| "Doc" T. J. Juckson |
Day 1
Doc volunteers to look after the ship, fixing up little things here and there. Throughout the day he makes a point to run into the gnome gentleman and chat him up. "Sir," he nods to the gnome at first. When they get a moment to talk, he inquires, "So who are you and what brings you here?" On the next opportunity, Doc tells a little about himself to the gnome: his life as a smuggler's son and how his job as the ship's carpenter and repair-man evolved into a different sort of carpentry and repair.
Repairs-Dexterity check: 1d20 + 2 ⇒ (11) + 2 = 13
Craft (carpentry) help at all?: 1d20 + 8 ⇒ (5) + 8 = 13
Diplomacy: 1d20 ⇒ 4 But he gets the feeling that the gnome is bored by the conversation.
That night as Doc relaxes, he kicks back a bit of rum and tries to get a story out the red-haired woman. "Those are some interesting tattoos. You'd be a worshiper of the Pirate Queen, then? Priestess or layperson?"
Fort: 1d20 + 4 ⇒ (6) + 4 = 10
Diplomacy: 1d20 + 1d4 ⇒ (17) + (4) = 21
nightdeath
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Sorry for taking so long. Here's my post and I hope my play style is fine for you folks.
]Day 1 - It begins.....with an object lesson
All of the crew is called to deck at dusk to witness an 'Event'. Finishing your work, all of you are hauled or 'invited' to view this.
Apparently entertainment is meant tonight. A man is brought up with his hands bound behind his back. This is Jakes Magpie, a pirate caught stealing from the quartermaster, his confession obtained by a rather severe interrogation at the hands of Mr. Plugg and Master Scourge, involving knives, hooks and ropes.
His confession seems to silence the crowd and he is sentenced to keelhauling. Any confusion about his punishment is dispelled as all of you watch as the man is tied up and slowly, so agonisingly slowly brought below ship as Mr Plugg pulls on the rope to bring the unfortunate man down to his doom, his screams mercifully cut short abrupty as he goes in.
What comes up isn't pretty though and the mangled carcass is soon thrown over board to feed the sharks.
The lesson is clear. Don't steal and get caught. Every mistake will cost one his/her life.
Mr Plugg turns around.
"Arr you swabs, get ye going or feel some stinging. Lesson is over mateys and I hope arrrrr.....you get the drift or ye be drifting, ye mangy dogs."
Mr Plugg was enjoying himself as he tugged the rope and he seems an old hand at this. Maybe too old an hand at this.
Being the unfortunate ones to be disposing of the body, you find estimate that the unfortunate Jakes took about 24 points of damage from the punishment and drowned as well.
The crew are not overly friendly but neither are they outwardly antagonistic towards you. Exploring the ship yields little due to unfamilarity and that caution is required.
The mood is unusually somber and despite your best efforts at entertainment, you fall short. Luckily they also are not in the mood to start a brawl for really terrible performances.
I hope this helps to kick start your game. I had to take time to prepare. Sorry for the wait.
| "Doc" T. J. Juckson |
Yay! Moving forward!
Heal: 1d20 + 7 ⇒ (16) + 7 = 23
Doc soberly watched the spectacle before him. At the end of the day before heading to bed, he looks out over the water and waits until no one is looking. He removes a small vial from his waistline and slowly pours the contents into the water, sighing.
Later, when a few of his companions have gathered around, Doc informs them, "Look, I've seen a lot of injuries and I can do my fair bit to heal them up. That guy took quite a beating before he was drowned. These guys are sadistic. Just. . . be careful."
| "No-Eyes" Bellamy |
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
"That Plugg be a black-hearted scrag..." Muttered Bellamy to his mates. "Sooner or later, he's going to 'fall overboard'..."
| Terry of Quent |
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 :facepalm:
Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Keel-hauling. For theft. Depending on what was taken, that's normal enough. I would have expected some comment about how far over the line he went, though . . .. No information is a bad sign. It just says that everybody can be punished, not that punishments will be met for crossing a line. Bad, bad sign.
