While he waits for the others to finish their climb, Berry scans the deck around them, for which items there are, if anyone is observing them or mostly ignoring, and anything else that could be useful. Could he manage to place a rotting fish in that Scourge’s pocket? That’d be an achievement to make the day brighter, he thinks and knees down to tie his shoe laces. While down, he mutters in an old tongue (sylvan) and creates a faint smell of roses on the shirt of who they call Scourge. He hopes that this draws Mr. Plugg’s attention. Banishing a self-satisfied smile, he gets up again and waits if his play will bear any fruit.
This post has potentially manipulated dice roll results.
15
9
20
11
Climbing steadily using his strong arms and legs, Latimer makes the ascent in 4 rounds. Despite watching the odd fellow who made the rip in half the time, Latimer stays to the task, and when he gets to the top, he stops to enjoy the view.
Doc decided a pointed glare was best during Captin patch little "speech", if this is how he gets his crew, no wonder he's short staffed, its a wonder he hasn't had a mutany on his hands. Must be that the prospect of new recruits lower then themselves is enough to keep those who last satisfied. Also explains why they only take small amounts of "recruits at a time. But why choose who they do? Maybe they like to get a few nose in the air types because its more satisfying for the older crew to push around. Bah, theres no chance that they thought it was fun to get an old man and make him a cook, they must have known who I am. Well he was only asked to cook, that was all he now knows how to do, they want use of my other talents, they can pound salt.
"Wow" Doc watches as the rest of the "recruits" with him run up the ropes with ease, he not even sure in his younger days that he would have been able to do that. Doc remains as he doesn't feel that he was dismissed yet.
Plugg watches with a look of begrudging admiration at the skills of everyone scaling the mast. While waiting for the others to come back down he scowls at Kirun's questions about his musical instrument. After a few minutes as you gather back down on the deck he addresses you again.
"Well, perhaps not the most weak-kneed groundhumpers I've ever had to deal with. At least you all seem to know your way through a rigging without hanging yerselves. The small one and the pale one will be riggers. It seems like the two of you will be least likely to die when you do fall from the heights." He indicates Berry and Kirun, apparently having no interest in learning your names. "As for the rest, you will be swabs. Scourge will give you your assignments. Dismissed. Oh, and Scourge, you are smelling surprisingly flowery this morning. That girl you have in Port Peril better not have given you some sickness that makes you smell sweet." Scourge scowls and sniffs at his underarm as Plugg turns to address his new riggers.
"Right, first off, Pale-one. You speak when spoken to. Yer learnin' the ropes right now...so I won't lash yer hide. But speak out of turn again and it will be the box. Anything that you had in your possession when you joined this crew was added to the crewstores. Those items belong to the captain, but he lets the crew borrow them for raidings or assignments. You can also pay into the the ship's kitty to purchase items from the store. So once you have the coin, you ken buy yerself an instrument. Until then I don't want to hear another word on the matter. As fer your task fer the day...you will be doing rope work today. And you fly boy, I need you in the upper riggings. Get to it."
He walks away to a cabin door towards the aft of the deck without waiting to hear an acknowledgement of any kind.
Rope Work:
Handling the ship's ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Dexterity Check.
Upper Rigging Work:
Work in the upper rigging, 50 feet up, requiring DC 10 Acrobatics or Athletics check, followed by a DC 10 Sleight of Hand check.
Meanwhile, Scourge sequesters his three new swabs to give them their assignments. "Elf! I need you Hauling Rope and Doing Knot Work today. Blue boy, we have some sails that need mending (Repairs). And you Baldy...our normal runner is in the box for trying to sneak in and steal from the officer's quarters. So looks like you get to run messages 'n orders today. You'll have the run of the ship, just stay out of the Captain's Quarters and the Officer's Quarters. That's what got Magpie in trouble. If'n you got a message for someone in there knock and wait at the door for them to come and get it from you."
Hauling Rope and Doing Knot Work:
Tying and untying knots in the ship's ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Athletics check. The PC must also make a DC 10 Constitution saving throw to avoid gaining a point of exhaustion at the end of the shift.
Repairs:
Things constantly tear and break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Dexterity Check.
Runner:
Passing messages to the crew and officers of the Wormwood in all parts of the ship except officer's cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and a DC 10 Constitution saving throw. Failing the constitution saving throw results in the PC gaining a point of exhaustion at the end of the shift.
~~~~
Doc, after you are dismissed you make your way down to the mess on the first lower deck of the ship. There you find a grossly obese slob of a human sitting with a mug of strong smelling rum in on hand stroking a chicken sitting on his lap with the other. This must be the "Fishguts" that you were ordered to go find. He looks up surprised as you come in. "Morn'n. Don't normally get crew down here this early...did you miss out on the biscuit when I brought'em out? They aren't much...but it gives you something to break fast on. There's some on the table there if you want one. Er wait...Scourge said we were getting new recruits...and I don't rec yer features...though that could be the drink. He promised a new mess hand. Is that wha you are?"
(With a result of a 5 on the assignment roll for you it looks like you are in for a Bull Session with Fishguts today...essentially this means a day off while he makes a basic stew. "Drinking with Ambrose Kroop and listening to his stories. The cook's mate must drink an additional rum ration, but is able to take an additional ship action during the day, and all checks required as part of daytime ship actions are made at advantage. (Note: This result treated as Cooking if Ambrose is insensibly drunk on this day.)" Ambrose is written in the story as not being insensibly drunk on day 1...so this just happens. Feel free to RP it as you wish and I will roll with it.)
Alright...I think that is the last of the really really long introductory posts...This is the part where having looked over the campaign notes becomes important. We will be RPing up to the Bloody Hour event...so go ahead and post the resolution of your assignments for the day and decide on what daytime ship action you want to take and make any appropriate checks for it as well.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Az’el would offer a simple nod to Scourge in acknowledgement of the task given to him before addressing those who are in his party.
“Good luck to you all with your tasks, try not to get yourselves hurt. I look forward to getting to know you all better in our spare time if any. I’ll be at the shop.”
He would walk up to Kirun, offering him a pat on the shoulder. “If I find any instruments there, I’ll make sure to let you know and perhaps we can work out some type of deal if I have the coin to pick one up for you.”
With that, the Drow would walk off to find the ships shop.
(Since it is -2 to the checks of my task work, due to my daily ship action of visiting the shop. I rolled a 12-2= 10 Athletics and a 17-2= 15 for CON to pass the DC and sustain the exhaustion point.)
After visiting the shop and perhaps purchasing a few items depending on what is in store, the dark elf would make his way up to the task given to him by Scourge. Once the red orbs that are his eyes spot the rope of which need knot-work and hauling he would begin his daily work in doing such, eventually completing the task at a somewhat normal pace but sustaining his energy after its completion.
(Will wait for you Bounces, to see what the shop has before deciding on any purchases or not and to RP out the interaction with the quartermaster.)
