Erric is glad that most of the crew like his gifts. When the twins jest, he'll smile knowingly, pretending he's in on the joke (he's been ridiculed before), and say "no, thank YOU sirs!" grandiloquently with bows. He'll then spend the next few days making sure he's useful around them as they move about the ship, and harmonizes well when they sing.
He'll pull Maldorn, Jambiya, and Anafrey aside at one point and say, "you know, Ebokk doesn't really talk about his mother very much... do you think we should ask him about her?"
Otherwise he'll try to be helpful on board, entertaining with songs and the crew's favorite music on the lute. He'll inspire someone who looks as though they're taking on something with difficulty (not burning all uses but not saving them all either, at least not until they near the island). He's regularly got unseen servant going to help clean the deck, wash dishes, loop rope, and otherwise making itself useful.
When asked about Ebokk's mother, Maldorn says: "I am likely over-thinking it, but I wouldn't mind if you were to ask more about our benefactor's background. I am starting to develop some minor suspicions."
Maldorn says the above if and only when he is sure the party is alone. Even then, he ensures to say so in a low voice.
Jambiya spends this part of the trip helping Gramps with the cooking (and washing up, one doesn't happen without the other!). She'll while away some time trying to strike up conversations with sea birds or dolphins any chance she gets. Or if there are any rats or the like stowed away. She will of course help Maldorn out with translation for Sagitta when she can. She tries to get a sense for Sagitta's... personality? Thinking it might help Maldorn train him. Does he like to be praised? Stroked? Does he like extra food? Is he scared of the water, etc. Just to help Maldorn, and Sagitta, of course. And she'll develop a habit of 'meditating' before bed, in an attempt to reach her tree lady during her dreams. She has taken to the hammock in the cabin she shares with Anafrey.
When she gets pulled into the party-only discussion, she's surprised by Maldorn's suspicions, but only because she had not considered it, not because she disbelieves it. "Ebokk seems so... genuine. Genuinely goofy. Imagine if he were really some nefarious pirate, and this is all a ruse to get us to help him find some long lost treasure. Then he'd abandon us on the island... what's that called? There's a pirate term, isn't there?" She thinks for a bit while the conversation moves on, then blurts out, a little louder than maybe she should, "Marooned! That's it!"
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
OOC: You may continue the conversation, and we can add any further on-ship whatever, but I thought I'd summarize some things before they get forgotten.
Ten days pass uneventfully. The weather isn't as perfect as it was sailing to Waterdeep, but the ship doesn't encounter any dangerous storms. Some days are clear the whole day, sometimes there are short rain storms, and some days it's rainy all day. But the Nightshade sails steadily southward, and Bosun Grout seems genuinely pleased with the progress from day to day. Whether you have helped out or not, the crew doesn't seem bothered by your presence. Well, every now and then, Jambiya catches Scrub or one of the twins giving her the side-eye, but she never feels any kind of animosity from them.
Maldorn:
The more you help out, the more the crew relies on you. They don't expect you to help, but offer tasks to you and continue to instruct you where needed, grateful for your involvement. It's clear Gramps's abilities have driven any prejudice against older folk out of this crew's minds. While there is definitely some skill in sailing, the mechanics of it make sense. Ebokk even encourages you to take the wheel a couple times, allowing you to drive the ship while he stands by and talks your ear off about how wonderful it is to be on the water. You spend quite a bit of time working with Sagitta and succeed in helping him understand (with Jambiya's assistance) to drop whatever he has in his mouth upon command ... most of the time. (Go ahead and figure out if you're going to use hand signals or audible cues (words or something else) with Sagitta. If you've already specified that and I don't remember, please remind me.)
Erric:
You find that the twins don't hold on to any teasing for long. They like their passing jokes and feeding on each other's mirth, but the moments pass, and everything's back to normal soon enough. The crew finds you to be another helpful hand, and, like Maldorn, they're willing to offer you tasks and teach where teaching is needed. The use of unseen servant is unnerving to Scrub — he seems to have an inborn fear of magic — so he usually finds things to do elsewhere when you use your spell. A curious tendency you've noticed is Bosun Grout being nearby, but separated from the group, whenever you play your lute just before lights out. If you're below deck, he'll sit on the top step. If you're on deck, he'll stand at the bottom of the stairs, leaning against the wall.