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Please perform Day 2 Jobs, Day Actions & Night Actions as well.
Morning comes and you are all unceremoniously dumped out of your bunks to be confronted by 4 pirates.
"Say ya Bait...........In a Hurry???"
The others laugh while the rest of you bunk mates seem to take it in stride.
| Jack Tar |
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Sense Motive: 1d20 ⇒ 8
"Gentlemen! I say it is rare for a sailor of low rank on such an esteemed ship to be greeted by such fine looking men as yourselves this early in the morning! And I greet you, honored fellows, in the name of Besmara and her holy bosom! Indeed, I know our esteemed captain would approve so such camaraderie in the name of seamanship, but my compatriots and I have jobs to do, as do yourself, oh esteemed ones, so let us make our way skyward and give praise to the dawn for another day!" Jack begins to walk boldly forward!
Bluff: 1d20 + 8 ⇒ (20) + 8 = 28
Day 2 Jobs: 1d6 ⇒ 6 Repairs: Prof Sailor: 1d20 + 9 ⇒ (8) + 9 = 17 Jack will work diligently and keep his eyes open for potential allies.
Nighttime action: entertain. Jack will sing and lead the men in a rousing song! Perform: 1d20 + 8 ⇒ (5) + 8 = 13
| "No-Eyes" Bellamy |
Confronted by the thugs early in the morning, No-Eyes uses Bluff to Aid Another Jack Tar.
Bluff: 1d20 + 4 ⇒ (18) + 4 = 22 Success! Jack Tar adds 2 to his result.
Day 2_____
Is Kroop drunk?: 1d100 ⇒ 44 Drunk!
Today= Cooking: Assisting Ambrose Kroop in preparing the day’s meal.
If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
Day action: Work Diligently (+4 to check)
Profession:Cook: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24
No-Eyes prepares a magnificent feast!
Night Actions: Drink the Rum
Fort save vs DC5: 1d20 + 2 ⇒ (3) + 2 = 5 Save! Barely!
Charisma bump: 1d4 ⇒ 3
-Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Does OK, about average.
| Terry of Quent |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
---
Terry smiles and nods at the concerned female, shrugging slightly as he indicates the aggressors. "If yer int'rested, I hear the old man here can help ya have a little more grub later today. 'Course, that means we have ta get to work . . .."
---
Bluff Aid Another: 1d20 + 6 ⇒ (4) + 6 = 10 Obviously, they haven't had no-eyes' cooking, yet!
---
Finally reaching the deck, Terry finds himself assigned to work at clearing the lower rigging and replacing damaged or frayed lines. The work is a little more dangerous than he was assigned the day before, but still proves maddeningly routine. Finding a little time in his day, Terry sneaks into the forecastle for a little shade, and looks around, learning what he can of the ship's layout.
---
Action: Sneak
Rigger task: 1d6 ⇒ 1 Rigging Repair
Rolling a 1 fails by 3, so can not fall on DC10 climb checks, effective auto-success on those checks (just keep rolling dice until good).
Profession (Sailor): 1d20 + 6 ⇒ (6) + 6 = 12
Perception for Sneak: 1d20 + 7 ⇒ (2) + 7 = 9
---
That night, Terry decides to find the woman who seemed concerned about the group of thugs attempting to help the new crewmembers find trouble. He hs an inerest in finding out who she is, and if she could prove to be an ally within the crew or not.
---
Action: Influence (Trying to make a friend . . ..)
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29
| "Doc" T. J. Juckson |
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4
Doc remains quiet during Jack's exposition, hoping to avoid a situation after seeing yesterday what trouble can get you on this ship.
