No particularly good hiding places for Nox jump out at you, but being out in the open air on deck there is always the yardarms on the main mast and the mizzenmast. Except for the night watch up in the crows there likely won't be too many people up there this late at night.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Birel: Again facing the two swabs before you, you attempt to slip between them and into the fighting ring proper.
Acrobatics: 24
Taking the two by surprise with your litheness you manage to slip by them pretty easily and watch as a hammer blow takes Owlbear right on the dome of his head. He goes cross-eyed a moment and drops to one knee before stumbling back to his feet and swinging back at Varus. (He is at 1 hp...just a little bit better on that d4 would have done it). "MEAN, GO AWAY!"
Attack: 7 Damage: 6
The large man is obviously struggling as the fist has no power behind it at all. Varus is able to catch the arm and shove it off without any impact just before you attempt to shove your way between the two combatants.
Opposed strength checks between Birel and Varus to see if she is able to insinuate herself into the fight. If Varus wins the opposed strength (which seems likely) then he will be able to make an attack this turn without any hinderance. We will tackle what to do if Birel wins if that comes up since it is much less likely.
Varus, remember you have advantage on the strength check since you are all rage-ey.
At this point James has Nox fly up and around the fighting ring to find a perch above it; while he begins to push his way through the crowd to the ring shouting with some anger, "He has had enough Varus! If you are so desperate to keep fighting let him go and I'll be your opponent."
Strength check: 7 or add 5 to the roll instead if I can use Athletics to get through the crowd.
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Be excellent to each other, and roll for initiative dudes!
James: More aware of people trying to enter the ring now that Birel is there, other crew members are ready for you to try to break the circle and manage to hold you back despite you attempting to push through (This result is with your athletics, you will be able to try again next round...but for now you are stuck shouting from the outside.)
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Owlbear crumples like a net full of dead fish as a final cheer goes up from the crowd. Mr. Plugg steps forward with his money pouch outstretched.
"You showed real sportsmanship there...taking it down to the last blows. I can't say the same for your friends...but here, you earned this as much as I am loathe to admit it."
Sandara rushes forward to tend to Owlbear's wounds. With a whispered prayer a sea-green light transfers from her hand into the head and shoulders of the fallen brute. His eyes flicker open. "Pretty red help me. Thank you pretty red."He struggles to his feet and makes his way to the aft of the ship to take the stairs down into the middle-deck where he makes his home.
The rest of the crowd begins to break up into their standard nightly routines of gambling, drinking and carousing.
The night time activities are now available. Please RP any interactions you would like between yourselves or with the NPCs. As a reminder you get one night time action for free and can take up to two more as outlined in the campaign notes.
Varus, as the crowd begins to disperse Jack Scrimshaw makes his way over to you. It seems he was acting as bookie for the betting on the match and has a cut of the purse for you as the victor.
Between Plugg's reward and the smaller pouch with your cut of the bets you made 135gp tonight. A pretty good haul all told.
Edit to add - one more thing, as the victor of the bout tonight Varus, for tonight you gain advantage on any Chr based checks to influence the attitude of crew members with the exception of Owlbear. He doesn't like you right now...an attempt to influence his attitude tonight would automatically fail.
Ventus puts away his flute, and saunters over to where Barefoot Samms is standing. "Might this humble yet dashing bard ask a beautiful and nimble footed rogue for aid with solving a potential problem?" He lifts her hand up, and presses a kiss against it lightly, grinning at her.
This post has potentially manipulated dice roll results.
Varus takes Plugg's pouch solemly, giving him a polite, "Thank you, sir,"while doing his best to pay no mind to Owlbear laying on the ground and deliberately ignoring any of the other members of the party that might try to approach him.
Once everyone has dispersed, Varus will seek out Aretta, giving her a wave when he sees her, "Let me just tell you upfront, I'm not here to make trouble, and you know what I can do if trouble troubles me. I don't see any need to make things harder than they need to be, so let's agree to get along. I'll give you a hand when you need it, and I expect you to do likewise, got it?"
