Latimer drinks the rum, thinking tomorrow he might need to see about a way to make it less potent. He is surprised by how strong it is! (Con check 8) He bids Sandara good night as she wanders off, but for Lati, he decides to simply get some rest tonight and looks for a comfortable place to bunk for the night.
Down in the Lowerhold you find the crewberths. Some of the members of the crew prefer to sleep out on deck under the stars...but if you are looking for dark and cozy, this is where you come. Strung across the hold in various directions hammocks swing from the pillars that hold up the deck above you. Along either side of the hold at the walls are a tidy line of foot lockers, 22 in total. As you walk down the line you see the first 8 on each side have locks attached, closing them fast.
The lowerhold is empty for now...it is pretty clear that some of the hammocks have permanent residents though...(make an insight check to help us determine if you successfully select a hammock that no one else on the crew is currently claiming...if you end up rolling low I will roll to see whose hammock you inadvertently move into...might make for an interesting interaction/altercation when they come to bed later, Goldilocks.)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Az’el would have scrunched his nose and mouth up in slight disgust at the sight of Magpie being torn up by the ship. The dark elf has seen some things himself but it is still never a pretty thing to watch. Keeping silent while listening to Plugg and the others speak, he would make a mental note of the items listed that the man who was keelhauled stole.
After bloody hour, he would make his way down to the galley for food and drink. When he is given his ration the dark elf would look around to make sure no one was paying much attention before he made an attempt at pretending to drink it, lifting the shot glass up to his lips and opening his mouth but letting the rum leak down the side and not into his mouth, not as sneakily as he’d have liked.
(Rolled a 9 stealth check)
As the rum drips from your chin, you notice Sandara walking by quickly with Scourge behind her. It seems he is trying to catch her for a conversation that she is rapidly working to avoid. As Scourge passes the dark liquid dripping off you catches his eye and he gives an odd look. It looks like he is about to approach to investigate when he realizes that he has lost Sandara in the crowd. "Bloody woman...Doesn't she know who I be?" He rushes off into the press of crewmen to find her.
(Your failed stealth check has garnered the attention of Scourge. He will be trying to watch more closely on later nights. If Az'el tries to make any future checks to some how skip out on the nightly ration they will need to be made opposed to an appropriate check of Scourge's ...most often perception or insight depending on what you are trying to do.
If you have any nighttime actions you would like to take you may do so. If not then by default you would effectively be taking the Sleep Action).
The Drow would watch and wait for Scourge to pass by as he wipes the rum from his chin. He would then approach Grok and give the orc a friendly pat on the shoulder while her and Berry converse, Az’el would lock eyes with Berry as he tells his story of sprites and would wait for Grok’s reaction.
“How goes it? He is right you know, about the Sprites. Perhaps he can help you stay clear of them.”
(Influence Grok for nighttime activity. Persuasion roll: 6.)
Az’el would stay up until the dead of night, seeking out Grok once more.
“So I was curious about who stole all the new recruits items, including my own. Can you explain what you know?”
He would try and persuade her into giving him more information.
(Additional night time activity, CON save : 16, persuade save : 5)
(Luckily once you get someone to friendly the influence DC for them is pretty low...you would need a result of 2 at this point to piss Grok off enough for her to become neutral towards you again...but you are not doing well tonight.)
Both times you approach Grok both during the entertainment hour and later when she is headed to her bed her good mood seems to sour and she seems more on guard, eyes darting around the room for the friends that you warned might be coming for her and the stolen goods. "Yeah, I'll tell you about how that whole racket works...but I'm beat, not tonight okay? You should head to your hang yerself...tomorrow won't be any nicer than today I promise."
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Kirun licks his lips when looking at the corpse of Magpie and internally admonishes the crew for chucking the body overboard. Damn I could have several decent meals from that body. He then heads down with the others and pokes at his meal before slowly eating it. He feigns drinking the rum by drinking it, but not swallowing it. Once Grok passes he spits the rum onto the floor.
Kirun then heads over to Berry and whispers "Can I borrow your flute?"when they have a moment of privacy. In the meantime he leans back and waits for Berry to finish his conversation.
“Absolutely,” Berry confirms and hands over his flute, “Have fun!”
After conversing with Groc and enjoying Kirun’s performance, Berry goes to sleep. He’s used to sleep under the stars, albeit usually under trees not sails but he hopes that will be ok. Surely much better than that stinky hold. He finds himself a quiet corner, perhaps half under some stairs so that no one trips over him, and lays down reflecting on the recent events that lead him to be stuck on a pirate ship. Quite an adventurous place this material plane he thinks while drifting into sleep.
"Hi there young Fella, you must be Owlbear. Its nice to meet you. Is this your friend, what's his name." Doc holds his hand out to the goat that wandered off to try to get it to return. "My names Doc, I'm new to this ship and I am looking for a friend. Would you be my friend? I am going to work over there, in the kitchen, you may have seen me today."