-----------------------------------------------------
Day 2
Doc spends the day working on repairs throughout the ship.
repairs-Dex check: 1d20 + 2 ⇒ (14) + 2 = 16
Craft (carpentry) maybe?: 1d20 + 8 ⇒ (13) + 8 = 21
As he works he tries once again to make small-talk with the gnome. "So, how long you been at sea? I been out here my whole life. Can't wait to get off, I tell you. But it keeps pullin' me back in."
Diplomacy: 1d20 ⇒ 19
-----------------------------------------------------
That night over No-Eyes' grub he tries to strike another conversation with the red-haired woman. "So, we didn't get enough chance to talk yesterday. The name's T.J., but everyone's called me Doc since one of my pop's men crushed his leg and I was the best one with a saw. Ship medic ever since. What's your story, if'n you don't mind my askin'?"
Diplomacy: 1d20 ⇒ 7
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"Gentlemen! I say it is rare for a sailor of low rank on such an esteemed ship to be greeted by such fine looking men as yourselves this early in the morning! And I greet you, honored fellows, in the name of Besmara and her holy bosom! Indeed, I know our esteemed captain would approve so such camaraderie in the name of seamanship, but my compatriots and I have jobs to do, as do yourself, oh esteemed ones, so let us make our way skyward and give praise to the dawn for another day!" Jack begins to walk boldly forward!
[dice=Bluff]1d20+8
The men look at each other as Jack walks past them when suddenly Jack is brought down hard to the ground in a flurry of blows as his shirt is ripped off. The action so sudden and furious that the rest of you are taken aback.
Slam!!!
"Stupid Swab!!! Do you think us good natured? We are pirates and you are fish bait!!!"
Ripped!!!
"The Sea B+### preserve us!!!! He's her priest!!!!"
The men back off as mutterings begin to spread around the assembled crew.
| "No-Eyes" Bellamy |
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Sense Motive: 1d20 + 0 ⇒ (8) + 0 = 8
Puzzled at what he overheard, Bellamy nevertheless goes over to stand by Jack.
"TAKE ABACK YE DOGS!" He shouted. "I BE THE COOK'S MATE, AN' IF YE WANT MORE THAN SEA URCHIN FER YER MEALS FROM NOW ON, BACK OFF!!
Bluff: 1d20 + 4 ⇒ (20) + 4 = 24
| Terry of Quent |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
---
"A pirate doesn't yield the advantage. He creates advantage and then uses it. If you're done pretending to be pirates, we have work to do." As he's talking Terry goes to help Jack back onto his feet. "Well, we know these aren't worth the time, now, don't we?"
---
Bluff: 1d20 + 6 ⇒ (9) + 6 = 15 Meh.
| Jack Tar |
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Sense Motive: 1d20 ⇒ 8
Jack, spitting out blood from his split lip, stands and smiles at his attackers. "The Queen of Pirates sees all, lads. It's a bad idea to ruffle her priests." Straightening himself up, he holds his head proud as he walks out on deck, waiting until he's away to curse and swear at the bruises spreading across his back...
| "Doc" T. J. Juckson |
Apologies; I've been traveling a bit this weekend.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
Doc stands quickly as the men begin the fight but says nothing after the tussle is finished. He remains quiet and follows Jack out of the room, giving the men a glare as he walks out.
Once they are out of sight, Doc motions to Jack, "Impressive work. But you should let me take care of that lip. No one gets intimidated by a guy shivering in bed with an infection."
Heal: 1d20 + 7 ⇒ (14) + 7 = 21
After cleaning out Jack's wound, Doc says to the others, "They were afraid, I've no doubt about it. As long as we have that advantage we need to do everything to maintain it. The illusion of power can be just as strong as actual power-which, frankly, we don't have right now. Don't go acting up any time soon; just let the stories spread for now."
nightdeath
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Day 2
You all get up to deck and start work. The day itself is not hard being pleasant but you all feel eyes watching your every move. Whispers stop the moment you come near, It is unnerving to say the least.
Mr Plugg though seems in rare form today, his whip lashing out almost repeatly and almost everyone on swab duties feels the bite of his whip at least once.
