This post has potentially manipulated dice roll results.
Graxx holds in his anger regarding Hermenor's comments.
"I'm glad to hear your pirating days are done but as a proper merchant ship I would hope you would have set prices." says Graxx.
Graxx throws up his hands.
"I have no idea what I'm willing to pay as I don't know what the normal rate is. I'm no sailor. Some of my warband are out talking with other ships and getting prices from them. We will then come together and see who has the best ship at the best rate and make a decision who to hire from there." says Graxx.
"So, Captain do you have an idea or do you wish to take yourself out of the running for this job?" asks Graxx.
This post has potentially manipulated dice roll results.
Neya responds to Utar's message.
Graxx is currently negotiating with the new Captain Hermenor on the Salty Snapper. It seems he wants to go legitimate after Klaven’s sudden departure.
"We are actually looking to liberate the island from what has been corrupting the inhabitants for some time. They've certainly made the waters surrounding it quite dangerous. From what we've seen, what they have conjured may pose a threat to unsuspecting vessels," Neya fills some of the blanks.
"To just sit here?"Hulbard asks a bit surprised. Either assuming the answer or not waiting for it, the orcish captain says: "Fine! I'll take 20 golden coins to continue cleaning the ship. The three of us will make sure it is sparkling clean should you return." The orc with the antler tattoo accepts the pouch handed to him and gets to work. Even if Utar does not return, you get the feeling Hulbard wants to earn the coin somehow.
The tormite then sends a message to Neya and, after getting a reply, begins to move in the monk's direction. Doozey follows along silently.
Graxx has been developing a knack for getting under people's skin lately. The barbarian can see Hermenor's face twitch as he implicitly insults the elf's sailing merchant chops and invokes the good old "I'll go to the competition" tactic. When Neya chimes in with a comment on how the waters are to become more dangerous, including for the Snapper, the elf breaks: "Fine! You want a price? Let's make it 1,000 golden pieces. No more questions asked from either party. We leave tomorrow at noon. Now go, I don't want to see you until then."
As Hermenor ends the conversation with a turn, Utar and Doozey appear from behind a group of passersby.
Utar holds on the dock for Graxx and Neya to rejoin the party.
In the meantime, he squints his eyes at the name plate of the ship behind them, then frowns as he picks out the letters. "The Salty Snapper. Not sure that strikes fear into my heart, but would likely be more to bite off for any welcome wagon we might see down the coast. What was your idea about using two ships anyway?"
Doozey is slow to respond, still seeming a touch lost in his own thoughts since departing from the other ship. Yet with a little time and patience, he eventually comes out of them exhaling from his nose and rubbing the back of his neck. "It was just as I said for the most part. The timing would've been crucial and would've required a bit of, uhm, splitting of parties as it were, as one would be taking the brunt of things for a bit there. But, I'd hope that once we're close enough, the smaller ship would hang back for a bit and wait for the larger one to come under assault. 'cause I doubt those scheming skeevers have all THAT many powerful sea dwellers on their side." He explained.
"And then while all that is happening, a smaller strike force would sweep around on the smaller vessel and be dropped off on the island. But... s'pose it was a silly idea. Too many moving parts 'n all that." He said with a bit of a sigh towards the end and crossing his arms over his chest.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar nods slowly as Doozey fills him in on his plan.
"And Hulbard thought that we'd run it the other way round. Use the small, slow boat as bait instead of the bigger one. I can see why he didn't like it. Although I am wondering about holding the Alces on retainer just in case. The Salty Snapper doesn't fill me with confidence."
Doozey grins weakly. "I cannae fault'em for it. When there's fiend involved, the bastards are either cruel and clever or cruel and sadistic. Two qualities you don't in most enemies, as they are equally likely to seek out a weak point in any offense 'n pummel it without mercy." He admits as much. "And probably not a bad idea all the same. We could see them transporting sappers to collapse the dragon cave perhaps. Make it a proper tomb, and not some new den for another multi-headed monstrosity to find its way and get comfy."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
While walking, Utar and Doozey debrief on their conversation with Captain Hulbard. There is a sense that some details of the offer were misunderstood, or that perhaps the old captain perceived too much risk in the proposed plan. Either way, 20gp and Utar's quick thinking bought them at least another day to think about their options.