Berry squints up the mast, wondering what exactly he has to do up there. It’s his first time on a ship, hopefully someone will be up there for him to tag along and show him what he has to do. “Aye, good luck to you all!” Noting Kirun’s desperation for an instrument and that it is nlikepy he will recover his lute anytime soon, he considers to share his own, “Eh, we got to stick together, right? I’ve got a flute. I like it but I rarely play. I’d be inclined to borrow it to you if you promise to treat it well.” He proposes Kirun and adds with a smile, “anyway, if you break it, the sprites who gave it to me will haunt you surely.”
"That is a gracious offer Berry and I would like to borrow the flute later when we have more privacy. I promise I keep my instruments in pristine condition" says Kirun
“Sure, come and find me when you like. I’m keeping it on me. I mean, they’ve stolen enough,” he adds quietly, “I’m still trying to figure out to to pay back that brute that drugged and robbed us!”
Latimer works diligently today, trying to get a lay of the land, so to speak. Surprisingly agile today, he manages to navigate the ship just fine, and delivers his messages hastily and without overly exhausting himself.
(I am not sure why my character sheet rolls didn't appear in the game log, but I rolled an 18 acrobatics, and a 14+2=16 for my Constitution save)
Rollback Post to RevisionRollBack
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
Berry goes about his business, meaning with a sigh he looks around which tools look like they were left for his repair work and he climbs up the main mast into the upper rigging. On his way he greed and observes what the other riggers are doing in an effort to get an inkling as to what he is supposed to do up here. He will try to enter conversation with the most friendly looking one and, explains in a silly way that he is new and wonders what exactly he is supposed to do, hopefully he’ll get a laugh that he can join into. Better yet, they actually really help and show him. During the day he’ll continue to stay close with the colleague that he talked to and tries to be of some help when possible (he could sail and catch a falling tool for them and save them the effort to climb all the way down and back up) and intends to befriend them, or, at least make them a little less hostile (Charisma: 6). All the while he does his best to imitate the others work, hoping that his best will suffice for a day’s worth of work (Athletics: 24, Sleight of Hand: 21).
As Doc steps into the mess, the smell hits him. "Ugh" as the slob says something about a biscuit and being a mess hand. Doc notices the rum bottle in his hand and doesn't fail to notice how much is missing from the bottle already and clearly no container he's drinking out of. "They call me Doc, and I was told white hair means I can help you down here." Thinking for a moment that this "Boss" was going to have a lot of say to how Doc will be treated in the next few days. Best stay civil with the drunk a bit before "fixing" the situation. "Up top said you've been overworked and with the extra crew aboard and deserved an assistant. So hear I am." Doc tries to fain an obedient tone and behavior but knows he didn't do so well, hopefully the mans drink will help (Deception: 11). "Clearly your man all about the crew, spending your time filling there bellies over taking care of the kitchen which I'm sure makes you job harder. Well my friend, since you seem to have that stew well in hand, I will help getting this place back to tip top shape." (Work Diligently?) Cleaning and scrubbing felt like they would be beneath him, but Doc like his interments in tip top shape and in good working condition. He found something satisficing in work, normally. This was a bit extreme for his taste, but he had excepted the fact that he was going to have to make do with his situation for a while before finding ways to make it suite him. Plus the thought of ingesting the food that came out here in its current state made the job worth doing.
As he spent the hours scrubbing and cleaning everything he could, he spent the time talking the drunkard, luckily rum makes one talk more then inquire so Doc just tried to keep the man talking, mostly about himself (Influence, Charisma ST: nat1 + 2= 3). Doc thought better then to reorganize the whole place on day one, plus asking where things should go helped the conversation going. Fish for brains kept offering booze to Doc, and since drinking is what got him into this mess, Doc decided to put the booze offered to better use, disinfectant! Attempting not to insult the man by dumping his offering, Doc tries to hide his use of the drink (Stealth: nat20).
During the day Darvas does what he is required to do, repairing the sails and spending most of his day on the main deck. While he works he often looks around to see what the crew are doing. Trying to get a feel or the relations between the crew members themselves, focussing around the swabs around the main deck. Seeing Az’el move to the shop he wonders if all their items are in there. He does try and make his way to Latimer during the day, knowing he has to get around the boat and speaks to him. Greetings, i am Darvas. Gues we are stuck here for a while. If you get around the boat today id be happy to know what you see to get an idea of the ship.
In the evening when the sun has set and the crew finishes their work Darvas will try to find Tilly Brackett, a human and also one of the swabs that looks like she knows her way around the boat. Darvas will try and strike up a conversation with her (assuming he will have overheard her name during the day). Are you the one they call Tilly Brackett? As you might know im new here and ive heard even scourge say you werent as incompetent as the rest of the swabs. So you know coming from him thats as close to a compliment as it gets it seems. Im Darvas by the way. Darvas will try to chit chat about whatever seems to interest Tilly to try and learn what is important to her and how she responds to certain things.
In the night Darvas will try and risk some fatigue and try to sneak around to take a look at the Quartermasters store, trying to mvoe silently. Not wanting to take something yet but just looking to see what is in the inventory.
Dayjob (repairs) 5 Day activity: Work Diligently Evening activity: influence Tilly Brackett (deception 20) Nighttime activity: Sneak to look around A9 Quartermasters Store. Investigation 10, and to remain unseen stealth 12 Con save vs exhaustion: 19 Im not sure if i can use my luck point on the dayjob, if so the reroll is 10 (if i cant use it on the dayjob then ill use that on the stealth during night to get a 14)
Az’el would offer a simple nod to Scourge in acknowledgement of the task given to him before addressing those who are in his party.
“Good luck to you all with your tasks, try not to get yourselves hurt. I look forward to getting to know you all better in our spare time if any. I’ll be at the shop.”
He would walk up to Kirun, offering him a pat on the shoulder. “If I find any instruments there, I’ll make sure to let you know and perhaps we can work out some type of deal if I have the coin to pick one up for you.”
With that, the Drow would walk off to find the ships shop.
(Since it is -2 to the checks of my task work, due to my daily ship action of visiting the shop. I rolled a 12-2= 10 Athletics and a 17-2= 15 for CON to pass the DC and sustain the exhaustion point.)
After visiting the shop and perhaps purchasing a few items depending on what is in store, the dark elf would make his way up to the task given to him by Scourge. Once the red orbs that are his eyes spot the rope of which need knot-work and hauling he would begin his daily work in doing such, eventually completing the task at a somewhat normal pace but sustaining his energy after its completion.
(Will wait for you Bounces, to see what the shop has before deciding on any purchases or not and to RP out the interaction with the quartermaster.)