GM Dice Randomiser: 1d4 ⇒ 4
1 - Jack Tar
2 - "No-Eyes" Bellamy
3 - Terry of Quent
4 - "Doc" T. J. Juckson
GM Dice Randomiser: 1d20 ⇒ 20
GM Dice Randomiser: 1d100 ⇒ 65
Jack Tar
You work in complete silence with your pain, gritting your teeth when ever you strain a sensitive spot however your managed to complete your work and end up better than when you started.
"No-Eyes" Bellamy
Kroop maybe a drunk but he keeps excellent cookbooks!!! You manged to find a stash of incredients and whip up an excellent meal of fish. An unfortunate Seagull and well...more fish.
Terry of Quent
Rigging might look easy but today seems a bad day to be climbing. Strong winds make it less so. Despite your best efforts, you still get bumps and bruises but at least you completed your tasks before you attempt to explore the ship. Unfortuantely Mr Plugg catches you and gives you a lash for your troubles.
"Get back to your job or a whipping like the sea dog you are, yar get!!!"
Lash (Non-Lethal): 1d4 + 2 ⇒ (2) + 2 = 4
"Doc" T. J. Juckson
Sorry I have no idea who you're trying to talk too. I must have missed that. Could you enlighten me?
Incidently you see your fellow ship mate Jack enduring his injuries throughout his shift but is aided by a rather mysterious crew member who after a brief exchange of words hands over something to Jack before leaving.
You do your work well enough wincing whenever you stretch too much a tender spot from your early morning treatment. During midday however, while taking a short break, you are approached by a rather charming young woman.
She grins and before you know it, she has already casted a spell on you. Your early wounds knit, aches are soothed and pain eases.
"I'm Sandra Quinn and I heard you be like me though I doubt it. Now take off your shirt so I can see your little pretty back. Nasty Business this morning I can tell you. And oh by the way, I think this be yours"
Sandra tosses over your bard kit, including the drum.
All Night Actions are on hold until the Day is done. If you wish to redo your Night Action based on what happens in the day, you may.
| Terry of Quent |
If you go back and read the few postings we got form the original GM, A woman with red hair made an appearance without direct interaction already. Given the picture of Sandra Quinn, it could be the same NPC. We wouldn't really know, though.
| "Doc" T. J. Juckson |
Yes, I think Terry is right. We were given descriptions of several other captives including a gnome and a woman with red hair and tattoos. Doc has been trying to befriend the two of them while working. Neither has given me a name or info yet but it is probably the same girl.
nightdeath
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Doh! I see. Found that post. Yes. That Red Hair Woman is Sandra Quinn. More on the other 2 as I figure which is which lol. Will try to work it into the current story. Thanks.
For Now Doc, take note that everytime you tried to talk to the red haired woman, she ignores you but you notice it's because Master Scourge is always around and I mean always around her.
Let's move one to the Roleplay as several things will start to get on from this point on.
nightdeath
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Sandra flips her hair as she adopts a rather sultry pose.
"Ah've being here longer than you sugar, just not that much longer if you catch my drift. Ah've being here long enough to learn some things and if you're on this ship, you got to learn fast or you're fish bait. Ah'll be around if you need some help but don't be like your other friend. Ah'm wanted. Very Much So."
As Sandra turns to leave, she looks around as if looking out for someone before swiftly making her way across the ship.
Jack has discovered something useful. Useful indeed.
Commence Night action if all of you do not have anything to add on.
nightdeath
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Sorry Doc it took me some time to discover who it was you're trying to talk too. Here it is.
Day 1
The Gnome is definitely handsome and comes across as a pretender to the pirate name.
I, my good man, am Conchobhar Turlach Shortstone, a professional gambler. You good sir, while interesting, are boring me. I ask now that you leave me alone as Whelps such as yourself would of course draw attention............unhealthy attention. Mayhaps if you have coin to spare, we can dice as day ends.
