03-24-2021, 10:09 PM
Melville has [i]Light[/i[ memorized, we won't need it on deck. He recommends Rupert open that other door so that the main cabin can also start to vent.
A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
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03-24-2021, 10:09 PM
Melville has [i]Light[/i[ memorized, we won't need it on deck. He recommends Rupert open that other door so that the main cabin can also start to vent.
03-25-2021, 12:20 AM
[[OOC: I will hold on posting a new map until someone opens the door as no one has actually looked into the helmroom yet.]]
03-25-2021, 12:42 AM
[OoC: I figured we may some sort of light when we enter the interior of the ship]
03-25-2021, 12:52 AM
Once Bazz gives Rupert the all clear that he believes the door is safe to open, Rupert will move to try and pull or push the door open, depending on the orientation of the hinges. Strength Check = [1d20+3]=2+3=5
03-27-2021, 10:47 PM
Bazz doesn't see any signs of any traps or anything and while the door has a lock, it does not seem to be engaged. The door is similarly swollen as the hatch into the helmroom. Rupert attempts to tug it open, but finds the handle covered in a crusty wad of slime that collapses into a slimy, snotty wad in his hand as he pulls. His grip slips due to this squishy mess between his fingers and the door remains closed.
03-28-2021, 12:10 AM
Now that trhe helm room has had a moment to vent, while Rupet tries the cabin door, Melviller will cast Lighgt, and kneel down to stck his head into the helmroom for a quick look around.
[Note he is not going in, just sticking his herad through the gravity plane.]
03-28-2021, 04:42 AM
(This post was last modified: 03-28-2021, 04:43 AM by GM Anthraxus.)
Sticking his head into the foredeck room, Melville sees that the helmroom was the scene of a horrific fight. The walls and ceilings are splattered with dried black blood and the floors and walls have sheen from the dried splatters of slime and pool of watery slime still covering the floor of the room. The two "eye" porthole windows are practically crusted over and almost fully blocked by the splatters. An odd looking chair, crafted as if grown from swamp reeds and willow branches, is partially torn from the brackets that once held it to the floor in the center of the room. Crumpled in front of the chair appears to be the body of a large crocodilian lizardfolk, multiple slashes apparent on the corpse.
A small desk sits at the nose of craft. Melville would guess that it is a navigation workstation, although any maps that were on the desk are surely completely ruined. The only other items in the room are a couple of scimitars, a couple smaller, buckler style shields, and a staff decorated with numerous objects but so coated with gore and slime that it is impossible to tell what they may be from a distance. |
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