Doc will try and learn more about Owlbear, mostly his goal of tonight is to find out I he's OK and what are some things he likes. Doc has plans to for the information he learns. Doc figures you can tell a lot of people how they would treat someone like Owlbear, and in Doc experience, someone like Owlbear will tell you brutal and unbiased truths, at least from their eyes.
"You like goats, because of their soft hair or the way they talk to you? If I can find something to play with, would you like that? I like to make things for people to use, I could try to make you something."
Not sure where he was supposed to sleep, Doc figured this was as good as place as any. Clearly it's good enough for Owlbear, it would be good enough for him. Doc hated hammics anyways, always killed his back, not that the floor was much better, but there enough around to make himself comfortable. As long as though dam goats didn't try to eat his stuff as he slept. "Mind if I stay here with you?"
Darvas will eat with the group hoping that Doc and Ambrose did a good job on the food this day. After eating he will walk around trying to mingle with the crew to build on some loyalty himself, it seemed like he needed to know what side had the bigger number if mr Plugg and the captain would get into a conflict.
Watching around he looks at hog lob matches and some of the armwrestling, trying to get an idea of the strong and skilled crewmembers. He finally finds a bit of space to strike up a conversation with Tilly Brackett. Are you the one they call Tilly Brackett? As you might know im new here and ive heard even scourge say you werent as incompetent as the rest of the swabs. So you know coming from him thats as close to a compliment as it gets it seems. Im Darvas by the way.
He tries to open the talk with a compliment or humor depending on how clever Tilly is.
Holding on what to do with rum assuming only Latimer has heard the warning from Sandara atm. (if he is not warned he will drink, otherwise he likely will not)
The human woman with dark hair and the faintest lines of silver running through looks at you with a winning smile. "Well look at you Blue being a charmer...and here I am, I bet old enough to be yer ma. Some how I doubt that squid-toad Scourge could come even that close to paying a compliment without melting right through the running boards. Darvas you said? I'll have to remember that. But yes since you asked, I've been a swab aboard the Wyrm and before that on any number of other vessels...so I had better know my way about the business. If'n you gots yerself any questions you let ol'Tilly know. And if you are looking for someone to share your hammock with, well I'm not in the market myself...but let me know who gets those waves flowin for you and I might ken put in a good word."
(With a result 5 more than the DC of 12 Tilly Bracket has officially become Helpful to Darvas...as a reminder:)
Darvas listens to Tilly speak and smiles at her reply. Unsure of how to respond he gulps down his rum first. A bit heavier than expected but he manages to keep himself from reacting to heavily in front of Tilly.
Thanks, ill uh.. keep that in mind. he says. He sits there listening to Kiruns performance with Tilly for a bit. Good to get some cheer in here. Specially after Bloody hour. Seems like tension is high
After their chat Darvas will try and have a better look around the ship.
Since Latimer didnt tell anyone about the rum: Con check 7 As originally stated he would try and go out and sneak around as stated here . I assume we wait untill you advance it to night time. Also not sure if those rolls need to be redone due to the rum.
"Hi there young Fella, you must be Owlbear. Its nice to meet you. Is this your friend, what's his name." Doc holds his hand out to the goat that wandered off to try to get it to return. "My names Doc, I'm new to this ship and I am looking for a friend. Would you be my friend? I am going to work over there, in the kitchen, you may have seen me today."
Doc will try and learn more about Owlbear, mostly his goal of tonight is to find out I he's OK and what are some things he likes. Doc has plans to for the information he learns. Doc figures you can tell a lot of people how they would treat someone like Owlbear, and in Doc experience, someone like Owlbear will tell you brutal and unbiased truths, at least from their eyes.
"You like goats, because of their soft hair or the way they talk to you? If I can find something to play with, would you like that? I like to make things for people to use, I could try to make you something."
Not sure where he was supposed to sleep, Doc figured this was as good as place as any. Clearly it's good enough for Owlbear, it would be good enough for him. Doc hated hammics anyways, always killed his back, not that the floor was much better, but there enough around to make himself comfortable. As long as though dam goats didn't try to eat his stuff as he slept. "Mind if I stay here with you?"
Owlbear looks over Doc's right shoulder into the middle distance...apparently this is about as close as he comes to making eye contact. "Owlbear, but no am owlbear. Owlbears big scary but don't like the water. Others say Owlbear big, scary but do like the water. But they say Owlbear big scary so they call Owlbear Owlbear. So Owlbear is Owlbear, but not owlbear." He nods confidently, as one would if they had explained a particularly difficult logic puzzle.
"This goat. Goat not have name because goat for food. But until goat food goat can be friend. Owlbear not name goat because then when goat food owlbear sad. You name Doc. Doc be friendly with Owlbear, Owlbear be friendly with Doc."
