Dainar spends a lot of his time on board the ship observing people and the goings on. He will sometimes sit aside and observe how people place things, or move things in to particular patterns. Having a good grasp of investigation has been a strong skill for his order and ferreting out clues and piecing them together is important. While Dainar is already fairly skilled at it he hopes to become far better as he matures, both in his career and life.
Expertise of Investigation: 101
Expertise of Investigation: 7
[Post roll edit] His practice started out better than he had hoped! So much so that he was even accredited by the first mate with a rowdy cheer from all on board. He had found the ships lucky compass, thought to have been lost about a year ago. Once Dainar had heard of the missing item he pieces together all of the stories and clues and found it tucked within a wood floorboard knot. It was a great day. Sadly however, most of the good will he earned quickly vanished as he was hot on the trail of some clues that ran him straight in to accidentally ruining some perfectly good ale. Not much mind you but to a sailor, it was enough.
During other times he steps out and does chat some with those on board. He lacks any prejudices and does not back down from speaking to anyone. He shows interest in what people has to say and likewise shares bits and pieces about himself and his order.
Socializing charisma check: 45
[Post roll edit] His time talking to the various passengers had him learning names and some small details which, for his line of work is great, he just doesn't really uncover any great relationships.
As he is not a lay about, he eagerly spends time with the sailors. Sure he has no real boat experience but he is a hale and hearty warrior and an extra set of hands couldn't hurt...could it?
Athletics check: 99
[Post roll edit] He works steadily beside the sailors and even gives Gregor a run for his money in swabbing that deck. He pushes himself to really excel and even helps the others around him push themselves in that sailor life.
Ashlin spent some time practicing her music and attempting to lift the others' spirits.
Risin' up, back in the woods Took our time, took our chances Went the distance Now we're back for the goods Just a band and their will to survive So many times, it happens too fast We trade our brain cells for glory We rush right in to take down those drow Never seeing the eyestalks of terror
It's the eye of the beholder It's the thrill of the fight Risin' up to the challenge Of our rival And the last known survivor Cuts his prey down tonight And his fortune must always be Eye of the beholder
Face to face, dwarf all alone Hangin' tough, stayin' angry The bard's a corpse And the mage turned to stone He's gotta kill with some skill and survive
It's the eye of the beholder It's the thrill of the fight Risin' up to the challenge Of our rival And the last known survivor Cuts his prey down tonight And his fortune must always be Eye of the beholder
Risin' up straight to the top Spilt the guts, got the glory Went the distance Now we're not gonna stop Just a band and their will to survive
It's the eye of the beholder It's the thrill of the fight Risin' up to the challenge Of our rival And the last known survivor Cuts his prey down tonight And his fortune must always be Eye of the beholder
The eye of the beholder The eye of the beholder The eye of the beholder The eye of the beholder
First free time slot for Ashlin: Earn coin by entertaining.
Performance Roll: 59
(post roll edit)
Ashlin was decently pleased with her performance and she was surely having fun. The gold wasn't bad either.
Michael spends all of his downtime working on items he is crafting. Knowing he would be aboard a boat, he brought leather and wood supplies, to make wooden weapons and leather armors, as well as some metal to make studded leather armor out of by adding to leather armor. He knew he could not set up a forge aboard ship, so is often found sitting on deck when it is sunny, or in the hold when it is not. He either has a set of leather working tools in hand, if he is making armor, or carpenter tools, if he is making longbows or crossbows - heavy, light, and hand. (Will leave it up to the DM on what amount of which items he makes....)
roll1: 92
roll2: 52
roll3: 20
roll4: 89
At first he is very productive, working with a good deal of dedication. He slows down then, as he makes friends aboard ship and begins to chat with them some, and not as dedicated to the work. He lacks off even further as those friendships flourish, even taking some time away from crafting that he should not have. He knows he is behind towards the end and redoubles his efforts, making a big push to get more items crafted before the ship reaches the destination.
This post has potentially manipulated dice roll results.
Falros will spend most of the days socializing with the other colonists, trying to get an idea of what each of them are capable of, what they'd like to accomplish, and what they expect of the colony.
