Varus takes his rum ration and turtle stew to a part of the ship where he can be reasonably unobserved. He dumps the rum over the side, still feeling strangely weak from the last one.
Stealth: 17
He then heads back to his quarters to sleep, glaring at any of the attackers from the morning if he sees them along the way.
During dinner, Sericea keeps a low profile, pretending to be as surprised by the terrible taste of the stew as anyone else. She feels awful that she let Ambrose down, but then again it wasn't exactly her choice to be ship's cook for the day. She resolves to make it up to him next time.
She looks for Varus during dinner, to see how he was doing, but doesn't see him due to him stepping away. She overhears Builder talking to the youngest crewman and has an idea.
After dinner she finds quartermaster Grok. "Oh, quartermaster! I was hoping I'd find you. I wanted to see you earlier about a hat, but it was a bit busy in the kitchen." She pantomimes Ambrose drinking from a bottle. "I'm afraid they took my money when they brought me on board, but if you have any old hat, I'd be so grateful. And I don't suppose my dagger or my staff made it on board too?"
Persuasion check if needed: Advantage from performance + disadvantage from exhaustion 21
Afterwards, when the rum is passed out, she stares at her cup, knowing it caused her so much trouble today. She debates trying to dump it somewhere, but doesn't think she can take any further punishments for getting caught. She drinks it and soon after collapses in a hammock.
Take 1 more exhaustion level, sleep off 1, still at 1. Take 3 more con damage, sleep off 1, now at 4.
Addiction check, now DC 7, disadvantage, -1 from con damage: 3
I think this means she's addicted, but does not take addiction penalties while she has any unhealed ability damage.
James takes a bite of the turtle stew and almost reaches for the rum to wash it down, but withdraws his hand from the glass. Taking a moment to recover, he crumbles the biscuit into the stew; and while string the mixture casts Prestidigitation to see if he can change the flavor to be more like a sweet chili stew. (hopefully that makes the stew more palatable.) Taking the shot of rum, James will try and inconspicuously dispose of the drink by pouring the drink into what remains of his turtle stew and pushing the dish to the side acting like the other who refused to eat after a few bites.
After his meal, James heads down to the lower deck finding one of the furthest hammocks to climb into. He summons Nox from his pocket dimension to have him keep watch while he sleeps. If there are rafters, or places nearby along the ceiling that Nox can perch on, James will have him hang out up there.
This post has potentially manipulated dice roll results.
*So to summarize the action so far:
Builder takes the influence night time action and successfully gets Jack Scrimshaw to friendly. You still have the option to take additional night time actions before your long rest if you so choose.
Sericea narrowly avoids addiction to rum (yay!) and takes the night time action Influence in an attempt to get Grok to let her shop after hours (response to this will be in this post). After that resolves she skips any additional night time actions tonight and goes to bed. After your long rest you will heal1 point of exhaustion and 1 point of Con Damage
James and Varus both take the Sleep night time action, getting them an extra point of healing from exhaustion and ability damage tonight. After your long rest you will heal up to 2 points of exhaustion and up to 2 points of Con damage.
Still awaiting night time actions from Birel and Ventus I think?
*
Grok looks at Sericea and smiles, it seems she is at least half a sheet into the wind herself. "Hey there girlie. I figured ol' Ambrose didn't help much with the cooking today. No offense, but I could tell the stew didn't have his experienced hand. Even fully plastered he'd never dish up something quite so stomach turning." She laughs good naturedly and rises, embracing Sericea in a side hug...more to help her with balance than anything else.
"I don't normally open the store after hours, but seein' as how you were too busy cleanin' up Ambrose mess to come see me during the day I guess I can do you tha favor just once. Come with me."
She leads you back through the kitchen to the small Quartermaster's store in the corner. (A9). She pulls a key out of her cleavage before realizing that the heavy metal padlock on the door is swinging free in the hasp. "Oh blast, forgot to lock it again after bringing the rum out. Don't tell anyone will you?"