(Took the liberty of rolling a persuasion check for you to see how this conversation was going...you got an 11, which is good enough to move Owlbear to a Friendly attitude towards you. In addition to everything else he is not a very charismatic fellow).
You converse into the evening, often punctuated with random animal sounds...most notably when other members of the crew are passing by or heading to a different deck. You mentally make note that you hear a wide variety of bird calls, a goat, a monkey, dolphin, whale. Quite the repertoire the man has. Most of the passing crew ignore Owlbear, although there are a few that spare him a kind if dismissive smile. Pluggs walks by at one point, ignoring Owlbear entirely but giving you a long glance that seems untrusting before moving on to the aft part of the deck to head up into the officer's quarters.
After an hour or so Owlbear yawns largely and rolls over to go to sleep without another word. In mere moments he is snoring loudly.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
(Things seem to winding down into the deep evening pretty well...so we will go ahead and move on to those actions if anyone is taking them.)
Darvas: As you sneak towards the quartermasters shop for a bit of late night window shopping, you find that the door has a large padlock on it. Infact, it has two. The door is split across the middle to allow the top to open independently and provide a little service window if Grok doesn't want the entire door open...solid looking locks affix both parts of the door closed.
(You can try to pick them if you like...although that close to the quarters that Grok and Ambrose share I will require a stealth check in addition to the thieves tools check. Alternatively you could allow yourself to be rebuffed by the locks for now, in which case you can change your sneak target to a different area of the ship or choose a different deep night action if you would like)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Darvas looks at the locks, trying to determine if he should attempt it he thinks of the punishment for Jakes. But he reminds himself on how important it is to see what the store contains and attempts to pick the locks. He doesnt seem to worried about his surroudings as he is in an empty kitchen so he is not as quiet as he should be.
Wisdom check to proceed or abandon his mission due to the events of the day: 19 (ofc this one is high) For stealth: 10 (with a 7 mod..) For picking the locks: dexroll is 10+2 prof for thieves tools so = 12
Wisdom check to proceed or abandon his mission due to the events of the day: 19 (ofc this one is high) For stealth: 10 (with a 7 mod..) For picking the locks: dexroll is 10+2 prof for thieves tools so = 12
These are some of the finer locks you have tried picking before. You think they would be a challenge on your best night...and this is not your best night.
After trying at them for a few minutes you feel like you might have made some headway, getting a nice click on one of the pins but when you try to move further back into the lock to proceed you find your pick is stuck. It won't move any further back. With a grunt you manage to dislodge it from the lock, but a thin residue of some kind of ooze strings out behind it.
You have heard of this before but never seen one. That was a tanglepin...similar to a tanglefoot bag, it breaks if pressed harder than a key would normally and if the picker doesn't act quickly their pick set gets stuck in the lock. Either way, it destroys the lock...jamming it into a locked position. Reassessing, you aren't sure you could have picked this even on your best day. And now there will be a clear sign that someone disturbed the lock in someway when the ship awakens in the morning.
You quietly curse your luck...but pause for a minute to listen. You hear a duet of snoring coming from the nearby cabin that houses Grok and Ambrose. At least it seems like your activities have gone unnoticed so far.
(You aren't getting into the quartermasters store quietly tonight. Since you haven't searched anything you can search the kitchen if you like since you are already here, or if you would like to head to a different part of the ship.)
Wisdom check to proceed or abandon his mission due to the events of the day: 19 (ofc this one is high) For stealth: 10 (with a 7 mod..) For picking the locks: dexroll is 10+2 prof for thieves tools so = 12
These are some of the finer locks you have tried picking before. You think they would be a challenge on your best night...and this is not your best night.
After trying at them for a few minutes you feel like you might have made some headway, getting a nice click on one of the pins but when you try to move further back into the lock to proceed you find your pick is stuck. It won't move any further back. With a grunt you manage to dislodge it from the lock, but a thin residue of some kind of ooze strings out behind it.
You have heard of this before but never seen one. That was a tanglepin...similar to a tanglefoot bag, it breaks if pressed harder than a key would normally and if the picker doesn't act quickly their pick set gets stuck in the lock. Either way, it destroys the lock...jamming it into a locked position. Reassessing, you aren't sure you could have picked this even on your best day. And now there will be a clear sign that someone disturbed the lock in someway when the ship awakens in the morning.
You quietly curse your luck...but pause for a minute to listen. You hear a duet of snoring coming from the nearby cabin that houses Grok and Ambrose. At least it seems like your activities have gone unnoticed so far.
(You aren't getting into the quartermasters store quietly tonight. Since you haven't searched anything you can search the kitchen if you like since you are already here, or if you would like to head to a different part of the ship.)