Persuasion: 21
After talking with Aretta, Varus will attempt to discretely dump his rum ration somewhere, looking to keep a clear head before he turns in for the night.
Afterwards he makes his way down to the lower hold. He moves around, checking the boat itself for any structural issues in the lower hold.
Stealth: 6 guidance: 4
Vehicles knowledge check: 25 (Using int to see if he can search out anything for the ship that might be needing repairing in the lower hold.) Guidance: 1
James, not really having the stomach for any interactions, dismisses Nox to his pocket dimension and just goes down to the crew quarters to find a spot to sleep.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Varus: Aretta eyes you up and down, her overly large ears peaking out from behind her dirty blonde hair. "Well, you certainly handled yourself in an impressive way with Owlbear. Muscle like that could come in handy some time. But I'm not sure I trust you. For one, you pal around with those other presses, and they seem a little softer. Tell you what. There might come a time when I need to call upon you for a favor. If that time comes, and you perform in said favor well...then we will see about reciprocity. Fair? Fair."
Aretta Bansion's attitude towards the party has been changed from unfriendly to indifferent.
Later, as you go to spill your ration Scourge happens to turn and see you mid act. He siddles up next to you with that oily grin, clutching his whip with unhealthy desire. "Oh no...The champ spilled his drink. Can't celebrate without proper libation. Come, let's get you another. Grok won't mind us getting into her stores." He moves to usher/bully you down to the mid-deck to get another rum ration...it seems he plans on watching you drink before he goes away.
Assuming you cooperate this happens, otherwise we can ignore and retcon:
Seeing you into the closet that makes the store, Scourge pulls you a double ration of the rum. "Here you go slugger. You earned it tonight." Watching closely to see that you drink it all, he nods in satisfaction as you complete it. "Have a nice night mate."
He turns and stumbles away...apparently somewhat inebriated himself... leaving you unattended in the quartermaster's store.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
James: You find your hammock without problem. The noise of revelry on the deck above you is louder than on other nights but soon you are able to drown it out and fall into a fitful slumber filled with dreams of burning ships. A new face has been added to the nightmare crew of marauders that sunk your vessel and killed your captain and all of your crew mates the face of Varus.
Builder: With the revelry from the fight you manage to slip down to the lower deck and bilges without issue. Starting so early you manage to find quite a few additional leaks in the lowest part of the ship contributing to the flood in the bilges. Frankly it is impressive that such a leaky tub manages to be sea-worthy at all. You spend the next few hours making repairs and feel confident the bilge will be dryer for it in the morning.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
As Sericea heads belowdecks after the fight, she realizes there are still many crewmates that distrust or despise her group, and she decides to try to win some more over. She drinks her rum to bolster her fortitude.
She looks around the crowd of people drinking and carousing, looking to see if any opportunity to influence any of them comes to mind. She happens to know an extensive collection of owlbear jokes that have historically played very well with drunks at the tavern...
Varus goes along with Scourge, not in any shape to get beaten, and stands alone in the room. After waiting a few moments to make sure Scourge is gone, he begins to look around the room for anything that looks interesting or of use.
Can't see your dice roll, but perception and insight aren't really needed for finding a target of "Let's be friends" anyways, so I'll just give you a few likely candidates. I have color coded their names based on their current attitude to give you an idea of the challenge involved.
Sericea: Just about anyone from the ships hands you would want to talk to is here. The bout seems to have truly livened the crews spirits and the singing, drinking, and gambling is more boisterous than normal. You see Crimson Cogward and Conchobhar Shortstone both sitting near Rosie. They seem to be jovial, although Rosie seems to only be tolerating Concho's presence. With the fopish hat and oiled mustache he does have an appearance that many women find creepy or alarming.
On the otherside of the deck you catch a glimpse of Plugg's clique. Fipps, Shivikah, and Maheem are all gathered together in a circle taking turns arm wrestling over a barrel.
As you wander about you walk across the deck grates that look down into the mid-ship. Just barely over the raccous of the celebration you can hear Owlbear humming an off-beat tune to himself between sobs. Looking through the grate you see Sandara is with him, continuing to minister to his bruises and trying to calm him somewhat.