He also seems abit full of himself.
GM Tip. Make full of the actions to get to know the crew.
| "Doc" T. J. Juckson |
No problem, I know it's probably hard jumping in where someone else left off. We were told about several NPCs so I figured they were important so Doc has just been trying to get to know everyone first before doing much of anything.
Doc nods politely to the gnome. "Apologies, Conchobhar. I should get back to my work anyways."
------------------------------------------------
Night of Day 2
Doc sits around the table and eats his meal while speaking to Jack, No-Eyes, and Terry. "The gnome's name is Conchobhar, a gambler. Careful around him, I suspect he'd cheat you dry. That woman-the red haired woman-what do you guys make of her?
Not really taking an action this night-using the time to catch up with the other PCs and maybe get the lay of the land-or boat, as it were.
| "No-Eyes" Bellamy |
Day 2 Night Actions: Drink the Rum
Fort save vs DC5: 1d20 + 2 ⇒ (3) + 2 = 5 Save! Barely!
Charisma bump: 1d4 ⇒ 3
-Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Does OK, about average.
___________________________________________
No-Eyes listens to Doc and his interactions with the crew.
"Aye, I think ye have the right of it wit' the gnome Conchobhar. The red haired girl, I think she be a friend in all but name already. Best not t' lose her favor. Mebbe we ought to make more friends; mebbe focus on a few of 'em at first. Any idee who?"
| "Doc" T. J. Juckson |
Looking around, you all notice that four other people stand apart from the crew by their apparent unease and relative cleanliness.
One is a red-haired woman wearing a tricorn hat with tattoos covering both her arms and skin tanned by years out at sea, a short, muscular halfling woman with a fierce scowl on her face, a large, angry looking young man with a blue Varisian scarf tied around his head, and a foppish looking older gnome gentleman, dressed in a wide purple hat, matching pants, an eye patch and an expensive looking white silk shirt.
Doc replies to No-Eyes, "Agreed. Let's stay on the red-headed woman's side. There's also the halfling gal and the young Varisian man. Let's feel them out first before making any moves. I'll speak with the halfling tomorrow while we work."
| Terry of Quent |
"Fair enough. Most of the crew seems too afraid of the lash to spend time making friends up on deck, though. We'll need to try to do that down here, where the gangs have already started defining themselves . . .."
nightdeath
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As you all sit back and contemplate your fates, one is thing is for sure. You are tied to this ship and its crew. You have a friend it seems and many enemies. How will you all proceed from here as the night grows long, waves rocking the ship with its own gentle tempo.
What will you all do now?
| "Doc" T. J. Juckson |
If it's the end of the day Doc will simply go to bed early after speaking with his companions. He's trying to keep low for the moment and doesn't want to cause a scene.
| "No-Eyes" Bellamy |
Day 2-Night actions
As listed previously, No-Eyes will drink the rum (makes the save), then Entertain the crew with his ribald tales and comedy (does about average), then hit the hammock for the night.
| Terry of Quent |
Well, since the clue-bat seems to indicate I should try to talk to someone other than the red-head, Terry will spend the evening trying to make new acquaintances. The choice was to influence another, and it still is. I just don't have a specific target anymore (missed the clue about the one member of the gang that tried to start a fight with us). I can reroll the Diplomacy check if you want, but I REALLY liked the 29 I rolled originally!
nightdeath
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| 2 people marked this as a favorite. |
Hold on. I'll take the 29. Long List
A black eye for your troubles, however Terry is successful at getting his information, Pain notwihstanding. He learns at least of the following.