With a push the door swings open to reveal a cramped storage room with all manner of armor, weaponry, equipment, and sundries. In the near corner are two tuns of alcohol. The nearest one has the top slightly ajar and the strong smell of the Wormwood's rum wafts up from the barrel, turning your stomach a little.
With your practiced barmaiden's eye you would guesstimate that fully stocked the Wormwood carries about 105 gallons of the foul liquid.
She leads you farther into the hoarder's nest that is her store. "Let's see, everything that is won by the captain from those that get pressganged ends up here unless he takes an especial liking to it. A simple dagger and quarter staff wouldn't be anything that would catch his eye, so it is probably..."
She unlocks and lifts one chest in the corner. Inside you see your missing dagger and staff as well as several pieces of equipment that you heard your fellow pressees talking about having been taken. "Here it is! Oh, but you said you still don't have coin. You know most new crew members manage to gather some coin by gambling against the others...that way they have something to pay with. But if you have nothing..."
She reaches into the chest and pulls out the dagger and a pair of slim money pouches. Reaching above her she procures a straw hat with a thick cotton lining on the inside.
"Here, take the dagger...a lady needs to not be defenseless on this ship. The hat you can pay me for later or not...it would cost like 1 silver at port, so its not something to sink a ship over. As for these money pouches...don't tell anybody I gave'm to ya. If someone asks you came across them in the bilges or somethin, right? Win some more money, or get one of your friends to and then come see me. Wouldn't do the be accused of stealin'. Capt'n doesn't take kindly to that."
You have procured:
1 dagger
1 heat resistance hat - this item gives you advantage on constitution saving throws to avoid exhaustion (such as the ones at the end of several day time duties)
2 slim money pouches - One was originally Ventus' and contains 30 gp, the other is of unknown origin and contains 22 gold
Also, a description of the quartermaster's store (A9) has been added to the campaign notes document.
This post has potentially manipulated dice roll results.
Birel sees the rum and tries to tip it out of the cup without anyone noticing her, having determined that the stuff was disgusting, then heads down to bed early to try and recover from the early morning fight.
Master Scourge watches unnoticed from a distance as Ventus tips his rum ration over the side of the ship. He stays silent, for now, but his smile is telling of a vicious thought as the Air Genasi walks away to his hammock.
****I have decided on a mixture of options 1 and 3...I will be cutting several non-eventful/work only days from the voyage and when those are cut you will each get one set of day and night time actions instead of the set you would get for each day and the potential for the bonus deep night actions. There will always be at least 1 day between eventful days unless the AP directs otherwise, just so we still get to play in the system as designed a little bit. Looking a second time at the calendar of events in the AP we don't actually have a string of noneventful days for a little bit yet...so I will revisit this when it comes around.
*****
Day 3 - Getting into the rhythm
The day comes early, but since most of you did not imbibe the rum last night and several went to the hammocks early, you feel more rested than before. There is no trouble as you make your way to the main deck for duty call this morning, and there is even a moment for Sericea to surreptitiously pass one of her daggers to Builder. (Feel free to retro-post anything you say to him while doing that in your next post Sericea).
Now 3 days out of port and everyone understanding where they stand on the ship, duty assignments are handed out without much fanfare.
Day 3 Duty Assignments:
Varus - 5
Ventus - Unable to parse dice roll.
Builder - 4
Birel - 5
James - 6
Sericea - Failed yesterday (see text below) - As punishment you are assigned to Manning the Bilges (from the Swab List) instead of your normal kitchen duties.
Actual duties assigned will be added in next post to prevent issues with dice roller that occurred in yesterday's duty assignments.
"Kitchen girl! That stew yesterday was sickening, and there wasn't nearly enough turtle in it to keep a crew movin'. If you can't be trusted to work the kitchen then a swab you will be. Work the bilges today, and maybe the heat and muck down there will make you realize that the kitchen is a job worth working to keep."
The crew stands around expectantly after duty assignments, waiting for Mr Plugg to address them again like he did yesterday. He glares at them through an awkwardly long silence. "Get to work you scallywags! The ship can't crew itself."
and Sericea is being punished by working in the Bilges.
