TapTap |
diplomacy+Sandara Assist: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Tap glances at Sandara and nods. Jape then. Tap sets off and finds the man leaning against a beam, chewing a bit of dry, hard tack.
Tap smiles at the man and approaches.
Jape, how do you like this ship, eh? She sails smooth enough. allthough...
Tap pauses.
Twould be nice to go above, and have a bit of grog with that tack, eh.
Tacktack jumps to Tap's other shoulder, and screeches in apparent agreement.
Kerruk Gahar |
Profession(sailor): 1d20 + 8 ⇒ (12) + 8 = 20
A change of bearing, heading for...Bloodcove, maybe? I don't like the sound of that one bit.
Whilst Tap weaves his wiles, Kerruk, slump-shouldered and glum, reeking of the bilges, wanders over to the chained Owlbear, although only if he is comfortable the attention of the officers is elsewhere. As he speaks, he gesticulates in a slightly exaggerated manner, preparing to resort to the use of magic should Owlbear prove intractable or his tongue betray his purpose.
'tis a fair enough day, Owlbear...this wind is none too bad, either. Better, than that below, to be sure. D'you mind if I talk with you some? I don't like to see a man in chains. Do they not let you work the ship?
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
xeyed-jack |
profession(sailor): 1d20 + 5 ⇒ (3) + 5 = 8 jack looks out at the sea, and wonders for the 20th time where they're going
Jack tags along as Kerruk approaches Owlbear, yawning. Hi ya, ummm FowlBear. You're lookin very muscly today...
diplomacy(assist): 1d20 + 5 ⇒ (4) + 5 = 9
GM Nayr |
Jape looks at Tap with his ever-present scowl. He grunts and waves Tap and Sandara away with a meaty hand, then turns his back to the pair and sets back to his work. Sandara sighs deeply and shakes her head sadly at Tap, perhaps indicating the futility of the situation.
Owlbear looks up at Kerruk. He glances aside at Jack, then turns back to Kerruk and seems to calm slightly. No...dey think Owlbear jes a dumb knucklecracker. Da' boss, he...well, he like to use Owlbear ta' keep the others in line. Days past, I'd bust some 'eads and everyone'd do their job. Now... He glances at Tap. New guys're tough...an' Owlbear's gonna' prove that e's still useful.
Kerruk Gahar |
Kerruk rolls his eyes in irritation at Jack's blundering attempt at bonhomie. Indeed? Seems t'me as if a man as obviously handy as yourself has naught to prove. Maybe you should set your own price for your usefulness. P'raps that price is more than you think, Owlbear. If your boss valued you right, you'd not be sitting there in chains.
Then Kerruk shrugs and chuckles morosely. Ah, but what do I know, my friend? I am a simple sailor in strange waters...good luck to you, Owlbear. We'll talk again, I hope.
Kerruk offers a wide but tired smile, then wanders away somewhat vaguely, as if unsure of his direction or destination.
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
GM Nayr |
Owlbear stares at Kerruk's back, pondering, then glances down at the chain around his ankle and furrows his jutting brow in thought.
The evening proceeds just like the last, with those sailors who had failed at their tasks feeling the slashing claws of the cat. There were no rum rations given out again, only the meager meal offering that Kroop and Jack had put together and then banishment to the lower deck and the cots.
Tilly and Rosie are once again allowed down with the crew until their lights out call, and they sit around with the group again, gambling and commiserating.
Early in the evening, Kroop waddles over and sits, a hand on Jack's shoulder as a greeting, though the physical support no doubt helped the plump older man. He leans in and nods to himself, as if resolving an internal argument.
Think I know where we may be headin', ladies and gents. I heard a' this place before...Rusty Squibs. It's a seedy, isolated dry dock on the Slithering Coast, west of Bloodcove. In that place, fer good coin, ol' Rickety 'imself'll refit any ship into a squib - changin' the lines and appearance of the ship so's the old owner won't recognize it.
He grimaces and shakes his head. S'the only thing I reckon Plugg would want on that coast.
TapTap |
knowledge geography: 1d20 + 5 ⇒ (20) + 5 = 25
Tap thinks back to the tales he heard before of the pirates on the slithering coast for anything else about a placecalled Rusty Squibs and who 'ol Rickety might be.
knowledge local(or history): 1d20 + 5 ⇒ (13) + 5 = 18
GM Nayr |
Kroop shakes his head, then grunts. I'm guessin' he ain't plannin' to take us along...Plugg's got no use on a new boat with a new identity fer a few trouble-makin' ol' pirates. He makes a jerking motion above his head as if pulling on an imaginary rope, then sticks his tongue out of to the side and rolls his eyes back in the head for emphasis.
