moving counter-clockwise.
Gulin hands over the rations to Reynnar as Caspia ducks out of sight.
Lizardfolk Quarters:
A distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but certainly noticeable.
In the center of the area is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead.
A small locked chest or box of some sort lies now in the center of the room after Caspia has pulled it away from the tiny creature in the corner under the most forward hammock.
Caspia Ship Stores:
Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a large box. A large wooden cask stands next to six lengths of wood planking. Set into a wooden rack, fastened to the bulkhead by the door, are two metal-headed hammers, two wooden mallets, two saws, and an adze. There is an opening, about three feet square and with its lower edge about seven feet above the deck, in the other bulkhead.
Caspia Galley Stores:
From iron hooks set into the ceiling hang three long strings of sausages, a large ham, and a hunk of meat. Against the hull are three sacks. Set against the bulkhead beside the door are a cask and a ceramic jar. Against the other bulkhead are set a large and a small cask and another ceramic jar. There is an opening in the latter bulkhead about three feet square and with its lower edge about three feet above the deck.
Caspia Ship's Galley:
A crude metal stove, not lit, leans against the hull. It has an adjustable metal chimney that can be placed through a vent hole when it is opened. Next to the stove is an open metal bin containing sticks of wood kindling, and beside this is a large wood table, bolted firmly to the deck, with a thick top crisscrossed with score marks. The table has a large drawer.
Hanging from hooks set into the hull above the table are two iron frying pans, two saucepans, and a skillet. Set against the bulkhead opposite is a large cask filled with clear liquid. Beside this stands a wooden cupboard. Against the bulkhead beside the forward door is a wooden upright chair, and hanging from the center of the deck above is an unlit, hooded lantern.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia finishes her inspection and met back with her companions.
"Looks like mostly ship equipment and food provisions in there. Any thoughts on the little dragon? Does he hate any of you like he does me?"
Caspia moves to the side of the ship to see if she can see any disturbances in the water of a rowboat approaching.
"Do we think more people will come to the ship or are we safe for now?"
Reynnar takes the snacks and slowly moves towards the little lizard and says in draconic <Hello little one, I'm Reynnar, I'm not going to hurt you!> He then tries to feed a bit of jerky to the small creature.
Starday Night, Goodmonth 14th, 591 CY
Reynnar Annimal Handling: 18
The tiny creature gulps down the food proffered by Reynnar. An empathic feeling of friendship fills Reynnar's mind. As Reynnar continues to move about the cabin, he notices that the creature has left the nest and walks slowly on the ground behind Reynnar.
Caspia:
Given your knowledge of sailing ships, you would know that a ship this size could be operated by as few as a half a dozen highly trained and talented individuals. Assuming that the officer quarters were not utilized to hold multiple individuals, a ship of this class could have a complement up to roughly a dozen individuals. You have encountered a number of crew and officers between those bookend numbers. Maybe you have encountered the entire crew? Maybe not?
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Seems like he likes ya, Reynnar. Or she?" He pauses a moment. "I don't think I want to lift up its tail to find out. Maybe you ask."
As Caspia finishes her rounds, Gulin listens to what she found. "I have a task to saw off a few planks of the ship. Let's see what the ol' Captain had. Oh!"
Before heading to the aft where he expects the Captain's cabin is, Gulin will peek over the sides of the ship, taking his lantern and lighting it to see if there are any signage or painted planks with the ship's name. If nothing on the sides, he'll head to the aft topdeck and check the back of the ship, peering over the railing.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Starday Night, Goodmonth 14th, 591 CY
While there are definitely painted planks on each side of the ship, the only planks with signage are present aft of the ship. Zi watching Gulin look overboard speaks up, "I don't think Jilar Kanklesten specified that the planks had to be special, only that she wanted ones from a pirate ship. Though my guess is the more rare the particular planks, the more she will be pleased. Reynnar, do you want to take a look at that chest Caspia found?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, that's my thought. She'll pay extra for the no-joke Sea Ghost name, I'm sure of it."