Jambiya:
Gramps is a hard-working, jovial sort. He has qualities that remind you of both Daddy Pops and Grumpy Pops. He enjoys the time you two spend together. As you work with Maldorn and Sagitta, you are interested at how Sagitta's communication skills are changing. You're not sure how snakes (or winged ones, at least) normally speak to one another, but his one-word answers are starting to make a little more sense, and sometimes he'll string two words together. You're still a long way from having a conversation, but you're curious how things will progress as time goes by. Speaking with other animals is still a joy, even if you don't truly understand what they're saying or vice versa. The one dolphin you're able to speak with seems the most able to hold a fairly lengthy conversation. You talk about family and home and the rain, which has been pouring all afternoon. It's quite a friendly beast, and you're a little sad when it says it needs to return to its pod.
On Jambiya's surprise about Maldorn's suspicions: the old ranger simply says "I have no reason to doubt the dwarf other than a small hunch. He has been nothing but pleasant. Perhaps a bit too much. I am just trying to make sure that we a covered in case this hunch materializes."
On his involvement with the crew: Maldorn begins to feel more than a bit of respect for the hard work these men do out here on the seas. They have their flaws, but everyone does. When this is all said and done, Maldorn feels a bit proud that he could call himself a sailor for several days, and is happy he picked up a few essential survival skills at sea to compliment his vast experience on land.
On taking the wheel: Maldorn gladly adds that particular sailing skill to his repertoire, thankful to Ebokk for the opportunity. His suspicions even attenuate a bit in the process, though they are not entirely gone.
On training Sagitta: The flying snake now knows how to "grab" and "drop," and Maldorn is happy with his little buddy's progress. Next up is "fetch," which combines the two previously learned skills. Maldorn is hopeful that Sagitta will pick up on the keyword and the necessary actions to perform the trick in no time! "All thanks to you, Jambiya!"
"No, no, Maldorn. If Sagitta didn't feel a bond to you, he wouldn't trust you do do what you asked. I think he just thinks I'm some odd snake or something that tells him stuff. Honestly, I don't know what he thinks, of me, he's on odd duck. Like you!" and she gives him a tight hug.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Anafrey likely rolled over her flowers in her sleep and never noticed them. She spends most of the journey aboard the ship in a dour mood, if not blackout drunk. In her few sober moments she stares out at the sea and contemplates what she is doing with her life.
Erric is very happy to learn as much as he can about sailing and boat life, to try to catch up in reality to where his boasts were at the start of the voyage. He's not completely self-delusional. He'll spend time, like Jambiya, looking out to sea and trying to spot dolphins and other forms of life. He will absolutely try the prank with Maldorn, waiting for a gull or tern to begin to approach the ship near where Maldorn's sitting, or manning the wheel, and cast minor illusion to make the sound of the gryphons in Waterdeep near where the bird's about to fly, hoping that he forgot what they looked like, and will look up and think he saw a gryphon out on the water. It probably won't work, but he'll try anyway.
When Scrub makes himself scarce around Erric's magic, he'll try to only use it when he's not around. But what really starts to make Erric perk up is when Bosun Grout starts to step away from the music when Erric plays. He'll try to bring it up gently, when they're both working on some bit of rigging together, Erric's nimble fingers dancing through knots with ease as Grout holds coils of line in his arms. "I wanted to ask you if there was another kind of music I could play that you might enjoy more," he says, glancing quickly at the man's face. "I don't think music's bad luck for a ship, but maybe I'm not playing the right way. I'm always happy to learn something new, so if you've got wisdom to share, my ears are open."
Erric will make a few attempts to sit down with Anafrey and ask her how she's doing, what she wants to do with her life, how she likes the ship. 20 days trapped on a ship together shows even the dopey halfling exactly how much she seems to be hurting inside and he just can't abide that. He'll try to entertain her at first with dirty jokes and cynicism, but he tries to listen to what she has to say (happy to RP this abunny if you like but I wanted to introduce the idea first, that Erric would definitely care and be trying to help).
He's also happy to take Maldorn's advice and try to talk about Ebokk's mother with him, really ask him about his family life, and see if he can detect missing areas or details that don't match.
Maldorn feels warm and fuzzy inside. "Thanks, Jambiya."