Investigation: 81 Persuasion: 99
In the evenings, he'll spend his time gaming with colonists and crew, sticking to general bluffing rather than outright cheating.
Deception: 79 Insight: 53
(Roll edit: Seems his investigation probably paid off, but it was fairly obvious what he was doing, more interrogation than conversation. His gambling bluffs were excellent, though he could use a little more work on reading people, too many outlanders I guess.)
This post has potentially manipulated dice roll results.
Tine spends the voyage moving through the crowds and getting to know the people – where they come from, there hopes and desires for the new world. Helping to draft up a plan for what she may want to do, if she can she will also work on picking up different accents and languages for any other settling nations they may encounter.
persuasion check to help people open up to telling her their stories: 12
During the night she will work on her performances helping to keep people on the ship entertained as she has in previous nights with a mix of song and magic.
This post has potentially manipulated dice roll results.
Using his Artificer magics, Winni spawns in a set of glassblowers tools. Prior to leaving on the boat, he had spent 2 gold on raw material. He spends his time making small glass trinkets. He enjoys the feeling of shaping something with his hands and the knowledge that someone will buy it and care for it.
Glassblower's Tools - 14
[edit] Since it is his first time attempting to blow glass, he struggles at the start. He wastes much of his raw material creating ugly glass sculptures. He eventually gives up and figures he may be able to procure more materials when he gets to his new home.
When he is done crafting for the day he wanders the deck, observing the crew. He has prepared both Cure Wounds and Feather Fall, just in case of an accident.
Perception Check - 21
[edit] Winni is far too distracted by the sea to notice much of what happens with the crew.
In the evenings, Winni spends time sitting with the dwarves. He asks them to teach him their language and culture, as he is interested to learn more about them. He enjoys their company and hopes they enjoy his.
Learning Dwarvish - 95
Learning Dwarvish - 75
[edit] Winni makes some progress learning their language. He still makes a fool of himself when he opens his mouth, but he can almost get the point across. If the other person makes an effort to piece together parts of sentences.
The White Wolf spends most of his time socializing, seeking out the downcast and hard-done-upons, and trying to lend his help in whatever way he can.
Investigation/Perception: 46, 58
Restless when he considers himself useless, the White Wolf also seeks out those in need of handiwork - mending, sewing, and the like.
Roll: 42
The White Wolf also spends some time learning about the religions of others on board the ship, and perhaps spreading a bit of his own faith to the willing.
Persuasion: 32
[edit]: Perhaps it's his barbarian dress and habits, but the White Wolf finds it difficult to settle in. He makes some casual acquaintances with most of the ship, does enough work to not feel completely useless, but completely fumbles his attempts to talk religion. It's not something he's used to doing, and his muttered praises of Ilmater go more or less unnoticed. At least he doesn't offend anyone.
This post has potentially manipulated dice roll results.
Tarkkin initially made it his goal of attempting to get to know everyone on the ship. Wanting to make as many friends as possible. He was a self conscious sort, so it took some courage, but he was able to push himself to at least introduce himself to everyone. Be it from small things like saying hi, or more important things like helping around the boat. He ends up spending most of his time doing this.
(attempting to gain proficiency in persuasion) Attempting to be friendly via helping around the ship: 68 Attempting to be friendly mustering courage to introduce himself: 61
While he was able to make successfully introduce himself to everyone, he wasn't much help around the ship which was fully staffed. He felt a tad bit more confident, but that was all.
Whenever he's not doing that, he is often found conversing casually with Gregor and his Orc friend. He felt less afraid to talk to them since they looked scary, kinda like him. He wasn't at the point of taking his mask and hood off around them, but he enjoyed watching Gregor's performances and talking to the Orc lady about their lives. He shared with them how he escaped from a slave pit and all the cool things he had to fight on the way out. He also shares the story of the one time he saw an orc punch someone through a door.
Specific Gregor roll: 2 Specific Female Orc roll: 67
While his conversations with the female Orc were a tad stiff, he was able to feel more comfortable around her. And, maybe as a side effect, he and Gregor got really close. Almost to the point that Tarkkin would occasionally help him with his performances, taking up a viol to add to his effect.