Having tampered with the lock it already cost him precious time and he doesnt want to linger too long. Cursing his luck he can do little else with it but leave the lock as is. If he can he will search the kitchen since he is already there. Perhaps he can find something of note there.
Darvas hurries around the kitchen trying to check some of the cabinets, carefully moving around to not knock over anything to awaken the nearby sleepers. Luckily Ambrose was drunk this day and perhaps Grok is a sound sleeper.
Investigation for anything that could be special or does not belong in the kitchen: 14
OOC: (Doc is down for the night, just curious if Doc can "search the kitchen" in his daily task, since he works in there? or will that take a special daily task)
Darvas hurries around the kitchen trying to check some of the cabinets, carefully moving around to not knock over anything to awaken the nearby sleepers. Luckily Ambrose was drunk this day and perhaps Grok is a sound sleeper.
Investigation for anything that could be special or does not belong in the kitchen: 14
Having already gathered from around the ship that Ambrose is often found at the bottom of a bottle, you are not surprised to find the galley in a state of disarray. But still you wish the place that your food came from was a little cleaner. You can tell that efforts have been made recently to put the space into some kind of order...and perhaps with another few days of such concerted effort results may get the galley up to something approaching acceptable. Still, the next time you feel any nausea you are going to wonder if it is seasickness or food poisoning.
With the kitchen in the state that it is in and with you trying to be quiet, you do still find a decent array of items that would not be in a normal kitchen. It seems Ambrose also uses this space as his locker as it were.
On the wall hang 3 harpoons, a spear, and grapple hook that has a rope attached to it. On closer inspection the grapple has some interesting engravings that you cannot decipher.
You also find scattered about a variety of weaponry that is being used as improvised cooking implements and other items that appear to be of value.
A pair of hand axes that appear to be used as meat cleavers. A fine looking dagger that is used as a cooking knife. Several of the small gemstones inlaid into the pommel have been pried loose and likely sold, but there are a few left that likely make the weapon worth more than the base of its kind. A vial of water that glints silver...it has a label with a symbol on it. (Religion DC 10 - this is a holy symbol of Gozreh, God of Storm and Sky, Goddess of Wave and Surf. Vials labeled with holy symbols of a god are often holy water). A good quality lock hanging unlocked and open on a free standing pantry cupboard with the key still in the keyway. (Good Lock DC 17 to pick)
On a whim you also check behind that cupboard and find 12 silver pieces that apparently fell back there at some point and were forgotten about.
You have found these items with just a cursory search of the galley...You feel like there may be more to find if you were to spend more time here...but you also think you might be needing to head to bed and get some rest. (Eg you could take another deep night action to continue your search if you would like...but you will need another con save to stave off a point of exhaustion...remember, this DC would be 16 for your second deep night action. Either way, please identify if you are going to take any of these items with you when you leave the galley tonight.)
(Doc, I will answer your question after Davras decides whether or not to continue the search...wouldn't want that meta info to inadvertently sway his decision one way or the other.)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
A pair of hand axes that appear to be used as meat cleavers. A fine looking dagger that is used as a cooking knife. Several of the small gemstones inlaid into the pommel have been pried loose and likely sold, but there are a few left that likely make the weapon worth more than the base of its kind.
(I will note those are recently cleaned cooking utensils!)
Looking through the kitchen he tries to recall what he ate this evening and place its origin in this kitchen. As he does he quickly tries to shake the thoughts out of his head.
As he quickly browses through the kitchen he remembers he left the lock on the Grok's Store in a state that would reveal someone was there. So he cant just take stuff for himself.
Instead he thinks a moment and takes the fine knife that seems to be recognizable. The one that still has a few gems in it. He pockets the knife glancing around to remember what he has seen here then makes his way to the sleeping area.
Instead of keeping the knife however he wants to plant it on someone here, figuring he doesnt have to time to place it somewhere else in the ship. If he can he tries to find the orc that he saw with Scourge a few times before, that wanted to manhandle Berry when he refused to go up deck after waking up. (the only orc apart from Grok is Jaundiced Jape so i assume thats him).
Darvas will try and find Jaundiced Jape's sleeping spot (as everyone should be sleeping at this time) and try to plant the knife on his stuff before making his way to get back to his own bed.
If he knows its holy water, instead of doing the religion check can i remember the symbol (holy symbol of Gozreh, God of Storm and Sky, Goddess of Wave and Surf.) So i can show a remake of it to the party later?
With your darkvision and passive investigation skill you have no problem finding Jaundiced Jape sleeping in the far forward portion of the crew berth's along with three others that were among the rousting group that you met this morning. You have no problem getting the dagger insinuated in among Jape's possessions and then head to an open hammock towards the aft of the deck.