Please select what daytime action you would like to take and resolve any required roles for your duty assignment. My next post will be Bloody Hour for day 3. Woohoo.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
This post has potentially manipulated dice roll results.
On the way to the main deck, Sericea falls behind Builder. As they all file up the stairs, she whispers "I overheard you and that boy Jack last night. Everyone on this ship needs a few friends." As they emerge onto the middle deck, she passes him, "accidentally" bumping into him while slipping her extra dagger into his hand.
...
As she hears the duty assignments, her anxiety about punishment for failure the day before is realized. She tries to embrace the silver lining of being able to work alone all day, until she sees the state of the bilges, hip-deep in brackish water. She sighs and starts cleaning.
Work diligently to counteract exhaustion: DC 11 STR 7
EDIT: That was supposed to be without disadvantage. But the first die roll was a 3, so it's a fail anyway.
Still exhausted from the day before and unused to the effects of the rum, Sericea is barely able to do anything in the bilges.
DC10 CON, with new hat 6 Success
She pauses for a moment to fan herself with her hat, thankful that Grok had taken kindly to her. She sits and contemplates all the water around her. She feels a connection to it, similar to the fog the other day. She concentrates on that feeling, and mentally pushes it a little. To her surprise, the water around her ripples in response. She pushes harder, and she's able to raise up some of the water into the air. Some of the dirty water breaks away from the rest and floats like a bubble. Suddenly the ship lurches from tacking, and the bubble falls into the rest of the sloshing water. Sericea doesn't have the energy to try again, but wonders what is happening to her, and why it's happening now. (OOC, this is her learning Shape Water)
This post has potentially manipulated dice roll results.
Before heading up to the duty assignment, James will keep Nox out and telepathically tell him to stay hidden in the Lower Deck. On his way to duty assignment an idea pops into his head. With his assignment giving, James will get to work trying to get the repairs done. While he is working, James will take intermediate breaks while he works forming the telepathic bond between him and his familiar. At these times he will look through Nox's eyes and guide him through the ship to see if he can fly into the officer's quarters,undetected, and look around.
DC10 Dex, Daytime Activity, Sneak: 18 Stealth Check for Nox to move undetected: 7 Perception Check for Nox, if he makes it into the officer's quarters: 13
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
*Waiting on Varus for Bloody hour, which is no problem...weekends can be rough I know. In the meantime, I will post the results of James's action.*
Nox chirrups from his position on the rafters of the lower deck as he feels your mental presence in his mind. Hoping from rafter to hammock and from rope to rope he slowly makes it to the stairs and up to the mid deck, where he encounters the first individual that notices him. Near the pillar that above deck becomes the aft mast is the chained figure of Owlbear Hartshorn, the brute and apparent simpleton that has been a constant here on the middle deck since your first day on the ship. Bored with no one to talk to, Owlbear immediately notices Nox fluttering up the stairs.
"Birdy...Birdy...here here birdy bird...." Owlbear makes a series of clucking and bawlking sounds, as if he believes Nox to be a tiny chicken. He appears to know Nox is a bird, but not what kind of bird it is. Or perhaps he thinks all birds are different varieties of chicken?
Nox gives Owlbear a wide bearth, fluttering past him to try to floor hatch to the officer's cabin. It is unfortunately closed and there is no way for such a small bird to lift the hatch.
Undettered, he flies up to the main deck and perches out of the way on a mast where he has a vantage of the officer cabin door. After a short wait and watching people travel in and out, the door is left ajar and unattended for a moment and Nox swoops in.
The following has been added to the campaign notes
The ship’s officers sleep in the hammocks and sleeping mats in this cramped cabin. A set of steps descends sharply into the middle hold (area A6) below. The two narrow doors leading to the maindeck (area A3) are locked. The officers store their possessions in footlockers.
These quarters are small and cramped and not really used for anything besides sleeping and storing things. Nox sees the footlockers, but does not see anything of interest laying about. He flies up into the rafters to sit and listen for a bit.
After a few minutes Plugg and Scourge come in and sit down at a small camp table in the corner.
