Warsh listens to the three arguments presented to him. He then looks first at Graxx: “You ain’t takin’ me raft nowhere,” he says with a certain hesitation in his voice but still defiantly. Turning to Utar, the boatman says: “That’s more like it. You dry folk need ol’ Warsh out ‘ere in the storm, and for that service, y’alls are payin’ good gold!”
Next, he looks at Neya. He remains silent, choosing to ponder on her words for a moment. Then, he adds: “We have the protection we need.” He ends the subject there.
Preparing the raft for the short 600 feet, rope-pulled trip, Warsh touches on the subject of logistics: “If these ‘ere animals ‘re comin’ too, we’ll need three separate trips. It’ll cost yous five golden pieces per ignorant, ten per animal. They’re heavier. Pay up ‘nd decide ‘ow to break up the trips amongst you-selves. Only one horse at a time.”
Neya cocks an eyebrow at Warsh's curious statement about having protection, then turns to Graxx, "We still have a job to do. While we did initially want to do this on our own terms, I doubt that Captain Burral would be pleased if we turned around for such as trivial reason. We should, at the very least, go and see how this ship attacks."
"Garnet and I will go across first." Neya says as she dismounts, hands over the money (15g) and leads Garnet onto the raft.
"You can always swim, Graxx. If this is how we get there, we need to play by Warsh's rules. Ain't no other boatmen here."
Dismounting from Glühoof, Utar approaches the raft.
"I'll go last with Glühoof, but my gold stays with me until I we're across. I'm not so ignorant so as to pay full price until services are rendered. I wonder if you might not give ol' Biscuit here a discount on that rate for animals? He ain't as big as the horses, he'd be no more bother than a person, surely?"
This post has potentially manipulated dice roll results.
(@Lerus: Yes, sorry. Not sure what happened yesterday that I couldn't post in time, but I do apologize.)
Doozey chuckles nervously and pulls at his collar. "Speaking of swimming. I think me and Biscuit here just might. Not exactly rolling in the coin these days."He turns Warsh, and rather or not he sensed something strange about the man or not, he tries to keep a straight face. "Unless.. I don't s'pose aside from coin, me and biscuit here could perform some sort of other service or trade for ya, in exchange fer a ride a cross? Some message perhaps you want passed along to someone on the isle, seeing as you might be landlocked fer a while 'till the storm passes by?"He asked, a note of hope entering his voice despite the man's demeanor thus far.
(@All: That moment when you regret getting a more frivolous item for free when you get the chance. Because I was debating on getting a fancy looking fishing rod instead of either kits)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Warsh watches Graxx and Neya go back and forth for a bit. He has a smirk on his face the whole time. When Utar tries to get a discount for the Tundra Mastiff, the boatman cocks an eyebrow and says: “Hav’ya seen the size of the mutt? That no normal dog.... it pays full price like the other four legged creatures.”
Responding to Doozey’s proposal, the man invites him to make an offer. “Any special goods ya carry around? I’m willin’ to barter. A useful tool for ya, another for the mutt. Think about ‘nd let me know when me’s back.”Through his special Hunter’s Sense, Doozey learns that there is nothing special about Warsh.
After collecting their 15gp, the boatman then helps Neya and Garnet onto the raft and begins pulling. The trip over the restless patch of sea is quick, albeit motion-sickness inducing. Warsh makes little effort to start a full-blown conversation, but he does mentioned something to the monk while traversing the sea:
For Neya:
“Ya mentioned a draco-leech. That the same kind of nonsense we be gettin’ from the crazy man. He ‘as the look of a sailor ‘bout ‘im, but kept ravin’ ‘bout the "eyes of the draco-leech" or other such nonsense. The man is healthy though, so me thinks he saw something his mind couldn't handle and it snapped. It doesn’t feel like sumone who ‘as wandered the wilderness all insane ‘nd the like for a long time. Do‘ld Warsh a favor and take ‘im with yous when you leave me island! Okay?”