Just as Doozey is mentioning a separate plan to close off Derannos' lair, Taters lands on his shoulder. They look in the direction they were heading and spot Neya and Graxx a few yards away. CRAP is complete again.
In the background, Lieutenant Hurn is doing his rounds, shaking hands and kissing babies.
(OOC: It is still morning and you don't have a meeting back at the Leadstopper Residence until evening. What would you like to do?)
"We were able to speak the Captain Hermenor. He seems to be less enthused about this endeavor. He gave an offer. Though it seems it was a frustrated attempt to dissuade us from hiring him."
"Well as far as I'm concerned we can't exactly be too choosy. The longer we sit on this, the more likely it is we'll giving that coven plenty of time to build up their problems. And we have enough of that with an old dragon likely still plotting our demise, an archfey that's probably not taking too kindly to us dragging our feet, and a necromancer still on the loose just to name a few of our problems." He counts off unconcerned of any onlookers.
A cry of complaint from Taters prompts him to go back to petting the perching beast, but not fully take his eyes off the others. "If this Captain Hermenor has a sizeable enough ship as you say for those we're bringing along, then we need to seal the deal. Though I wouldn't put it past them to be uping their price for the inconvience alone of it all." He admits frankly and stepped off to the side with the intent of falling in line in the march for Glory. "Speaking of seal deals, I wager Hurn over there kept his word then? If so, and seeing as we might be bringing along some of your own, then, uhm... shoot, I don't s'pose we can see about that next and mull over this shipping business along wherever ya need to go next."
Reunited, CRAP members share their updates with each other and decide to head back to Glory and the Leadstopper Residence. On the way, they weigh the pros and cons of hiring either Captain Hulbard or Captain Hermenor. Doozey suggests they might want to tend to Hurn's tip before the day is over.
Back at their place, they watch the labor guild crew continue their work. The residence is coming along nicely. It can't be too much longer before construction is completed. Once the working day is over, CRAP expects Harper to show up with his endorsed arcane caster, or perhaps the party has their own connection to reach out to?
(OOC: I'll leave it at this short update today in case you want to pull on the thread Doozey just mentioned in this same in-game day. Recall that this might be your last evening in town before heading toward the island, depending on what ship you hire and finalization of negotiations with everyone else, as/if needed.)
Utar visibly winces as Doozey lists out their to do list. Hearing it aloud makes it seem way worse than he thought it was.
"Let's take them one at a time. We've a free afternoon right now. Can either spend it cooling our heels here or if there's anything we need before we ship out tomorrow we could handle that? Shopping maybe? Or we do as Doozey says; take a visit to Graxx's tribesmen, see what his efforts today bought them? At the very least let them know they haven't been forgotten. Could drop off a food parcel?"
Graxx gets a little anxiety as well once Doozey lays out what beholds them.
"Hurn gave me a name of a jailer. Iorg Brokenjaw. I will take Glory immediately now and see if I can catch him at the jail. If anyone wants to come they are more than welcome."
"I believe a food parcel could be handy. Both for introductions and for the Tribesman. Do we have any leftovers?" Graxx asks.
"We aughta have a little back at home base, so I don't see why we can't swing by there on our way. Or really anywhere else that might work just as well. But either way, I'll definitely be joining you on your little trip, Mr. Graxx, if only for emotional support." He winked and grinned up at the man. "Though jokes aside, I don't think I can really sit still for too long anyhow. This whole delay having to come back here -- while important, I know, has had me a bit on edge for a good while now."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
A brief discussion on how to best use their afternoon quickly results in the decision to try to meet Iorg Brokenjaw at the Grimshackle Jail after a quick stop by the Leadstopper Residence. Utar knows where in the house to go to retrieve some leftovers. Meanwhile, Graxx retrieves Glory, who was drinking some water when the barbarian arrived. Doozey voices his decision to accompany Graxx and soon enough the entire group agrees to go as one.