"I'm telling you Plugg. Those new crew members are trouble. That fight they started t'other day. And last night I saw one of them dumping rum...who knows what other kind of disobedience they could be getting up to."
"They dumped rum and you didn't do anything about it? You are the Master at Arms. I expect you to deliver discipline when necessary you dog. Keep an eye on them. It will be the lash if they dump again. And if they keep it up the Nines. But we have to bring them in line. After Capt'n sent the last crew to the water we are still short handed. We need those six. So bring them in line Scourge. I am counting on you."
Looking abashed but nodding Scourge leaves the cabin with Plugg walking out shortly thereafter to see to other duties. Nox is about to flitter out as well when he runs directly into a tall girl with raven hair just coming into the cabin.
"Well hi there! I'm Caulky. And who are you little guy? You're no seabird. Must be a stowaway from Port Peril. But you're cute! You will be a nice addition to my little closet. I think I'll call you Stow, since you are my little stowaway. Come along."
Holding Nox firmly but not too tightly in her hands, Caulky begins walking him out of the Officer's cabin and across the main deck to the Captain's Quarters.
*James, Nox has been apprehended, but Caulky does not seem to realize what he is or his significance. What are you going to do about this development?*
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
James swears a little under his breath as Nox is captured, but decides to not send him to his pocket dimension; as that would raise more suspicions. Instead he pulls his senses back to himself and keep the telepathic link open. He tells Nox to play nice for now and to send a warning if his life is in danger. This might be the only chance James gets to see inside of the captain's quarters. But for now he needs to somehow warn the others about what he over heard Plugg and Scourge saying before they take their meal.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
This post has potentially manipulated dice roll results.
Checking back on Nox later in the day you find he has been shut in a cage in a small room not much larger than 5'x 7' on the starboard side of the ship. A hammock hangs from corner to corner and the floor is littered with small charcoal drawings of landscapes and the ocean. From his perch in the cage Nox can make out a small unlit candle sitting on a ledge built into the wall. Next to the candle sits a signet ring, its insignia facing away from him. (Nox has found himself locked in Caulky's quarters. A5A on the map. The only way out is through the Captain's Quarters and the door into his quarters is currently closed. There is currently no one else in her quarters with him.)
******
Builder's Day of Building Relationships
During the course of the work day, Builder inquires amoungst the crew attempting to find other whittling tools that he might gift to Jack Scrimshaw. At one point a larger tanned fellow who is missing one ear and has a whole mess of scars on his face and upper arms approaches him. "Listin, is real good yus watchin for da boy Jack. Hes good boy an could use more friends. Yus be good to Jack, maybe eyes not be bad for you eh?"
Longer GM Note hidden in spoiler.
With your roll you were successful in moving Crimson “Cog” Cogward from unfriendly to indifferent! Please let me know going forward if there is someone in particular that you would like to improve the attitude for. Technically speaking you have to select your target and then make your roll...that way we know the DC going in instead of retroactively picking someone with a DC that fits the roll. If there is not someone in particular you want to speak to just tell me the range you would like to hit. (EG Hostile to Unfriendly, Unfriendly to Indifferent, Indifferent to Friendly, or Friendly to Helpful) For example your roll of a 19 could get an indifferent NPC all the way to Helpful if you want. Without specificity I went with what I thought would help you all the most in the long run.
(Also, everyone keep in mind, if you have a helpful NPC on your same work crew (swab, rigger, or Kroop) they can give one advantage per day on a work related skill check. Right now Sandara and Kroop (when he isn't drunk) are the only ones that can do this...but it is part of your reward for making friends..so don't be afraid to use it when you need it.)
As the day wears on Sandara notices Builder falling a little behind on the rope work. "Uhoh, don't want you to end up with lashes metal man...let me see if I can help."
Athletics Advantage: 16
Unfortunately Sandara came upon your plight too late in the day and isn't able to help enough to make up for the distraction from earlier in the day.
"Deal." Builder says, taking the hand a bit awkwardly, as if he has not shaken hands much before.
Varus takes his rum ration and turtle stew to a part of the ship where he can be reasonably unobserved. He dumps the rum over the side, still feeling strangely weak from the last one.