New Crew Members:
Yourselves Job: Various
Sandara Quinn Job: swab
Rosie Cusswell Job: swab
Crimson “Cog” Cogward Job: swab
Conchobhar Turlach Shortstone Job: rigger
Standing Crew:
Barefoot Samms Toppin job: rigger
Giffer Tibbs job: swab
Jack Scrimshaw job: swab
“Ratline” Rattsberger job: rigger
Tilly Brackett job: swab
“Badger” Medlar job: swab
Shivikah job: swab
Aretta Bansion job: swab (Among the ones who jumped you)
Fipps Chumlett job: swab (Among the ones who jumped you)
Jaundiced Jape job: swab (Among the ones who jumped you)
Maheem job: rigger
Slippery Syl Lonegan job: rigger (Among the ones who jumped you)
Tam “Narwhal” Tate job: rigger
Jakes Magpie (Deceased) job: swab
Ship Officers:
Captain Barnabas Harrigan - Captain of the Wormwood
Mr. Plugg - First mate
Master Scourge - Boatswain and master-at-arms
Ambrose “Fishguts” Kroop - Cook
Cut-Throat Grok - Quartermaster
Peppery Longfarthing - Sailing master and old friend of the captain
Riaris Krine - Master gunner
Habbly Quarne, the “Stitchman” - Ship’s surgeon and carpenter
Kipper - Gunner’s mate and bootlicker for Plugg and Scourge
Patch Patchsalt - Boatswain’s mate and sycophant of Plugg and Scourge
“Caulky” Tarroon - Captain’s cabin girl
Owlbear Hartshorn - “pet” of Mr. Plugg
Source of Info: “Ratline” Rattsberger
Source of Black eye: Fipps Chumlett
nightdeath
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Moving this along
Day 3 - Something stirs
The crew is subdued and though they don't give you problems, they don't go out their way to be friendly to you either.
Master Scourge seems to be in a foul mood today. Maybe that could explain the crew's behaviour.
Day Job and Night Job please.
| "No-Eyes" Bellamy |
Day 3_____
Is Kroop drunk?: 1d100 ⇒ 70 He's sober today
Todays job= Cooking: Assisting Ambrose Kroop in preparing the day’s meal. With Kroop sober, success is automatic.
DAY action: Influence Targeting the Cook, Ambrose Kroop.
"Hey cookie; ye ever hear of the priest of Abadar, the prostitute an' the gnome? Well lemme tell ya..."
Performance: Comedy: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Diplomacy: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Unfortunately, Kroop thought it was about his mother...
NIGHT Actions:
Drink the Rum
Fort save vs DC5: 1d20 + 2 ⇒ (8) + 2 = 10Save!
Charisma bump: 1d4 ⇒ 3
Entertain: Make one Perform check to entertain the crew
Perform:Comedy: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Critical success! He has the crew in stitches for the evening (gains +2 to Cha checks for 24 hours).
| Jack Tar |
DAY 3:
Swab Task: 1d6 ⇒ 5 = Runner
Jack spends the day running messages and small items. He spends the day working diligently. Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11 and Con check: 1d20 ⇒ 14
NIGHTTIME:
Jack spends the night quietly drumming on his drums, not bothering to influence anyone. He goes to sleep early, after drinking his rum! Fort: 1d20 ⇒ 14 adding Cha Bonus: 1d4 ⇒ 2.
| Terry of Quent |
Day 3
Day action? Influence. Will try to make friends with "Narwhal", another Rigger.
Rigger Job: 1d6 ⇒ 1 Rigging Repair!
Again, can't fail the Climb checks by enough to fall, so not bothering to roll them.
Profession (Sailor): 1d20 + 6 ⇒ (9) + 6 = 15
Terry focuses on meeting the other riggers, starting with "Narwhal" He'll talk about getting Shanghied and try to find out how "Narwhal" joined this crew, letting the convesation go where "Narwhal" wants it to go, but Terry will try to keep things going by telling tales about growing up in a whore-house should "nrwhal prove not to want to talk.
Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21
Night Action? Influence. We need friends!
Terry will attempt to speak with Rosie Cusswell. Having an idea how badly behaved pirates can get after they've been at sea for a while, he tries to be as non-threatening as he can manage.