Warsh does not respond to any follow up comment Neya may make during the short trip.
Warsh then leaves Neya on the other side of the crossing and comes back to the dock: “Which threes of yous ‘re next?”
"If you think I'm going to let you stay here a marked half-orc unprotected you got another thing comin' buddy." says Graxx.
Graxx nods to Doozey.
"Doozey go next if you don't mind." says Graxx.
Graxx's eyes then turn to Utar.
"Then you'll go and I'll be last. I'll not hear any lip about this one Utar. You promised to not run off by yourself. Staying behind would be the same as that." says Graxx.
"It's probably for the best, Mr. Graxx. The sooner I can get a feel for at least a portion of the island, the better." Doozey admits haphazardly as the majority of his attention stayed on searching his back of anything 'useful' to pass along. All the while Biscuit lets out the occasionally low, throaty growl whenever Warsh looked at him. Something about being called a "mutt" earlier may have had something to do with it? "Ah... Well, admittedly, the most practical things I have to barter is this medicine kit(Healer's Kit) here. Never know when you might need a quick patch up, whether your at sea or on the docks." He offers it up. "And, I... I have this shortsword here as well that's served me pretty well. Doubt ya run into too much trouble while out and about, but it never hurts to have more than a oar and fishing hooks on hand. An even trade for both me and me brother here, I hope?" He says, but if at least either are enough for one, he sighs and give up his last 10 gold to pay the other half of things.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Warsh returns from leaving Neya on the island. Doozey begins to offers a few of his items and the boatman even gets a chance to examine them. Fed up with the entire negotiation, Graxx steps up and pays enough gold to cover two trips. Doozey an Biscuit go first in an uneventful few minutes. Graxx and Edith wait to get across until Utar is safely delivered. Perhaps because he is worried about the incoming storm or because he is already thinking how to spend the 45gphe received so far, Warsh does not open his mouth during any of these trips. It is a short trip, but not a straight one. The guide-rope is laid is a curved trajectory, leading the raft to the northwestern portion of the small island.
Warsh then shows up for the next trip. He loads Glühoof and waits for Utar to jump on board. Already having his fill of arguments for the day, the boatman simply agrees: "I'll collect ya money on the other side." A few minutes later, CRAP is all reunited on the other side of the small stretch of water that separates the island from the mainland. Warsh extends his hand towards Utar. "Service's delivered."Unless the cleric has anything else in mind, Warsh collects 15gp from him as well.
He then finally comes back one last time, helping Graxx and his mare complete the crossing.No one barfs during the rough trip atop the raft, though Doozey feels the sour and bitter taste of vomit on the back of his throat at one point.
Traversals completed, the man then pulls his raft onto the shore. It is in this slightly sheltered portion on the northwestern side of the island that the villagers land their boats, maintain their nets, and dock the ferry raft. Several oar-powered or small single-masted fishing boats have been drug many feet up shore and tied down. Warsh is making sure to do the same with his raft. There is a shed here filled with mended nets, rope, and other gear for their trade. While taking care of his raft, he explains: "Yous'll have to stay 'til afta the storm passes to leave this place. I won't risk another trip 'til the seas calm. Now go and leave Warsh alone."
Now that you are all here, you come to the realization that the island is best described instead as an islet. Trees lock the view of a village from the landing where you all arrived. It is only after you climb the wooded hill in front of you that you catch your first glimpse of this village. In addition to the landing area to which you were delivered, this village is little more than just a collection of hovels, a barn, and a large central fire pit. On the other end of the village, a thicker wooded area can be seen. Dirty faces and wide eyes stare in your direction as you exit the rain-soaked tree line. Those gazes quickly turn away from you, however. The exception is a grinning girl with wild dirty hair and a pockmarked face. She runs towards CRAP with clear excitement and asks: "Heya, I'm Elisande. Who might ye be, Outsides?"
