Ochita:
(Roll: 5)
You and the other elves on your ship make it the rest of the way to camp uneventfully. Although at first you are attacked by a handful of seemingly half-crazed men, you and their companions manage to restrain them. After these initial hostilities you continue onward, following one of the soldiers to the command tent to report for further orders. He takes one look at you and your group, then wave you away, telling others nearby to bring your food and water to the stockpile and to go ahead and make yourselves comfortable, you'll likely be here awhile. The elf you've been carrying is taken to the 'infirmary' (a bunch of dirty cloth blankets tossed onto the ground with bleeding and dying men strewn across it).
Dwarmin:
(Roll: 4)
You order the men to begin burying the creature while keeping an eye out for intact plates and claws which can be removed and used in equipment. They take the distraction from the grisly fate of the fallen and find, not to their surprise, that not a single plate nor claw had been damaged by their swords. The task of removing the plates is not hard, though it takes five men to restrain just one of the arms long enough to remove the hand and a few plates which protect the forearm. You take the skull as your own, well over twice the size of your head and snapping at you vainly.
Much to your surprise, all of the men fought courageously and you can find no footprints leading away from the battle-sight, though that didn't keep the creature from claiming ten men. You finally take a good look at the fallen. If you didn't know better, you'd say they all died from being blown up like balloons until they popped, and you feel a bit of a sickening lurch as you notice a still-intact eyeball looking up at you by your feet. You quickly turn away, put down your trophy and begin helping the other men gather what they can from the creature then bury the fleshy remains in the ground, which is done with swords in the absence of proper digging tools. When the corpse is at last de-skinned and every man is carrying their share of the spoils (including you and your skull) you search around for the footprints you left on the way here... when you suddenly realize that there are no footprints anywhere. The ground is too hard.
You think you remember the direction back to camp, though it would likely be easy to get lost in the growing darkness. You could find some place nearby (or here) to curl up under and wait for light, or follow your intuition and hope for the best.
Frelock:
(Roll: 5)
You had had the presence of mind to grab a pen and parchment from your belongings while back at your men's section of the camp, though you couldn't find any ink and your pen is out. You make to turn to the pile of miscellaneous crates not too far away when your eye catches on the fleshy sack from which the stockpile manager gave you your unidentifiable rations. You notice that it's dripping blood runny red, despite the fact that it's probably been there for at least an hour or two. An idea comes to you, though at first you find it repulsive... but then again, you doubt any of the glass vials which ink is stored in survived the shipwrecks...
You decide to first draw a map of the surrounding area and head for the highest point of the peninsula, which is rather high up. The path is treacherous and for a few stretches you are forced to walk on foot with the horse behind, but when you reach the top you find quite an amazing sight indeed. You find yourself at the top of a massive cliff stretching farther downward and father mainland then your eyes can see. You see the gaping abyss which had claimed so many of your ships, men, and horses about a thousand feet to the left, its roaring gush suddenly becoming quite prominent when you peek your head above the cliff.
After gaping at the sheer size of the feature for a minute or two, you take out your parchment and pen and turn around, taking a minute to look out over the landscape before you. You then realize that it is very dark out, barely light enough to make out the basic contours of the land, but you decide that any map is better then no map and so put your rather rusty drawing skills to use. After an hour, you have a crude but functional map of the area around the camp.
Note: Only major landmarks are drawn, the details aren't shown.