Would sawing that plank need to be done from the inside? If so, Gulin will count the number of planks down from his current position, noting any port holes or other area where the sign might be more accessible/cut away.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Intelligence: 18
A plan formulated, Gulin nods. "Right, first we check the rest of the ship and then I'll get to work."
He moves back to see if Reynnar needs help with that chest.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"I'll go up on deck and start searching the quarters on the other side of the ship. I'll call if I run into anything interesting."
Investigation roll: 17
<Well alright little friend, lets go exploring the rest of the ship!> Reynnar says to the little lizard and begins walking around and opening the closed doors and peeking inside.
Starday Night, Goodmonth 14th, 591 CY
Gulin returns over to Reynnar's side, with the chest at their feet. As the dwarf pointing to the chest, the half-elf suddenly leaves the room and heads to explore the aft of the ship with Caspia. The little lizard creature quickly waddles after Reynnar.
Flinging the doors open reveals two stairwells down into ill-lit rooms, and two rooms. Caspia goes ahead and explores the two open rooms.
Nothern Cabin:
A gray cloak hangs on a peg on the back of the door leading into the northern cabin. The northern 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. 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. The two desk drawers are locked.
Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.
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.
Southern Cabin:
The southern door leads to another one of the master cabins. The furnishings and fittings are of good quality, and the place is tidy. On a peg behind the door hangs a maroon robe. A single bunk, made up with bed linen, has its head against a bulkhead running along the centerline of the ship.
A polished wood table stands in the center of the room, bolted to the deck. On the table is a silver bowl containing an assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair.
On the deck toward the stern is a wooden, brass-bound chest. Beside it is a pair of highly polished black leather boots. From the center of the ceiling, over the table, hangs an unlit hooded lantern.
Looks like a backlog of stuff for Reynnar to look at...
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Hmm. Well, fine. Floozy of an elf."
Gulin examines the chest for any traps, and if he finds none, uses his crowbar to pry the damn thing open.
Investigation 26
Athletics 22
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Reynnar pokes around the north cabin, doing a quick once-over on the papers and letters to see if anything seems related to what the lizardfolk were talking about.
Once he's done with that, he moves over to the metal box, checks for traps, then tries to open it (lockpicking if required).
Investigation: 9
Lockpick: 21
Starday Night, Goodmonth 14th, 591 CY
Gulin quickly notices that the latch to the chest is indeed trapped. The dwarf therefore utilizes his crowbar on the back half of the chest away from the trap to open it. Moments later the back boards of the chest are broken, and Gulin peers in at the chest's contents. Inside this chest are ten electrum ingots, worth 50 gold pieces each.
Leafing through the papers Reynnar at first finds mostly bills and receipts for various items of marine supply. Near the bottom of the pile the remaining letters become of a personal and intimate nature from three different individuals in different ports. Finally at the bottom Reynnar finds a curious, semi literate document requesting a further supply of ironware “as per previous consignments and at the agreed terms" including payment of 10 electrum ignots up front and 10 additional ignots upon receipt of goods. The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.
Ignoring the locked drawers in the writing desk, Reynnar goes over towards the metal box underneath the couch. Reynnar begins to pick the lock, when he hears something click. A small sawblade arcs out towards his hands from a small opening in the box.
Reynnar Dexterity Saving Throw (DC 13): 26
The half-elf quickly pulls his hands back, only receiving a glancing blow.
Blade Trap Damage: 3
After licking his wounds, the half-elf opens up the chest. This chest also happens to contain ten electrum ingots, worth 50 gold pieces each.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Clever, but no match for Gulin, Master of Unlocking!" The dwarf beams to the empty room, before grabbing the silver jug. He gives the contents a sniff, and assuming it's wine of some sort, takes a solid drink. Into the bag goes the electrum bars.
