This post has potentially manipulated dice roll results.
Doozey makes certain to pass along his findings as he went, if albeit absent-mindedly. Short of Neya speaking up after wanting shrooms, the halfling carefully secures the vial before moving on to the next one. "Interesting. A bit outside my personal wheelhouse, but let's see..." Squinting, Doozey begins to study it, discovering...
However, he only gets so far, for with a start, and some flailing for a weapon, he jerks around on the spot, looking at wide-eyed in confusion from all the shouting or cries of pain. "Woof! A little warning at least, next time." He admonishes only lightly, still visibly miffed, if only just, for getting stabbed earlier. Turning to Neya next on the heel of a sigh, he asks about her findings.
"It seems to be an abridged dossier of everyone living on the island. The village leader... Warsh... even little Elisande. There is even a mention of trio of crones who reside by the fire pit. It doesn't say much but it does give insight as to their personalities and quirks."
She starts interpreting Veriks notes.
"For instance, Warsh's greed is noted in here, but we knew that already."
"It doesn't seem that Ulberto's not much for conversation, but other than that, the only other notable thing about him is his strength."
"The crones... They seem to like mind games."
"Huh, Eli wants to leave the island... I guess she doesn't feel any more attachment since her parents died."
Graxx gruesomely wiggles Verik's head by the bloody scalp flap. The man wakes up in shock and amidst screams of pain. Only when the shaking of the head momentarily relents does the man find enough lucidity to respond: "Stop! Stop!... Argh.... alright... alright...." blood is pouring down his face. He speaks while panting, wincing, and repeatedly pausing "I was sent in... advance... in advance of the attack... by the Cult... the Cult of the Dragon... I was to collect information... and... locate tomes... tomes of lore or... or other valuables that... that might lead my master... lead him to locate some long... long lost... artifact... I... I don't know... I don't know anything else... I've... I've been in the village... isolated... for a more than... more than a few days."
While the confession comes forth, Doozey examines the second vile. He is a lot less certain about the contents of this smaller one at first. Luckily, no rituals or pulls on the weave are necessary to place this item. The halfling has seen these being sold on the streets of larger cities he has visited in the past. Same vial and all. They contain a simple enchantment on a single dose of perfume that allows the wearer to become momentarily more alluring (Perfume of Bewitching).
Now finished skimming over the notebook, Neya summarizes her findings to a curious Utar and the rest of the group. Once she is done with her report, she notices the approaching steps and cheerful voice of Elisande: "Hi Outsides... All Folk heard sum screams 'nd fightin'... dey're comin' over." She shows up by the broken door as she finishes speaking.
Utar stands, brushing down his tabbard and running a hand through his hair.
"We'd best look presentable then, especially since we've likely got some explaining to do. Elisande, can you tell us anything about the other villagers?"
Graxx's eyes flare at the mention of the Dragon cult. He recalls the Donkey that died as a result of their requests to capture prisoners so many moons ago.
"Elis..." says Graxx. "If they're comin' can you get somebody to bring me some bandages." says Graxx.
Graxx swallows hard keeping himself from going into a rage.
"Good. I'm goin' to patch that skull of yours up as long as you keep talkin'. I advise you to keep talkin'. Now, I need to know who your master is, how many people normally come on an attack, and what type of weapons are they carrying?" says Graxx.
"Yeah, I about figured they'd notice sooner or later." Doozey comments on casually as he slipped away the Perfume. No point getting in letting Elisande get too curious over so "dangerous" an item. "Which is something I'm sure he'd love to explain. Wouldn't ya Verik?" He said calmly, but the threat -- if it even be called one -- was there. After having said as much he looks to the group at large. "I got your back, Mister Utar. Though littler more than that, I suspect. Seeing as preferably-..." He looks to himself, and then up to the others sheepishly.