As for the PC crew, Falros would have made sure to introduce himself to them as well and spend some time talking with all of them, especially the two bards. If anyone wants to roleplay out any of that, let me know, otherwise I'm happy to let it go as learning about what we can see on character sheets about each other (basic abilities, names, vague backgrounds, etc...).
Tarkkin's initial introduction is very....strange. Regardless who approached who first, he's very timid and keeping low to the floor or back to a wall. When he speaks, it sounds like a small clicking and strange vibrating bass in the back of his voice, "Gr-greetings, future friends....I am Tarkkin....y-you can call me Tark. Ah! But onlyifyouwantto! You don't have to I mean! Uh, unless you want to!" If asked about himself, he seems to shrink back slightly and clutch himself defensively, "Tarkkin can h-help with anything! Tarkkin really good at fighting and stuff. Only reason Tarkkin is alive, because I beat others in slave pit!" He seems to...beam(?) when stating that, though it's hard to tell with his clicky voice and hidden features.
He's not really ready to open himself up to any of the other PCs, just yet, as he's still nervous around them. Though he's happy to see that he's not being outright rejected.
I'll try to get a little bit of everybody fir this montage results post. If you feel gipped in any, PM me as usual.
Dainar- Although there are some minor slipup's during your time on ship; you feel relatively well introduced. You will probably know everyone's face and names by the time you get off board and have some small report with them all. However; due to your accomplishments investigating and helping on board the ship you are personally introduced to the ship's captain; a crusty old elf (something that many people in the world will never get to see as they usually retire back to their elvish homelands when they reach that several hundred to thousand year milestone) who goes simply by the name Captain Aego. He looks you up and down and says if the whole settlement thing doesn't pan out he wouldn't mind having you as a sailor before retreating back to his quarters.
Areon- Due to spending most of your time with the water you see some sights that the rest of your shipmates won't get to experience. The ocean is truly filled with all sorts of animal life that the rivers and lakes of your old home don't have. You catch fish with strange coloration ranging from nearly rainbow to completely transparent. You didn't even attempt to catch them; but you've seen some fish the size of humans below the surface of the water; and you swear you saw a shadow a way's out that was as large if not larger then the ship. No one else seemed to have seen it; some of the sailors claim that watching the water for too long will result in hallucinations like that... but it seemed so real! You also learned absolutely nothing about or from the elvish couple, not even their names.
Ashlin- You're songstress skills certainly made the ship a merrier place. Some of the sailors say that long sea-voyages without guests can result in cabin fever; and you feel like you played some part in preventing that. You earned the equivalent of let's say 2 gold. If you have any other rolls you would like to make, feel free to say so even if we move on.
Micheal- Let's say with the rolls you made you can make two weapons of your choice with high quality, or four weapons of average quality. High quality weapons will function as +1 non-magical weapon. One high quality is slightly more gold then 2 equivalent average weapons, but that also means it may be harder to sell them in higher quantities. You have very limited social experiences but you do have some throughout the trip.
Falros- You gain a reputation among the soon to be colonists as a very intense individual. You learn that a majority of them seem to be the entrepreneurial types. Lots of people believe that they will make it big, and own their own businesses although a lot of them don't quite have the gold or resources to start up something right away; so you wonder how such an influx of people all with big dreams and small pockets will affect the fledgling settlement. During the evenings you gain a reputation as a curb stomper for those people who are not so good at the art of gambling; but those old sailors that have been doing it for years have dealt with your type before and the downpour of gold your way slowly went their way after a while. You earned the equivalent of 3 gold in silver pieces.
Tine- Just like Ashline; your songs and general disposition seemed to make the ship a better place to be for the two weeks you were there. Since you were doing it more voluntarily; and spending a good time socializing you only earned the equivalent of 1 gold. You did however unlock many of your fellow colonists basic backstories which I will post a basic google doc or something when I get the time. You also learn a very limited map of the surrounding settlements of Saint Tyrol; but most of that was rumors and guesses from the colonists so you arn't sure how reliable your info is. I will also post a separate google doc for that.