Gulin proceeds to the rooms Caspia searched. In the carpenter's room, he takes some of the rope, the saws and hammers, and one plank into his bag. In the galley and larder, he checks if any of the casks contain booze or other delicacies. If so, into the bag they go. Investigation 9
Proceeding from the small rooms, he turns to the other side of the ship. Seeing Reynnar in one cabin, he goes to the other. Gulin walks by Zi, handing her the jug. "C'mon. I bet that witch had a spell book. Let's not miss the boat this time, pun intended." He gives the cabin a solid search for any hidden compartments or things of interest with Zi's help, focusing on the table, the chest, the bed, and the robe's pockets, as well as checking the chest for traps. As he does so, he sweeps the silver plateware into his bag, and takes a drink from the other silver jug, comparing the contents to the first. Investigation 14
"Perhaps those boots will fit ya, Zi. Fine looking, if you're wanting to go for the Pirate-Prophet of Procan look. Could be fun. Just need a big hat with a feather."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Remembering the key he has in his pocket, Reynnar checks the locked desk for traps, then tries the key, and failing that, picks the locks.
Investigation: 21
Lockpick: 19
Starday Night, Goodmonth 14th, 591 CY
Reynnar checks both of the drawers, neither one appears to be trapped, but Reynnar confirms both are locked. He then takes out Captain Sigurd's key, which he had previously looted from the body, and checks the drawers. The key fits into and unlocks both!
The first drawer contains two potions of healing, a dose of antitoxin, and another key. This key is much larger, made of a pitted iron, and held around an iron ring.
The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn. This shows an unknown section of the coast depicting a small promontory beside a river in the tidal marshes. Marked on the promontory is a pictograph of a lizard with forked tongue extended.
Gulin takes a swig out of the jug. It is indeed filled with wine, a very fine vintage. The dwarf then proceeds to check the galley and the stores for delicacies. The dwarf is disapointed to find that while the ship’s food stores are relatively fresh, though nothing is particularly appetizing. The only liquids found within the galley are water and olive oil. returning to the deck wizard's quarters, Gulin hands the jug over to Zi, she also takes a drink. "Thanks could use a bit of something to take the edge off. That was pretty hairy back there." The cleric mutters while looking over the boots that Gulin has handed to her.
Zi Perception Check: 16
A few moments pass before Zi calls out back to Gulin, "These definitely don't feel or look magical at all. In fact I'd wager there is nothing remarkable about them. They aren't really my style either, I'll leave the dead woman's shoes here."
As Gulin pockets the silverware he takes a swig of the wine in the wizard's quarters. While it was quickly evident that the wine he found previously in the lizard folk's quarters was of a fine vintage that might fetch some coin, the wine within the wizard's quarters is of a very poor and common variety. It probably wouldn't be worth taking it. The dwarf and human's eyes turn towards the chest in the room, as they carefully inspect it.
"This one is definitely trapped, see the small tripwire/latch running through the keyhole? Even if we had the key we would definetly have to disarm this before opening the chest. Maybe Reynnar could break into this chest for us?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Fair enough, Zi. Let's split that wine, the one the witch was drinking might as well be dregs." Gulin picks up the fine boots, turning them over in his hands. "Might be worth some coin, and wizardin' aint cheap." Gulin puts the boots into the bag.
"Oy! Reynnar! When yer done lollygaggin, we need your abilities in here."
While they wait, Gulin assesses the back wall of the ship. From his previous assessment (ooc: the intelligence 18 check) is this a place to start sawing, or should they go lower? Or was the sign affixed to the outside where it would be way easier to use ropes to grab it?
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
The sign is affixed to the outside. There are a pair of windows in the aft (west end) of the ship. One in each of the major cabins. The Sea Ghost signed would be directly between these windows. Just thinking off the top of my head you could either try to saw through from here, somehow hang out windows, drop down for the aft deck, or a combination of the former. Or you could try to surprise me with anything else you can come up with!
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Alright, I'm coming!" Reynnar answers, as he makes his way into the room. He then tries to disarm the trap: 8
Once it's disarmed, he tries all the keys on the lock, if none of them work, he picks the lock: 7