Stealth: 17
He then heads back to his quarters to sleep, glaring at any of the attackers from the morning if he sees them along the way.
During dinner, Sericea keeps a low profile, pretending to be as surprised by the terrible taste of the stew as anyone else. She feels awful that she let Ambrose down, but then again it wasn't exactly her choice to be ship's cook for the day. She resolves to make it up to him next time.
She looks for Varus during dinner, to see how he was doing, but doesn't see him due to him stepping away. She overhears Builder talking to the youngest crewman and has an idea.
After dinner she finds quartermaster Grok. "Oh, quartermaster! I was hoping I'd find you. I wanted to see you earlier about a hat, but it was a bit busy in the kitchen." She pantomimes Ambrose drinking from a bottle. "I'm afraid they took my money when they brought me on board, but if you have any old hat, I'd be so grateful. And I don't suppose my dagger or my staff made it on board too?"
Persuasion check if needed: Advantage from performance + disadvantage from exhaustion 21
Afterwards, when the rum is passed out, she stares at her cup, knowing it caused her so much trouble today. She debates trying to dump it somewhere, but doesn't think she can take any further punishments for getting caught. She drinks it and soon after collapses in a hammock.
Take 1 more exhaustion level, sleep off 1, still at 1. Take 3 more con damage, sleep off 1, now at 4.
Addiction check, now DC 7, disadvantage, -1 from con damage: 3
I think this means she's addicted, but does not take addiction penalties while she has any unhealed ability damage.
James takes a bite of the turtle stew and almost reaches for the rum to wash it down, but withdraws his hand from the glass. Taking a moment to recover, he crumbles the biscuit into the stew; and while string the mixture casts Prestidigitation to see if he can change the flavor to be more like a sweet chili stew. (hopefully that makes the stew more palatable.) Taking the shot of rum, James will try and inconspicuously dispose of the drink by pouring the drink into what remains of his turtle stew and pushing the dish to the side acting like the other who refused to eat after a few bites.
Sleight of Hand: 20
After his meal, James heads down to the lower deck finding one of the furthest hammocks to climb into. He summons Nox from his pocket dimension to have him keep watch while he sleeps. If there are rafters, or places nearby along the ceiling that Nox can perch on, James will have him hang out up there.
Be excellent to each other, and roll for initiative dudes!
Adding 2D4 from Favored by the Gods:
6
Pass the addiction check. Still exhausted!
*So to summarize the action so far:
*
Grok looks at Sericea and smiles, it seems she is at least half a sheet into the wind herself. "Hey there girlie. I figured ol' Ambrose didn't help much with the cooking today. No offense, but I could tell the stew didn't have his experienced hand. Even fully plastered he'd never dish up something quite so stomach turning." She laughs good naturedly and rises, embracing Sericea in a side hug...more to help her with balance than anything else.
"I don't normally open the store after hours, but seein' as how you were too busy cleanin' up Ambrose mess to come see me during the day I guess I can do you tha favor just once. Come with me."
She leads you back through the kitchen to the small Quartermaster's store in the corner. (A9). She pulls a key out of her cleavage before realizing that the heavy metal padlock on the door is swinging free in the hasp. "Oh blast, forgot to lock it again after bringing the rum out. Don't tell anyone will you?"
With a push the door swings open to reveal a cramped storage room with all manner of armor, weaponry, equipment, and sundries. In the near corner are two tuns of alcohol. The nearest one has the top slightly ajar and the strong smell of the Wormwood's rum wafts up from the barrel, turning your stomach a little.
With your practiced barmaiden's eye you would guesstimate that fully stocked the Wormwood carries about 105 gallons of the foul liquid.
She leads you farther into the hoarder's nest that is her store. "Let's see, everything that is won by the captain from those that get pressganged ends up here unless he takes an especial liking to it. A simple dagger and quarter staff wouldn't be anything that would catch his eye, so it is probably..."