(OOC: Without making the religion check you can't make the leap that it is holy water...that is contingent on recognizing that the symbol is a holy symbol...however, if you do not pass the check yourself when you have an opportunity you could draw the symbol for the other crew members later and allow them a chance at a religion check instead...Since their ability to recognize it is going to depend on your artistic talent I am going to ask for a dex based performance check to determine if there is any change to the DC on the religion check they will be making...lower the result the harder their religion check will be.)
(That gets us through the deep night actions of day 1...I don't have time to add the details for the next morning right now though, so I will be back around later tonight for that.)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
As evening fades into deeper night and the last of you find your rest, Berry sleeps peacefully under the stars up on deck and Doc in the mid-hold near Owlbear. The rest of you have found empty hammocks towards the back of the ship down in the crewberths. Davras, you note as you find your empty one that there are still 3 or 4 swinging slack without occupants...perhaps other crew members that are out enjoying the deep evening or skulking about...or maybe there just isn't enough crew to fill all of the crewberths. The captain did say the ship was shorthanded.
Regardless you swing into yours and find a peaceful sleep.
***
The following morning, you are awoken by the ringing of the duty bell. Crew members grumble as they swing out of their hammocks and make their way up on deck to report. As Latimer, Kirun, Davras, and Az'el do the same, you are met by four crew members standing in your way. One of them, the unpleasant orcish fellow from the previous day glares.
"What's your hurry mates? We didn't get to welcome you aboard proper like yesterday. We've been asked to make sure you know yer place here." Jaundiced Jape jeers, placing a hand on Az'el's chest and shoving lightly...not enough to move you, but definitely a sign of aggression.
The other three gathered likewise jeer and laugh. The rest of the crew, on their way up to the deck see that there is going to be a fight. Some, realizing that this is likely trouble hurry up the stairs to get as far away from it as possible. Others stop on the stairs, perhaps out of morbid curiosity or looking for some dark entertainment. You see Sandara among this number...looking worried and apparently uncertain about what to do. She has stopped on the stairs and appears to be waiting for now.
Jape continues, "Let's not be rude...allow me to introduce myself. I'm Jape...I'll be the one administering your beating this morning...along with my friends, Fipps Chumlet, " he indicates a stocky broad human with a large belly but thick arms that imply a powerful frame under the fat. "Aretta Bansion," An angry looking woman with large ears sticking out from her hair and a fierce look in her eyes nods as she cracks her knuckles. "and last but not least, 'Slippery' Syl Lonegan" the second woman and final of their number looks on boredly, but with a menancing air, she is also ready to fight if it comes to it. "I'm afraid you were too lazy this morning to rise with the bell and you are going to be late for duty muster...just a minute or so should do. So, do you want to stand and wait like good little bugs, or shall we do it the interesting way?" He shoves Az'el again, antagonizing and spoiling for a fight.
None of them have drawn weapons, apparently whoever put them up to this, and you have a few guesses, did remind them not there was to be no killing at least...it's going to be an old fashion fist fight instead.
***
Doc, as you awake with a crick in your neck to the sounds of the duty bell you rise to report on deck with the rest of the crew. As you head forward to the staircase, you notice several crewmembers making their way swiftly up on deck. A knot of others have formed in the stairway now heading down.
Berry, you awake with the sweet and salty smell of sea air having had a full and restful nights sleep. From on deck there is no indication of anything amiss, although as you wait around for a bit you begin to suspect that something is wrong. Where are all the people that you meet yesterday that were kidnapped with you? Why haven't they come up on deck yet. (If this becomes combat you will wait around on deck for 3 rounds before becoming suspicious, at which point we'll see what you do. If it lasts three rounds that is...we will see)
(To all except Berry, this isn't technically a fight yet...but it is a powder keg about to blow. If you want to kick it off yourself go ahead and roll initiative for me. Otherwise if someone wants to try to sweet talk their way out of this situation, I am open to seeing where that goes. Jape did give you a few options afterall...he is fine with you waiting until you are late without it coming to blows if you guys play along with that. If it does become a fight though, this is the situation you find yourselves in...)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
To post a comment, please login or register a new account.
Down in the Lowerhold you find the crewberths. Some of the members of the crew prefer to sleep out on deck under the stars...but if you are looking for dark and cozy, this is where you come. Strung across the hold in various directions hammocks swing from the pillars that hold up the deck above you. Along either side of the hold at the walls are a tidy line of foot lockers, 22 in total. As you walk down the line you see the first 8 on each side have locks attached, closing them fast.
The lowerhold is empty for now...it is pretty clear that some of the hammocks have permanent residents though...(make an insight check to help us determine if you successfully select a hammock that no one else on the crew is currently claiming...if you end up rolling low I will roll to see whose hammock you inadvertently move into...might make for an interesting interaction/altercation when they come to bed later, Goldilocks.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Luckily once you get someone to friendly the influence DC for them is pretty low...you would need a result of 2 at this point to piss Grok off enough for her to become neutral towards you again...but you are not doing well tonight.)