"Someone who isn't less than four feet and more, a, uhm.... people person, should do most the talking. Though if even you are a bit--" Doozey freezes, remembering a certain gnome's dire straits. After a moment's pause, he smiles, and shakes his head. As if the line of thought wasn't all too important. "Biscuit!" The woolly dog comes trundling back in looking curious until Doozey gestures to Verik. "Guard." With a boof, and then a growl in Verik's direction, the beast plops down next to the man, ready at any moment to try pinning him to the ground. "Also Elis. Wants we get this whole other mess sorted out, we're gonna need your guiding expertise after."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"It was not the smoothest questioning, to be sure. I certainly didn't expect it to change from interviewing a victim to preventing the escape of an accomplice to the raids when we started."
Elisande cleans some hardtack crumbs from her face, looks up to the sky, and starts counting her fingers: "Sure, Mr. Orc. Dere's Leiton, who's older dan me 'nd likes onias. Den dere's Velukas, she's an annoyin' little brat. Dere's also Refirty, who's missing an eye 'nd eats dirt. Den dere...." She is interrupted by Graxx's request. She nods, and runs out of the hovel once more, eager to bring back a few of whatever passes as bandages in this village. From outside, she also yells back at Doozey: "Don't worry, I'll come back to guide ye."
Upon being prodded by Graxx some more, Verik reveals some extra information: "Ixas... my master's name is Ixas... he... he is a young mage of some power... I... I do not know... I don't know the exact plan... but... but usually they attack in two... two groups... one at the main entrance... to a village... and... and... a second smaller group... a stealthy attack from the rear... That's all... all I know."
Pocketing the vial of Perfume of Bewitching, Doozey requests a justification. All fight out of him, Verik complies with a short but possibly sufficient explanation: "They made my... my information gathering a bit... a bit easier," he says, pointing to the two empty vials of perfume now on the ground.
Biscuit approaches CRAP's prisoner after the man is done talking. The mastiff guards him attentively.
Neya and the group prepare for the villagers' arrival. You can all hear these villagers approaching, but to your surprise, only one actually makes their way into the broken hovel: a large, unshaven man whose arms are not the same length. His right arm is much longer and stronger than his left, which is half the size of the regular-length one. He is balding and has many scars over his face. One of his eyes is missing, and a red pebble takes its place. Other similar pebbles seem to be sewed onto his otherwise unremarkable clothes. His regular-sized arm holds a meat cleaver, and from his belt, a meat hook proudly displays a piece of unidentified red meat. He speaks curtly: "I'm Ulburto. We need to talk, but not here. Come to me hut." He points his meat cleaver at Verik: "Bring him."
With that, he leaves, clearly assuming you'll follow him.
The meat gets a raised brow out of the halfling; but, he wisely kept his mouth shut about it. Just like the others seemed to do when it came to the man's lopsidedness. Though he remained visibly wary going forward.
In the end, Doozey nods grimly in agreement. "So much for playing the stalling game." He snorts, and then with a sharp whistle and a wave, ushers Biscuit into following along behind the group; or more specifically, behind Varik just in case. Along the way Doozey keeps a special eye on any inhabitants watching the procession this time around, wary that one or two might just prove brave enough to do more than stare.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya follows the lopsided man. All the while knowing that as distrustful they are towards outsiders, the ruckus CRAP made in the middle of their village probably sunk their opinion of CRAP lower.
"A lot of figures of authority have wanted to speak with us these past few days for one reason or another. I don't know that it says about us, but it is getting to the point that it is almost expected." She observes.
Elisande comes back just as quickly as she left. "Here, here. I ask crones for banges 'nd dey give me dis. Oughta help." You see her carefully holding three long strands of wet kelp and hand them with both hands to Graxx. With Utar's help, the barbarian wraps Verik's head. The salt on the kelp burns the exposed wound in Verik's head. A few screams later, however, he seems at least a bit soothed.
Graxx picks his prisoner up and follows Utar out of the broken hovel. Biscuit goes next, followed by Doozey. Neya reflects on CRAP's increasing notoriety and also exits the hovel. Outside, you all see a bunch of villagers standing at varying distances from the broken hovel. They all stare, some gossip among themselves. It seems that where they were happy to mostly ignore CRAP apart from badly hidden looks before, they now stare without hesitation at the group causing trouble in their islet. None of these small families of island fishermen show the courage to go beyond just staring though, at least for now.