Once attacked by the "gryphon," Maldorn (insight: 23) initially jumps onto the deck as an instinctive defensive reaction, but a glance upward is all he needs to realize the supposed threat was nothing but a passing gull. He suspects it was one of Erric's jest, as no one else in the boat would try such a tasteless joke, but does nothing for now.
(OOC: I arbitrarily set a DC for myself there equal to Erric's spell save DC. Let me know if this needs to be reinterpreted somehow.)
Erric, when you ask Bosun Grout about music, he tries to ignore you. When it becomes apparent that you're not going to give up, he finally pauses in his work and looks you in the eye. "I am happy to help you feel useful on the Nightshade. Have a question or comment concerning sailing, let me know. I'll leave the subject of music up to you and the others." He returns to his work, clearly trying to convey the message that he's done with that subject.
When everyone wakes on the 10th day, the news quickly circulates that the island is on the horizon. Bosun Grout anticipates reaching the land mass just before midday, and his estimate is correct. Ebokk tells the party the report said the ship flying Flindbar's flag was on the southern edge of the island, so the Nightshade sails around the eastern side to get there. The group gathers at the starboard rail to survey the island as they pass. It's a somewhat small island mostly covered in trees. It's a little more than twice the size of the island Waterdeep's Smugglers' Bane Tower sits on. The only high ground is a kind of peak which stands tall on the other side of the island like a natural tower.
As the Nightshade begins to round the southeast edge of the island, the ship in question comes into view. It's a strange sight from afar — confusing to the eye. As the Nightshade sails nearer, the details come into focus, and the group can see the ship is half submerged. This vessel has taken serious damage over the years. The upturned stern of the ship juts out of the water, as does the top of the main mast. The Pirate Flindbar's flag still flies atop it, inexplicably bearing the face of an angry orc.
Bosun Grout calls to drop anchor. The Nightshade slows and then stops. It now rests off the southeast edge of the small wooded island. The old shipwreck protrudes from the choppy waters around the island's rocky southern shoreline. To the west, the large rocky outcrop rises well above the sea, forming the highest point on the island by far, while along the eastern shore, a stretch of golden sand provides a more approachable place to land a small vessel.
Ebokk calls for the rowboat to be lowered. Scrub and the twins uncover the small craft, which has been sitting at the back of the quarterdeck. Others, including Maldorn and Erric, jump in to help get it over the side of the ship and put in the water without incident. The small ship will hold the five members of the landing party — Ebokk included. He looks around at his hired guards, his smile as big as ever. He looks as if he might burst from excitement. "What do you think?" he asks the four adventurers. "Head to the ship first?"
This post has potentially manipulated dice roll results.
INSIGHT CHECK on Bosun Grout about music! ;) 18
Once the ship starts to get closer to the island, Erric will peer into the trees to see if he can see any sign of life or movement. He's convinced the island's haunted, covered in ghosts -- or at least a pirate hideout. (Perception: roll]1d20+1[/roll]) He'll do it again from the position of the anchorage, trying to look at the beach and beyond, and of course the hill. (Perception: roll]1d20+1[/roll])
"Where's the tide, Bosun Grout? About half past crescent moon, wouldn't you say?" Erric says, standing next to the bosun, barely looking away from the shoreline, with a small half-smile in the corner of his mouth. If Grout hasn't picked up on Erric's peculiar form of nautical expertise by now, Erric doesn't even notice. He does ask Grout, and Gramps' impression of the ship wrecked before them -- what it was used for, how it wrecked, where it came from, anything the old salts' minds can glean from it from looking at it.
He helps with the rowboat and as Ebokk suggests going straight to the ship, Erric says, "well, the ship's not going anywhere, and it doesn't seem like anyone's able to live in it. Why don't we take a quick circuit of the beach and look into those trees for any signs of habitation? Or uninhabitation? Or... spirits? We wouldn't want to be taken by surprise now, would we? On that note, Bosun Grout, why don't we set a watch upon the wreck and the island from the Nightshade, with an alarm of some kind that can let us know if you see anything. Ringing a bell or something. Think that would be reasonable, Ebokk?"