Both times you approach Grok both during the entertainment hour and later when she is headed to her bed her good mood seems to sour and she seems more on guard, eyes darting around the room for the friends that you warned might be coming for her and the stolen goods. "Yeah, I'll tell you about how that whole racket works...but I'm beat, not tonight okay? You should head to your hang yerself...tomorrow won't be any nicer than today I promise."
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
The Drow would head off for somewhere to sleep.
(If Az’el finds the same hammocks that Latimer does he would pick one to sleep in. Rolled insight: 9)
“Absolutely,” Berry confirms and hands over his flute, “Have fun!”
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Kirun takes the flute and begins playing a chipper song for his newfound companions and crew.
Performance Check
21 rolled in game log
Afterwards he goes to bed happy to finally having an instrument.
After conversing with Groc and enjoying Kirun’s performance, Berry goes to sleep. He’s used to sleep under the stars, albeit usually under trees not sails but he hopes that will be ok. Surely much better than that stinky hold. He finds himself a quiet corner, perhaps half under some stairs so that no one trips over him, and lays down reflecting on the recent events that lead him to be stuck on a pirate ship. Quite an adventurous place this material plane he thinks while drifting into sleep.
(Insight: 13)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Latimer picks a hammock he thinks is unclaimed, but is too tired to worry about it much. (Insight check = 15)
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
"Hi there young Fella, you must be Owlbear. Its nice to meet you. Is this your friend, what's his name." Doc holds his hand out to the goat that wandered off to try to get it to return. "My names Doc, I'm new to this ship and I am looking for a friend. Would you be my friend? I am going to work over there, in the kitchen, you may have seen me today."
Doc will try and learn more about Owlbear, mostly his goal of tonight is to find out I he's OK and what are some things he likes. Doc has plans to for the information he learns. Doc figures you can tell a lot of people how they would treat someone like Owlbear, and in Doc experience, someone like Owlbear will tell you brutal and unbiased truths, at least from their eyes.
"You like goats, because of their soft hair or the way they talk to you? If I can find something to play with, would you like that? I like to make things for people to use, I could try to make you something."
Not sure where he was supposed to sleep, Doc figured this was as good as place as any. Clearly it's good enough for Owlbear, it would be good enough for him. Doc hated hammics anyways, always killed his back, not that the floor was much better, but there enough around to make himself comfortable. As long as though dam goats didn't try to eat his stuff as he slept. "Mind if I stay here with you?"
Darvas listens to Tilly speak and smiles at her reply. Unsure of how to respond he gulps down his rum first. A bit heavier than expected but he manages to keep himself from reacting to heavily in front of Tilly.
Thanks, ill uh.. keep that in mind. he says. He sits there listening to Kiruns performance with Tilly for a bit. Good to get some cheer in here. Specially after Bloody hour. Seems like tension is high
After their chat Darvas will try and have a better look around the ship.
Owlbear looks over Doc's right shoulder into the middle distance...apparently this is about as close as he comes to making eye contact. "Owlbear, but no am owlbear. Owlbears big scary but don't like the water. Others say Owlbear big, scary but do like the water. But they say Owlbear big scary so they call Owlbear Owlbear. So Owlbear is Owlbear, but not owlbear." He nods confidently, as one would if they had explained a particularly difficult logic puzzle.
"This goat. Goat not have name because goat for food. But until goat food goat can be friend. Owlbear not name goat because then when goat food owlbear sad. You name Doc. Doc be friendly with Owlbear, Owlbear be friendly with Doc."
(Took the liberty of rolling a persuasion check for you to see how this conversation was going...you got an 11, which is good enough to move Owlbear to a Friendly attitude towards you. In addition to everything else he is not a very charismatic fellow).
You converse into the evening, often punctuated with random animal sounds...most notably when other members of the crew are passing by or heading to a different deck. You mentally make note that you hear a wide variety of bird calls, a goat, a monkey, dolphin, whale. Quite the repertoire the man has. Most of the passing crew ignore Owlbear, although there are a few that spare him a kind if dismissive smile. Pluggs walks by at one point, ignoring Owlbear entirely but giving you a long glance that seems untrusting before moving on to the aft part of the deck to head up into the officer's quarters.
After an hour or so Owlbear yawns largely and rolls over to go to sleep without another word. In mere moments he is snoring loudly.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Things seem to winding down into the deep evening pretty well...so we will go ahead and move on to those actions if anyone is taking them.)
Darvas: As you sneak towards the quartermasters shop for a bit of late night window shopping, you find that the door has a large padlock on it. Infact, it has two. The door is split across the middle to allow the top to open independently and provide a little service window if Grok doesn't want the entire door open...solid looking locks affix both parts of the door closed.