You can also see Ulburto just ahead making his way through the many huts. It is an easy enough task to just follow him, but Elisande jumps to the front of the group to play her guiding role. As CRAP walks through the village proper, you count up to fourteen hovels arranged roughly like a circle around the central fire pit. Their doors all face the fire pit and none have windows that face the sea. In addition to the one you just departed from, three other homes are clearly abandoned. Their roofs have collapsed and they no longer have doors or shutters. Elisande tries to be helpful: "Dases be homes to de Folk. Outsides mussin' haven homes! Ye not be sleepin' in de rains do ye? If so, ye not want to be botherin' de Folk.” She points to the abandoned homes and the barn in turn, as if to imply that you are probably better served trying to find shelter in one of those abodes.
Passing close to the central fire pit, you all see a large metal bucket full of fresh boiling water over the fire. You surmise that the water must have been taken from the shore, and can also see that it is being strained through cheesecloth. A small wooden pavilion with a number of stump stools under it provides a place to rest with minimal protection from the storm. Three elderly women seem to be in charge of the boiling water. Two of them smile at you as you pass, but the third has her back to you and seem focused on the pot. Elisande the guide explains: "Da pit's the local for speechin' with de crones. Dey always clean de drink. All need de drink."
Up ahead, Ulburto reaches a hut that is bigger than the rest; it is obvious that it has an extra room in the back attached to the main part of the home. White-grayish smoke escapes through some gaps in the wooden walls of this structure. Elisande comes to your aid once more, clearly very excited that she is finally giving you a tour: "Da's de smokehouse. Not good air, but good food inside!" Ulburto enters his hut and waits for you to come in. The open space is of simple design, as you would have expected. There is a framed pile of hay in the corner that serves as a bed, a medium-sized wooden table right in the center (but no chairs), and some other makeshift furniture scattered around. The table is nicked, cut, and stained in several spots, showing that it has seen heavy usage over the years. Some mounds of red meat and white fish are placed on two of the corners of this table. There is also a shut door on the back wall; it’s placement suggests it would lead into the smokehouse Elisande pointed out.
Ulburto sees Elisande coming in after you and shoos her away. "I'll wait outside, Outsides" she assures you. Once the six of you plus the mastiff are inside and settled, Ulburto simply asks: "Who're ye?" He pauses and points at Verik with the meat cleaver once again: "Who's he?"
"We are a group of adventurers. We all have different reasons for being in the area before coming to this island, but have come together and faced many challenges. We have come in pursuit of a ship we are certain will come here tonight."
"As for this one..." She gestures to Verik, " He is no madman, but I suppose you can say it is his fault that outsiders have come here. But not the outsiders he wants. Which brings us back to the ship we are chasing. He serves that very one."
This post has potentially manipulated dice roll results.
"De ship de lunaman talked about's not crazy tales, den?" Ulburto asks Neya, getting angrier with each word. "He try to trick de Folk?" He strikes the table with the meat cleaver, letting it stand on its own once wedged in there. He wastes no time after that, approaching Verik and attempting to grab him while Graxx is still holding on to the prisoner.
Utar lightly touches his amulet, before touching Graxx's shoulder, casting guidance.
Thinking it's likely best taking Verik back to Captain Burrall, if at all possible, he tries to calm Ulburto, emphasising the fact they want to help.
"No, the ship seems all too real. It's been to a number of other coastal villages, with this one scouting ahead for them. We don't want this village added to that number."
(OOC There's an extra 1d4 for Graxx to add to his athletics check should he contest Ulburto.)
Utar sees the man approach with the intent of stealing Verik away and releases a quick prayer of guidance onto Graxx. Despite the support and because he was a bit surprised by Ulburto's sudden display of anger, Graxx cannot hold on to Verik. CRAP's prisoner is whisked away with ease by the one-handed man.
Ulburto quickly turns and, in a single swoop, slams Verik onto his butcher's table. The prisoner screams while Ulburto reaches for his cleaver once more. Utar and Graxx try to talk some sense into the man. Ulburto stares at Verik's throat as he brings down his cleaver until... Graxx's last few words seem to penetrate his thick skull. He diverts the blade mid-air, re-aiming it to catch Verik's wrist instead. Verik's screams once more fill the afternoon air in this island as he is separated from his blade-wielding hand. The man is still tied up but the manacles previously used to keep him secure are not doing much any more.