Tap knows a bit about Rickety's Squibs...apparently the salty old man runs his services out of a small village hidden by a headland, and his facilities are concealed by the surrounding jungle. The fellow is a former pirate, his old ship was taken down in a vicious battle. It's said that the village is very nearly a full front for the business, and even the men and women that live there are all paid by Rickety for their discretion.
TapTap |
I'm a slow halfling, and I'm not half sure I catch the full meaning.
Taptap moves over to Fishguts. Do you suppose that the going to Rusty Squibs was Barnabus's idea, or is this Plugg planning to steal the Man's Promise as his own?
TapTap |
Taptap stops as a realization hit. ahh but it occurs to me. I once overheard Plugg describe this crew as only a "temporary necessity."
Fishguts, I believe you are right...our deaths ar planned, else we will be sold off as slaves. Although you may be spared, if just for your fine cooking.
Tap looks over to the pockets of unfriendly crew around. Have you some proof of this, Fishguts? Some here do not like us, but might be convinced to join if they knew that they were to become meat for the fishes.
Kerruk Gahar |
Kerruk grimaces wryly. Not all will, Tap. The usual lackeys will survive, that is certain. Fipps, Kipper, Scourge, perhaps some others... His eyes narrow and his gaze turns inward, his mouth tightening. But I suspect we may have the numbers in an outright confrontation. But we will need as many advantages as we can muster.
TapTap |
Tacktack leans in close But do we act first? If we are determined to do so, then we need to set the odds in our favor, and make a plan.
xeyed-jack |
I fear you may be right, Master Kroop. Better that we seize our own destinies, perhaps. I don't know if you know something we might cook something up that would help that endeavour...
Jack whispers to Kerruk. Owlbear is stupid but he's strong. If it comes to it, I think you can charm him, but I'd rather he be an ally.
TapTap |
Belliott my friend, we will not need you to be subtle, but just discreet until the time is right.
Kerruk Gahar |
I'd like a little more time to work on Owlbear...I think I managed to make him look at his situation a little differently. But yes, I caqn make him a friend of sorts - for a little while, in any case. he squints across at Belliott. as Tap says...let us be slow to anger but quick and ruthless when the time comes.
TapTap |
Tap leans in close to Kerruk, and whispers Making friends is well, but we do know who are not our friends. Let us make a plan to arrange the encounter to our favor now, and not let them choose the place and time for our demise.
GM Nayr |
Kroop leans in close, looking about the hold and the hammocks within as if expecting someone to hear. He grins and shrugs at his own worries, then continues in a low whisper. Nah, no proof, only the sinkin...hehe...feelin in me guts. I think its like ya' say Tap, Plugg means to make a run of it 'imself. Got a ship and some lackeys...why not? He can get some new crew who ain't out ta' kill him, and he's now a pirate cap'n. Sure, Harrigan'll have 'is eyes pecked out by crows when he finds out, but Plugg don't think that far ahead.
He claps Jack on the shoulder. There's ma' boy...don't know if I could ever make anything more dangerous than yer own cookin', son. But, 'ol Fishguts ain't ready ta' die just yet...an I bet a bunch of the others feel the same. The trick is to show 'em that they ain't gonna die if they try an fight. Pirates are out for themselves, ya' know...an' if they see Plugg as too powerful...well then we're just a few scrappy tuna in a big sea of sharks.
xeyed-jack |
Jack yawns and stretches and motions for Kroop to follow. Grabbing a few leftover crabs from the kitchens, they search out Owlbear. They find him, squatting down staring at his hands with a blank expression.
What thoughts run through that head?
Hi there Owlbear. We brought some crabs. We need to talk. Look, Plugg has never treated you right. You're a pirate, and a pirate should stand tall with a blade on his hip and with no chains about his neck. And I suspect Plugg is ... about to betray his master Captain Harrigan. And if he does, Harrigan will slaughter everyone aboard this ship. If he does, we must stop him, and put in the hold, and continue our mission.
diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
sensemotive: 1d20 + 3 ⇒ (7) + 3 = 10
TapTap |
Tap will like to sneak about to spy on Plugged and fellows
stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Tap and Tacktack sneak off.
