Sericea waited in the darkness near the stairs, but paused as she heard stomping across the deck above. She freezes as she hears Scourge shout upstairs, and as three pirates run past her. Distracted from her surroundings by a moment of panic, she feels something change in the atmosphere, and the mist thins. Fog Cloud drops.
She realizes that with Scourge and the other officers getting involved, a knife may not be her best option, so she hides the dagger in her sash.
She considers the situation and decides to fall back on a tactic that's gotten her out of many a barfight at the tavern: pick a scapegoat and let the pirates do the rest. She walks up the stairs innocently, looks at Varus and Aretta, and says, "Thanks for lugging her up here Varus. Scourge, this miscreant tried to start a fire in the hold! And then she attacked us in the smoke. Lucky for us our crewmates came to check on us." She looked at the other pirates around Varus and smiled wryly.
This post has potentially manipulated dice roll results.
***Moving us along then***
In short order all of the crew is top side and prepared to accept duty assignments. After returning to the main deck Master Scourge takes a moment to confer with Mister Plugg quietly. Afterwards the duty assignments are handed out in short order.
Dice Rolls of the Day: (OOC The dice results changed when I put in the assignments...I will have to put those in a separate post going forward I guess. The assignments are right even if the die rolls don't match up.)
Varus - 2 - Line Work
Ventus - 1 - Upper Rigging Work
Builder - 6 - Swab the Decks
Birel - 1 - Rat Catcher
James - 4 - Runner
Sericea - 25 - Turtle Hunting again, this time Ambrose is insensibly drunk.(All required checks are made at disadvantage, must complete assigned task and Cooking, too busy to perform any daytime action.)
Before dismissing the crew to their day's duties Mister Plugg addresses the events of the morning.
"Some troubling things seem to have occurred this morning. A false claim of murder was laid; and what appears to be 2 false claims of fire starting. Very concerning indeed. Master Scourge will be leading an investigation into these events throughout the day so that justice may be brought at Bloody Hour. Anyone found to be hiding the truth will suffer the same consequences as the guilty parties. You are dismissed."
Birel cracks her knuckles and goes about hunting down the rats and other various vermin on deck, reminding her too much of the work she had to do as a young elf at her uncle's forge.
Ventus is hard at work, trying to work past the hangover pounding in his skull. His air genasi heritage lets him fly through the air, like he didn’t even need the ropes to remain in the air.
This post has potentially manipulated dice roll results.
Sericea quickly heads below decks after duties are assigned, lest Scourge start his investigation with her.
She enters the kitchen, hoping perhaps for some kindness from Ambrose. But he is insensibly drunk, not even recognizing her at first. Not wanting to be seen as idle, she grabs the turtle harpoon and climbs back to the deck.
As she scans the waves looking for signs of sea turtles, she feels exhaustion set in. She fears she drank too much rum while carousing last night.
Turtle hunting: DC 10with disadvantage: 14
She is able to catch a few turtles, but also almost dozes off in between catches.
When meal time approaches, she takes her catch down to the kitchen. She is not surprised to find Ambrose asleep on the counter, although she is a bit jealous of his slumber. She does her best to re-create their turtle stew from last night, using the cookbook Ambrose had shown her.
Cooking: DC 10 +2 +2 proficiency with disadvantage: 19
Unfortunately, she can't remember some of the spices they used yesterday, and the result does not smell appetizing. She adds a few more handfuls of salt in the hope it will disguise the taste.
This post has potentially manipulated dice roll results.
Not wanting to be in anymore trouble then he already might be in, James takes the day to just focus on getting his work done. He works diligently in running messages around the ship in a timely and accurate fashion.
Ship Action: Work diligently DC:10Acrobatics: 11 DC:10 Con Save: 20
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Having seen how things stood on ship, Builder decides he nees to try to get more peol eon their side. he uses his daytime action to influence an NPC around him, trying for one that seems more likely to be influenced.
Con save: 18
He is easily able to handle hte work of scrubbing the deck today and even helps out another working with him.
(OOC: do you want me to do some sort of persuasion check as well?)
(OOC: do you want me to do some sort of persuasion check as well?)
Normally yes, but so I can get a good sized post done tonight and get us into the evening actions I will do it for you here.
You all work through the day, some struggling against soreness from yesterday, or the aches of a different kind that came from activities during the evening. Builder, during the course of the day you find an opportunity to work along side Sandara and Rosie Cusswell, who looks like she also had a rough night.