CRAP has passed by the Grimshackle Jail's building in the past, but it has not been a relevant spot until this point. Graxx had learned from Aleyd that his tribesman were transferred from the Black Fist holding cells to the privately operated Grimshackle Jail several weeks ago. The jail is strategically located within a stone's throw of the Stojanow Gate, the headquarters of the Order of the Black Fist. The building is neither too large or too small, it displays a plain facade, and all windows are reinforced with iron grates. Despite not being directly operated by the Black Fist, a few guards wearing the order's colors and symbol are posted by the main entrance. CRAP's approach is not viewed as an issue. You deduce that people coming in to visit prisoners is a normal part of the jail's daily business.
Immediately after entering the jail's building, a female dwarven clerk calls you closer: "How may I help you today?"
@Graxx: While walking through Podol Plaza on your way to Grimshackle Jail (and the nearby Stojanow Gate), you take notice of another building you have recently learned about. In passing, you notice people working on preparations for the reopening of Mantor's Library. Unlike the jail, and despite being a large building, CRAP was not aware of the existence of this library. It has never come up in conversation with Plhan's inhabitant, and the building itself is not particularly marked in any way.
Graxx holds in his anger regarding Hermenor's comments.
"I'm glad to hear your pirating days are done but as a proper merchant ship I would hope you would have set prices." says Graxx.
Graxx throws up his hands.
"I have no idea what I'm willing to pay as I don't know what the normal rate is. I'm no sailor. Some of my warband are out talking with other ships and getting prices from them. We will then come together and see who has the best ship at the best rate and make a decision who to hire from there." says Graxx.
"So, Captain do you have an idea or do you wish to take yourself out of the running for this job?" asks Graxx.
Persuasion: 9
Neya responds to Utar's message.
Graxx is currently negotiating with the new Captain Hermenor on the Salty Snapper. It seems he wants to go legitimate after Klaven’s sudden departure.
"We are actually looking to liberate the island from what has been corrupting the inhabitants for some time. They've certainly made the waters surrounding it quite dangerous. From what we've seen, what they have conjured may pose a threat to unsuspecting vessels," Neya fills some of the blanks.
Persuasion: 1
Extended Signature
ON THE ALCES
"To just sit here?" Hulbard asks a bit surprised. Either assuming the answer or not waiting for it, the orcish captain says: "Fine! I'll take 20 golden coins to continue cleaning the ship. The three of us will make sure it is sparkling clean should you return." The orc with the antler tattoo accepts the pouch handed to him and gets to work. Even if Utar does not return, you get the feeling Hulbard wants to earn the coin somehow.
The tormite then sends a message to Neya and, after getting a reply, begins to move in the monk's direction. Doozey follows along silently.
AT THE SALTY SNAPPER
Graxx has been developing a knack for getting under people's skin lately. The barbarian can see Hermenor's face twitch as he implicitly insults the elf's sailing merchant chops and invokes the good old "I'll go to the competition" tactic. When Neya chimes in with a comment on how the waters are to become more dangerous, including for the Snapper, the elf breaks: "Fine! You want a price? Let's make it 1,000 golden pieces. No more questions asked from either party. We leave tomorrow at noon. Now go, I don't want to see you until then."
As Hermenor ends the conversation with a turn, Utar and Doozey appear from behind a group of passersby.
Utar holds on the dock for Graxx and Neya to rejoin the party.
In the meantime, he squints his eyes at the name plate of the ship behind them, then frowns as he picks out the letters. "The Salty Snapper. Not sure that strikes fear into my heart, but would likely be more to bite off for any welcome wagon we might see down the coast. What was your idea about using two ships anyway?"