Verik's blood start pouring all over the place... again. He goes unconscious from both shock and blood loss. Ulburto turns to face CRAP while flicking the severed hand onto the pile of red meat on one of the table's corner. "Dere... alive." Cleaver still in hand, the faintest twitch of a smile appears at the corner of his mouth: "I make Folk safe. I fight dis ship."
You notice that he does not include you in his quickly formed plan, at least for now.
(@Grx & @MB: I need one CHA-based skill check from each of you. Which check exactly is up to you, but please accompany it with some matching RP. The check has {DC 11}, and one of you can choose to help the other instead of rolling your own check.)
(@All: I also need two volunteers to roll insight checks. Any two out of the four of you can do it, but not Biscuit.)
Graxx is irritated clearly by what even by Graxx standards he considers to be a moron.
Graxx shakes his head at the unconscious Verik.
"Alive... Yes.. But now..."
Graxx bites his lips.
"You know what. That sounds great. You're clearly stronger than ol' Graxx here and good with your cleaver. You should take the fight straight to this ship. We'll hang back and makes sure nothin' flanks you from behind. You got more warriors or is it just you?" says Graxx.
Persuasion: 18
When Graxx says rear he trys to give a look to any other members of CRAP who's eyes he can catch as Verik shared a second group normally attacks from the rear.
Rollback Post to RevisionRollBack
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Doozey makes certain to pass along his findings as he went, if albeit absent-mindedly. Short of Neya speaking up after wanting shrooms, the halfling carefully secures the vial before moving on to the next one. "Interesting. A bit outside my personal wheelhouse, but let's see..." Squinting, Doozey begins to study it, discovering...
Arcana: 4.
However, he only gets so far, for with a start, and some flailing for a weapon, he jerks around on the spot, looking at wide-eyed in confusion from all the shouting or cries of pain. "Woof! A little warning at least, next time." He admonishes only lightly, still visibly miffed, if only just, for getting stabbed earlier. Turning to Neya next on the heel of a sigh, he asks about her findings.
When you realize you're doing too much: Signature.
"It seems to be an abridged dossier of everyone living on the island. The village leader... Warsh... even little Elisande. There is even a mention of trio of crones who reside by the fire pit. It doesn't say much but it does give insight as to their personalities and quirks."
She starts interpreting Veriks notes.
"For instance, Warsh's greed is noted in here, but we knew that already."
"It doesn't seem that Ulberto's not much for conversation, but other than that, the only other notable thing about him is his strength."
"The crones... They seem to like mind games."
"Huh, Eli wants to leave the island... I guess she doesn't feel any more attachment since her parents died."
Extended Signature
Graxx gruesomely wiggles Verik's head by the bloody scalp flap. The man wakes up in shock and amidst screams of pain. Only when the shaking of the head momentarily relents does the man find enough lucidity to respond: "Stop! Stop!... Argh.... alright... alright...." blood is pouring down his face. He speaks while panting, wincing, and repeatedly pausing "I was sent in... advance... in advance of the attack... by the Cult... the Cult of the Dragon... I was to collect information... and... locate tomes... tomes of lore or... or other valuables that... that might lead my master... lead him to locate some long... long lost... artifact... I... I don't know... I don't know anything else... I've... I've been in the village... isolated... for a more than... more than a few days."
While the confession comes forth, Doozey examines the second vile. He is a lot less certain about the contents of this smaller one at first. Luckily, no rituals or pulls on the weave are necessary to place this item. The halfling has seen these being sold on the streets of larger cities he has visited in the past. Same vial and all. They contain a simple enchantment on a single dose of perfume that allows the wearer to become momentarily more alluring (Perfume of Bewitching).
Now finished skimming over the notebook, Neya summarizes her findings to a curious Utar and the rest of the group. Once she is done with her report, she notices the approaching steps and cheerful voice of Elisande: "Hi Outsides... All Folk heard sum screams 'nd fightin'... dey're comin' over." She shows up by the broken door as she finishes speaking.
Utar stands, brushing down his tabbard and running a hand through his hair.