Az'el, you make your way down to the Quartermaster's Store. As you enter the middle deck from the fore of you ship you find a man chained to the section of the mast that pierces through the middle of this deck. He is a large brute of a human with closely shaved hair and a goatee. The recent remnants of a tar and feathering still stick to his forearms and legs. He looks in your direction as you cross the deck but doesn't make eye contact, instead making a strange apeish face while looking slightly to your left and at about chest level. "Hello! Hello says me. Hello!" This greeting is followed by a series of hums and whistles and the bleating of a goat...he appears to be running through a short list of some of the animal sounds he knows. (This is Owlbear Hartshorn).
You continue to make your way across the middeck and into the mess, inside of which is the Quartermaster's store. You see Ambrose and Doc sitting nearby, discussing the organization of the galley. As you peak inside the store you find a half-orc woman, a little on the scrawny side for half-orcs...but mostly because of her height. As you look at her arms you notice they are knotted with lean but wiry muscles. A thick scar travels across her neck, healed over now but indicating a long history of violence that appears to go back to when she was young.
Her store is a ramshackle mess of supplies of all kinds. Peaking inside you see two large tuns that you imagine carry some kind of supplies for the voyage, barrels of that kind it is likely water or alcohol of some kind. Several chests and crates line the floor of the chamber while two large lockers are affixed to the far wall. There is also a random assemblage of other supplies that she appears to be in the process of putting away. A barrel in one corner holds a variety of pole-style weapons, staffs and staves and one familiar halberd. It would seem that the items that were "procured" from the unconscious bodies of you and your new friends did indeed end up here.
Looking up to see you standing at the entrance of her store, Grok pushes a set of leather armor into a nearby chest. "Ahoy there. One of our new faces I see. I think you made your way down here even faster than Sandara did on her first day aboard. What you be needing then?"
Latimer works diligently today, trying to get a lay of the land, so to speak. Surprisingly agile today, he manages to navigate the ship just fine, and delivers his messages hastily and without overly exhausting himself.
(I am not sure why my character sheet rolls didn't appear in the game log, but I rolled an 18 acrobatics, and a 14+2=16 for my Constitution save)
Latimer, as you make your way around the ship one of the other new members of the crew hails you over to her. The woman with the long red tresses covered by a brown widebrimmed hat. Once she has you nearby she whispers quietly to you as she hauls rope."Name's Sandara. It's nice to have some other new faces aboard. I get the sense you lot are more likely to be friendly than some of the regulars I have met so far. Especially you, I noticed your holy symbol when you came on board. Did they snag that from you? They took mine...but I managed to convince Cut-Throat that Besmara would curse her with 5 years of rough seas if it and the rest of my "holy" equipment was not returned. She has a bit of a supersitious sort. Anyway, I've used up about all my good will with her, but if there is something I can help you get out of the store let me know. I always felt Besmara and Gozreh were cut from the same sailcloth...probably be good for us to stick together."
Berry goes about his business, meaning with a sigh he looks around which tools look like they were left for his repair work and he climbs up the main mast into the upper rigging. On his way he greed and observes what the other riggers are doing in an effort to get an inkling as to what he is supposed to do up here. He will try to enter conversation with the most friendly looking one and, explains in a silly way that he is new and wonders what exactly he is supposed to do, hopefully he’ll get a laugh that he can join into. Better yet, they actually really help and show him. During the day he’ll continue to stay close with the colleague that he talked to and tries to be of some help when possible (he could sail and catch a falling tool for them and save them the effort to climb all the way down and back up) and intends to befriend them, or, at least make them a little less hostile (Charisma: 6). All the while he does his best to imitate the others work, hoping that his best will suffice for a day’s worth of work (Athletics: 24, Sleight of Hand: 21).
(OOC: When choosing to influence as a ship activity please specify who you are trying to influence...this matters because if your charisma check goes well or poorly I need to know whose attitude to modify. I will pick at random this time).
The young human lad that you approach hoping he can "show you the ropes" as it were, eyes you suspiciously. "Listen, I've noticed that Plugg doesn't kin to new folks too well, and I am trying to stay on his less bad side as much as I can...so just do me a favor and stay away from me will you?" (Jack Scrimshaw's attitude towards you has worsened by one stage from indifferent to unfriendly.)
As Doc steps into the mess, the smell hits him. "Ugh" as the slob says something about a biscuit and being a mess hand. Doc notices the rum bottle in his hand and doesn't fail to notice how much is missing from the bottle already and clearly no container he's drinking out of. "They call me Doc, and I was told white hair means I can help you down here." Thinking for a moment that this "Boss" was going to have a lot of say to how Doc will be treated in the next few days. Best stay civil with the drunk a bit before "fixing" the situation. "Up top said you've been overworked and with the extra crew aboard and deserved an assistant. So hear I am." Doc tries to fain an obedient tone and behavior but knows he didn't do so well, hopefully the mans drink will help (Deception: 11). "Clearly your man all about the crew, spending your time filling there bellies over taking care of the kitchen which I'm sure makes you job harder. Well my friend, since you seem to have that stew well in hand, I will help getting this place back to tip top shape." (Work Diligently?) Cleaning and scrubbing felt like they would be beneath him, but Doc like his interments in tip top shape and in good working condition. He found something satisficing in work, normally. This was a bit extreme for his taste, but he had excepted the fact that he was going to have to make do with his situation for a while before finding ways to make it suite him. Plus the thought of ingesting the food that came out here in its current state made the job worth doing.
As he spent the hours scrubbing and cleaning everything he could, he spent the time talking the drunkard, luckily rum makes one talk more then inquire so Doc just tried to keep the man talking, mostly about himself (Influence, Charisma ST: nat1 + 2= 3). Doc thought better then to reorganize the whole place on day one, plus asking where things should go helped the conversation going. Fish for brains kept offering booze to Doc, and since drinking is what got him into this mess, Doc decided to put the booze offered to better use, disinfectant! Attempting not to insult the man by dumping his offering, Doc tries to hide his use of the drink (Stealth: nat20).
(Quick correction, Ambrose, Grok, and Owlbear were supposed to start Indifferent, not Hostile. I have corrected that).
Ambrose eyes you a bit suspiciously when you mention the crew saying he deserved a cook's hand. "Tha doesna sound like the Scourge and Plugg I've gotten to know. Thems vile adders...be careful of them...snfact, be careful of all the officers. A vipers pit the whole lot. And the ship itself...be careful of what yous say. Sometimes I think the ship has ears and whispers to the Capt'n everyting thas happenin. The whole things poinson I tells ya."
During the day Darvas does what he is required to do, repairing the sails and spending most of his day on the main deck. While he works he often looks around to see what the crew are doing. Trying to get a feel or the relations between the crew members themselves, focussing around the swabs around the main deck. Seeing Az’el move to the shop he wonders if all their items are in there. He does try and make his way to Latimer during the day, knowing he has to get around the boat and speaks to him. Greetings, i am Darvas. Gues we are stuck here for a while. If you get around the boat today id be happy to know what you see to get an idea of the ship.
