Listening at the door Melville hears nothing more than the soft creaking of the ship itself and the noises of his companions.
[[Doing the help action has Bazz roll twice, it is useful to determine who has the biggest bonus on the roll so that lesser skill people help more skilled people.]]
Right now, Bazz and Melville are dead even as tool proficiency is purely level based, with no ability modifiers.
[OoC: Thief tools state they allow you to add your Proficiency bonus for Ability Checks you make to Disarm traps or open locks. It doesn't mention search checks.
Quote:Detecting Traps: A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing.
[[I believe Rupert has the highest Wisdom modifier and is proficient in Perception.]]
Quote:Magical Traps: Any character can attempt an Intelligence (Arcana) check to detect or Disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used.
[[
Perception: [1d20+3]=1+3=4, Detect magical trap: [1d20+4]=19+4=23; Flopped the basic trap detection but nearly aced the Magical Trap detection.]]
Everyone in the group listens to the door, including Anders, and no one can hear anything other than the sounds of the ship and each other. Bazz looks over the door and can find no indication of any kind of traps, magical or otherwise.
In that case
I re rolled my perrception and unseen servant messed up.. but you should have it in the campaigfn record as an 8.. fail..
Arcana [1d20+5]=14+5=19
[[OOC: even with the rerolls the situation is unchanged.]]
Melville moves right bsck (forward) to the bow of the ship and readies a magic missile , then indicates Rupert should open the door.
[[No roll necessary.]]
The door, much improved by Bazz's magical cleaning, swings open easily at Rupert's pull, although there is a simple mechanical spring return attached to the door and the frame that will automatically pull it closed if Rupert lets the door go. The smell of stagnant swamp water rolls out redolently, vaguely nauseating but nothing compared to helmroom. In fact the air in this room seems surprisingly fresh, if smelly. The light of the phlogiston dispels any shadows, and everyone's eyes are drawn immediately to the large lizardfolk corpse laying on the floor directly ahead of you down short hallway.
The near end of the hall forms a "Y" with two 45 degree walls with a door set in the center of each. The door on the left appears to be wrapped in a rough and oddly puffy burlap fabric, and the door on the right has numerous holes drilled in a detailed pattern along the top of the door, showing a scene of a trio of tailed humanoid figures throwing spears at some whale-like figure.
Beyond the body on the floor is actually past the short hall, in the middle of a obvious storage hold. One clawed hand is extended towards the open door at the back of the hold and the other is still wrapped around the wood of a halberd that lies partially under the corpse. The numerous cuts and slashes on the body are evident even from where you stand.
The light of the flow has an oddly reflected and watery quality beyond the open door, and something shimmery can be seen on the floor in that room, as well as some odd metallic looking thing on the floor. Faint streaks of a similar shimmer glint on the floor of the hallway in random places. At the very back of the room, a wooden ladder can be seen, extending upwards towards the Weapons Deck.