"I will assist," you say. Sandara smiles kindly at you and addresses Rosie as well. "See Rose? They new ones can be helpful to us. But we need to be helpin' them too, or they aren't gonna be stickin' around."
Builder rolls persuasion with +2 from Sandara: 20
Rosie sighs, but nods in agreement. "Right you are Sandie, this ship is feckin' hell, but it would be nice to have a few more friends to share the misery with."
Rosie's attitude has been improved from indifferent to friendly!
As you watch throughout the day Scourge is rather busy walking the ship and asking questions of the crew. He does not ask anything of any of you, apparently not interested in what you have to say, he actually makes a point of never even being close to any of you so as to avoid the chance of you proactively offering your side of the story. At one point you see him come up from the Mid Deck and go to find Plugg, bringing the first officer back down into the bowels of the ship with him.
Results of Work Checks
Through the course of the day half of you find the work makes the day go easier. Builder, after clearing the bilge water from your joints lat night the work swabing the deck is no problem for your mechanical body. James, acting as runner today got you a better view of many areas of the ship, including the offer's quarters. While none of them looked twice at you, you got a better sense of the officers of the ship. Ventus, your mastery of the air and ability to levitate makes the line work much more simple for you. It is peaceful up in the ropes. Its to bad you sooner or later have to come back down.
The other half of you unfortunately have a much worse day. Varus, as you attempt to lower a set of sails to aid in tacking the ship to starboard, a rope catches and will not release. You look across to the other side of the deck and catch a Tam "Narwhal" Tate working the other line on the same sail, and working counter to you. Later in the day you notice Syl Lonegan intentionally tangling the ropes in your section causing you to be unable to raise a sail when you are supposed to. Both times Plugg notices you, but not the others and screams at you for being a dullard that doesn't know the difference between up and down.
Birel, with your head pounding the rats get the better of you today. They seem to be everywhere except for where you look. You can hear them, skittering and scratching, but by the end of the day you have only found 2, and one was dead when you found it.
Sericea, there was either something wrong with the turtles you caught, or you seriously did something wrong with the stew. After adding the salt you look through the ingredients one more time and it suddenly hits you. You were supposed to add flour, not sugar. No wonder the stew is far too watery and has stomach turning sweet taste. But you don't have the turtles or the time to try again. Just then the bell chimes.
Gathering for bloody hour the crew is somber. Plugg stands at the main mast and addresses you all.
"Scourge has searched the ship from top to bottom. There is no smell of smoke, there is no sign a fire was lit this morning. It is good to know that no one is foolish enough to burn our ship to the waves with them on it, but lying to an officer is not acceptable." He pauses a moment locking eyes with Sericea and then Syl. "As for the rest, Scourge has gotten conflicting stories as to who started the altercation. With no clear aggressor, it falls to me to decide the fate of all involved. So here it is. Scourge, a rope bash each to anyone involved this morning. Make it 3 rope bashes for the liars. And those two there," he points to Varus and Birel "their work today was slipshod at best. Make theirs lashes instead. Let this be a lesson to all of you. Correction is swift and impartial here. Do your work, or you will be punished."
With that, Plugg leads those involved in the fighting one by one to the mast. He begins with the pirates that assaulted you.
DC 10 Insight: As Plugg punishes these members of the crew his swings seem off, almost as if he is intentionally missing.
Rope bashes for pirates:
Aretta: Attack: 0 Damage: 1
Tam: Attack: 11 Damage: 1
Jape: Attack: 5 Damage: 1
Fipps: Attack: -2 Damage: 1
Maheem: Attack: 3 Damage: 1
3 for Syl: Attack: 4 Damage: 1
Attack: 14 Damage: 1
Attack: 7 Damage: 1
Next up is the members of your group. *I will roll all of these, I assume you do not struggle...but if you want to let me know and we will play it out*
Punishments for the party:
James: Attack: 18 Damage: 1
Ventus: Attack: 8 Damage: 1
Builder: Attack: 22 Damage: 2
3 for Sericea: Attack: 3 Damage: 1
Attack: 8 Damage: 1
Attack: 15 Damage: 1
Varus (Lash) Attack: 23 Damage: 1
Birel (Lash) Attack: 15 Damage: 1
Punishments having been administered, the crew makes their way to the middle deck to collect grub. Before serving starts though, the Raven Haired girl again comes down to the galley to collect the officer's meals, and she again tastes them first. Her expression sours as she takes her first bite of the Turtle steak.