Doozey is slow to respond, still seeming a touch lost in his own thoughts since departing from the other ship. Yet with a little time and patience, he eventually comes out of them exhaling from his nose and rubbing the back of his neck. "It was just as I said for the most part. The timing would've been crucial and would've required a bit of, uhm, splitting of parties as it were, as one would be taking the brunt of things for a bit there. But, I'd hope that once we're close enough, the smaller ship would hang back for a bit and wait for the larger one to come under assault. 'cause I doubt those scheming skeevers have all THAT many powerful sea dwellers on their side." He explained.
"And then while all that is happening, a smaller strike force would sweep around on the smaller vessel and be dropped off on the island. But... s'pose it was a silly idea. Too many moving parts 'n all that." He said with a bit of a sigh towards the end and crossing his arms over his chest.
When you realize you're doing too much: Signature.
Utar nods slowly as Doozey fills him in on his plan.
"And Hulbard thought that we'd run it the other way round. Use the small, slow boat as bait instead of the bigger one. I can see why he didn't like it. Although I am wondering about holding the Alces on retainer just in case. The Salty Snapper doesn't fill me with confidence."
Doozey grins weakly. "I cannae fault'em for it. When there's fiend involved, the bastards are either cruel and clever or cruel and sadistic. Two qualities you don't in most enemies, as they are equally likely to seek out a weak point in any offense 'n pummel it without mercy." He admits as much. "And probably not a bad idea all the same. We could see them transporting sappers to collapse the dragon cave perhaps. Make it a proper tomb, and not some new den for another multi-headed monstrosity to find its way and get comfy."
When you realize you're doing too much: Signature.
Graxx nods to the Captain then to Neya and will depart.
After they get off the ship Graxx will turn to Neya.
"I actually kind of trust them... We'll see what the others say. What do you think?" says Graxx.
Graxx will walk the dock looking for Utar and Doozey.
While walking, Utar and Doozey debrief on their conversation with Captain Hulbard. There is a sense that some details of the offer were misunderstood, or that perhaps the old captain perceived too much risk in the proposed plan. Either way, 20gp and Utar's quick thinking bought them at least another day to think about their options.
Just as Doozey is mentioning a separate plan to close off Derannos' lair, Taters lands on his shoulder. They look in the direction they were heading and spot Neya and Graxx a few yards away. CRAP is complete again.
In the background, Lieutenant Hurn is doing his rounds, shaking hands and kissing babies.
(OOC: It is still morning and you don't have a meeting back at the Leadstopper Residence until evening. What would you like to do?)
"Well we've got a line on a boat. She's small, standing room only but she'd likely get the job done."
Utar claps his hands and rubs them together, "How did you two make out?"
"We were able to speak the Captain Hermenor. He seems to be less enthused about this endeavor. He gave an offer. Though it seems it was a frustrated attempt to dissuade us from hiring him."
Extended Signature
“It was a mighty ship which could surely make the trip but I’m sure everyone would know we are coming…”
Graxx ponders.
”They said they can set sail tomorrow but they want 1,000 gold pieces for our journey. Is that a good deal or are they trying to swindle us?”
”A small ship might be nice. We could sneak in without being noticed. But a mighty ship would be good if we come under attack again.”
”Do you all want to walk and talk? I want go get Glory to stretch her legs a bit before we leave.”
"Well as far as I'm concerned we can't exactly be too choosy. The longer we sit on this, the more likely it is we'll giving that coven plenty of time to build up their problems. And we have enough of that with an old dragon likely still plotting our demise, an archfey that's probably not taking too kindly to us dragging our feet, and a necromancer still on the loose just to name a few of our problems." He counts off unconcerned of any onlookers.