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
EVERY die roll is less than half of what's possible on the die. <sigh>
| "Doc" T. J. Juckson |
Day Three
Doc will once again take up a saw and work on repairs. Today he focuses on his work and keeps his head down (working diligently)
Dex: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
At night Doc decides to nibble at No-Eyes' food while chatting with "Cog". "So, Cog, where'd you come from? With a name like that do I have the rights when I assume you're good with machines?"
Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16
| Reijo Ilvonen |
Day 1 (Retrospect)
The angry man takes in the first day's keelhauling of Jack Magpie with his usual dour expression... perhaps even moreso, if possible.
Perception: Plugg: 1d20 + 6 ⇒ (20) + 6 = 26
Heal: Magpie: 1d20 + 1 ⇒ (14) + 1 = 15
After taking his swig of grog, the grim man observes Bellamy's performance with lackluster disinterest. He stares off ahead at a wall, rather quietly since the keelhauling, in fact... one might think he's burning a hole in the wall, from the severe expression upon his face...
Fortitude: grog: 1d20 + 3 ⇒ (12) + 3 = 15
Reijo hits his bunk soon after...
"Mist'r Baldy..."
"Mast'r Scurve..."
"Mist'r Baldy..."
"Mast'r Scurve..."
"Mist'r Baldy..."
"Mast'r Scurve..."
| Reijo Ilvonen |
Day 2 (Retrospect)
It's a good thing the four fretful scumbags gave up so quickly. From one corner of the room, Reijo began approaching... with clenched fists, and a ruddy hue on his face.
After passing them, his nearby mates may have heard a low, gravelly whisper from Reijo, "Small-balled scum..."
...
Reijo keeps to himself during the day and night today. He takes to his deck-swabbing daytime duties with diligence, and with silent grumpiness. A perceptive crew mate might catch one of his occasionally darting glances seeking out the belligerent Plugg and his lackey Scourge with looks that could kill...
Strength: swab the deck: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
At night, the grumpy man downs his grog swiftly, and heads to bed early again.
Fortitude: grog: 1d20 + 3 ⇒ (9) + 3 = 12
| Reijo Ilvonen |
Day 3
Reijo works diligently during the day, swabbing the deck.
Strength: swab the deck: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
At dusk, Reijo begins to come out of his shell tonight. He downs his grog like a pro, letting a deep belch escape.
Fortitude: rum: 1d20 + 3 ⇒ (6) + 3 = 9
He takes a seat next to Bellamy. As he eats his meal, he compliments him, "Not bad t'day, Blindey. Ye run outta barnacles?"
"So," he adds, with a wry smirk, "Who be th' saucy red head..." realizing his error (Bellamy can't see!), "ehr, the lass who be takin' a likin' ta the Drummer Boy 'ere?"
Reijo scans the room they're in, seeing who is there, and if any of the four who jumped them the previous morning are there. He is also looking for anyone with a familiar-looking pipe as his hand grasps nothing but air where his pipe pouch once was.
Rum, rum! Not grog. Anyway, waiting to see if anything interesting happens before deciding on Night Time action. Also, I am thinking Reijo's been out of the loop for a couple of days.
nightdeath
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So far so good guys.
Narwhale tells you to shut up and leave him alone being that it's a lull and you crazy landlubbers need to learn your place. he does hint that He's looking for someone to play cards with that cardsharp Gnome.
Your attempts with Rosie however does get her to listen though she lets slip that she's missing something precious to her.
Cog threatens to slit your throat the next time you come near him.
Sense Motive DC 15
By Everything you heard, this Sandra might be someone to talk too. Especially that missing pipe, you swear its song is coming from near you.
| Terry of Quent |
During the evening's strategy meeting . . .. "Is anyone up to facing off against a card shark? Could make us a friend with another rigger that way. I also found out that we're not the only ones who have had their stuff taken. If we can find where everything was hidden, just giving people their things back should work wonders."
nightdeath
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