"Capt'n's not going to be pleased tonight Fishguts. This turtle tastes like you've had it sitting out since yesterday's dinner."
With a sigh she takes the plates upstairs.
As the crew takes their bowls of stew and hard tack you see several notice the watery nature of the stew. You also catch a few setting it aside after the first bite, resigning themselves to a biscuit and a glass of rum for dinner. Scourge comes and dresses Ambrose down for the meal. "You drunk oaf. What did you do to the dinner tonight? It tastes more like Turtle Piss Stew. You know better than this. Get your head out of the bottle before Plugg has you boxed."
Okay, wall of text. Sorry about that. lots to do. Night time actions are now yours. You have your glass of rum to deal with as you see fit. the 24 hours for Sericea and Ventus to get advantage on social checks with members of the crew from their singing last night will end after the first round of night time actions tonight. Go ahead and post any and all night time actions you are taking tonight. Before my next post I will decide what direction we are going in re pacing.
This post has potentially manipulated dice roll results.
Builder again does not plan on drinking the rum, as he doe snot eat or drink.
Stealth check to dump out rum... 6
Builder continues trying to influence other ship crew to thier side. Again looking for someone who is either indeferent or friendly, and imporving htat to the next stage if possible.
**Your choice, would you like to get Rosie to helpful or use that roll to get an indifferent to friendly? Anyone in particular that Builder wants to get on his side? **
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
**Your choice, would you like to get Rosie to helpful or use that roll to get an indifferent to friendly? Anyone in particular that Builder wants to get on his side? **
He would like to get the carpenter of the ship, but think the officers are off-limits for this, so he'll just get any other indifferent to friendly.
*Sounds good. You guys have a helpful and friendly swab...let's get you a friendly rigger. Let's see. Ah, this one seems like someone that would appeal to Builder's nature. He is a swab right now, but you all haven't interacted with him yet...so I will just change it. GM perogative. :)*
Builder surveys the decks looking for a likely crew member to befriend. He comes across a young human in his mid-to-late teens. As Builder approaches the boy pushes back his bowl of stew in disgust and pulls out a small knife and a piece of drift wood. Builder sits down, observing the lad at work on carving a piece of scrimshaw.
*Your roll is sufficient to make Jack Scrimshaw friendly...but the RP is definitely more than half the fun...so have a conversation with him, I will guide his responses towards the direction of becoming friendly.*
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
The boy looks up, startled to see someone sitting next to him where the chair was previously empty.
"Um...ye, yeah. Me paw taught me how. I could do better, but the only tool I've been able to scrape together is this dull knife."
The blade slips against the wood and seems to bite into his thumb. He gasps in shock again, but as he pulls the blade back the thumb is unscarred, meerly dented.
"You see, can't even cut skin...How'm I ta cut wood with such a knackered blade?"
He throws the knife down to the table in frustration.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
(Cannot remember if the dagger in builder's inventory is actually with him or if it is among the stuff that was taken from him. Or if it is among the items he found in the bilge area. Going to assume he has it and go from there.)
"I can get you a better blade." Builder says with a nod to the knife on the table. "You might have to explain where you got it if it is called into question though, so might not be worth the trouble of it." He shrugs and extends a small saw blade from out of the compartment in his arm. Taking the wood from the boy he does a bit of carving on it, but it is mostly just small saw cuts, nothing as good as the boy himself was doing. "I am trying to learn to carve wood, but have not gained that skill as of yet." He says with a sigh, handing the wood back.
The young man takes the proffered piece of drift wood and examines the saw cuts Builder made.
"Thas a nice little trick, cutter right in the arm eh? Wish I coul get me somethin like tha. This is a decent start...you certainly can cut fine enough to get somethin nice goin. Tell you what, you get me a decent small knife, and I will teach you to scrim. Maybe you can make a tiny little robot of yer own or somesuch. Deal?"
He offers his hand to the warforged to shake.
*Jack Scrimshaw is now officially friendly, and you will get a free opportunity to roll to change him to helpful when you complete the side quest of getting him a small carving knife.*
*What is everyone else doing with their evening action(s)? Also, Builder can take up to two more actions this evening if he so chooses, during the mid-watch.*
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
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Builder stands ready on deck.
Ventus vanishes into the mist, dashing up to the middle deck.