In the evening when the sun has set and the crew finishes their work Darvas will try to find Tilly Brackett, a human and also one of the swabs that looks like she knows her way around the boat. Darvas will try and strike up a conversation with her (assuming he will have overheard her name during the day). Are you the one they call Tilly Brackett? As you might know im new here and ive heard even scourge say you werent as incompetent as the rest of the swabs. So you know coming from him thats as close to a compliment as it gets it seems. Im Darvas by the way. Darvas will try to chit chat about whatever seems to interest Tilly to try and learn what is important to her and how she responds to certain things.
In the night Darvas will try and risk some fatigue and try to sneak around to take a look at the Quartermasters store, trying to mvoe silently. Not wanting to take something yet but just looking to see what is in the inventory.
Dayjob (repairs) 5 Day activity: Work Diligently Evening activity: influence Tilly Brackett (deception 20) Nighttime activity: Sneak to look around A9 Quartermasters Store. Investigation 10, and to remain unseen stealth 12 Con save vs exhaustion: 19 Im not sure if i can use my luck point on the dayjob, if so the reroll is 10 (if i cant use it on the dayjob then ill use that on the stealth during night to get a 14)
(We need to get past bloody hour before night time actions...so we will bank that 20 on Tilly for now and RP it in a bit. I am good with using your Luck Point on rerolling the skill checks for your assigned task though...no problem.)
Darvas, while it is a busy day of repairs as you find that the ship is in pretty poor shape for having just left port, it does give you an opportunity to watch the crew and officers. Through the course of the day you see several individuals make their way across the deck up onto the poop deck or foredeck to converse with others. To an individual they all give off the attitude of floating 6 inches above the deck and all the lowly crew members that actually make the ship go. At one point you hear the Captain conversing with a woman that you take to be one of the officers. This human woman with long loose red hair flowing in the wind meets his eyes with respect and familiarity. "Your my Sailing Master Peppery...I don't care what you have to do, but keep us in the wind till we make it there...I heard {indistinct} took over {indistinct} and if that's the case we might be able to..." The conversation gets caught by the wind as they get further away from you, making it hard to pick out the rest.
(If you want to try to pick out more of the conversation make a perception check to actively try to eavesdrop and a stealth check to not get caught eavesdropping. Or you can just let it go for now and roll neither.)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
(We need to get past bloody hour before night time actions...so we will bank that 20 on Tilly for now and RP it in a bit. I am good with using your Luck Point on rerolling the skill checks for your assigned task though...no problem.)
Darvas, while it is a busy day of repairs as you find that the ship is in pretty poor shape for having just left port, it does give you an opportunity to watch the crew and officers. Through the course of the day you see several individuals make their way across the deck up onto the poop deck or foredeck to converse with others. To an individual they all give off the attitude of floating 6 inches above the deck and all the lowly crew members that actually make the ship go. At one point you hear the Captain conversing with a woman that you take to be one of the officers. This human woman with long loose red hair flowing in the wind meets his eyes with respect and familiarity. "Your my Sailing Master Peppery...I don't care what you have to do, but keep us in the wind till we make it there...I heard {indistinct} took over {indistinct} and if that's the case we might be able to..." The conversation gets caught by the wind as they get further away from you, making it hard to pick out the rest.
(If you want to try to pick out more of the conversation make a perception check to actively try to eavesdrop and a stealth check to not get caught eavesdropping. Or you can just let it go for now and roll neither.)
As Darvas hears some of the conversation that the captain is having with Peppery he cant help his curious nature and he looks around a moment, making sure it is safe. With part of a sail in his hands as he is repairing it he attaches a side of it on the railing of the ship to unfold the sail a bit to see where the tear is that he would need to fix it. Instead of fixing it however he uses it to act as cover for himself, moving underneath the sail as it flops in the wind a bit.
Darvas holds the sail from underneath it and makes his way closer to the poopdeck to try and listen, meanwhile to the others on the deck most of what can be seen is the sail moving in the wind while attached to the railing.
Az’el would offer a simple nod to Scourge in acknowledgement of the task given to him before addressing those who are in his party.
“Good luck to you all with your tasks, try not to get yourselves hurt. I look forward to getting to know you all better in our spare time if any. I’ll be at the shop.”
He would walk up to Kirun, offering him a pat on the shoulder. “If I find any instruments there, I’ll make sure to let you know and perhaps we can work out some type of deal if I have the coin to pick one up for you.”
With that, the Drow would walk off to find the ships shop.
(Since it is -2 to the checks of my task work, due to my daily ship action of visiting the shop. I rolled a 12-2= 10 Athletics and a 17-2= 15 for CON to pass the DC and sustain the exhaustion point.)
After visiting the shop and perhaps purchasing a few items depending on what is in store, the dark elf would make his way up to the task given to him by Scourge. Once the red orbs that are his eyes spot the rope of which need knot-work and hauling he would begin his daily work in doing such, eventually completing the task at a somewhat normal pace but sustaining his energy after its completion.
(Will wait for you Bounces, to see what the shop has before deciding on any purchases or not and to RP out the interaction with the quartermaster.)
Az'el, you make your way down to the Quartermaster's Store. As you enter the middle deck from the fore of you ship you find a man chained to the section of the mast that pierces through the middle of this deck. He is a large brute of a human with closely shaved hair and a goatee. The recent remnants of a tar and feathering still stick to his forearms and legs. He looks in your direction as you cross the deck but doesn't make eye contact, instead making a strange apeish face while looking slightly to your left and at about chest level. "Hello! Hello says me. Hello!" This greeting is followed by a series of hums and whistles and the bleating of a goat...he appears to be running through a short list of some of the animal sounds he knows. (This is Owlbear Hartshorn).
You continue to make your way across the middeck and into the mess, inside of which is the Quartermaster's store. You see Ambrose and Doc sitting nearby, discussing the organization of the galley. As you peak inside the store you find a half-orc woman, a little on the scrawny side for half-orcs...but mostly because of her height. As you look at her arms you notice they are knotted with lean but wiry muscles. A thick scar travels across her neck, healed over now but indicating a long history of violence that appears to go back to when she was young.
Her store is a ramshackle mess of supplies of all kinds. Peaking inside you see two large tuns that you imagine carry some kind of supplies for the voyage, barrels of that kind it is likely water or alcohol of some kind. Several chests and crates line the floor of the chamber while two large lockers are affixed to the far wall. There is also a random assemblage of other supplies that she appears to be in the process of putting away. A barrel in one corner holds a variety of pole-style weapons, staffs and staves and one familiar halberd. It would seem that the items that were "procured" from the unconscious bodies of you and your new friends did indeed end up here.
Looking up to see you standing at the entrance of her store, Grok pushes a set of leather armor into a nearby chest. "Ahoy there. One of our new faces I see. I think you made your way down here even faster than Sandara did on her first day aboard. What you be needing then?"