Take20Percection: 20 + 7 = 27
GM Nayr |
The crew eventually disperse to their own hammocks, or upstairs in poor Rosie's case. The next morning breeds more of the same, with some speaking of deceit and treachery while the officers stay within their small circles, snorting and laughing or outright insulting some of the crew. Plugg and Scourge stare out from the Sterncastle today, their gazes stretching across the sparkling waters to distant dreams. Tap is able to get fairly close, though some officers do note him walking above when he's supposed to be in the bilges.
Scourge: Gonna' be ours, boss...the whole damned seas...ain't no one as cutthroat as us, an' ain't no one can stop us from takin' what we want.
Plugg: Mine, fool...don't step too far, Scourge. Jus' keep yer mouth shut and keep doin' yer job. Don't get me thinkin' that fat-ass Fipps'd be doin' a better job as First Mate.
Scourge appears none too happy with the conversation, and after a steely gaze at Plugg's back, stomps away and down the steps on the other side of the sterncastle from Tap...already hurling insults.
Owlbear is chained up as always, his broad shoulders slumped in defeat. He glances towards Plugg's quarters as if making certain that the newly appointed Captain weren't there. His lip curls up with distaste, but his eyes widen at the sight of the crabs. He looks Jack up and down, then nods with familiarity to Kroop.
Without questioning further, he crabs open a crab with his huge hands and sucks out the meat. In between mouthfuls, he looks at Jack with a slight glimmer of a notion...not intelligence...not from Owlbear...but a word he had latched on to.
Our...mission? Wha's our mission?
He suddenly looks a bit guarded, as if that mission may indeed involve Owlbear in some aspect.
No need to roll for tasks today; given the attitude of the officers and their expectations, it's impossible to succeed.
TapTap |
Our mission? Why to take you back home, Owlbear. Tap says earnestly, even though the idea came to his mind in just that instant. To take you home. Tap repeats himself.
diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19 Not sure if I have a ship action and if my sneak action was for night before or the morning.
GM Nayr |
You'd have 2 day actions on the ship - sneaking is one, and influencing Owlbear is a 2nd. Worth it though...your assist gets Jack to 20.
Owlbear looks at Tap as if expecting a joke. He chews his crabs in what could be thoughtfulness if Owlbear is capable of such a thing. Eventually, he grunts and his eyes grow distant. Home...ain't sure dey'd know what ta' do with me now...not since I been...changed. He lets out a cynical chuckle. Guess da' wouldn't be hittin' me no more...thought he'd finished it when he hurt my eye...but I'd give it back to him now.
He grunts and shrugs, then looks around for any listeners. Ya' got a plan then, do ya? Cuz, ya' know the cap'n does...that lil beast does nothin' without a plan.
The big man seems to genuinely wonder, though for what end is hard to guess.
xeyed-jack |
Jack looks at Tap strangely, and then nods his head. That's right. Captain Harrigan told me himself, that we're to take you home, or wherever you'd want to go, for services well performed. But it seems that Captain Harrigan's orders have slipped Plugg's mind.
Signing for Kerruk and Belliot to follow, but not waiting to see if they do, Jack goes out in search of the two men from the Man's Promise. He finds them, huddled in a corner, whispering. They look up nervously.
Jack raises his hand. Peace gents. It seems that things have gone from ill to worse. For it has come to my ears that the captain here plans to go rogue. I fear he will likely try to murder us, or sell us to slave in some tropical plantation. We have not become friends, though not for lack of my wanting. But fate has served us all mercilessly. When the time comes, we must stand together. For there are fates worse than being one of Captain Harrigan's men, and yet I would choose neither, and go back to my fair city where my love sits with her grey eyes by the sea.
Is there some secret store of weapons or aught that may help us on this ship?
diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24
GM Nayr |
Owlbear seems unsure indeed, but his crab-eating never stops once as he considers and talks more with Tap. It seems as if he, indeed, likes the idea of going...though home may not be the final destination.
The two men from the Man' Promise look up. The larger man, Vigean, is an affable one, and rises to give Jack's hand a firm shake. The thinner man, Sully, stands and offers a slow nod, though his fierce eyes appear mistrusting. Vigean replies.