Sericea waited in the darkness near the stairs, but paused as she heard stomping across the deck above. She freezes as she hears Scourge shout upstairs, and as three pirates run past her. Distracted from her surroundings by a moment of panic, she feels something change in the atmosphere, and the mist thins. Fog Cloud drops.
She realizes that with Scourge and the other officers getting involved, a knife may not be her best option, so she hides the dagger in her sash.
She considers the situation and decides to fall back on a tactic that's gotten her out of many a barfight at the tavern: pick a scapegoat and let the pirates do the rest. She walks up the stairs innocently, looks at Varus and Aretta, and says, "Thanks for lugging her up here Varus. Scourge, this miscreant tried to start a fire in the hold! And then she attacked us in the smoke. Lucky for us our crewmates came to check on us." She looked at the other pirates around Varus and smiled wryly.
Varus grunts in reply before heading up to duty call.
***Moving us along then***
In short order all of the crew is top side and prepared to accept duty assignments. After returning to the main deck Master Scourge takes a moment to confer with Mister Plugg quietly. Afterwards the duty assignments are handed out in short order.
Dice Rolls of the Day: (OOC The dice results changed when I put in the assignments...I will have to put those in a separate post going forward I guess. The assignments are right even if the die rolls don't match up.)
Varus - 2 - Line Work
Ventus - 1 - Upper Rigging Work
Builder - 6 - Swab the Decks
Birel - 1 - Rat Catcher
James - 4 - Runner
Sericea - 2 5 - Turtle Hunting again, this time Ambrose is insensibly drunk.(All required checks are made at disadvantage, must complete assigned task and Cooking, too busy to perform any daytime action.)
Before dismissing the crew to their day's duties Mister Plugg addresses the events of the morning.
"Some troubling things seem to have occurred this morning. A false claim of murder was laid; and what appears to be 2 false claims of fire starting. Very concerning indeed. Master Scourge will be leading an investigation into these events throughout the day so that justice may be brought at Bloody Hour. Anyone found to be hiding the truth will suffer the same consequences as the guilty parties. You are dismissed."
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Varus will, again, work diligently. Keeping his head down in the wake of the morning's events seems a good idea to him.
Str Check: 7
Con Save: 20
Birel cracks her knuckles and goes about hunting down the rats and other various vermin on deck, reminding her too much of the work she had to do as a young elf at her uncle's forge.
Working diligently: makes my roll a straight roll
Dex Check: 6
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
Ventus is hard at work, trying to work past the hangover pounding in his skull. His air genasi heritage lets him fly through the air, like he didn’t even need the ropes to remain in the air.
19 acrobatics
22 SoH
Sericea quickly heads below decks after duties are assigned, lest Scourge start his investigation with her.
She enters the kitchen, hoping perhaps for some kindness from Ambrose. But he is insensibly drunk, not even recognizing her at first. Not wanting to be seen as idle, she grabs the turtle harpoon and climbs back to the deck.
As she scans the waves looking for signs of sea turtles, she feels exhaustion set in. She fears she drank too much rum while carousing last night.
Turtle hunting: DC 10with disadvantage: 14
She is able to catch a few turtles, but also almost dozes off in between catches.
When meal time approaches, she takes her catch down to the kitchen. She is not surprised to find Ambrose asleep on the counter, although she is a bit jealous of his slumber. She does her best to re-create their turtle stew from last night, using the cookbook Ambrose had shown her.
Cooking: DC 10 +2 +2 proficiency with disadvantage: 19
Unfortunately, she can't remember some of the spices they used yesterday, and the result does not smell appetizing. She adds a few more handfuls of salt in the hope it will disguise the taste.
Not wanting to be in anymore trouble then he already might be in, James takes the day to just focus on getting his work done. He works diligently in running messages around the ship in a timely and accurate fashion.
Ship Action: Work diligently
DC:10 Acrobatics: 11
DC:10 Con Save: 20
Be excellent to each other, and roll for initiative dudes!
Having seen how things stood on ship, Builder decides he nees to try to get more peol eon their side. he uses his daytime action to influence an NPC around him, trying for one that seems more likely to be influenced.
Con save: 18
He is easily able to handle hte work of scrubbing the deck today and even helps out another working with him.
(OOC: do you want me to do some sort of persuasion check as well?)
Normally yes, but so I can get a good sized post done tonight and get us into the evening actions I will do it for you here.