Az’el would only stop momentarily to observe Hartshorn with a perked brow, the Dark Elf has seen much stranger and darker things in the Underdark so he offers a shrug and continues on his way to the shop and when he would arrive he would offer a slight wave to Grok.
”Hello there, yes.. I am Az’el Fuma’Vhid and one of the new recruits here aboard the ship and crew, it is a pleasure to meet you.” the Drow would extend his slender yet strong hand to offer a friendly but firm shake of the orcs if she would accept.
(Rolled a 5 with CHA in attempt at being friendly.)
“I have come to take a look at your wares and make a few purchases. I was wanting to perhaps buy some paper, something to write with and perhaps a lute but I was also wondering how much some of your other items may cost.
Such as the Halberd, breast plate and the hand crossbow with a bundle of bolts. I was also wondering what other magical items you may have, if any.. do you perhaps have an inventory list I could browse so that I may know what is in stock? Oh and I almost forgot!”
the dark elf would pull out the dagger hidden in his waistband and hold the tip of the blade between his fingers so that the hilt was in the air. “I would like to trade this for a short sword if you have it.”
This is not my first voyage on the sea, just under a different captain and with a new crew and well.. I am trying to learn who is who and learn the ship. So I am wondering which one of the crew is Sandra exactly?”
Az’el would have noted the mess of things. “Also, let me know if you need any help organizing this place as well, it looks like it could use it and may make your job easier.”
Latimer, as you make your way around the ship one of the other new members of the crew hails you over to her. The woman with the long red tresses covered by a brown widebrimmed hat. Once she has you nearby she whispers quietly to you as she hauls rope. "Name's Sandara. It's nice to have some other new faces aboard. I get the sense you lot are more likely to be friendly than some of the regulars I have met so far. Especially you, I noticed your holy symbol when you came on board. Did they snag that from you? They took mine...but I managed to convince Cut-Throat that Besmara would curse her with 5 years of rough seas if it and the rest of my "holy" equipment was not returned. She has a bit of a supersitious sort. Anyway, I've used up about all my good will with her, but if there is something I can help you get out of the store let me know. I always felt Besmara and Gozreh were cut from the same sailcloth...probably be good for us to stick together."
Latimer listens as the lady talks. "Nice to meet you, Sandara. Thanks for the info. I will be wanting my stuff back at some point, but I am not in a hurry. Not that this is the approach I would have prefered, I was looking to get a gig aboard a ship anyway... so it is a start. Still, I am not sure what I have been brought into here. Tell me of the captain and the ship, and where do we sail for? "
As the bald man talks to his new "friend", his mind is racing. "Superstitious... I can work with that," he thinks.
Continuing with Sandara, he says "So tell me, where do you originally hail from? And how long have you been aboard... this ship. Does it have a name?"
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Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
(We need to get past bloody hour before night time actions...so we will bank that 20 on Tilly for now and RP it in a bit. I am good with using your Luck Point on rerolling the skill checks for your assigned task though...no problem.)
Darvas, while it is a busy day of repairs as you find that the ship is in pretty poor shape for having just left port, it does give you an opportunity to watch the crew and officers. Through the course of the day you see several individuals make their way across the deck up onto the poop deck or foredeck to converse with others. To an individual they all give off the attitude of floating 6 inches above the deck and all the lowly crew members that actually make the ship go. At one point you hear the Captain conversing with a woman that you take to be one of the officers. This human woman with long loose red hair flowing in the wind meets his eyes with respect and familiarity. "Your my Sailing Master Peppery...I don't care what you have to do, but keep us in the wind till we make it there...I heard {indistinct} took over {indistinct} and if that's the case we might be able to..." The conversation gets caught by the wind as they get further away from you, making it hard to pick out the rest.
(If you want to try to pick out more of the conversation make a perception check to actively try to eavesdrop and a stealth check to not get caught eavesdropping. Or you can just let it go for now and roll neither.)
As Darvas hears some of the conversation that the captain is having with Peppery he cant help his curious nature and he looks around a moment, making sure it is safe. With part of a sail in his hands as he is repairing it he attaches a side of it on the railing of the ship to unfold the sail a bit to see where the tear is that he would need to fix it. Instead of fixing it however he uses it to act as cover for himself, moving underneath the sail as it flops in the wind a bit.
Darvas holds the sail from underneath it and makes his way closer to the poopdeck to try and listen, meanwhile to the others on the deck most of what can be seen is the sail moving in the wind while attached to the railing.
Perception: 16 Stealth: 24
(The multiquote tool isn't cooperating, so I will have to take these one at a time unfortunately.)
"I understand cap'n...I's just bother'n bout tha reefs. We can no take the Wyrm in close to tha island. We could drop em in a jolly an let' row n, but we'll have ta keep sailing, no telling if the wind will coperate in tha channel pick em back." Looking up at the mainsail as they pass, Peppery waves her hand and mutters an incantation. The sail that was sputtering refills with a sudden gust of wind.
"Fine by me. If Erqua and her crew really have given up ship life and settled for a nice gig luring ships into the reef and taking the booty then I want a cut. Or better, I want a chance to cut her scrawny throat and just take it all. Make for the reef. We'll send a group ashore with Scourge to deal with her and her crew and then come around the south end and pick them up again. They'll have to row back out to meet us...but I'm sure Scourge can manage that. How long?"
"If the wind keeps we'll pass Dahak's Tooth today. From there another day and night to Shenchu's bay. I can probably get Scourge a night in on land...but then he'd have to meet us er we'd be a month comin' back around."
"That'll do Pep. If Scourge don make it back that takes a pawn out of Plugg's corner...I doub't he has a sufficient anchor in his crotch to do anything, but I don entirely trust him as mate yet anyway. Make sure the rest that go with him aren't loyal to the ship...don't want to lose any of my pieces. Maybe some of those new faces ..."
At that they reach beyond where you can reliable get without leaving your place hidden in the loose sail your are "mending".
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
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While he waits for the others to finish their climb, Berry scans the deck around them, for which items there are, if anyone is observing them or mostly ignoring, and anything else that could be useful. Could he manage to place a rotting fish in that Scourge’s pocket? That’d be an achievement to make the day brighter, he thinks and knees down to tie his shoe laces. While down, he mutters in an old tongue (sylvan) and creates a faint smell of roses on the shirt of who they call Scourge. He hopes that this draws Mr. Plugg’s attention. Banishing a self-satisfied smile, he gets up again and waits if his play will bear any fruit.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
15
9
20
11
Climbing steadily using his strong arms and legs, Latimer makes the ascent in 4 rounds. Despite watching the odd fellow who made the rip in half the time, Latimer stays to the task, and when he gets to the top, he stops to enjoy the view.
