The Hunted (DM: IronSky, Judge: ???)

"They won't reach us here in the middle of the ocean. We'll set guard on the ship during the night." Earth says stubbornly. "They had three days to prepare for us, if they did, they are already prepared. If they didn't... Then hasted preparations can't save them from the wrath of Nature."
 

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The Hunted: Day 4, Hour 9, Minute 3

The next dawns bright and clear. In the lightening skies of the sunrise, the island looks almost pleasant.

In the daylight, you can see the smaller ship half-a-mile down the beach more clearly. It was obviously run aground, but looks like it was damaged before then, its mast completely missing. From the distance, you can't see much more than that.

The jungle looks dense, though there's a stretch of rocky beach and small cliffs between you and it. Until you get closer, it's tough to tell how hard the going is going to be.
 



"Ooh, Tristram! Look at that, a shipwreck! I bet there's lots of hidden shiny things to ferret out. Let's go see, shall we?," says Auntie Mab, following along behind the others.
 


The Hunted: Day 4, Hour 9, Minute 20

The group piles into a rowboat - that almost tips when Earth climbs into it - and makes their way ashore, wading up the beach towards the ship.

When the group arrives, they find the ship tilted to its side, the hatches to the lower deck thrown open. A few bodies lie in the sand, crabs picking at their flesh as the rising tide washes up against them.

Getting into the ship will be tricky - it's six feet from the beach to the deck and then the deck is at a 45 degree angle...

GM: Athletics DC 12 to pull yourself onto the ship. Failure you get onto the ship but fall and injure yourself first taking 1d4 damage.

Acrobatics DC 15 to make it to either the hold or the aft cabin. Failure you eventually get where you are going, but slip and fall on the way, taking 1d6 damage.
 

Xander examines the bodies and tries to determine how long they have been dead for, and possible causes of injury and death.
 

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