She unlocks and lifts one chest in the corner. Inside you see your missing dagger and staff as well as several pieces of equipment that you heard your fellow pressees talking about having been taken. "Here it is! Oh, but you said you still don't have coin. You know most new crew members manage to gather some coin by gambling against the others...that way they have something to pay with. But if you have nothing..."
She reaches into the chest and pulls out the dagger and a pair of slim money pouches. Reaching above her she procures a straw hat with a thick cotton lining on the inside.
"Here, take the dagger...a lady needs to not be defenseless on this ship. The hat you can pay me for later or not...it would cost like 1 silver at port, so its not something to sink a ship over. As for these money pouches...don't tell anybody I gave'm to ya. If someone asks you came across them in the bilges or somethin, right? Win some more money, or get one of your friends to and then come see me. Wouldn't do the be accused of stealin'. Capt'n doesn't take kindly to that."
You have procured:
Also, a description of the quartermaster's store (A9) has been added to the campaign notes document.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Builder is not taking any late night action, other than to stand unmoving in his chamber.
Birel sees the rum and tries to tip it out of the cup without anyone noticing her, having determined that the stuff was disgusting, then heads down to bed early to try and recover from the early morning fight.
(Stealth Check: 5)
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
Hating the nasty headache from the rum, Ventus pours his rum off the side of the ship. He then heads to the sleeping area to sleep.
sleight of hand check to dump rum: 11
Master Scourge watches unnoticed from a distance as Ventus tips his rum ration over the side of the ship. He stays silent, for now, but his smile is telling of a vicious thought as the Air Genasi walks away to his hammock.
****I have decided on a mixture of options 1 and 3...I will be cutting several non-eventful/work only days from the voyage and when those are cut you will each get one set of day and night time actions instead of the set you would get for each day and the potential for the bonus deep night actions. There will always be at least 1 day between eventful days unless the AP directs otherwise, just so we still get to play in the system as designed a little bit. Looking a second time at the calendar of events in the AP we don't actually have a string of noneventful days for a little bit yet...so I will revisit this when it comes around.
*****
Day 3 - Getting into the rhythm
The day comes early, but since most of you did not imbibe the rum last night and several went to the hammocks early, you feel more rested than before. There is no trouble as you make your way to the main deck for duty call this morning, and there is even a moment for Sericea to surreptitiously pass one of her daggers to Builder. (Feel free to retro-post anything you say to him while doing that in your next post Sericea).
Now 3 days out of port and everyone understanding where they stand on the ship, duty assignments are handed out without much fanfare.
Day 3 Duty Assignments:
Varus - 5
Ventus - Unable to parse dice roll.
Builder - 4
Birel - 5
James - 6
Sericea - Failed yesterday (see text below) - As punishment you are assigned to Manning the Bilges (from the Swab List) instead of your normal kitchen duties.
Actual duties assigned will be added in next post to prevent issues with dice roller that occurred in yesterday's duty assignments.
"Kitchen girl! That stew yesterday was sickening, and there wasn't nearly enough turtle in it to keep a crew movin'. If you can't be trusted to work the kitchen then a swab you will be. Work the bilges today, and maybe the heat and muck down there will make you realize that the kitchen is a job worth working to keep."
The crew stands around expectantly after duty assignments, waiting for Mr Plugg to address them again like he did yesterday. He glares at them through an awkwardly long silence. "Get to work you scallywags! The ship can't crew itself."
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Today the work assignments are as follows:
Varus has Mainsail Duties
Ventus is doing Rope Work
Builder is Hauling Rope and doing Knot Work
Birel is acting as Runner
James is performing Repairs
and Sericea is being punished by working in the Bilges.
Please select what daytime action you would like to take and resolve any required roles for your duty assignment. My next post will be Bloody Hour for day 3. Woohoo.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Birel isn't one to do a job halfway, and doesn't want to be known as such so does her job diligently.
Acrobatics check (Working Diligently): 11
Constitution Save: 21
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
On the way to the main deck, Sericea falls behind Builder. As they all file up the stairs, she whispers "I overheard you and that boy Jack last night. Everyone on this ship needs a few friends." As they emerge onto the middle deck, she passes him, "accidentally" bumping into him while slipping her extra dagger into his hand.