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
Doc decided a pointed glare was best during Captin patch little "speech", if this is how he gets his crew, no wonder he's short staffed, its a wonder he hasn't had a mutany on his hands. Must be that the prospect of new recruits lower then themselves is enough to keep those who last satisfied. Also explains why they only take small amounts of "recruits at a time. But why choose who they do? Maybe they like to get a few nose in the air types because its more satisfying for the older crew to push around. Bah, theres no chance that they thought it was fun to get an old man and make him a cook, they must have known who I am. Well he was only asked to cook, that was all he now knows how to do, they want use of my other talents, they can pound salt.
"Wow" Doc watches as the rest of the "recruits" with him run up the ropes with ease, he not even sure in his younger days that he would have been able to do that. Doc remains as he doesn't feel that he was dismissed yet.
Plugg watches with a look of begrudging admiration at the skills of everyone scaling the mast. While waiting for the others to come back down he scowls at Kirun's questions about his musical instrument. After a few minutes as you gather back down on the deck he addresses you again.
"Well, perhaps not the most weak-kneed groundhumpers I've ever had to deal with. At least you all seem to know your way through a rigging without hanging yerselves. The small one and the pale one will be riggers. It seems like the two of you will be least likely to die when you do fall from the heights." He indicates Berry and Kirun, apparently having no interest in learning your names. "As for the rest, you will be swabs. Scourge will give you your assignments. Dismissed. Oh, and Scourge, you are smelling surprisingly flowery this morning. That girl you have in Port Peril better not have given you some sickness that makes you smell sweet." Scourge scowls and sniffs at his underarm as Plugg turns to address his new riggers.
"Right, first off, Pale-one. You speak when spoken to. Yer learnin' the ropes right now...so I won't lash yer hide. But speak out of turn again and it will be the box. Anything that you had in your possession when you joined this crew was added to the crewstores. Those items belong to the captain, but he lets the crew borrow them for raidings or assignments. You can also pay into the the ship's kitty to purchase items from the store. So once you have the coin, you ken buy yerself an instrument. Until then I don't want to hear another word on the matter. As fer your task fer the day...you will be doing rope work today. And you fly boy, I need you in the upper riggings. Get to it."
He walks away to a cabin door towards the aft of the deck without waiting to hear an acknowledgement of any kind.
Rope Work:
Handling the ship's ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Dexterity Check.
Upper Rigging Work:
Work in the upper rigging, 50 feet up, requiring DC 10 Acrobatics or Athletics check, followed by a DC 10 Sleight of Hand check.
Meanwhile, Scourge sequesters his three new swabs to give them their assignments. "Elf! I need you Hauling Rope and Doing Knot Work today. Blue boy, we have some sails that need mending (Repairs). And you Baldy...our normal runner is in the box for trying to sneak in and steal from the officer's quarters. So looks like you get to run messages 'n orders today. You'll have the run of the ship, just stay out of the Captain's Quarters and the Officer's Quarters. That's what got Magpie in trouble. If'n you got a message for someone in there knock and wait at the door for them to come and get it from you."
Hauling Rope and Doing Knot Work:
Tying and untying knots in the ship's ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Athletics check. The PC must also make a DC 10 Constitution saving throw to avoid gaining a point of exhaustion at the end of the shift.
Repairs:
Things constantly tear and break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Dexterity Check.
Runner:
Passing messages to the crew and officers of the Wormwood in all parts of the ship except officer's cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and a DC 10 Constitution saving throw. Failing the constitution saving throw results in the PC gaining a point of exhaustion at the end of the shift.
~~~~
Doc, after you are dismissed you make your way down to the mess on the first lower deck of the ship. There you find a grossly obese slob of a human sitting with a mug of strong smelling rum in on hand stroking a chicken sitting on his lap with the other. This must be the "Fishguts" that you were ordered to go find. He looks up surprised as you come in. "Morn'n. Don't normally get crew down here this early...did you miss out on the biscuit when I brought'em out? They aren't much...but it gives you something to break fast on. There's some on the table there if you want one. Er wait...Scourge said we were getting new recruits...and I don't rec yer features...though that could be the drink. He promised a new mess hand. Is that wha you are?"
(With a result of a 5 on the assignment roll for you it looks like you are in for a Bull Session with Fishguts today...essentially this means a day off while he makes a basic stew. "Drinking with Ambrose Kroop and listening to his stories. The cook's mate must drink an additional rum ration, but is able to take an additional ship action during the day, and all checks required as part of daytime ship actions are made at advantage. (Note: This result treated as Cooking if Ambrose is insensibly drunk on this day.)" Ambrose is written in the story as not being insensibly drunk on day 1...so this just happens. Feel free to RP it as you wish and I will roll with it.)
Alright...I think that is the last of the really really long introductory posts...This is the part where having looked over the campaign notes becomes important. We will be RPing up to the Bloody Hour event...so go ahead and post the resolution of your assignments for the day and decide on what daytime ship action you want to take and make any appropriate checks for it as well.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Kirun tries his hand at Rope Work, biding his time.
Dex Check
14
rolled in game log
Az’el would offer a simple nod to Scourge in acknowledgement of the task given to him before addressing those who are in his party.
“Good luck to you all with your tasks, try not to get yourselves hurt. I look forward to getting to know you all better in our spare time if any. I’ll be at the shop.”
He would walk up to Kirun, offering him a pat on the shoulder.
“If I find any instruments there, I’ll make sure to let you know and perhaps we can work out some type of deal if I have the coin to pick one up for you.”
With that, the Drow would walk off to find the ships shop.
(Since it is -2 to the checks of my task work, due to my daily ship action of visiting the shop. I rolled a 12-2= 10 Athletics and a 17-2= 15 for CON to pass the DC and sustain the exhaustion point.)
After visiting the shop and perhaps purchasing a few items depending on what is in store, the dark elf would make his way up to the task given to him by Scourge. Once the red orbs that are his eyes spot the rope of which need knot-work and hauling he would begin his daily work in doing such, eventually completing the task at a somewhat normal pace but sustaining his energy after its completion.
(Will wait for you Bounces, to see what the shop has before deciding on any purchases or not and to RP out the interaction with the quartermaster.)
Kirun noble demeanor softens and he eyes light up at the idea of getting some kind of instrument. He nods in his way of thanking Az'el
Berry squints up the mast, wondering what exactly he has to do up there. It’s his first time on a ship, hopefully someone will be up there for him to tag along and show him what he has to do. “Aye, good luck to you all!” Noting Kirun’s desperation for an instrument and that it is nlikepy he will recover his lute anytime soon, he considers to share his own, “Eh, we got to stick together, right? I’ve got a flute. I like it but I rarely play. I’d be inclined to borrow it to you if you promise to treat it well.” He proposes Kirun and adds with a smile, “anyway, if you break it, the sprites who gave it to me will haunt you surely.”
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
"That is a gracious offer Berry and I would like to borrow the flute later when we have more privacy. I promise I keep my instruments in pristine condition" says Kirun
“Sure, come and find me when you like. I’m keeping it on me. I mean, they’ve stolen enough,” he adds quietly, “I’m still trying to figure out to to pay back that brute that drugged and robbed us!”