Reminder for all:
Because I know it has been a bit...there are mechanical and story benefits to getting crew members on your side. Some are instantaneous, others won't come up til later...but take it from your friendly GM the more you have the better. One the mechanical benefits remember is that you can claim an NPC that is helpful (like Sandara, Rosie, Grok, and Ambrose) to help influence other NPCs. They give you a +2 modifier to your roll. They can also help with job tasks in the same way. A helpful NPC can only be claimed by one party member during a specific phase of actions (Day, Night, Late Night, Deep Night). So for example, Varus could have but didn't use say Grok to help influence Aretta. (Fortunately he didn't need to anyways). If he had used Grok for that then she would not have been available for another NPC to use to influence or to help with a task during the Night Phase, but would have been available again during Late Night. Does that make sense? If you have any questions please bring them over to the OOC thread where we can address.
All of this is in the reference doc in the area on current attitudes.
Varus: Trying to be quiet because you know after the double rum ration you are probably more drunk than you feel(don't forget your con save for me)you nose about the quartermaster store a bit but don't really find anything special. There is a barrel holding swords of various sizes and quality. A few pole arms and javelins of different make lean against one wall. One box contains a set of studded leather armor that seems pretty finely made. You do see your great sword hanging on the wall next to a pair of hand axes that may be yours or just someone else that had a pair of non-descript handaxes.
You aren't sure if you were to take anything if it would be missed, and you remember from your first day that stealing from the store was a keelhaul-able offense. But it might be worth it?
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Varus, not feeling a need to take anything in particular, especially now that he has a decent amount of ill gotten gains, decides to call it a night and hit the sack.
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No particularly good hiding places for Nox jump out at you, but being out in the open air on deck there is always the yardarms on the main mast and the mizzenmast. Except for the night watch up in the crows there likely won't be too many people up there this late at night.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Seeing the fight become reinvigorated, Ventus stops his current song and switches to a more energetic, upbeat tune.
If Birel manages to make it through the crowd, Varus will push her aside frustratedly, "Don't get involved! This is none of your business."
Birel: Again facing the two swabs before you, you attempt to slip between them and into the fighting ring proper.
Acrobatics: 24
Taking the two by surprise with your litheness you manage to slip by them pretty easily and watch as a hammer blow takes Owlbear right on the dome of his head. He goes cross-eyed a moment and drops to one knee before stumbling back to his feet and swinging back at Varus. (He is at 1 hp...just a little bit better on that d4 would have done it). "MEAN, GO AWAY!"
Attack: 7 Damage: 6
The large man is obviously struggling as the fist has no power behind it at all. Varus is able to catch the arm and shove it off without any impact just before you attempt to shove your way between the two combatants.
Opposed strength checks between Birel and Varus to see if she is able to insinuate herself into the fight. If Varus wins the opposed strength (which seems likely) then he will be able to make an attack this turn without any hinderance. We will tackle what to do if Birel wins if that comes up since it is much less likely.
Varus, remember you have advantage on the strength check since you are all rage-ey.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
At this point James has Nox fly up and around the fighting ring to find a perch above it; while he begins to push his way through the crowd to the ring shouting with some anger, "He has had enough Varus! If you are so desperate to keep fighting let him go and I'll be your opponent."
Strength check: 7 or add 5 to the roll instead if I can use Athletics to get through the crowd.
Be excellent to each other, and roll for initiative dudes!
Varus Strength: 15
James: More aware of people trying to enter the ring now that Birel is there, other crew members are ready for you to try to break the circle and manage to hold you back despite you attempting to push through (This result is with your athletics, you will be able to try again next round...but for now you are stuck shouting from the outside.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Strength: 10
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Pushing Birel aside, Varus swings his hammer once more to finish the fight.
Attack: 25 Damage: 10
Owlbear crumples like a net full of dead fish as a final cheer goes up from the crowd. Mr. Plugg steps forward with his money pouch outstretched.