"We'd best look presentable then, especially since we've likely got some explaining to do. Elisande, can you tell us anything about the other villagers?"
Graxx's eyes flare at the mention of the Dragon cult. He recalls the Donkey that died as a result of their requests to capture prisoners so many moons ago.
"Elis..." says Graxx. "If they're comin' can you get somebody to bring me some bandages." says Graxx.
Graxx swallows hard keeping himself from going into a rage.
"Good. I'm goin' to patch that skull of yours up as long as you keep talkin'. I advise you to keep talkin'. Now, I need to know who your master is, how many people normally come on an attack, and what type of weapons are they carrying?" says Graxx.
"Yeah, I about figured they'd notice sooner or later." Doozey comments on casually as he slipped away the Perfume. No point getting in letting Elisande get too curious over so "dangerous" an item. "Which is something I'm sure he'd love to explain. Wouldn't ya Verik?" He said calmly, but the threat -- if it even be called one -- was there. After having said as much he looks to the group at large. "I got your back, Mister Utar. Though littler more than that, I suspect. Seeing as preferably-..." He looks to himself, and then up to the others sheepishly.
"Someone who isn't less than four feet and more, a, uhm.... people person, should do most the talking. Though if even you are a bit--" Doozey freezes, remembering a certain gnome's dire straits. After a moment's pause, he smiles, and shakes his head. As if the line of thought wasn't all too important. "Biscuit!" The woolly dog comes trundling back in looking curious until Doozey gestures to Verik. "Guard." With a boof, and then a growl in Verik's direction, the beast plops down next to the man, ready at any moment to try pinning him to the ground. "Also Elis. Wants we get this whole other mess sorted out, we're gonna need your guiding expertise after."
When you realize you're doing too much: Signature.
"It was not the smoothest questioning, to be sure. I certainly didn't expect it to change from interviewing a victim to preventing the escape of an accomplice to the raids when we started."
Extended Signature
Elisande cleans some hardtack crumbs from her face, looks up to the sky, and starts counting her fingers: "Sure, Mr. Orc. Dere's Leiton, who's older dan me 'nd likes onias. Den dere's Velukas, she's an annoyin' little brat. Dere's also Refirty, who's missing an eye 'nd eats dirt. Den dere...." She is interrupted by Graxx's request. She nods, and runs out of the hovel once more, eager to bring back a few of whatever passes as bandages in this village. From outside, she also yells back at Doozey: "Don't worry, I'll come back to guide ye."
Upon being prodded by Graxx some more, Verik reveals some extra information: "Ixas... my master's name is Ixas... he... he is a young mage of some power... I... I do not know... I don't know the exact plan... but... but usually they attack in two... two groups... one at the main entrance... to a village... and... and... a second smaller group... a stealthy attack from the rear... That's all... all I know."
Pocketing the vial of Perfume of Bewitching, Doozey requests a justification. All fight out of him, Verik complies with a short but possibly sufficient explanation: "They made my... my information gathering a bit... a bit easier," he says, pointing to the two empty vials of perfume now on the ground.
Biscuit approaches CRAP's prisoner after the man is done talking. The mastiff guards him attentively.
Neya and the group prepare for the villagers' arrival. You can all hear these villagers approaching, but to your surprise, only one actually makes their way into the broken hovel: a large, unshaven man whose arms are not the same length. His right arm is much longer and stronger than his left, which is half the size of the regular-length one. He is balding and has many scars over his face. One of his eyes is missing, and a red pebble takes its place. Other similar pebbles seem to be sewed onto his otherwise unremarkable clothes. His regular-sized arm holds a meat cleaver, and from his belt, a meat hook proudly displays a piece of unidentified red meat. He speaks curtly: "I'm Ulburto. We need to talk, but not here. Come to me hut." He points his meat cleaver at Verik: "Bring him."
With that, he leaves, clearly assuming you'll follow him.
Utar looks around at the rest of the group, shrugging his shoulders.
"Guess we're following the guy with...well..."
Utar points to this own eye.
"Elisande, which one is his hut?"
Utar will make himself useful helping Graxx bandaging Verik.
