Creep, Skrag, Creep!
Using a bit of common sense, the searchers wait for Claude to light one of the swaying lanterns. Retrieving a Klabautermann (TM) fire stick from a barrel full of them, he lights the wick and there is light and shadow in the hold. The stick then spontaneously splinters in his hand, lodging a deep one in his left pinky. It'll probably become infected without field surgery. Is there a … Doctor Supreme … on the ship?
Dash opens the floor hatch and peers below at what could only be the ship's bilge. It's filled with water save for the platform the ladder from the hatch leads to.
Studiously avoiding the meticulously secured crates, barrels, and spare sails and such for the nonce, Fouillis and Obtenir open a couple of the (unlocked) lockers. The dwarven chest-maker opens one and discovers: steel helmet, a small hammer, and a smattering of coppers (26). As he scoops up the coppers, he wonders if he might find something else within.
The wheat farmer finds one vial pf holy water (1 vial), club, and a backpack. He roots about in the backpack for another something maybe.
The smuggler also picks another locker at random, finding 32 coppers, a staff, a crowbar, and no pet sow.
Lastly, the cheesemaker gets a grappling hook and a mess of coppers (36) from his chosen locker.
Up above high on the ladder leading to the ship's deck, Twanep hears what sounds like barnyard above. And scraping, long sustained scrapes.
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Location: Cargo and Crew's Berthing (two levels below deck)
Time: Past Dawn
Lockers: Anybody who opens a locker should make a DC 10 luck check.
This message was last edited by the GM at 03:27, Sun 09 Feb 2020.