Edit: and my perception rolls had a bracket deleted somehow, but here they are: 1010
"I don't do this very often," Maldorn surprises himself, "but I agree with Reric boy here. If the island is inhabited, chances are the wreck has already been picked clean. If not, then we have all the time in the world to do that ourselves. Either way, I rather know before we go diving."
A disappointed expression takes over the ranger's face: "Risking agreeing with this silly bard twice in less than a minute," he turns to the bosun, "here is my hunting horn. Blow hard on it if you see something that needs our attention while we are away."
Jambiya has been glues to the railing since the island came into view. She took exactly one minute to rush below and return with her small pack, ready to leap overboard as soon as something happened, and could barely contain herself as the rowboat was untied and lowered.
That all comes to a crashing halt as the boys rain on her parade. "Oh... uh, sure, yeah, we should look for danger on the beach. First. Yes. Yes, we should do that." She takes a breath. "Of course we should, we ran right into those bird people before, because we weren't cautious. Beach, but then the boat, right?"
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
This post has potentially manipulated dice roll results.
Anafrey is more composed than usual, tucking some stray hair behind her ears as she climbs into the rowboat. She adjusts her armor and pack, and sets her shield down by her legs. She looks out across the water and keeps her eyes peeled, paying special attention to the wreckage as she does her best to help row to shore.
Erric just smiles generously as Maldorn validates him. He knows he's often foolish so when someone he respects backs him up, he doesn't really know what to do with it.
"Oh right the bird people, that was bad, we almost lost you and Anafrey!" Erric says to Jambiya. "Doing a quick look couldn't hurt, could it? And yes we are 100% going to the ship! It will be amazing and not at all terrifying. Oh, does anyone have any sort of fun magic that lets you breathe underwater?" He blows up the last one of the strange set of waterskins that have not left his person for the entire voyage to the island without acknowledging it or breaking eye contact with the others.
Erric, you attempt to watch Bosun Grout carefully while he is speaking to you impatiently about music, but he has a bit of white fuzz caught in one of his eyebrows, and it distracts you from really paying attention to anything but his words. Later, when you ask him about the tide and make your comment about "half past crescent moon," the bosun gives you another impatient look, then barks something at Scrub about the rowboat without answering you. You then ask Gramps about the condition of the half-submerged boat: what it was used for, how it wrecked, where it came from, anything the old salt's mind can glean from it from looking at it. He replies that it looks from this distance as perhaps a fishing vessel. Of course, he has no idea why it wrecked. It could be that it ran aground. "We're a little too far to learn too much about it," the old sailor says. "You'll know more once you're aboard."
When Erric, Maldorn and Jambiya (however reluctantly) agree that they should land on the beach first, Ebokk's countenance falls a little, but he agrees with a silent nod. Grout accepts the horn from Maldorn and tucks it into his belt.
The rowboat sets off from the Nightshade with Jambiya, Anafrey, Maldor, Erric and Ebokk, heading to the southeast "corner" and the beginning of the golden beach, which angles northward. The whole of the southern edge is dotted with off-shore rocks leading west to the peak. As they row, Erric scans the island for life. He sees now that the trees start a little ways off the shore, and there are large areas of tall grass ringing the bulk of the island. He does not notice anything moving about in the tall grasses (though the wind keeps them moving, so it's hard to tell) or the edge of the trees.
The rowboat bumps onto the beach at its southern tip, and the group steps onto the island, pulling the craft up onto the beach to keep it from being pulled back out to sea. Erric once again scans the area. Traces of flotsam lie scattered on this golden stretch of beach. A giant crab skitters across the sand in the distance, and is that another one, or a rock? Ebokk looks to the landing party for what they should do next.
Jambiya is going to try to find an animal to talk to, to quiz it about two things. 1) Have any other people been here recently. 2) What does it think about the wrecked ship.
Erric would love to help with this if he could -- he's looking at pieces of flotsam to see if there are anything artificial that's interesting, and if there's any sign of animal nests or any tracks/bites. He's listening for sounds that might indicate where animals might be, and looking again into the grass for movement.
Once they find an animal, he'll ask Jambiya what kind of sound might entice or comfort that particular kind of animal and he'll use minor illusion to create that sound near them.
Erric is glad that most of the crew like his gifts. When the twins jest, he'll smile knowingly, pretending he's in on the joke (he's been ridiculed before), and say "no, thank YOU sirs!" grandiloquently with bows. He'll then spend the next few days making sure he's useful around them as they move about the ship, and harmonizes well when they sing.