Medicine 14
Graxx tightens the bandage tight and follows Utar's direction.
"Come on now." say Graxx.
Graxx will carry to bound Verik over his shoulder to the hut.
The meat gets a raised brow out of the halfling; but, he wisely kept his mouth shut about it. Just like the others seemed to do when it came to the man's lopsidedness. Though he remained visibly wary going forward.
In the end, Doozey nods grimly in agreement. "So much for playing the stalling game." He snorts, and then with a sharp whistle and a wave, ushers Biscuit into following along behind the group; or more specifically, behind Varik just in case. Along the way Doozey keeps a special eye on any inhabitants watching the procession this time around, wary that one or two might just prove brave enough to do more than stare.
When you realize you're doing too much: Signature.
Neya follows the lopsided man. All the while knowing that as distrustful they are towards outsiders, the ruckus CRAP made in the middle of their village probably sunk their opinion of CRAP lower.
"A lot of figures of authority have wanted to speak with us these past few days for one reason or another. I don't know that it says about us, but it is getting to the point that it is almost expected." She observes.
Extended Signature
Elisande comes back just as quickly as she left. "Here, here. I ask crones for banges 'nd dey give me dis. Oughta help." You see her carefully holding three long strands of wet kelp and hand them with both hands to Graxx. With Utar's help, the barbarian wraps Verik's head. The salt on the kelp burns the exposed wound in Verik's head. A few screams later, however, he seems at least a bit soothed.
Graxx picks his prisoner up and follows Utar out of the broken hovel. Biscuit goes next, followed by Doozey. Neya reflects on CRAP's increasing notoriety and also exits the hovel. Outside, you all see a bunch of villagers standing at varying distances from the broken hovel. They all stare, some gossip among themselves. It seems that where they were happy to mostly ignore CRAP apart from badly hidden looks before, they now stare without hesitation at the group causing trouble in their islet. None of these small families of island fishermen show the courage to go beyond just staring though, at least for now.
You can also see Ulburto just ahead making his way through the many huts. It is an easy enough task to just follow him, but Elisande jumps to the front of the group to play her guiding role. As CRAP walks through the village proper, you count up to fourteen hovels arranged roughly like a circle around the central fire pit. Their doors all face the fire pit and none have windows that face the sea. In addition to the one you just departed from, three other homes are clearly abandoned. Their roofs have collapsed and they no longer have doors or shutters. Elisande tries to be helpful: "Dases be homes to de Folk. Outsides mussin' haven homes! Ye not be sleepin' in de rains do ye? If so, ye not want to be botherin' de Folk.” She points to the abandoned homes and the barn in turn, as if to imply that you are probably better served trying to find shelter in one of those abodes.
Passing close to the central fire pit, you all see a large metal bucket full of fresh boiling water over the fire. You surmise that the water must have been taken from the shore, and can also see that it is being strained through cheesecloth. A small wooden pavilion with a number of stump stools under it provides a place to rest with minimal protection from the storm. Three elderly women seem to be in charge of the boiling water. Two of them smile at you as you pass, but the third has her back to you and seem focused on the pot. Elisande the guide explains: "Da pit's the local for speechin' with de crones. Dey always clean de drink. All need de drink."
Up ahead, Ulburto reaches a hut that is bigger than the rest; it is obvious that it has an extra room in the back attached to the main part of the home. White-grayish smoke escapes through some gaps in the wooden walls of this structure. Elisande comes to your aid once more, clearly very excited that she is finally giving you a tour: "Da's de smokehouse. Not good air, but good food inside!" Ulburto enters his hut and waits for you to come in. The open space is of simple design, as you would have expected. There is a framed pile of hay in the corner that serves as a bed, a medium-sized wooden table right in the center (but no chairs), and some other makeshift furniture scattered around. The table is nicked, cut, and stained in several spots, showing that it has seen heavy usage over the years. Some mounds of red meat and white fish are placed on two of the corners of this table. There is also a shut door on the back wall; it’s placement suggests it would lead into the smokehouse Elisande pointed out.
Ulburto sees Elisande coming in after you and shoos her away. "I'll wait outside, Outsides" she assures you. Once the six of you plus the mastiff are inside and settled, Ulburto simply asks: "Who're ye?" He pauses and points at Verik with the meat cleaver once again: "Who's he?"