...
As she hears the duty assignments, her anxiety about punishment for failure the day before is realized. She tries to embrace the silver lining of being able to work alone all day, until she sees the state of the bilges, hip-deep in brackish water. She sighs and starts cleaning.
Work diligently to counteract exhaustion: DC 11 STR 7
EDIT: That was supposed to be without disadvantage. But the first die roll was a 3, so it's a fail anyway.
Still exhausted from the day before and unused to the effects of the rum, Sericea is barely able to do anything in the bilges.
DC10 CON, with new hat 6 Success
She pauses for a moment to fan herself with her hat, thankful that Grok had taken kindly to her. She sits and contemplates all the water around her. She feels a connection to it, similar to the fog the other day. She concentrates on that feeling, and mentally pushes it a little. To her surprise, the water around her ripples in response. She pushes harder, and she's able to raise up some of the water into the air. Some of the dirty water breaks away from the rest and floats like a bubble. Suddenly the ship lurches from tacking, and the bubble falls into the rest of the sloshing water. Sericea doesn't have the energy to try again, but wonders what is happening to her, and why it's happening now. (OOC, this is her learning Shape Water)
Builder again puts aside other things and works to make more friends while he is working on the ropes.
Athletics: 16
Persuasion: 16
Con save: 9
Builder is not as good at doing his work today, as he is trying too-hard to be friendly with the others nearby.
Before heading up to the duty assignment, James will keep Nox out and telepathically tell him to stay hidden in the Lower Deck. On his way to duty assignment an idea pops into his head. With his assignment giving, James will get to work trying to get the repairs done. While he is working, James will take intermediate breaks while he works forming the telepathic bond between him and his familiar. At these times he will look through Nox's eyes and guide him through the ship to see if he can fly into the officer's quarters,undetected, and look around.
DC10 Dex, Daytime Activity, Sneak: 18
Stealth Check for Nox to move undetected: 7
Perception Check for Nox, if he makes it into the officer's quarters: 13
Be excellent to each other, and roll for initiative dudes!
Feeling invigorated by the salty sea air, Ventus is hard at work to making sure the mainsail is raised and lowered when it’s needed.
Athletics check:8
Con Save: 8
Varus is feeling much better after a rumless dinner, and works hard to ensure that he doesn't have a repeat of yesterday.
Athletics: 7
Con save: 11
(Forgot advantage: 23)
*Waiting on Varus for Bloody hour, which is no problem...weekends can be rough I know. In the meantime, I will post the results of James's action.*
Nox chirrups from his position on the rafters of the lower deck as he feels your mental presence in his mind. Hoping from rafter to hammock and from rope to rope he slowly makes it to the stairs and up to the mid deck, where he encounters the first individual that notices him. Near the pillar that above deck becomes the aft mast is the chained figure of Owlbear Hartshorn, the brute and apparent simpleton that has been a constant here on the middle deck since your first day on the ship. Bored with no one to talk to, Owlbear immediately notices Nox fluttering up the stairs.
"Birdy...Birdy...here here birdy bird...." Owlbear makes a series of clucking and bawlking sounds, as if he believes Nox to be a tiny chicken. He appears to know Nox is a bird, but not what kind of bird it is. Or perhaps he thinks all birds are different varieties of chicken?
Nox gives Owlbear a wide bearth, fluttering past him to try to floor hatch to the officer's cabin. It is unfortunately closed and there is no way for such a small bird to lift the hatch.
Undettered, he flies up to the main deck and perches out of the way on a mast where he has a vantage of the officer cabin door. After a short wait and watching people travel in and out, the door is left ajar and unattended for a moment and Nox swoops in.
The following has been added to the campaign notes
The ship’s officers sleep in the hammocks and sleeping mats in this cramped cabin. A set of steps descends sharply into the middle hold (area A6) below. The two narrow doors leading to the maindeck (area A3) are locked. The officers store their possessions in footlockers.
These quarters are small and cramped and not really used for anything besides sleeping and storing things. Nox sees the footlockers, but does not see anything of interest laying about. He flies up into the rafters to sit and listen for a bit.