He'll pull Maldorn, Jambiya, and Anafrey aside at one point and say, "you know, Ebokk doesn't really talk about his mother very much... do you think we should ask him about her?"
Otherwise he'll try to be helpful on board, entertaining with songs and the crew's favorite music on the lute. He'll inspire someone who looks as though they're taking on something with difficulty (not burning all uses but not saving them all either, at least not until they near the island). He's regularly got unseen servant going to help clean the deck, wash dishes, loop rope, and otherwise making itself useful.
When asked about Ebokk's mother, Maldorn says: "I am likely over-thinking it, but I wouldn't mind if you were to ask more about our benefactor's background. I am starting to develop some minor suspicions."
Maldorn says the above if and only when he is sure the party is alone. Even then, he ensures to say so in a low voice.
Jambiya spends this part of the trip helping Gramps with the cooking (and washing up, one doesn't happen without the other!). She'll while away some time trying to strike up conversations with sea birds or dolphins any chance she gets. Or if there are any rats or the like stowed away. She will of course help Maldorn out with translation for Sagitta when she can. She tries to get a sense for Sagitta's... personality? Thinking it might help Maldorn train him. Does he like to be praised? Stroked? Does he like extra food? Is he scared of the water, etc. Just to help Maldorn, and Sagitta, of course. And she'll develop a habit of 'meditating' before bed, in an attempt to reach her tree lady during her dreams. She has taken to the hammock in the cabin she shares with Anafrey.
When she gets pulled into the party-only discussion, she's surprised by Maldorn's suspicions, but only because she had not considered it, not because she disbelieves it. "Ebokk seems so... genuine. Genuinely goofy. Imagine if he were really some nefarious pirate, and this is all a ruse to get us to help him find some long lost treasure. Then he'd abandon us on the island... what's that called? There's a pirate term, isn't there?" She thinks for a bit while the conversation moves on, then blurts out, a little louder than maybe she should, "Marooned! That's it!"
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
OOC: You may continue the conversation, and we can add any further on-ship whatever, but I thought I'd summarize some things before they get forgotten.
Ten days pass uneventfully. The weather isn't as perfect as it was sailing to Waterdeep, but the ship doesn't encounter any dangerous storms. Some days are clear the whole day, sometimes there are short rain storms, and some days it's rainy all day. But the Nightshade sails steadily southward, and Bosun Grout seems genuinely pleased with the progress from day to day. Whether you have helped out or not, the crew doesn't seem bothered by your presence. Well, every now and then, Jambiya catches Scrub or one of the twins giving her the side-eye, but she never feels any kind of animosity from them.
Maldorn:
The more you help out, the more the crew relies on you. They don't expect you to help, but offer tasks to you and continue to instruct you where needed, grateful for your involvement. It's clear Gramps's abilities have driven any prejudice against older folk out of this crew's minds. While there is definitely some skill in sailing, the mechanics of it make sense. Ebokk even encourages you to take the wheel a couple times, allowing you to drive the ship while he stands by and talks your ear off about how wonderful it is to be on the water. You spend quite a bit of time working with Sagitta and succeed in helping him understand (with Jambiya's assistance) to drop whatever he has in his mouth upon command ... most of the time. (Go ahead and figure out if you're going to use hand signals or audible cues (words or something else) with Sagitta. If you've already specified that and I don't remember, please remind me.)
Erric:
You find that the twins don't hold on to any teasing for long. They like their passing jokes and feeding on each other's mirth, but the moments pass, and everything's back to normal soon enough. The crew finds you to be another helpful hand, and, like Maldorn, they're willing to offer you tasks and teach where teaching is needed. The use of unseen servant is unnerving to Scrub — he seems to have an inborn fear of magic — so he usually finds things to do elsewhere when you use your spell. A curious tendency you've noticed is Bosun Grout being nearby, but separated from the group, whenever you play your lute just before lights out. If you're below deck, he'll sit on the top step. If you're on deck, he'll stand at the bottom of the stairs, leaning against the wall.