"You showed real sportsmanship there...taking it down to the last blows. I can't say the same for your friends...but here, you earned this as much as I am loathe to admit it."
Sandara rushes forward to tend to Owlbear's wounds. With a whispered prayer a sea-green light transfers from her hand into the head and shoulders of the fallen brute. His eyes flicker open. "Pretty red help me. Thank you pretty red." He struggles to his feet and makes his way to the aft of the ship to take the stairs down into the middle-deck where he makes his home.
The rest of the crowd begins to break up into their standard nightly routines of gambling, drinking and carousing.
The night time activities are now available. Please RP any interactions you would like between yourselves or with the NPCs. As a reminder you get one night time action for free and can take up to two more as outlined in the campaign notes.
Varus, as the crowd begins to disperse Jack Scrimshaw makes his way over to you. It seems he was acting as bookie for the betting on the match and has a cut of the purse for you as the victor.
Between Plugg's reward and the smaller pouch with your cut of the bets you made 135gp tonight. A pretty good haul all told.
Edit to add - one more thing, as the victor of the bout tonight Varus, for tonight you gain advantage on any Chr based checks to influence the attitude of crew members with the exception of Owlbear. He doesn't like you right now...an attempt to influence his attitude tonight would automatically fail.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Ventus puts away his flute, and saunters over to where Barefoot Samms is standing. "Might this humble yet dashing bard ask a beautiful and nimble footed rogue for aid with solving a potential problem?" He lifts her hand up, and presses a kiss against it lightly, grinning at her.
Varus takes Plugg's pouch solemly, giving him a polite, "Thank you, sir," while doing his best to pay no mind to Owlbear laying on the ground and deliberately ignoring any of the other members of the party that might try to approach him.
Once everyone has dispersed, Varus will seek out Aretta, giving her a wave when he sees her, "Let me just tell you upfront, I'm not here to make trouble, and you know what I can do if trouble troubles me. I don't see any need to make things harder than they need to be, so let's agree to get along. I'll give you a hand when you need it, and I expect you to do likewise, got it?"
Persuasion: 21
After talking with Aretta, Varus will attempt to discretely dump his rum ration somewhere, looking to keep a clear head before he turns in for the night.
Stealth: 11
Builder casts purify food and drink to nullify the affects of the rum.
Afterwards he makes his way down to the lower hold. He moves around, checking the boat itself for any structural issues in the lower hold.
Stealth: 6 guidance: 4
Vehicles knowledge check: 25 (Using int to see if he can search out anything for the ship that might be needing repairing in the lower hold.) Guidance: 1
James, not really having the stomach for any interactions, dismisses Nox to his pocket dimension and just goes down to the crew quarters to find a spot to sleep.
Be excellent to each other, and roll for initiative dudes!
Varus: Aretta eyes you up and down, her overly large ears peaking out from behind her dirty blonde hair. "Well, you certainly handled yourself in an impressive way with Owlbear. Muscle like that could come in handy some time. But I'm not sure I trust you. For one, you pal around with those other presses, and they seem a little softer. Tell you what. There might come a time when I need to call upon you for a favor. If that time comes, and you perform in said favor well...then we will see about reciprocity. Fair? Fair."
Aretta Bansion's attitude towards the party has been changed from unfriendly to indifferent.
Later, as you go to spill your ration Scourge happens to turn and see you mid act. He siddles up next to you with that oily grin, clutching his whip with unhealthy desire. "Oh no...The champ spilled his drink. Can't celebrate without proper libation. Come, let's get you another. Grok won't mind us getting into her stores." He moves to usher/bully you down to the mid-deck to get another rum ration...it seems he plans on watching you drink before he goes away.
Assuming you cooperate this happens, otherwise we can ignore and retcon:
Seeing you into the closet that makes the store, Scourge pulls you a double ration of the rum. "Here you go slugger. You earned it tonight." Watching closely to see that you drink it all, he nods in satisfaction as you complete it. "Have a nice night mate."