A cry of complaint from Taters prompts him to go back to petting the perching beast, but not fully take his eyes off the others. "If this Captain Hermenor has a sizeable enough ship as you say for those we're bringing along, then we need to seal the deal. Though I wouldn't put it past them to be uping their price for the inconvience alone of it all." He admits frankly and stepped off to the side with the intent of falling in line in the march for Glory. "Speaking of seal deals, I wager Hurn over there kept his word then? If so, and seeing as we might be bringing along some of your own, then, uhm... shoot, I don't s'pose we can see about that next and mull over this shipping business along wherever ya need to go next."
When you realize you're doing too much: Signature.
Reunited, CRAP members share their updates with each other and decide to head back to Glory and the Leadstopper Residence. On the way, they weigh the pros and cons of hiring either Captain Hulbard or Captain Hermenor. Doozey suggests they might want to tend to Hurn's tip before the day is over.
Back at their place, they watch the labor guild crew continue their work. The residence is coming along nicely. It can't be too much longer before construction is completed. Once the working day is over, CRAP expects Harper to show up with his endorsed arcane caster, or perhaps the party has their own connection to reach out to?
(OOC: I'll leave it at this short update today in case you want to pull on the thread Doozey just mentioned in this same in-game day. Recall that this might be your last evening in town before heading toward the island, depending on what ship you hire and finalization of negotiations with everyone else, as/if needed.)
Utar visibly winces as Doozey lists out their to do list. Hearing it aloud makes it seem way worse than he thought it was.
"Let's take them one at a time. We've a free afternoon right now. Can either spend it cooling our heels here or if there's anything we need before we ship out tomorrow we could handle that? Shopping maybe? Or we do as Doozey says; take a visit to Graxx's tribesmen, see what his efforts today bought them? At the very least let them know they haven't been forgotten. Could drop off a food parcel?"
Graxx gets a little anxiety as well once Doozey lays out what beholds them.
"Hurn gave me a name of a jailer. Iorg Brokenjaw. I will take Glory immediately now and see if I can catch him at the jail. If anyone wants to come they are more than welcome."
"I believe a food parcel could be handy. Both for introductions and for the Tribesman. Do we have any leftovers?" Graxx asks.
"We aughta have a little back at home base, so I don't see why we can't swing by there on our way. Or really anywhere else that might work just as well. But either way, I'll definitely be joining you on your little trip, Mr. Graxx, if only for emotional support." He winked and grinned up at the man. "Though jokes aside, I don't think I can really sit still for too long anyhow. This whole delay having to come back here -- while important, I know, has had me a bit on edge for a good while now."
When you realize you're doing too much: Signature.
DM's Screen:
17 13
A brief discussion on how to best use their afternoon quickly results in the decision to try to meet Iorg Brokenjaw at the Grimshackle Jail after a quick stop by the Leadstopper Residence. Utar knows where in the house to go to retrieve some leftovers. Meanwhile, Graxx retrieves Glory, who was drinking some water when the barbarian arrived. Doozey voices his decision to accompany Graxx and soon enough the entire group agrees to go as one.
CRAP has passed by the Grimshackle Jail's building in the past, but it has not been a relevant spot until this point. Graxx had learned from Aleyd that his tribesman were transferred from the Black Fist holding cells to the privately operated Grimshackle Jail several weeks ago. The jail is strategically located within a stone's throw of the Stojanow Gate, the headquarters of the Order of the Black Fist. The building is neither too large or too small, it displays a plain facade, and all windows are reinforced with iron grates. Despite not being directly operated by the Black Fist, a few guards wearing the order's colors and symbol are posted by the main entrance. CRAP's approach is not viewed as an issue. You deduce that people coming in to visit prisoners is a normal part of the jail's daily business.
Immediately after entering the jail's building, a female dwarven clerk calls you closer: "How may I help you today?"
@Graxx: While walking through Podol Plaza on your way to Grimshackle Jail (and the nearby Stojanow Gate), you take notice of another building you have recently learned about. In passing, you notice people working on preparations for the reopening of Mantor's Library. Unlike the jail, and despite being a large building, CRAP was not aware of the existence of this library. It has never come up in conversation with Plhan's inhabitant, and the building itself is not particularly marked in any way.