Jambiya:
Gramps is a hard-working, jovial sort. He has qualities that remind you of both Daddy Pops and Grumpy Pops. He enjoys the time you two spend together. As you work with Maldorn and Sagitta, you are interested at how Sagitta's communication skills are changing. You're not sure how snakes (or winged ones, at least) normally speak to one another, but his one-word answers are starting to make a little more sense, and sometimes he'll string two words together. You're still a long way from having a conversation, but you're curious how things will progress as time goes by. Speaking with other animals is still a joy, even if you don't truly understand what they're saying or vice versa. The one dolphin you're able to speak with seems the most able to hold a fairly lengthy conversation. You talk about family and home and the rain, which has been pouring all afternoon. It's quite a friendly beast, and you're a little sad when it says it needs to return to its pod.
On Jambiya's surprise about Maldorn's suspicions: the old ranger simply says "I have no reason to doubt the dwarf other than a small hunch. He has been nothing but pleasant. Perhaps a bit too much. I am just trying to make sure that we a covered in case this hunch materializes."
On his involvement with the crew: Maldorn begins to feel more than a bit of respect for the hard work these men do out here on the seas. They have their flaws, but everyone does. When this is all said and done, Maldorn feels a bit proud that he could call himself a sailor for several days, and is happy he picked up a few essential survival skills at sea to compliment his vast experience on land.
On taking the wheel: Maldorn gladly adds that particular sailing skill to his repertoire, thankful to Ebokk for the opportunity. His suspicions even attenuate a bit in the process, though they are not entirely gone.
On training Sagitta: The flying snake now knows how to "grab" and "drop," and Maldorn is happy with his little buddy's progress. Next up is "fetch," which combines the two previously learned skills. Maldorn is hopeful that Sagitta will pick up on the keyword and the necessary actions to perform the trick in no time! "All thanks to you, Jambiya!"
Maldorn, "All thanks to you, Jambiya!"
"No, no, Maldorn. If Sagitta didn't feel a bond to you, he wouldn't trust you do do what you asked. I think he just thinks I'm some odd snake or something that tells him stuff. Honestly, I don't know what he thinks, of me, he's on odd duck. Like you!" and she gives him a tight hug.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Anafrey likely rolled over her flowers in her sleep and never noticed them. She spends most of the journey aboard the ship in a dour mood, if not blackout drunk. In her few sober moments she stares out at the sea and contemplates what she is doing with her life.
~♡~
Erric is very happy to learn as much as he can about sailing and boat life, to try to catch up in reality to where his boasts were at the start of the voyage. He's not completely self-delusional. He'll spend time, like Jambiya, looking out to sea and trying to spot dolphins and other forms of life. He will absolutely try the prank with Maldorn, waiting for a gull or tern to begin to approach the ship near where Maldorn's sitting, or manning the wheel, and cast minor illusion to make the sound of the gryphons in Waterdeep near where the bird's about to fly, hoping that he forgot what they looked like, and will look up and think he saw a gryphon out on the water. It probably won't work, but he'll try anyway.
When Scrub makes himself scarce around Erric's magic, he'll try to only use it when he's not around. But what really starts to make Erric perk up is when Bosun Grout starts to step away from the music when Erric plays. He'll try to bring it up gently, when they're both working on some bit of rigging together, Erric's nimble fingers dancing through knots with ease as Grout holds coils of line in his arms. "I wanted to ask you if there was another kind of music I could play that you might enjoy more," he says, glancing quickly at the man's face. "I don't think music's bad luck for a ship, but maybe I'm not playing the right way. I'm always happy to learn something new, so if you've got wisdom to share, my ears are open."
Erric will make a few attempts to sit down with Anafrey and ask her how she's doing, what she wants to do with her life, how she likes the ship. 20 days trapped on a ship together shows even the dopey halfling exactly how much she seems to be hurting inside and he just can't abide that. He'll try to entertain her at first with dirty jokes and cynicism, but he tries to listen to what she has to say (happy to RP this abunny if you like but I wanted to introduce the idea first, that Erric would definitely care and be trying to help).
He's also happy to take Maldorn's advice and try to talk about Ebokk's mother with him, really ask him about his family life, and see if he can detect missing areas or details that don't match.
Maldorn feels warm and fuzzy inside. "Thanks, Jambiya."