You all work through the day, some struggling against soreness from yesterday, or the aches of a different kind that came from activities during the evening. Builder, during the course of the day you find an opportunity to work along side Sandara and Rosie Cusswell, who looks like she also had a rough night.
"I will assist," you say. Sandara smiles kindly at you and addresses Rosie as well. "See Rose? They new ones can be helpful to us. But we need to be helpin' them too, or they aren't gonna be stickin' around."
Builder rolls persuasion with +2 from Sandara: 20
Rosie sighs, but nods in agreement. "Right you are Sandie, this ship is feckin' hell, but it would be nice to have a few more friends to share the misery with."
Rosie's attitude has been improved from indifferent to friendly!
As you watch throughout the day Scourge is rather busy walking the ship and asking questions of the crew. He does not ask anything of any of you, apparently not interested in what you have to say, he actually makes a point of never even being close to any of you so as to avoid the chance of you proactively offering your side of the story. At one point you see him come up from the Mid Deck and go to find Plugg, bringing the first officer back down into the bowels of the ship with him.
Results of Work Checks
Through the course of the day half of you find the work makes the day go easier. Builder, after clearing the bilge water from your joints lat night the work swabing the deck is no problem for your mechanical body. James, acting as runner today got you a better view of many areas of the ship, including the offer's quarters. While none of them looked twice at you, you got a better sense of the officers of the ship. Ventus, your mastery of the air and ability to levitate makes the line work much more simple for you. It is peaceful up in the ropes. Its to bad you sooner or later have to come back down.
The other half of you unfortunately have a much worse day. Varus, as you attempt to lower a set of sails to aid in tacking the ship to starboard, a rope catches and will not release. You look across to the other side of the deck and catch a Tam "Narwhal" Tate working the other line on the same sail, and working counter to you. Later in the day you notice Syl Lonegan intentionally tangling the ropes in your section causing you to be unable to raise a sail when you are supposed to. Both times Plugg notices you, but not the others and screams at you for being a dullard that doesn't know the difference between up and down.
Birel, with your head pounding the rats get the better of you today. They seem to be everywhere except for where you look. You can hear them, skittering and scratching, but by the end of the day you have only found 2, and one was dead when you found it.
Sericea, there was either something wrong with the turtles you caught, or you seriously did something wrong with the stew. After adding the salt you look through the ingredients one more time and it suddenly hits you. You were supposed to add flour, not sugar. No wonder the stew is far too watery and has stomach turning sweet taste. But you don't have the turtles or the time to try again. Just then the bell chimes.
Gathering for bloody hour the crew is somber. Plugg stands at the main mast and addresses you all.
"Scourge has searched the ship from top to bottom. There is no smell of smoke, there is no sign a fire was lit this morning. It is good to know that no one is foolish enough to burn our ship to the waves with them on it, but lying to an officer is not acceptable." He pauses a moment locking eyes with Sericea and then Syl. "As for the rest, Scourge has gotten conflicting stories as to who started the altercation. With no clear aggressor, it falls to me to decide the fate of all involved. So here it is. Scourge, a rope bash each to anyone involved this morning. Make it 3 rope bashes for the liars. And those two there," he points to Varus and Birel "their work today was slipshod at best. Make theirs lashes instead. Let this be a lesson to all of you. Correction is swift and impartial here. Do your work, or you will be punished."
With that, Plugg leads those involved in the fighting one by one to the mast. He begins with the pirates that assaulted you.
DC 10 Insight: As Plugg punishes these members of the crew his swings seem off, almost as if he is intentionally missing.
Rope bashes for pirates:
Aretta: Attack: 0 Damage: 1
Tam: Attack: 11 Damage: 1
Jape: Attack: 5 Damage: 1
Fipps: Attack: -2 Damage: 1
Maheem: Attack: 3 Damage: 1
3 for Syl: Attack: 4 Damage: 1
Attack: 14 Damage: 1
Attack: 7 Damage: 1
Next up is the members of your group. *I will roll all of these, I assume you do not struggle...but if you want to let me know and we will play it out*
Punishments for the party:
James: Attack: 18 Damage: 1
Ventus: Attack: 8 Damage: 1
Builder: Attack: 22 Damage: 2
3 for Sericea: Attack: 3 Damage: 1
Attack: 8 Damage: 1
Attack: 15 Damage: 1
Varus (Lash) Attack: 23 Damage: 1
Birel (Lash) Attack: 15 Damage: 1
Punishments having been administered, the crew makes their way to the middle deck to collect grub. Before serving starts though, the Raven Haired girl again comes down to the galley to collect the officer's meals, and she again tastes them first. Her expression sours as she takes her first bite of the Turtle steak.