User drops to his haunches, bringing himself level with Elisande.
"My name is Utar. Do you think you might be able to help us Outsiders out? We're looking for somewhere we might be able to get a good view of the sea?"
This post has potentially manipulated dice roll results.
Still recovering from the trip, Doozey opts to stay quiet and with both feet firmly on terra firma for a while towards the back of the group. Any looks from the locals save the girl are hardly paid any mind. As if the stoutling was already far too used receiving the like for some time. Biscuit is less reserved, and if not held back by the others, eagerly bounds up to the side of the girl to start sniffing at and the space around her.
Any unnaturally foul scents immediately has him whimpering and stepping away from her. But otherwise, soon after he is licking at her cheeks and wagging his tail vigorously.
Graxx approaches Elisande as well with a smile as he has a soft spot for the little ones.
"Hello, would you happen to know who owns that barn over there? I would like to find shelter for Edith here during the storm." says Graxx as he pats Edith.
"I am called Neya. You seem rather eager to meet new people." Neya replies with a friendly smile.
"I heard we are not the only outsiders on the island. There is another outsider was on this island who is speaking oddly, yes? He may have seen something we are looking for."
Warsh listens to the three arguments presented to him. He then looks first at Graxx: “You ain’t takin’ me raft nowhere,” he says with a certain hesitation in his voice but still defiantly. Turning to Utar, the boatman says: “That’s more like it. You dry folk need ol’ Warsh out ‘ere in the storm, and for that service, y’alls are payin’ good gold!”
Next, he looks at Neya. He remains silent, choosing to ponder on her words for a moment. Then, he adds: “We have the protection we need.” He ends the subject there.
Preparing the raft for the short 600 feet, rope-pulled trip, Warsh touches on the subject of logistics: “If these ‘ere animals ‘re comin’ too, we’ll need three separate trips. It’ll cost yous five golden pieces per ignorant, ten per animal. They’re heavier. Pay up ‘nd decide ‘ow to break up the trips amongst you-selves. Only one horse at a time.”
Graxx snarls.
"This is madness! This fool is charging us to HELP his village." says Graxx.
Graxx goes back and mounts up on his horse.
"I say we leave them to it. We'll head back and fight for people who appreciate it." says Graxx
Graxx spits on the ground.
"I hope your greed protects you from the shadows when they come." says Graxx
Graxx remembers his newly acquired manacles in his bag and knows he will do whatever needs to be done.
"I'm done tryin' to reason with him. Ya'll do what you like." says Graxx.
Neya cocks an eyebrow at Warsh's curious statement about having protection, then turns to Graxx, "We still have a job to do. While we did initially want to do this on our own terms, I doubt that Captain Burral would be pleased if we turned around for such as trivial reason. We should, at the very least, go and see how this ship attacks."
"Garnet and I will go across first." Neya says as she dismounts, hands over the money (15g) and leads Garnet onto the raft.
Extended Signature
Graxx scoffs and looks disgusted that Neya has handed the gold over to this filth.
"So be it."
"You can always swim, Graxx. If this is how we get there, we need to play by Warsh's rules. Ain't no other boatmen here."
Dismounting from Glühoof, Utar approaches the raft.
"I'll go last with Glühoof, but my gold stays with me until I we're across. I'm not so ignorant so as to pay full price until services are rendered. I wonder if you might not give ol' Biscuit here a discount on that rate for animals? He ain't as big as the horses, he'd be no more bother than a person, surely?"
Persuasion 11
(@Lerus: Yes, sorry. Not sure what happened yesterday that I couldn't post in time, but I do apologize.)