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Latimer works diligently today, trying to get a lay of the land, so to speak. Surprisingly agile today, he manages to navigate the ship just fine, and delivers his messages hastily and without overly exhausting himself.
(I am not sure why my character sheet rolls didn't appear in the game log, but I rolled an 18 acrobatics, and a 14+2=16 for my Constitution save)
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
Berry goes about his business, meaning with a sigh he looks around which tools look like they were left for his repair work and he climbs up the main mast into the upper rigging. On his way he greed and observes what the other riggers are doing in an effort to get an inkling as to what he is supposed to do up here. He will try to enter conversation with the most friendly looking one and, explains in a silly way that he is new and wonders what exactly he is supposed to do, hopefully he’ll get a laugh that he can join into. Better yet, they actually really help and show him. During the day he’ll continue to stay close with the colleague that he talked to and tries to be of some help when possible (he could sail and catch a falling tool for them and save them the effort to climb all the way down and back up) and intends to befriend them, or, at least make them a little less hostile (Charisma: 6). All the while he does his best to imitate the others work, hoping that his best will suffice for a day’s worth of work (Athletics: 24, Sleight of Hand: 21).
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
As Doc steps into the mess, the smell hits him. "Ugh" as the slob says something about a biscuit and being a mess hand. Doc notices the rum bottle in his hand and doesn't fail to notice how much is missing from the bottle already and clearly no container he's drinking out of. "They call me Doc, and I was told white hair means I can help you down here." Thinking for a moment that this "Boss" was going to have a lot of say to how Doc will be treated in the next few days. Best stay civil with the drunk a bit before "fixing" the situation. "Up top said you've been overworked and with the extra crew aboard and deserved an assistant. So hear I am." Doc tries to fain an obedient tone and behavior but knows he didn't do so well, hopefully the mans drink will help (Deception: 11). "Clearly your man all about the crew, spending your time filling there bellies over taking care of the kitchen which I'm sure makes you job harder. Well my friend, since you seem to have that stew well in hand, I will help getting this place back to tip top shape." (Work Diligently?) Cleaning and scrubbing felt like they would be beneath him, but Doc like his interments in tip top shape and in good working condition. He found something satisficing in work, normally. This was a bit extreme for his taste, but he had excepted the fact that he was going to have to make do with his situation for a while before finding ways to make it suite him. Plus the thought of ingesting the food that came out here in its current state made the job worth doing.
As he spent the hours scrubbing and cleaning everything he could, he spent the time talking the drunkard, luckily rum makes one talk more then inquire so Doc just tried to keep the man talking, mostly about himself (Influence, Charisma ST: nat1 + 2= 3). Doc thought better then to reorganize the whole place on day one, plus asking where things should go helped the conversation going. Fish for brains kept offering booze to Doc, and since drinking is what got him into this mess, Doc decided to put the booze offered to better use, disinfectant! Attempting not to insult the man by dumping his offering, Doc tries to hide his use of the drink (Stealth: nat20).
During the day Darvas does what he is required to do, repairing the sails and spending most of his day on the main deck. While he works he often looks around to see what the crew are doing. Trying to get a feel or the relations between the crew members themselves, focussing around the swabs around the main deck.
Seeing Az’el move to the shop he wonders if all their items are in there. He does try and make his way to Latimer during the day, knowing he has to get around the boat and speaks to him. Greetings, i am Darvas. Gues we are stuck here for a while. If you get around the boat today id be happy to know what you see to get an idea of the ship.
In the evening when the sun has set and the crew finishes their work Darvas will try to find Tilly Brackett, a human and also one of the swabs that looks like she knows her way around the boat.
Darvas will try and strike up a conversation with her (assuming he will have overheard her name during the day). Are you the one they call Tilly Brackett? As you might know im new here and ive heard even scourge say you werent as incompetent as the rest of the swabs. So you know coming from him thats as close to a compliment as it gets it seems. Im Darvas by the way.
Darvas will try to chit chat about whatever seems to interest Tilly to try and learn what is important to her and how she responds to certain things.
In the night Darvas will try and risk some fatigue and try to sneak around to take a look at the Quartermasters store, trying to mvoe silently. Not wanting to take something yet but just looking to see what is in the inventory.
Az'el, you make your way down to the Quartermaster's Store. As you enter the middle deck from the fore of you ship you find a man chained to the section of the mast that pierces through the middle of this deck. He is a large brute of a human with closely shaved hair and a goatee. The recent remnants of a tar and feathering still stick to his forearms and legs. He looks in your direction as you cross the deck but doesn't make eye contact, instead making a strange apeish face while looking slightly to your left and at about chest level. "Hello! Hello says me. Hello!" This greeting is followed by a series of hums and whistles and the bleating of a goat...he appears to be running through a short list of some of the animal sounds he knows. (This is Owlbear Hartshorn).
You continue to make your way across the middeck and into the mess, inside of which is the Quartermaster's store. You see Ambrose and Doc sitting nearby, discussing the organization of the galley. As you peak inside the store you find a half-orc woman, a little on the scrawny side for half-orcs...but mostly because of her height. As you look at her arms you notice they are knotted with lean but wiry muscles. A thick scar travels across her neck, healed over now but indicating a long history of violence that appears to go back to when she was young.
Her store is a ramshackle mess of supplies of all kinds. Peaking inside you see two large tuns that you imagine carry some kind of supplies for the voyage, barrels of that kind it is likely water or alcohol of some kind. Several chests and crates line the floor of the chamber while two large lockers are affixed to the far wall. There is also a random assemblage of other supplies that she appears to be in the process of putting away. A barrel in one corner holds a variety of pole-style weapons, staffs and staves and one familiar halberd. It would seem that the items that were "procured" from the unconscious bodies of you and your new friends did indeed end up here.
Looking up to see you standing at the entrance of her store, Grok pushes a set of leather armor into a nearby chest. "Ahoy there. One of our new faces I see. I think you made your way down here even faster than Sandara did on her first day aboard. What you be needing then?"
Latimer, as you make your way around the ship one of the other new members of the crew hails you over to her. The woman with the long red tresses covered by a brown widebrimmed hat. Once she has you nearby she whispers quietly to you as she hauls rope. "Name's Sandara. It's nice to have some other new faces aboard. I get the sense you lot are more likely to be friendly than some of the regulars I have met so far. Especially you, I noticed your holy symbol when you came on board. Did they snag that from you? They took mine...but I managed to convince Cut-Throat that Besmara would curse her with 5 years of rough seas if it and the rest of my "holy" equipment was not returned. She has a bit of a supersitious sort. Anyway, I've used up about all my good will with her, but if there is something I can help you get out of the store let me know. I always felt Besmara and Gozreh were cut from the same sailcloth...probably be good for us to stick together."
(OOC: When choosing to influence as a ship activity please specify who you are trying to influence...this matters because if your charisma check goes well or poorly I need to know whose attitude to modify. I will pick at random this time).