Winni- Although your general socialization and artistic efforts weren't the most succesful; you feel that you made good friends with the Rockseeker brothers during your voyage. They promised you good deals on any loans you take out, and even said that you should all go out for drinks together when you reach the colony. Although you wouldn't quite say that you have 'learnt' the dwarvish language yet, you defiantly could get a point across and perhaps even read some very basic dwarfish passages. The brothers gave you a mock menu for a dwarfish restaurant they loved to frequent in Orellia and you can recognize most of what is on there.
White Wolf- This voyage wasn't quite a bad omen, but you defiantly feel as though it wasn't the best omen for your future in the colony. Although you've made many casual acquaintances; it seems like something about you makes others feel on edge. The only colonists you feel that you really bonded with is Wilfrenia and her son Matthew. The boy practically has glued himself to you hoping that you will teach him some basic combat and survival skills so that he can prove himself to you and his father; while his mother tries to teach you about the concepts of the villages saint worship. Since you lived in relative isolation worshiping primarily one new god, the large pantheon of saints and new gods worshiped in the town is hard for your to memorize and you often get names or domains mixed up.
Tarkkin- You defiantly came out of your shell this trip. You are sure you at least talked to everyone on the ship once; even the illusive Captain Aego. You also tried to help out, but the ship had a full staff of competent sailors and some of the stronger colonists helping out. You never got in the way per-say-but your contribution was defiantly minimal. The orcish female was a bit stiff with you, possibly because of your blossoming friendship with Gregor who's attempts at flirting and showing off seemed to irk her. But the three of you did have civil conversations when Gregor wasn't being obnoxious and you learned her name to be Rakada. She seemed to be inclined to poetry and other forms of quiet entertainment. At the comment about door breaking she laughed and said she would have done the same to Gregor multiple times this voyage if she didn't respect the captain enough to not break his ship up. You and Gregor definitely gained some sort of camaraderie, and he said you two should catch up if and when the ship comes back to the settlement.
Hhhho boy that was a big post! Give me some time to cool down and I'll get a post about the ship docking soon enough.
There's an air of excitement about the boat, especially of the soon to be colonists. After two weeks at sea, the sailors, many of whom have sailed this route before, start a rumor that today will probably be the day of land fall on the continent of Ylisse. Familiar faces, friends that you have made on this voyage, can't help but to crowd on the deck, waiting for the first peek of their new home. The sailors work around them, even if they are a hindrance their excitement is contagious and the players that made friends with some of the sailors in particular are playfully bumped into and shot winks as the crew go about their duties.
At about high noon a shout can be heard from the crow's nest up top. "Land Ho!" The crew bursts into action, preparing anchors, checking knots, getting cargo ready to be carried out. The first thing your characters see is not land, but rather a thick plume of black smoke. The kind of smoke you see from fires eating away at buildings. The good cheer of the boat quickly shifts from excitement to anxiety, and the sailors continue through their preparations with something akin to anxiety. There's a rumor that's rippling through the boat that if the Captain deems docking too dangerous he might have the boat drift for a few hours or head to a whole different settlement entirely.
As the boat gets closer and closer to the docks, those with exceptional perception or tools to see long distances can spot many men piling up on the docks. Most of them seem to be heavily armored, and a lot of them are waving around white flags, clothes, anything white cloth they seemingly can get their hands on. Suddenly a piercing whistle can be heard over the din of anxious conversation on the deck. An old elf, some of you realize him as Captain Aego, is asking for volunteers to go land side on the ships largest row boat to see what these people want. Of the Crew, only the massive half orc and orc, Gregor and Rakada volunteer, and of the colonists, only the young boy Matthew tries his luck, although he is shut down pretty quickly by his mother.
Michael moves from his position along one of the railings. He shoves some tools back into pockets, and moves towards the row boat. Guardian pads along at his side, ever-watchful of those around Michael. "I will go with, as will Guardian." Michael says, climbing onto the smaller raft.
Winni is worried about his own well being, but realizes that if there is no settlement, he won't be able to open a business. He decides to volunteer to go to the shore and check things out. He grabs his dagger and throws on his chain shirt, both of which he would have infused on waking in the morning (returning weapon for dagger, enhanced defense for chain shirt). He offers his light crossbow and spear to anyone who might need it.