Doozey chuckles nervously and pulls at his collar. "Speaking of swimming. I think me and Biscuit here just might. Not exactly rolling in the coin these days." He turns Warsh, and rather or not he sensed something strange about the man or not, he tries to keep a straight face. "Unless.. I don't s'pose aside from coin, me and biscuit here could perform some sort of other service or trade for ya, in exchange fer a ride a cross? Some message perhaps you want passed along to someone on the isle, seeing as you might be landlocked fer a while 'till the storm passes by?" He asked, a note of hope entering his voice despite the man's demeanor thus far.
Persuasion: 5. (if needed)
(@All: That moment when you regret getting a more frivolous item for free when you get the chance. Because I was debating on getting a fancy looking fishing rod instead of either kits)
When you realize you're doing too much: Signature.
Warsh watches Graxx and Neya go back and forth for a bit. He has a smirk on his face the whole time. When Utar tries to get a discount for the Tundra Mastiff, the boatman cocks an eyebrow and says: “Hav’ya seen the size of the mutt? That no normal dog.... it pays full price like the other four legged creatures.”
Responding to Doozey’s proposal, the man invites him to make an offer. “Any special goods ya carry around? I’m willin’ to barter. A useful tool for ya, another for the mutt. Think about ‘nd let me know when me’s back.” Through his special Hunter’s Sense, Doozey learns that there is nothing special about Warsh.
After collecting their 15gp, the boatman then helps Neya and Garnet onto the raft and begins pulling. The trip over the restless patch of sea is quick, albeit motion-sickness inducing. Warsh makes little effort to start a full-blown conversation, but he does mentioned something to the monk while traversing the sea:
For Neya:
“Ya mentioned a draco-leech. That the same kind of nonsense we be gettin’ from the crazy man. He ‘as the look of a sailor ‘bout ‘im, but kept ravin’ ‘bout the "eyes of the draco-leech" or other such nonsense. The man is healthy though, so me thinks he saw something his mind couldn't handle and it snapped. It doesn’t feel like sumone who ‘as wandered the wilderness all insane ‘nd the like for a long time. Do‘ld Warsh a favor and take ‘im with yous when you leave me island! Okay?”
Warsh does not respond to any follow up comment Neya may make during the short trip.
Warsh then leaves Neya on the other side of the crossing and comes back to the dock: “Which threes of yous ‘re next?”
(@Drache: Give me a CON saving throw please)
Graxx grabs Utar's shoulder.
"If you think I'm going to let you stay here a marked half-orc unprotected you got another thing comin' buddy." says Graxx.
Graxx nods to Doozey.
"Doozey go next if you don't mind." says Graxx.
Graxx's eyes then turn to Utar.
"Then you'll go and I'll be last. I'll not hear any lip about this one Utar. You promised to not run off by yourself. Staying behind would be the same as that." says Graxx.
CON save: 13
Extended Signature
"It's probably for the best, Mr. Graxx. The sooner I can get a feel for at least a portion of the island, the better." Doozey admits haphazardly as the majority of his attention stayed on searching his back of anything 'useful' to pass along. All the while Biscuit lets out the occasionally low, throaty growl whenever Warsh looked at him. Something about being called a "mutt" earlier may have had something to do with it? "Ah... Well, admittedly, the most practical things I have to barter is this medicine kit(Healer's Kit) here. Never know when you might need a quick patch up, whether your at sea or on the docks." He offers it up. "And, I... I have this shortsword here as well that's served me pretty well. Doubt ya run into too much trouble while out and about, but it never hurts to have more than a oar and fishing hooks on hand. An even trade for both me and me brother here, I hope?" He says, but if at least either are enough for one, he sighs and give up his last 10 gold to pay the other half of things.
When you realize you're doing too much: Signature.
Con Save: 26
Graxx dismounts his horse again after seeing Doozey having to barter.
"No items needed Mister Doozey."
Graxx begrudgingly gives the raftmaster 30 gold To pay for him, Doozey, Edith, and Biscuit.
"Oh, uh, if'n ya sure. Thanks! I owe ya one, Mister Graxx." Doozey tips a nonexistent hat and makes ready to cross the waves.