"Capt'n's not going to be pleased tonight Fishguts. This turtle tastes like you've had it sitting out since yesterday's dinner."
With a sigh she takes the plates upstairs.
As the crew takes their bowls of stew and hard tack you see several notice the watery nature of the stew. You also catch a few setting it aside after the first bite, resigning themselves to a biscuit and a glass of rum for dinner. Scourge comes and dresses Ambrose down for the meal. "You drunk oaf. What did you do to the dinner tonight? It tastes more like Turtle Piss Stew. You know better than this. Get your head out of the bottle before Plugg has you boxed."
Okay, wall of text. Sorry about that. lots to do. Night time actions are now yours. You have your glass of rum to deal with as you see fit. the 24 hours for Sericea and Ventus to get advantage on social checks with members of the crew from their singing last night will end after the first round of night time actions tonight. Go ahead and post any and all night time actions you are taking tonight. Before my next post I will decide what direction we are going in re pacing.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Builder again does not plan on drinking the rum, as he doe snot eat or drink.
Stealth check to dump out rum... 6
Builder continues trying to influence other ship crew to thier side. Again looking for someone who is either indeferent or friendly, and imporving htat to the next stage if possible.
Persuasion: 4
**Your choice, would you like to get Rosie to helpful or use that roll to get an indifferent to friendly? Anyone in particular that Builder wants to get on his side? **
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
He would like to get the carpenter of the ship, but think the officers are off-limits for this, so he'll just get any other indifferent to friendly.
*Sounds good. You guys have a helpful and friendly swab...let's get you a friendly rigger. Let's see. Ah, this one seems like someone that would appeal to Builder's nature. He is a swab right now, but you all haven't interacted with him yet...so I will just change it. GM perogative. :)*
Builder surveys the decks looking for a likely crew member to befriend. He comes across a young human in his mid-to-late teens. As Builder approaches the boy pushes back his bowl of stew in disgust and pulls out a small knife and a piece of drift wood. Builder sits down, observing the lad at work on carving a piece of scrimshaw.
*Your roll is sufficient to make Jack Scrimshaw friendly...but the RP is definitely more than half the fun...so have a conversation with him, I will guide his responses towards the direction of becoming friendly.*
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
"You enjoy carving things?" Builder asks nodding to the work in the boy's hand.
The boy looks up, startled to see someone sitting next to him where the chair was previously empty.
"Um...ye, yeah. Me paw taught me how. I could do better, but the only tool I've been able to scrape together is this dull knife."
The blade slips against the wood and seems to bite into his thumb. He gasps in shock again, but as he pulls the blade back the thumb is unscarred, meerly dented.
"You see, can't even cut skin...How'm I ta cut wood with such a knackered blade?"
He throws the knife down to the table in frustration.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Cannot remember if the dagger in builder's inventory is actually with him or if it is among the stuff that was taken from him. Or if it is among the items he found in the bilge area. Going to assume he has it and go from there.)
"I can get you a better blade." Builder says with a nod to the knife on the table. "You might have to explain where you got it if it is called into question though, so might not be worth the trouble of it." He shrugs and extends a small saw blade from out of the compartment in his arm. Taking the wood from the boy he does a bit of carving on it, but it is mostly just small saw cuts, nothing as good as the boy himself was doing. "I am trying to learn to carve wood, but have not gained that skill as of yet." He says with a sigh, handing the wood back.
The young man takes the proffered piece of drift wood and examines the saw cuts Builder made.
"Thas a nice little trick, cutter right in the arm eh? Wish I coul get me somethin like tha. This is a decent start...you certainly can cut fine enough to get somethin nice goin. Tell you what, you get me a decent small knife, and I will teach you to scrim. Maybe you can make a tiny little robot of yer own or somesuch. Deal?"
He offers his hand to the warforged to shake.
*Jack Scrimshaw is now officially friendly, and you will get a free opportunity to roll to change him to helpful when you complete the side quest of getting him a small carving knife.*
*What is everyone else doing with their evening action(s)? Also, Builder can take up to two more actions this evening if he so chooses, during the mid-watch.*
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)