Dainar spends a lot of his time on board the ship observing people and the goings on. He will sometimes sit aside and observe how people place things, or move things in to particular patterns. Having a good grasp of investigation has been a strong skill for his order and ferreting out clues and piecing them together is important. While Dainar is already fairly skilled at it he hopes to become far better as he matures, both in his career and life.
Expertise of Investigation: 101
Expertise of Investigation: 7
[Post roll edit] His practice started out better than he had hoped! So much so that he was even accredited by the first mate with a rowdy cheer from all on board. He had found the ships lucky compass, thought to have been lost about a year ago. Once Dainar had heard of the missing item he pieces together all of the stories and clues and found it tucked within a wood floorboard knot. It was a great day. Sadly however, most of the good will he earned quickly vanished as he was hot on the trail of some clues that ran him straight in to accidentally ruining some perfectly good ale. Not much mind you but to a sailor, it was enough.
During other times he steps out and does chat some with those on board. He lacks any prejudices and does not back down from speaking to anyone. He shows interest in what people has to say and likewise shares bits and pieces about himself and his order.
Socializing charisma check: 45
[Post roll edit] His time talking to the various passengers had him learning names and some small details which, for his line of work is great, he just doesn't really uncover any great relationships.
As he is not a lay about, he eagerly spends time with the sailors. Sure he has no real boat experience but he is a hale and hearty warrior and an extra set of hands couldn't hurt...could it?
Athletics check: 99
[Post roll edit] He works steadily beside the sailors and even gives Gregor a run for his money in swabbing that deck. He pushes himself to really excel and even helps the others around him push themselves in that sailor life.
Ashlin spent some time practicing her music and attempting to lift the others' spirits.
Risin' up, back in the woods
Took our time, took our chances
Went the distance
Now we're back for the goods
Just a band and their will to survive
So many times, it happens too fast
We trade our brain cells for glory
We rush right in to take down those drow
Never seeing the eyestalks of terror
It's the eye of the beholder
It's the thrill of the fight
Risin' up to the challenge
Of our rival
And the last known survivor
Cuts his prey down tonight
And his fortune must always be
Eye of the beholder
Face to face, dwarf all alone
Hangin' tough, stayin' angry
The bard's a corpse
And the mage turned to stone
He's gotta kill with some skill and survive
It's the eye of the beholder
It's the thrill of the fight
Risin' up to the challenge
Of our rival
And the last known survivor
Cuts his prey down tonight
And his fortune must always be
Eye of the beholder
Risin' up straight to the top
Spilt the guts, got the glory
Went the distance
Now we're not gonna stop
Just a band and their will to survive
It's the eye of the beholder
It's the thrill of the fight
Risin' up to the challenge
Of our rival
And the last known survivor
Cuts his prey down tonight
And his fortune must always be
Eye of the beholder
The eye of the beholder
The eye of the beholder
The eye of the beholder
The eye of the beholder
First free time slot for Ashlin: Earn coin by entertaining.
Performance Roll: 59
(post roll edit)
Ashlin was decently pleased with her performance and she was surely having fun. The gold wasn't bad either.
Michael spends all of his downtime working on items he is crafting. Knowing he would be aboard a boat, he brought leather and wood supplies, to make wooden weapons and leather armors, as well as some metal to make studded leather armor out of by adding to leather armor. He knew he could not set up a forge aboard ship, so is often found sitting on deck when it is sunny, or in the hold when it is not. He either has a set of leather working tools in hand, if he is making armor, or carpenter tools, if he is making longbows or crossbows - heavy, light, and hand. (Will leave it up to the DM on what amount of which items he makes....)
roll1: 92
roll2: 52
roll3: 20
roll4: 89
At first he is very productive, working with a good deal of dedication. He slows down then, as he makes friends aboard ship and begins to chat with them some, and not as dedicated to the work. He lacks off even further as those friendships flourish, even taking some time away from crafting that he should not have. He knows he is behind towards the end and redoubles his efforts, making a big push to get more items crafted before the ship reaches the destination.
Falros will spend most of the days socializing with the other colonists, trying to get an idea of what each of them are capable of, what they'd like to accomplish, and what they expect of the colony.