(You can try to pick them if you like...although that close to the quarters that Grok and Ambrose share I will require a stealth check in addition to the thieves tools check. Alternatively you could allow yourself to be rebuffed by the locks for now, in which case you can change your sneak target to a different area of the ship or choose a different deep night action if you would like)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(i hate how low i roll when it matters)
Darvas looks at the locks, trying to determine if he should attempt it he thinks of the punishment for Jakes. But he reminds himself on how important it is to see what the store contains and attempts to pick the locks. He doesnt seem to worried about his surroudings as he is in an empty kitchen so he is not as quiet as he should be.
These are some of the finer locks you have tried picking before. You think they would be a challenge on your best night...and this is not your best night.
After trying at them for a few minutes you feel like you might have made some headway, getting a nice click on one of the pins but when you try to move further back into the lock to proceed you find your pick is stuck. It won't move any further back. With a grunt you manage to dislodge it from the lock, but a thin residue of some kind of ooze strings out behind it.
You have heard of this before but never seen one. That was a tanglepin...similar to a tanglefoot bag, it breaks if pressed harder than a key would normally and if the picker doesn't act quickly their pick set gets stuck in the lock. Either way, it destroys the lock...jamming it into a locked position. Reassessing, you aren't sure you could have picked this even on your best day. And now there will be a clear sign that someone disturbed the lock in someway when the ship awakens in the morning.
You quietly curse your luck...but pause for a minute to listen. You hear a duet of snoring coming from the nearby cabin that houses Grok and Ambrose. At least it seems like your activities have gone unnoticed so far.
(You aren't getting into the quartermasters store quietly tonight. Since you haven't searched anything you can search the kitchen if you like since you are already here, or if you would like to head to a different part of the ship.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Having tampered with the lock it already cost him precious time and he doesnt want to linger too long. Cursing his luck he can do little else with it but leave the lock as is. If he can he will search the kitchen since he is already there. Perhaps he can find something of note there.
Darvas hurries around the kitchen trying to check some of the cabinets, carefully moving around to not knock over anything to awaken the nearby sleepers. Luckily Ambrose was drunk this day and perhaps Grok is a sound sleeper.
OOC: (Doc is down for the night, just curious if Doc can "search the kitchen" in his daily task, since he works in there? or will that take a special daily task)
Having already gathered from around the ship that Ambrose is often found at the bottom of a bottle, you are not surprised to find the galley in a state of disarray. But still you wish the place that your food came from was a little cleaner. You can tell that efforts have been made recently to put the space into some kind of order...and perhaps with another few days of such concerted effort results may get the galley up to something approaching acceptable. Still, the next time you feel any nausea you are going to wonder if it is seasickness or food poisoning.
With the kitchen in the state that it is in and with you trying to be quiet, you do still find a decent array of items that would not be in a normal kitchen. It seems Ambrose also uses this space as his locker as it were.
On the wall hang 3 harpoons, a spear, and grapple hook that has a rope attached to it. On closer inspection the grapple has some interesting engravings that you cannot decipher.
You also find scattered about a variety of weaponry that is being used as improvised cooking implements and other items that appear to be of value.
A pair of hand axes that appear to be used as meat cleavers.
A fine looking dagger that is used as a cooking knife. Several of the small gemstones inlaid into the pommel have been pried loose and likely sold, but there are a few left that likely make the weapon worth more than the base of its kind.
A vial of water that glints silver...it has a label with a symbol on it. (Religion DC 10 - this is a holy symbol of Gozreh, God of Storm and Sky, Goddess of Wave and Surf. Vials labeled with holy symbols of a god are often holy water).
A good quality lock hanging unlocked and open on a free standing pantry cupboard with the key still in the keyway. (Good Lock DC 17 to pick)
On a whim you also check behind that cupboard and find 12 silver pieces that apparently fell back there at some point and were forgotten about.
You have found these items with just a cursory search of the galley...You feel like there may be more to find if you were to spend more time here...but you also think you might be needing to head to bed and get some rest. (Eg you could take another deep night action to continue your search if you would like...but you will need another con save to stave off a point of exhaustion...remember, this DC would be 16 for your second deep night action. Either way, please identify if you are going to take any of these items with you when you leave the galley tonight.)
(Doc, I will answer your question after Davras decides whether or not to continue the search...wouldn't want that meta info to inadvertently sway his decision one way or the other.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(I will note those are recently cleaned cooking utensils!)
Looking through the kitchen he tries to recall what he ate this evening and place its origin in this kitchen. As he does he quickly tries to shake the thoughts out of his head.
As he quickly browses through the kitchen he remembers he left the lock on the Grok's Store in a state that would reveal someone was there. So he cant just take stuff for himself.
Instead he thinks a moment and takes the fine knife that seems to be recognizable. The one that still has a few gems in it. He pockets the knife glancing around to remember what he has seen here then makes his way to the sleeping area.