Once attacked by the "gryphon," Maldorn (insight: 23) initially jumps onto the deck as an instinctive defensive reaction, but a glance upward is all he needs to realize the supposed threat was nothing but a passing gull. He suspects it was one of Erric's jest, as no one else in the boat would try such a tasteless joke, but does nothing for now.
(OOC: I arbitrarily set a DC for myself there equal to Erric's spell save DC. Let me know if this needs to be reinterpreted somehow.)
Erric definitely fesses up and apologizes with a faint laugh when it's clear that Maldorn doesn't fall for it.
Erric, when you ask Bosun Grout about music, he tries to ignore you. When it becomes apparent that you're not going to give up, he finally pauses in his work and looks you in the eye. "I am happy to help you feel useful on the Nightshade. Have a question or comment concerning sailing, let me know. I'll leave the subject of music up to you and the others." He returns to his work, clearly trying to convey the message that he's done with that subject.
When everyone wakes on the 10th day, the news quickly circulates that the island is on the horizon. Bosun Grout anticipates reaching the land mass just before midday, and his estimate is correct. Ebokk tells the party the report said the ship flying Flindbar's flag was on the southern edge of the island, so the Nightshade sails around the eastern side to get there. The group gathers at the starboard rail to survey the island as they pass. It's a somewhat small island mostly covered in trees. It's a little more than twice the size of the island Waterdeep's Smugglers' Bane Tower sits on. The only high ground is a kind of peak which stands tall on the other side of the island like a natural tower.
As the Nightshade begins to round the southeast edge of the island, the ship in question comes into view. It's a strange sight from afar — confusing to the eye. As the Nightshade sails nearer, the details come into focus, and the group can see the ship is half submerged. This vessel has taken serious damage over the years. The upturned stern of the ship juts out of the water, as does the top of the main mast. The Pirate Flindbar's flag still flies atop it, inexplicably bearing the face of an angry orc.
Bosun Grout calls to drop anchor. The Nightshade slows and then stops. It now rests off the southeast edge of the small wooded island. The old shipwreck protrudes from the choppy waters around the island's rocky southern shoreline. To the west, the large rocky outcrop rises well above the sea, forming the highest point on the island by far, while along the eastern shore, a stretch of golden sand provides a more approachable place to land a small vessel.
Ebokk calls for the rowboat to be lowered. Scrub and the twins uncover the small craft, which has been sitting at the back of the quarterdeck. Others, including Maldorn and Erric, jump in to help get it over the side of the ship and put in the water without incident. The small ship will hold the five members of the landing party — Ebokk included. He looks around at his hired guards, his smile as big as ever. He looks as if he might burst from excitement. "What do you think?" he asks the four adventurers. "Head to the ship first?"
INSIGHT CHECK on Bosun Grout about music! ;) 18
Once the ship starts to get closer to the island, Erric will peer into the trees to see if he can see any sign of life or movement. He's convinced the island's haunted, covered in ghosts -- or at least a pirate hideout. (Perception: roll]1d20+1[/roll]) He'll do it again from the position of the anchorage, trying to look at the beach and beyond, and of course the hill. (Perception: roll]1d20+1[/roll])
"Where's the tide, Bosun Grout? About half past crescent moon, wouldn't you say?" Erric says, standing next to the bosun, barely looking away from the shoreline, with a small half-smile in the corner of his mouth. If Grout hasn't picked up on Erric's peculiar form of nautical expertise by now, Erric doesn't even notice. He does ask Grout, and Gramps' impression of the ship wrecked before them -- what it was used for, how it wrecked, where it came from, anything the old salts' minds can glean from it from looking at it.
He helps with the rowboat and as Ebokk suggests going straight to the ship, Erric says, "well, the ship's not going anywhere, and it doesn't seem like anyone's able to live in it. Why don't we take a quick circuit of the beach and look into those trees for any signs of habitation? Or uninhabitation? Or... spirits? We wouldn't want to be taken by surprise now, would we? On that note, Bosun Grout, why don't we set a watch upon the wreck and the island from the Nightshade, with an alarm of some kind that can let us know if you see anything. Ringing a bell or something. Think that would be reasonable, Ebokk?"
Edit: and my perception rolls had a bracket deleted somehow, but here they are: 10 10
"I don't do this very often," Maldorn surprises himself, "but I agree with Reric boy here. If the island is inhabited, chances are the wreck has already been picked clean. If not, then we have all the time in the world to do that ourselves. Either way, I rather know before we go diving."