Investigation: 81
Persuasion: 99
In the evenings, he'll spend his time gaming with colonists and crew, sticking to general bluffing rather than outright cheating.
Deception: 79
Insight: 53
(Roll edit: Seems his investigation probably paid off, but it was fairly obvious what he was doing, more interrogation than conversation. His gambling bluffs were excellent, though he could use a little more work on reading people, too many outlanders I guess.)
Tine spends the voyage moving through the crowds and getting to know the people – where they come from, there hopes and desires for the new world. Helping to draft up a plan for what she may want to do, if she can she will also work on picking up different accents and languages for any other settling nations they may encounter.
persuasion check to help people open up to telling her their stories: 12
During the night she will work on her performances helping to keep people on the ship entertained as she has in previous nights with a mix of song and magic.
performance check: 28
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Using his Artificer magics, Winni spawns in a set of glassblowers tools. Prior to leaving on the boat, he had spent 2 gold on raw material. He spends his time making small glass trinkets. He enjoys the feeling of shaping something with his hands and the knowledge that someone will buy it and care for it.
Glassblower's Tools - 14
[edit] Since it is his first time attempting to blow glass, he struggles at the start. He wastes much of his raw material creating ugly glass sculptures. He eventually gives up and figures he may be able to procure more materials when he gets to his new home.
When he is done crafting for the day he wanders the deck, observing the crew. He has prepared both Cure Wounds and Feather Fall, just in case of an accident.
Perception Check - 21
[edit] Winni is far too distracted by the sea to notice much of what happens with the crew.
In the evenings, Winni spends time sitting with the dwarves. He asks them to teach him their language and culture, as he is interested to learn more about them. He enjoys their company and hopes they enjoy his.
Learning Dwarvish - 95
Learning Dwarvish - 75
[edit] Winni makes some progress learning their language. He still makes a fool of himself when he opens his mouth, but he can almost get the point across. If the other person makes an effort to piece together parts of sentences.
The White Wolf spends most of his time socializing, seeking out the downcast and hard-done-upons, and trying to lend his help in whatever way he can.
Investigation/Perception: 46, 58
Restless when he considers himself useless, the White Wolf also seeks out those in need of handiwork - mending, sewing, and the like.
Roll: 42
The White Wolf also spends some time learning about the religions of others on board the ship, and perhaps spreading a bit of his own faith to the willing.
Persuasion: 32
[edit]: Perhaps it's his barbarian dress and habits, but the White Wolf finds it difficult to settle in. He makes some casual acquaintances with most of the ship, does enough work to not feel completely useless, but completely fumbles his attempts to talk religion. It's not something he's used to doing, and his muttered praises of Ilmater go more or less unnoticed. At least he doesn't offend anyone.
Tarkkin initially made it his goal of attempting to get to know everyone on the ship. Wanting to make as many friends as possible. He was a self conscious sort, so it took some courage, but he was able to push himself to at least introduce himself to everyone. Be it from small things like saying hi, or more important things like helping around the boat. He ends up spending most of his time doing this.
(attempting to gain proficiency in persuasion)
Attempting to be friendly via helping around the ship: 68
Attempting to be friendly mustering courage to introduce himself: 61
While he was able to make successfully introduce himself to everyone, he wasn't much help around the ship which was fully staffed. He felt a tad bit more confident, but that was all.
Whenever he's not doing that, he is often found conversing casually with Gregor and his Orc friend. He felt less afraid to talk to them since they looked scary, kinda like him. He wasn't at the point of taking his mask and hood off around them, but he enjoyed watching Gregor's performances and talking to the Orc lady about their lives. He shared with them how he escaped from a slave pit and all the cool things he had to fight on the way out. He also shares the story of the one time he saw an orc punch someone through a door.
Specific Gregor roll: 2
Specific Female Orc roll: 67
While his conversations with the female Orc were a tad stiff, he was able to feel more comfortable around her. And, maybe as a side effect, he and Gregor got really close. Almost to the point that Tarkkin would occasionally help him with his performances, taking up a viol to add to his effect.
As for the PC crew, Falros would have made sure to introduce himself to them as well and spend some time talking with all of them, especially the two bards. If anyone wants to roleplay out any of that, let me know, otherwise I'm happy to let it go as learning about what we can see on character sheets about each other (basic abilities, names, vague backgrounds, etc...).