'Ere now, Jack...talk like that can getcha killed around here, and we didn't choose to live here when our fellows were killed only to die now. His easy smile shows that there's a bit of jest in the remark. But...just for the sake of conversation, mind you...I hear that the officers got first pick of what came aboard from the Wormwood - an' they socked it away in the Captain's quarters for later.
Sully hisses at the remark and pulls on Vigean's sleeve, but the big man ignores him, still smiling.
Nice work - your roll moved Vigean from indifferent to friendly and Sully from unfriendly to indifferent.
TapTap |
Aye, Kerruk, did you see Belliot working dilligently like he never wants to have to stop to do some thinking or politicking? Work, fight, sleep. An easy man to have around, no?
Belliot has been a bit busy IRL,and he says Belliott is not any good at politicking.
TapTap |
Now Kerruk, I know you work hard at not being a charming fellow, but when you put your mind to it, you are a force of persuasion. The ship is about to mutiny——everyone feels it——and any that we cannot convince to stand with us, we may well be forced to kill in self defense.
Kerruk Gahar |
Kerruk shrugs...I'll do my part, Tap, have no fear of that. But I'm certain there will be blood shed, and plenty of it...the trick is to make sure it's not ours. We need to neutralise Owlbear, if not thoroughly win him over, and isolate Fipps and a few others. Jape, most likely, and Scourge, of course.
TapTap |
True, my friend. True. and Owlbear, I believe, is no longer against us...but I'm not sure he is for us either.
xeyed-jack |
Here is how it stands on board the Man's Promise:
HOSTILE
=======
Plugg,
Scourge,
Cog (angry man in red bandana),
Kipper (Gunner’s Mate and bootlicker of Scourge)
Rahadoumi man
UNFRIENDLY
==========
Burly half Orc Jaundiced Jape - mute
Fipps Chumlett
INDIFFERENT
===========
Sully (man's promise)
FRIENDLY
========
Conchbar,
Owlbear
Vigean (man's promise)
HELPFUL
=======
Fishguts,
Rosie,
Sandara,
Tilly,
--------------------------
Where is the highest expected return on investment?
TapTap |
The man Sully might be good to speak with. And for Owlbear, there is still a mystery surrounding that dimwit, but he may still become a staunch and valuable ally. Fipps, though may always dislike us——I would leave that man alone unless I have my dagger drawn.
If I remember correctly, Conchbar was moved to helpful.
TapTap |
Well perhaps this evening things will come in place Tap muses.
Move on is fine by me
Kerruk Gahar |
all good here, folks...a little sore but mostly OK! Kerruk will, as ever, work diligently at his given tasks. Aside from that, he will have a brief chat with the unpleasant Mr. Chumlett.
Kerruk meanders vaguely towards Fipps Chumlett, and spends a few seconds squinting awkwardly at the unpleasant fellow as if seeing something quite different to the unprepossessing spectacle before him.
Aaah, Fipps... he wheezes tiredly. It is almost time, did you but know it. Give them enough rope, that's what they say, isn't it? Captain Harrigan is no fool, though. D'you think he didn't see this coming? You think you know what's going on, but you don't.
Kerruk pauses, staring blandly at Fipps, then sneers mordantly. Captain Harrigan never forgets an enemy...but why do you think he let us live, after our "rebellion"? Because he needed eyes and ears on the Man's Promise, and he held our lives in his hands. Who do you trust? Plugg? Scourge?!? You are nothing to them. A second-rater. But you could be someone to us, and through us to Captain Harrigan...who, if he does not forget an enemy, can be very good to his friends...Don't be a betrayer, Fipps.
Suddenly Kerruk fixes Fipps with a cold, hard gaze, and his eyes glow slightly, unsettlingly.
Bluff: 1d20 + 7 ⇒ (8) + 7 = 15
Intimidation: 1d20 + 2 ⇒ (11) + 2 = 13
DC 14 Evil Eye on Fipps, -2 to Saving Throws for 6 rounds.
Kerruk flicks his fingers idly, and the glow of his eyes abates somewhat. Then he beams broadly at Fipps.
You have friends aboard, Fipps. Know this for true.
Casting Charm Person at Fipps DC 14 Save. Hope all that worked...
TapTap |
lol. Indeed. Hey, Belliott. You may need to roll for that.
Hearing Belliott think menacingly from across the hull, Tap laughs out loud. TackTack screeches threateningly too.
TapTap |
Hey Jack. I bet there is some whiskey or fine rum in that kitchen somewhere. Why don't you pour one out for my monkey.