After a few minutes Plugg and Scourge come in and sit down at a small camp table in the corner.
"I'm telling you Plugg. Those new crew members are trouble. That fight they started t'other day. And last night I saw one of them dumping rum...who knows what other kind of disobedience they could be getting up to."
"They dumped rum and you didn't do anything about it? You are the Master at Arms. I expect you to deliver discipline when necessary you dog. Keep an eye on them. It will be the lash if they dump again. And if they keep it up the Nines. But we have to bring them in line. After Capt'n sent the last crew to the water we are still short handed. We need those six. So bring them in line Scourge. I am counting on you."
Looking abashed but nodding Scourge leaves the cabin with Plugg walking out shortly thereafter to see to other duties. Nox is about to flitter out as well when he runs directly into a tall girl with raven hair just coming into the cabin.
"Well hi there! I'm Caulky. And who are you little guy? You're no seabird. Must be a stowaway from Port Peril. But you're cute! You will be a nice addition to my little closet. I think I'll call you Stow, since you are my little stowaway. Come along."
Holding Nox firmly but not too tightly in her hands, Caulky begins walking him out of the Officer's cabin and across the main deck to the Captain's Quarters.
*James, Nox has been apprehended, but Caulky does not seem to realize what he is or his significance. What are you going to do about this development?*
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
James swears a little under his breath as Nox is captured, but decides to not send him to his pocket dimension; as that would raise more suspicions. Instead he pulls his senses back to himself and keep the telepathic link open. He tells Nox to play nice for now and to send a warning if his life is in danger. This might be the only chance James gets to see inside of the captain's quarters. But for now he needs to somehow warn the others about what he over heard Plugg and Scourge saying before they take their meal.
Be excellent to each other, and roll for initiative dudes!
Checking back on Nox later in the day you find he has been shut in a cage in a small room not much larger than 5'x 7' on the starboard side of the ship. A hammock hangs from corner to corner and the floor is littered with small charcoal drawings of landscapes and the ocean. From his perch in the cage Nox can make out a small unlit candle sitting on a ledge built into the wall. Next to the candle sits a signet ring, its insignia facing away from him. (Nox has found himself locked in Caulky's quarters. A5A on the map. The only way out is through the Captain's Quarters and the door into his quarters is currently closed. There is currently no one else in her quarters with him.)
******
Builder's Day of Building Relationships
During the course of the work day, Builder inquires amoungst the crew attempting to find other whittling tools that he might gift to Jack Scrimshaw. At one point a larger tanned fellow who is missing one ear and has a whole mess of scars on his face and upper arms approaches him. "Listin, is real good yus watchin for da boy Jack. Hes good boy an could use more friends. Yus be good to Jack, maybe eyes not be bad for you eh?"
Longer GM Note hidden in spoiler.
With your roll you were successful in moving Crimson “Cog” Cogward from unfriendly to indifferent! Please let me know going forward if there is someone in particular that you would like to improve the attitude for. Technically speaking you have to select your target and then make your roll...that way we know the DC going in instead of retroactively picking someone with a DC that fits the roll. If there is not someone in particular you want to speak to just tell me the range you would like to hit. (EG Hostile to Unfriendly, Unfriendly to Indifferent, Indifferent to Friendly, or Friendly to Helpful) For example your roll of a 19 could get an indifferent NPC all the way to Helpful if you want. Without specificity I went with what I thought would help you all the most in the long run.
(Also, everyone keep in mind, if you have a helpful NPC on your same work crew (swab, rigger, or Kroop) they can give one advantage per day on a work related skill check. Right now Sandara and Kroop (when he isn't drunk) are the only ones that can do this...but it is part of your reward for making friends..so don't be afraid to use it when you need it.)
As the day wears on Sandara notices Builder falling a little behind on the rope work. "Uhoh, don't want you to end up with lashes metal man...let me see if I can help."
Athletics Advantage: 16
Unfortunately Sandara came upon your plight too late in the day and isn't able to help enough to make up for the distraction from earlier in the day.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)