Tarkkin's initial introduction is very....strange. Regardless who approached who first, he's very timid and keeping low to the floor or back to a wall. When he speaks, it sounds like a small clicking and strange vibrating bass in the back of his voice, "Gr-greetings, future friends....I am Tarkkin....y-you can call me Tark. Ah! But onlyifyouwantto! You don't have to I mean! Uh, unless you want to!" If asked about himself, he seems to shrink back slightly and clutch himself defensively, "Tarkkin can h-help with anything! Tarkkin really good at fighting and stuff. Only reason Tarkkin is alive, because I beat others in slave pit!" He seems to...beam(?) when stating that, though it's hard to tell with his clicky voice and hidden features.
He's not really ready to open himself up to any of the other PCs, just yet, as he's still nervous around them. Though he's happy to see that he's not being outright rejected.
I'll try to get a little bit of everybody fir this montage results post. If you feel gipped in any, PM me as usual.
Dainar- Although there are some minor slipup's during your time on ship; you feel relatively well introduced. You will probably know everyone's face and names by the time you get off board and have some small report with them all. However; due to your accomplishments investigating and helping on board the ship you are personally introduced to the ship's captain; a crusty old elf (something that many people in the world will never get to see as they usually retire back to their elvish homelands when they reach that several hundred to thousand year milestone) who goes simply by the name Captain Aego. He looks you up and down and says if the whole settlement thing doesn't pan out he wouldn't mind having you as a sailor before retreating back to his quarters.
Areon- Due to spending most of your time with the water you see some sights that the rest of your shipmates won't get to experience. The ocean is truly filled with all sorts of animal life that the rivers and lakes of your old home don't have. You catch fish with strange coloration ranging from nearly rainbow to completely transparent. You didn't even attempt to catch them; but you've seen some fish the size of humans below the surface of the water; and you swear you saw a shadow a way's out that was as large if not larger then the ship. No one else seemed to have seen it; some of the sailors claim that watching the water for too long will result in hallucinations like that... but it seemed so real! You also learned absolutely nothing about or from the elvish couple, not even their names.
Ashlin- You're songstress skills certainly made the ship a merrier place. Some of the sailors say that long sea-voyages without guests can result in cabin fever; and you feel like you played some part in preventing that. You earned the equivalent of let's say 2 gold. If you have any other rolls you would like to make, feel free to say so even if we move on.
Micheal- Let's say with the rolls you made you can make two weapons of your choice with high quality, or four weapons of average quality. High quality weapons will function as +1 non-magical weapon. One high quality is slightly more gold then 2 equivalent average weapons, but that also means it may be harder to sell them in higher quantities. You have very limited social experiences but you do have some throughout the trip.
Falros- You gain a reputation among the soon to be colonists as a very intense individual. You learn that a majority of them seem to be the entrepreneurial types. Lots of people believe that they will make it big, and own their own businesses although a lot of them don't quite have the gold or resources to start up something right away; so you wonder how such an influx of people all with big dreams and small pockets will affect the fledgling settlement. During the evenings you gain a reputation as a curb stomper for those people who are not so good at the art of gambling; but those old sailors that have been doing it for years have dealt with your type before and the downpour of gold your way slowly went their way after a while. You earned the equivalent of 3 gold in silver pieces.
Tine- Just like Ashline; your songs and general disposition seemed to make the ship a better place to be for the two weeks you were there. Since you were doing it more voluntarily; and spending a good time socializing you only earned the equivalent of 1 gold. You did however unlock many of your fellow colonists basic backstories which I will post a basic google doc or something when I get the time. You also learn a very limited map of the surrounding settlements of Saint Tyrol; but most of that was rumors and guesses from the colonists so you arn't sure how reliable your info is. I will also post a separate google doc for that.
Winni- Although your general socialization and artistic efforts weren't the most succesful; you feel that you made good friends with the Rockseeker brothers during your voyage. They promised you good deals on any loans you take out, and even said that you should all go out for drinks together when you reach the colony. Although you wouldn't quite say that you have 'learnt' the dwarvish language yet, you defiantly could get a point across and perhaps even read some very basic dwarfish passages. The brothers gave you a mock menu for a dwarfish restaurant they loved to frequent in Orellia and you can recognize most of what is on there.