A disappointed expression takes over the ranger's face: "Risking agreeing with this silly bard twice in less than a minute," he turns to the bosun, "here is my hunting horn. Blow hard on it if you see something that needs our attention while we are away."
Jambiya has been glues to the railing since the island came into view. She took exactly one minute to rush below and return with her small pack, ready to leap overboard as soon as something happened, and could barely contain herself as the rowboat was untied and lowered.
That all comes to a crashing halt as the boys rain on her parade. "Oh... uh, sure, yeah, we should look for danger on the beach. First. Yes. Yes, we should do that." She takes a breath. "Of course we should, we ran right into those bird people before, because we weren't cautious. Beach, but then the boat, right?"
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Anafrey is more composed than usual, tucking some stray hair behind her ears as she climbs into the rowboat. She adjusts her armor and pack, and sets her shield down by her legs. She looks out across the water and keeps her eyes peeled, paying special attention to the wreckage as she does her best to help row to shore.
perception : 12
~♡~
Erric just smiles generously as Maldorn validates him. He knows he's often foolish so when someone he respects backs him up, he doesn't really know what to do with it.
"Oh right the bird people, that was bad, we almost lost you and Anafrey!" Erric says to Jambiya. "Doing a quick look couldn't hurt, could it? And yes we are 100% going to the ship! It will be amazing and not at all terrifying. Oh, does anyone have any sort of fun magic that lets you breathe underwater?" He blows up the last one of the strange set of waterskins that have not left his person for the entire voyage to the island without acknowledging it or breaking eye contact with the others.
Erric, you attempt to watch Bosun Grout carefully while he is speaking to you impatiently about music, but he has a bit of white fuzz caught in one of his eyebrows, and it distracts you from really paying attention to anything but his words. Later, when you ask him about the tide and make your comment about "half past crescent moon," the bosun gives you another impatient look, then barks something at Scrub about the rowboat without answering you. You then ask Gramps about the condition of the half-submerged boat: what it was used for, how it wrecked, where it came from, anything the old salt's mind can glean from it from looking at it. He replies that it looks from this distance as perhaps a fishing vessel. Of course, he has no idea why it wrecked. It could be that it ran aground. "We're a little too far to learn too much about it," the old sailor says. "You'll know more once you're aboard."
When Erric, Maldorn and Jambiya (however reluctantly) agree that they should land on the beach first, Ebokk's countenance falls a little, but he agrees with a silent nod. Grout accepts the horn from Maldorn and tucks it into his belt.
The rowboat sets off from the Nightshade with Jambiya, Anafrey, Maldor, Erric and Ebokk, heading to the southeast "corner" and the beginning of the golden beach, which angles northward. The whole of the southern edge is dotted with off-shore rocks leading west to the peak. As they row, Erric scans the island for life. He sees now that the trees start a little ways off the shore, and there are large areas of tall grass ringing the bulk of the island. He does not notice anything moving about in the tall grasses (though the wind keeps them moving, so it's hard to tell) or the edge of the trees.
The rowboat bumps onto the beach at its southern tip, and the group steps onto the island, pulling the craft up onto the beach to keep it from being pulled back out to sea. Erric once again scans the area. Traces of flotsam lie scattered on this golden stretch of beach. A giant crab skitters across the sand in the distance, and is that another one, or a rock? Ebokk looks to the landing party for what they should do next.
Jambiya is going to try to find an animal to talk to, to quiz it about two things. 1) Have any other people been here recently. 2) What does it think about the wrecked ship.
Here’s a roll: 11
Animal handling, add 2. Investigation, add 3. Persuasion, add 4.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Erric would love to help with this if he could -- he's looking at pieces of flotsam to see if there are anything artificial that's interesting, and if there's any sign of animal nests or any tracks/bites. He's listening for sounds that might indicate where animals might be, and looking again into the grass for movement.
Once they find an animal, he'll ask Jambiya what kind of sound might entice or comfort that particular kind of animal and he'll use minor illusion to create that sound near them.
Here's a second roll for if Erric's Help is actually helpful. 6
Edit: boo, bad die roll, maybe Erric's help was on the 11 above.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me