Con Save: 18.
(Hold on! Halfling Luck: 17.)
When you realize you're doing too much: Signature.
Utar admits that Graxx might have a point about not waiting to cross last and concedes to following Doozey across the water in the next run.
Con save: 7
Warsh returns from leaving Neya on the island. Doozey begins to offers a few of his items and the boatman even gets a chance to examine them. Fed up with the entire negotiation, Graxx steps up and pays enough gold to cover two trips. Doozey an Biscuit go first in an uneventful few minutes. Graxx and Edith wait to get across until Utar is safely delivered. Perhaps because he is worried about the incoming storm or because he is already thinking how to spend the 45gp he received so far, Warsh does not open his mouth during any of these trips. It is a short trip, but not a straight one. The guide-rope is laid is a curved trajectory, leading the raft to the northwestern portion of the small island.
Warsh then shows up for the next trip. He loads Glühoof and waits for Utar to jump on board. Already having his fill of arguments for the day, the boatman simply agrees: "I'll collect ya money on the other side." A few minutes later, CRAP is all reunited on the other side of the small stretch of water that separates the island from the mainland. Warsh extends his hand towards Utar. "Service's delivered." Unless the cleric has anything else in mind, Warsh collects 15gp from him as well.
He then finally comes back one last time, helping Graxx and his mare complete the crossing. No one barfs during the rough trip atop the raft, though Doozey feels the sour and bitter taste of vomit on the back of his throat at one point.
Traversals completed, the man then pulls his raft onto the shore. It is in this slightly sheltered portion on the northwestern side of the island that the villagers land their boats, maintain their nets, and dock the ferry raft. Several oar-powered or small single-masted fishing boats have been drug many feet up shore and tied down. Warsh is making sure to do the same with his raft. There is a shed here filled with mended nets, rope, and other gear for their trade. While taking care of his raft, he explains: "Yous'll have to stay 'til afta the storm passes to leave this place. I won't risk another trip 'til the seas calm. Now go and leave Warsh alone."
Now that you are all here, you come to the realization that the island is best described instead as an islet. Trees lock the view of a village from the landing where you all arrived. It is only after you climb the wooded hill in front of you that you catch your first glimpse of this village. In addition to the landing area to which you were delivered, this village is little more than just a collection of hovels, a barn, and a large central fire pit. On the other end of the village, a thicker wooded area can be seen. Dirty faces and wide eyes stare in your direction as you exit the rain-soaked tree line. Those gazes quickly turn away from you, however. The exception is a grinning girl with wild dirty hair and a pockmarked face. She runs towards CRAP with clear excitement and asks: "Heya, I'm Elisande. Who might ye be, Outsides?"
User drops to his haunches, bringing himself level with Elisande.
"My name is Utar. Do you think you might be able to help us Outsiders out? We're looking for somewhere we might be able to get a good view of the sea?"
Still recovering from the trip, Doozey opts to stay quiet and with both feet firmly on terra firma for a while towards the back of the group. Any looks from the locals save the girl are hardly paid any mind. As if the stoutling was already far too used receiving the like for some time. Biscuit is less reserved, and if not held back by the others, eagerly bounds up to the side of the girl to start sniffing at and the space around her.
Any unnaturally foul scents immediately has him whimpering and stepping away from her. But otherwise, soon after he is licking at her cheeks and wagging his tail vigorously.
Bis-ception: 22. (adv. if keen smell applies)
When you realize you're doing too much: Signature.
Graxx approaches Elisande as well with a smile as he has a soft spot for the little ones.
"Hello, would you happen to know who owns that barn over there? I would like to find shelter for Edith here during the storm." says Graxx as he pats Edith.
"I am called Neya. You seem rather eager to meet new people." Neya replies with a friendly smile.
"I heard we are not the only outsiders on the island. There is another outsider was on this island who is speaking oddly, yes? He may have seen something we are looking for."
Extended Signature