"Straight into it...? Okay. Fair enough."
"We are a group of adventurers. We all have different reasons for being in the area before coming to this island, but have come together and faced many challenges. We have come in pursuit of a ship we are certain will come here tonight."
"As for this one..." She gestures to Verik, " He is no madman, but I suppose you can say it is his fault that outsiders have come here. But not the outsiders he wants. Which brings us back to the ship we are chasing. He serves that very one."
Extended Signature
"De ship de lunaman talked about's not crazy tales, den?" Ulburto asks Neya, getting angrier with each word. "He try to trick de Folk?" He strikes the table with the meat cleaver, letting it stand on its own once wedged in there. He wastes no time after that, approaching Verik and attempting to grab him while Graxx is still holding on to the prisoner.
-> Ulburto's athletics check: 8
(@Grx: If you want, you can do a contested check against Ulburto to see who ends up with Verik).
Utar lightly touches his amulet, before touching Graxx's shoulder, casting guidance.
Thinking it's likely best taking Verik back to Captain Burrall, if at all possible, he tries to calm Ulburto, emphasising the fact they want to help.
"No, the ship seems all too real. It's been to a number of other coastal villages, with this one scouting ahead for them. We don't want this village added to that number."
(OOC There's an extra 1d4 for Graxx to add to his athletics check should he contest Ulburto.)
Graxx holds onto Verik.
"Hey now calm down there Ulburto. I need this one here as he's got information." says Graxx.
Graxx feels Utar's guidance and holds tight.
Athletics: 16 + Guidance: 4
Graxx looks amazed and surprised that this feller just took Verik from him.
"Whoa now! Alright alright you get 'em but don't kill the sap. Him being alive makes your folk safer than if he's dead." say Graxx
Utar sees the man approach with the intent of stealing Verik away and releases a quick prayer of guidance onto Graxx. Despite the support and because he was a bit surprised by Ulburto's sudden display of anger, Graxx cannot hold on to Verik. CRAP's prisoner is whisked away with ease by the one-handed man.
Ulburto quickly turns and, in a single swoop, slams Verik onto his butcher's table. The prisoner screams while Ulburto reaches for his cleaver once more. Utar and Graxx try to talk some sense into the man. Ulburto stares at Verik's throat as he brings down his cleaver until... Graxx's last few words seem to penetrate his thick skull. He diverts the blade mid-air, re-aiming it to catch Verik's wrist instead. Verik's screams once more fill the afternoon air in this island as he is separated from his blade-wielding hand. The man is still tied up but the manacles previously used to keep him secure are not doing much any more.
Verik's blood start pouring all over the place... again. He goes unconscious from both shock and blood loss. Ulburto turns to face CRAP while flicking the severed hand onto the pile of red meat on one of the table's corner. "Dere... alive." Cleaver still in hand, the faintest twitch of a smile appears at the corner of his mouth: "I make Folk safe. I fight dis ship."
You notice that he does not include you in his quickly formed plan, at least for now.
(@Grx & @MB: I need one CHA-based skill check from each of you. Which check exactly is up to you, but please accompany it with some matching RP. The check has {DC 11}, and one of you can choose to help the other instead of rolling your own check.)
(@All: I also need two volunteers to roll insight checks. Any two out of the four of you can do it, but not Biscuit.)
Neya's taken aback by the sudden dismemberment of their prisoner by Ulburto. Whatever message he wanted to send was well-received.
Insight: 17
Extended Signature
Graxx is irritated clearly by what even by Graxx standards he considers to be a moron.
Graxx shakes his head at the unconscious Verik.
"Alive... Yes.. But now..."
Graxx bites his lips.
"You know what. That sounds great. You're clearly stronger than ol' Graxx here and good with your cleaver. You should take the fight straight to this ship. We'll hang back and makes sure nothin' flanks you from behind. You got more warriors or is it just you?" says Graxx.
Persuasion: 18
When Graxx says rear he trys to give a look to any other members of CRAP who's eyes he can catch as Verik shared a second group normally attacks from the rear.