He turns and stumbles away...apparently somewhat inebriated himself... leaving you unattended in the quartermaster's store.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
James: You find your hammock without problem. The noise of revelry on the deck above you is louder than on other nights but soon you are able to drown it out and fall into a fitful slumber filled with dreams of burning ships. A new face has been added to the nightmare crew of marauders that sunk your vessel and killed your captain and all of your crew mates the face of Varus.
Builder: With the revelry from the fight you manage to slip down to the lower deck and bilges without issue. Starting so early you manage to find quite a few additional leaks in the lowest part of the ship contributing to the flood in the bilges. Frankly it is impressive that such a leaky tub manages to be sea-worthy at all. You spend the next few hours making repairs and feel confident the bilge will be dryer for it in the morning.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
As Sericea heads belowdecks after the fight, she realizes there are still many crewmates that distrust or despise her group, and she decides to try to win some more over. She drinks her rum to bolster her fortitude.
She looks around the crowd of people drinking and carousing, looking to see if any opportunity to influence any of them comes to mind. She happens to know an extensive collection of owlbear jokes that have historically played very well with drunks at the tavern...
Skill check (insight or perception?) 12
Varus goes along with Scourge, not in any shape to get beaten, and stands alone in the room. After waiting a few moments to make sure Scourge is gone, he begins to look around the room for anything that looks interesting or of use.
D20: 6
+3 for perception, -1 for investigation
Can't see your dice roll, but perception and insight aren't really needed for finding a target of "Let's be friends" anyways, so I'll just give you a few likely candidates. I have color coded their names based on their current attitude to give you an idea of the challenge involved.
Sericea: Just about anyone from the ships hands you would want to talk to is here. The bout seems to have truly livened the crews spirits and the singing, drinking, and gambling is more boisterous than normal. You see Crimson Cogward and Conchobhar Shortstone both sitting near Rosie. They seem to be jovial, although Rosie seems to only be tolerating Concho's presence. With the fopish hat and oiled mustache he does have an appearance that many women find creepy or alarming.
On the otherside of the deck you catch a glimpse of Plugg's clique. Fipps, Shivikah, and Maheem are all gathered together in a circle taking turns arm wrestling over a barrel.
As you wander about you walk across the deck grates that look down into the mid-ship. Just barely over the raccous of the celebration you can hear Owlbear humming an off-beat tune to himself between sobs. Looking through the grate you see Sandara is with him, continuing to minister to his bruises and trying to calm him somewhat.
Reminder for all:
Because I know it has been a bit...there are mechanical and story benefits to getting crew members on your side. Some are instantaneous, others won't come up til later...but take it from your friendly GM the more you have the better. One the mechanical benefits remember is that you can claim an NPC that is helpful (like Sandara, Rosie, Grok, and Ambrose) to help influence other NPCs. They give you a +2 modifier to your roll. They can also help with job tasks in the same way. A helpful NPC can only be claimed by one party member during a specific phase of actions (Day, Night, Late Night, Deep Night). So for example, Varus could have but didn't use say Grok to help influence Aretta. (Fortunately he didn't need to anyways). If he had used Grok for that then she would not have been available for another NPC to use to influence or to help with a task during the Night Phase, but would have been available again during Late Night. Does that make sense? If you have any questions please bring them over to the OOC thread where we can address.
All of this is in the reference doc in the area on current attitudes.
Varus: Trying to be quiet because you know after the double rum ration you are probably more drunk than you feel (don't forget your con save for me) you nose about the quartermaster store a bit but don't really find anything special. There is a barrel holding swords of various sizes and quality. A few pole arms and javelins of different make lean against one wall. One box contains a set of studded leather armor that seems pretty finely made. You do see your great sword hanging on the wall next to a pair of hand axes that may be yours or just someone else that had a pair of non-descript handaxes.
You aren't sure if you were to take anything if it would be missed, and you remember from your first day that stealing from the store was a keelhaul-able offense. But it might be worth it?
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Con: 11
Con damage: 1
Varus, not feeling a need to take anything in particular, especially now that he has a decent amount of ill gotten gains, decides to call it a night and hit the sack.