Instead of keeping the knife however he wants to plant it on someone here, figuring he doesnt have to time to place it somewhere else in the ship. If he can he tries to find the orc that he saw with Scourge a few times before, that wanted to manhandle Berry when he refused to go up deck after waking up. (the only orc apart from Grok is Jaundiced Jape so i assume thats him).
Darvas will try and find Jaundiced Jape's sleeping spot (as everyone should be sleeping at this time) and try to plant the knife on his stuff before making his way to get back to his own bed.
With your darkvision and passive investigation skill you have no problem finding Jaundiced Jape sleeping in the far forward portion of the crew berth's along with three others that were among the rousting group that you met this morning. You have no problem getting the dagger insinuated in among Jape's possessions and then head to an open hammock towards the aft of the deck.
(OOC: Without making the religion check you can't make the leap that it is holy water...that is contingent on recognizing that the symbol is a holy symbol...however, if you do not pass the check yourself when you have an opportunity you could draw the symbol for the other crew members later and allow them a chance at a religion check instead...Since their ability to recognize it is going to depend on your artistic talent I am going to ask for a dex based performance check to determine if there is any change to the DC on the religion check they will be making...lower the result the harder their religion check will be.)
(That gets us through the deep night actions of day 1...I don't have time to add the details for the next morning right now though, so I will be back around later tonight for that.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
As evening fades into deeper night and the last of you find your rest, Berry sleeps peacefully under the stars up on deck and Doc in the mid-hold near Owlbear. The rest of you have found empty hammocks towards the back of the ship down in the crewberths. Davras, you note as you find your empty one that there are still 3 or 4 swinging slack without occupants...perhaps other crew members that are out enjoying the deep evening or skulking about...or maybe there just isn't enough crew to fill all of the crewberths. The captain did say the ship was shorthanded.
Regardless you swing into yours and find a peaceful sleep.
***
The following morning, you are awoken by the ringing of the duty bell. Crew members grumble as they swing out of their hammocks and make their way up on deck to report. As Latimer, Kirun, Davras, and Az'el do the same, you are met by four crew members standing in your way. One of them, the unpleasant orcish fellow from the previous day glares.
"What's your hurry mates? We didn't get to welcome you aboard proper like yesterday. We've been asked to make sure you know yer place here." Jaundiced Jape jeers, placing a hand on Az'el's chest and shoving lightly...not enough to move you, but definitely a sign of aggression.
The other three gathered likewise jeer and laugh. The rest of the crew, on their way up to the deck see that there is going to be a fight. Some, realizing that this is likely trouble hurry up the stairs to get as far away from it as possible. Others stop on the stairs, perhaps out of morbid curiosity or looking for some dark entertainment. You see Sandara among this number...looking worried and apparently uncertain about what to do. She has stopped on the stairs and appears to be waiting for now.
Jape continues, "Let's not be rude...allow me to introduce myself. I'm Jape...I'll be the one administering your beating this morning...along with my friends, Fipps Chumlet, " he indicates a stocky broad human with a large belly but thick arms that imply a powerful frame under the fat. "Aretta Bansion," An angry looking woman with large ears sticking out from her hair and a fierce look in her eyes nods as she cracks her knuckles. "and last but not least, 'Slippery' Syl Lonegan" the second woman and final of their number looks on boredly, but with a menancing air, she is also ready to fight if it comes to it. "I'm afraid you were too lazy this morning to rise with the bell and you are going to be late for duty muster...just a minute or so should do. So, do you want to stand and wait like good little bugs, or shall we do it the interesting way?" He shoves Az'el again, antagonizing and spoiling for a fight.
None of them have drawn weapons, apparently whoever put them up to this, and you have a few guesses, did remind them not there was to be no killing at least...it's going to be an old fashion fist fight instead.
***
Doc, as you awake with a crick in your neck to the sounds of the duty bell you rise to report on deck with the rest of the crew. As you head forward to the staircase, you notice several crewmembers making their way swiftly up on deck. A knot of others have formed in the stairway now heading down.
Berry, you awake with the sweet and salty smell of sea air having had a full and restful nights sleep. From on deck there is no indication of anything amiss, although as you wait around for a bit you begin to suspect that something is wrong. Where are all the people that you meet yesterday that were kidnapped with you? Why haven't they come up on deck yet. (If this becomes combat you will wait around on deck for 3 rounds before becoming suspicious, at which point we'll see what you do. If it lasts three rounds that is...we will see)
(To all except Berry, this isn't technically a fight yet...but it is a powder keg about to blow. If you want to kick it off yourself go ahead and roll initiative for me. Otherwise if someone wants to try to sweet talk their way out of this situation, I am open to seeing where that goes. Jape did give you a few options afterall...he is fine with you waiting until you are late without it coming to blows if you guys play along with that. If it does become a fight though, this is the situation you find yourselves in...)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)