White Wolf- This voyage wasn't quite a bad omen, but you defiantly feel as though it wasn't the best omen for your future in the colony. Although you've made many casual acquaintances; it seems like something about you makes others feel on edge. The only colonists you feel that you really bonded with is Wilfrenia and her son Matthew. The boy practically has glued himself to you hoping that you will teach him some basic combat and survival skills so that he can prove himself to you and his father; while his mother tries to teach you about the concepts of the villages saint worship. Since you lived in relative isolation worshiping primarily one new god, the large pantheon of saints and new gods worshiped in the town is hard for your to memorize and you often get names or domains mixed up.
Tarkkin- You defiantly came out of your shell this trip. You are sure you at least talked to everyone on the ship once; even the illusive Captain Aego. You also tried to help out, but the ship had a full staff of competent sailors and some of the stronger colonists helping out. You never got in the way per-say-but your contribution was defiantly minimal. The orcish female was a bit stiff with you, possibly because of your blossoming friendship with Gregor who's attempts at flirting and showing off seemed to irk her. But the three of you did have civil conversations when Gregor wasn't being obnoxious and you learned her name to be Rakada. She seemed to be inclined to poetry and other forms of quiet entertainment. At the comment about door breaking she laughed and said she would have done the same to Gregor multiple times this voyage if she didn't respect the captain enough to not break his ship up. You and Gregor definitely gained some sort of camaraderie, and he said you two should catch up if and when the ship comes back to the settlement.
Hhhho boy that was a big post! Give me some time to cool down and I'll get a post about the ship docking soon enough.
There's an air of excitement about the boat, especially of the soon to be colonists. After two weeks at sea, the sailors, many of whom have sailed this route before, start a rumor that today will probably be the day of land fall on the continent of Ylisse. Familiar faces, friends that you have made on this voyage, can't help but to crowd on the deck, waiting for the first peek of their new home. The sailors work around them, even if they are a hindrance their excitement is contagious and the players that made friends with some of the sailors in particular are playfully bumped into and shot winks as the crew go about their duties.
At about high noon a shout can be heard from the crow's nest up top. "Land Ho!" The crew bursts into action, preparing anchors, checking knots, getting cargo ready to be carried out. The first thing your characters see is not land, but rather a thick plume of black smoke. The kind of smoke you see from fires eating away at buildings. The good cheer of the boat quickly shifts from excitement to anxiety, and the sailors continue through their preparations with something akin to anxiety. There's a rumor that's rippling through the boat that if the Captain deems docking too dangerous he might have the boat drift for a few hours or head to a whole different settlement entirely.
As the boat gets closer and closer to the docks, those with exceptional perception or tools to see long distances can spot many men piling up on the docks. Most of them seem to be heavily armored, and a lot of them are waving around white flags, clothes, anything white cloth they seemingly can get their hands on. Suddenly a piercing whistle can be heard over the din of anxious conversation on the deck. An old elf, some of you realize him as Captain Aego, is asking for volunteers to go land side on the ships largest row boat to see what these people want. Of the Crew, only the massive half orc and orc, Gregor and Rakada volunteer, and of the colonists, only the young boy Matthew tries his luck, although he is shut down pretty quickly by his mother.
Falros will sigh and glance down at his fine clothes before heading over toward the boat, "I'll go and see if I can help somehow."
Michael moves from his position along one of the railings. He shoves some tools back into pockets, and moves towards the row boat. Guardian pads along at his side, ever-watchful of those around Michael. "I will go with, as will Guardian." Michael says, climbing onto the smaller raft.
(I will add 2 light crossbows and 2 hand crossbows to my inventory, all four of normal make.)
Winni is worried about his own well being, but realizes that if there is no settlement, he won't be able to open a business. He decides to volunteer to go to the shore and check things out. He grabs his dagger and throws on his chain shirt, both of which he would have infused on waking in the morning (returning weapon for dagger, enhanced defense for chain shirt). He offers his light crossbow and spear to anyone who might need it.