The young human lad that you approach hoping he can "show you the ropes" as it were, eyes you suspiciously. "Listen, I've noticed that Plugg doesn't kin to new folks too well, and I am trying to stay on his less bad side as much as I can...so just do me a favor and stay away from me will you?" (Jack Scrimshaw's attitude towards you has worsened by one stage from indifferent to unfriendly.)
(Quick correction, Ambrose, Grok, and Owlbear were supposed to start Indifferent, not Hostile. I have corrected that).
Ambrose eyes you a bit suspiciously when you mention the crew saying he deserved a cook's hand. "Tha doesna sound like the Scourge and Plugg I've gotten to know. Thems vile adders...be careful of them...snfact, be careful of all the officers. A vipers pit the whole lot. And the ship itself...be careful of what yous say. Sometimes I think the ship has ears and whispers to the Capt'n everyting thas happenin. The whole things poinson I tells ya."
(We need to get past bloody hour before night time actions...so we will bank that 20 on Tilly for now and RP it in a bit. I am good with using your Luck Point on rerolling the skill checks for your assigned task though...no problem.)
Darvas, while it is a busy day of repairs as you find that the ship is in pretty poor shape for having just left port, it does give you an opportunity to watch the crew and officers. Through the course of the day you see several individuals make their way across the deck up onto the poop deck or foredeck to converse with others. To an individual they all give off the attitude of floating 6 inches above the deck and all the lowly crew members that actually make the ship go. At one point you hear the Captain conversing with a woman that you take to be one of the officers. This human woman with long loose red hair flowing in the wind meets his eyes with respect and familiarity. "Your my Sailing Master Peppery...I don't care what you have to do, but keep us in the wind till we make it there...I heard {indistinct} took over {indistinct} and if that's the case we might be able to..." The conversation gets caught by the wind as they get further away from you, making it hard to pick out the rest.
(If you want to try to pick out more of the conversation make a perception check to actively try to eavesdrop and a stealth check to not get caught eavesdropping. Or you can just let it go for now and roll neither.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Kirun works diligently and waits for night to come.
As Darvas hears some of the conversation that the captain is having with Peppery he cant help his curious nature and he looks around a moment, making sure it is safe. With part of a sail in his hands as he is repairing it he attaches a side of it on the railing of the ship to unfold the sail a bit to see where the tear is that he would need to fix it. Instead of fixing it however he uses it to act as cover for himself, moving underneath the sail as it flops in the wind a bit.
Darvas holds the sail from underneath it and makes his way closer to the poopdeck to try and listen, meanwhile to the others on the deck most of what can be seen is the sail moving in the wind while attached to the railing.
Az’el would only stop momentarily to observe Hartshorn with a perked brow, the Dark Elf has seen much stranger and darker things in the Underdark so he offers a shrug and continues on his way to the shop and when he would arrive he would offer a slight wave to Grok.
”Hello there, yes.. I am Az’el Fuma’Vhid and one of the new recruits here aboard the ship and crew, it is a pleasure to meet you.” the Drow would extend his slender yet strong hand to offer a friendly but firm shake of the orcs if she would accept.
(Rolled a 5 with CHA in attempt at being friendly.)
“I have come to take a look at your wares and make a few purchases. I was wanting to perhaps buy some paper, something to write with and perhaps a lute but I was also wondering how much some of your other items may cost.
Such as the Halberd, breast plate and the hand crossbow with a bundle of bolts. I was also wondering what other magical items you may have, if any.. do you perhaps have an inventory list I could browse so that I may know what is in stock? Oh and I almost forgot!”
the dark elf would pull out the dagger hidden in his waistband and hold the tip of the blade between his fingers so that the hilt was in the air. “I would like to trade this for a short sword if you have it.”
This is not my first voyage on the sea, just under a different captain and with a new crew and well.. I am trying to learn who is who and learn the ship. So I am wondering which one of the crew is Sandra exactly?”
Az’el would have noted the mess of things. “Also, let me know if you need any help organizing this place as well, it looks like it could use it and may make your job easier.”
Latimer, as you make your way around the ship one of the other new members of the crew hails you over to her. The woman with the long red tresses covered by a brown widebrimmed hat. Once she has you nearby she whispers quietly to you as she hauls rope.
"Name's Sandara. It's nice to have some other new faces aboard. I get the sense you lot are more likely to be friendly than some of the regulars I have met so far. Especially you, I noticed your holy symbol when you came on board. Did they snag that from you? They took mine...but I managed to convince Cut-Throat that Besmara would curse her with 5 years of rough seas if it and the rest of my "holy" equipment was not returned. She has a bit of a supersitious sort. Anyway, I've used up about all my good will with her, but if there is something I can help you get out of the store let me know. I always felt Besmara and Gozreh were cut from the same sailcloth...probably be good for us to stick together."
Latimer listens as the lady talks. "Nice to meet you, Sandara. Thanks for the info. I will be wanting my stuff back at some point, but I am not in a hurry. Not that this is the approach I would have prefered, I was looking to get a gig aboard a ship anyway... so it is a start. Still, I am not sure what I have been brought into here. Tell me of the captain and the ship, and where do we sail for? "
As the bald man talks to his new "friend", his mind is racing. "Superstitious... I can work with that," he thinks.
Continuing with Sandara, he says "So tell me, where do you originally hail from? And how long have you been aboard... this ship. Does it have a name?"
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
(The multiquote tool isn't cooperating, so I will have to take these one at a time unfortunately.)
"I understand cap'n...I's just bother'n bout tha reefs. We can no take the Wyrm in close to tha island. We could drop em in a jolly an let' row n, but we'll have ta keep sailing, no telling if the wind will coperate in tha channel pick em back." Looking up at the mainsail as they pass, Peppery waves her hand and mutters an incantation. The sail that was sputtering refills with a sudden gust of wind.
"Fine by me. If Erqua and her crew really have given up ship life and settled for a nice gig luring ships into the reef and taking the booty then I want a cut. Or better, I want a chance to cut her scrawny throat and just take it all. Make for the reef. We'll send a group ashore with Scourge to deal with her and her crew and then come around the south end and pick them up again. They'll have to row back out to meet us...but I'm sure Scourge can manage that. How long?"
"If the wind keeps we'll pass Dahak's Tooth today. From there another day and night to Shenchu's bay. I can probably get Scourge a night in on land...but then he'd have to meet us er we'd be a month comin' back around."
"That'll do Pep. If Scourge don make it back that takes a pawn out of Plugg's corner...I doub't he has a sufficient anchor in his crotch to do anything, but I don entirely trust him as mate yet anyway. Make sure the rest that go with him aren't loyal to the ship...don't want to lose any of my pieces. Maybe some of those new faces ..."
At that they reach beyond where you can reliable get without leaving your place hidden in the loose sail your are "mending".
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)