
Noro_Kasuri |

Noro drinks her rum, enjoying the litle she does get and picks at her food. garbage she mutters under breath. Noro still exhausted from everything that has happened just goes and looks for a quiet hammock she can call her own and tries to get some rest.

Sarenth |

After the exchange between Brillup and Sandara: "Perhaps we should speak again tomorrow, or the day after. Best not give them the idea of a conspiracy when we're still more easily expendable. I suspect even the faithful aren't safe if somebody takes a dislike."

Brillup the Dart |

Is the ship flying a skull and crossbones? I'd figured that they weren't. They don't seem particularly Besmaran
Brillup wanders the decks, looking for someone that might need a friend.
My intended first nighttime action is Influence. Hopefully I can do a few of those.

lexibean |

There is a pirate flag on the mast, but it is not up most of the time. Its probably something they raise in pursuit. But it is not a the Besmaran skull and crossbones - its a skull with swords behind it, and a worm coming out of one eye socket.
Sandara tosses a wink and a little mock-salute at the Grippli. "I'll keep in touch." She seems to like them.
She nods at Sarenth, "I figured. Met my share of wizards over the years." She shrugs, "I'm not sure who's this is." She notes of the whip.
As for keeping their speaking spaced out, she nods. "Master Scourge in particular hates me - but I've yet to do anything that warrants punishment directly. But I've talked to several people already. You might talk to the gnome - he seems a bit over his head. Or the halfling. Grok is not a half bad person herself, for all she's a hopeless drunk. And I would avoid the rum - its part of the poison that inflicts the ship."
Perception!

Durvin Tamish |

Durvin does his best to eat in higher spirits than the keelhaul put him in. He would like to enjoy the meal, especially since he helped, but he's had better. The rum is not really his thing, so as he goes through his meal he conveniently set his down and forgets about it.
After the meal he decides that he would rather lift the spirits of the crew with a method more to his liking. He begins to belt out a song in his high voice.
"I'm sailing away,
Set an open course for the virgin sea,
'Cause I've got to be free,
Free to face the life, that's ahead of me,
On board, I'm the captain, so climb aboard,
We'll search for tomorrow, on every shore,
And I'll try, Oh Lord I'll try, to carrrrrry on!"
Stealth to ditch rum 1d20 + 7 ⇒ (11) + 7 = 18
Perform Sing to Entertain the crew 1d20 + 7 ⇒ (14) + 7 = 21

Sarenth |

"I might know who this belongs to. Might be our friend we woke up with who was so enthusiastic about keeping people in line," he tosses to Brillup as he walks away. To Sandara, he says, "I'll deliver this for you. And I'll hold onto this," he indicates his rum, "as something to use later. May be useful as a disinfectant. But I best follow our froggy friend. May we meet again, fair lady. You are as kind as you are beautiful." Sarenth doffs an imaginary hat at Sandara, then turns.
Sarenth walks down onto the main deck on his way to the hold where their bunks are. If he sees Isabella, he'll mention in passing,
"A friend says hello,
and leaves a gift that is yours,
if deduction serves."
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Is there any place where we can store things down here in the hold, or are we limited to what's on our persons or in our bunks?

lexibean |

Yes, they have lockers for everyone, including you! :)
Isabella went below, so Sarenth will have to find her later.

Brillup the Dart |

Brillup is going to try to influence Rosy. Hopefully that works out for him.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

lexibean |

"I was f*!#ing around on the docks looking for a ship to join. The retarded gnomes were the only ones that wanted a little person like me, but I told they could stuff it up their ass. Then I dunno what happened and I was here."

Brillup the Dart |

If Rosy looks amused at all by the gesture, he'll burst into laughter.
I had the same issue... but the gnomes said I was too green. Now Conchobar doesn't like me for some reason...

Brillup the Dart |

Brillup bids Rosy a good even and says that he'll keep an eye (or two, chuckle) out for her tomorrow.
Hullo, mate. Enjoying the smooth weather while it lasts? Brillup knocks on a rail to chase away any jinxes.

lexibean |

Anyway! They all find that they have a locker and a hammock downstairs. Most of the crew sleeps down there - at some point even Reck is shoo'd out of the nest so the next guy can take over the watch.
Dawn comes bright and early for those who drank the rum, and it isn't particularly pleasant. Noro is recovered, though a bit sore. Bilge work is obviously the worst job.
They only have a couple minutes to register the ringing of the wakeup bell before they're meant to be on deck, and most of those who have been on the ship longer slip right off. However, not too long after our brave party awakens, a few, more awake pirates come rattling down the stairs, eyes glancing around for something in particular.

Sarenth |

Sarenth locks his spellbook, then locks the spellbook and the rum ration into one of the lockers nearest his hammock before heading off to bed. The keys to the spellbook and the locker are hidden to prevent tampering. If Isabella was asleep already, The whip goes with Sarenth, and he tries to conceal it beneath himself as he stretches out in the hammock. Already used my actions to influence up on deck, so naptime for the Wizard.
Concealment roll to hide whip (Sleight of Hand?): 1d20 ⇒ 16+2 if Dex-based.
Next morning.
Sarenth rolls out of hammock, and, hearing the morning bells, heads toward the stairs up out of the lower hold.

Reck'Avok |

Reck awakens bright and early, physically refreshed from a good night's sleep and mentally refreshed from his sojourn at the mast head. He swiftly runs through a calisthenics and stretching routine, working the kinks out.
He takes note of the pirates returning belowdecks, and keeps a wary eye on them.
First bell means all hands topside, Reck muses. These must be working at some cross purpose.
Fastening his simple leather garment, Reck heads topside - attempting to avoid the shifty looking pirates.

Noro_Kasuri |

Noro stretches a bit, feelsh damn near like the morning after a fight. she mutters to herself.
Noro rolls out of the hammock feet on the deck. she strecthes once more nad starts to make her way topside, perhaps today will fare better than yesterday, If I go one more day without busting someone's head I might just pick a fight to let off some steam

Isabella Valencia |

The morning bell hits hard for Isabella, and she rises from the hammock, trying to shake it off. That rum...devil's doubloons that was strong. Where in the blazes did they get rum like that?
Taking a moment to stretch and clear her head, insofar as she can, at least, She begins to head upstairs. got to slow down on the rum sometime. Can't be staggerin' overboard from a night of drink..

Durvin Tamish |

Durvin awakes with a smile as he clambers down from his hammock, eager to see what he learns about cooking today. As they start to head up, and the others come down, he decides to try and be helpful, "Mornin'. Did you misplace something? I would be happy to help you find it."

lexibean |

The pirates are thoroughly demoralized by Reck's glare. It looks as though they may have been looking for a fight, but his claws and teeth and growl are more than enough to send them back up top without incident.
And then, everybody can go up top to get their assignments for the day, and nobody is late! (Yay!)
Reck: 1d6 ⇒ 1 - Oop, Reck got the Bilges today ...DC 12 Strength and DC 10 Con not to be Fatigued.
Sarenth: 1d6 ⇒ 2 - Sarenth got rat-catcher. DC 10 Stealth, Survival, or Dex.
Isabella: 1d6 ⇒ 4 - Rope Hauling and Knotwork - Tying and untying ropes, and dragging rope from one place to another. DC 10 Profession (Sailor) or Strength check. DC 10 Fort not to be Fatigued.
Noro: 1d6 ⇒ 5 - Noro is a Runner! Delivering messages to the crew and officers of the Wormwood. DC 10 Acrobatics and DC 10 Con not to be fatigued.
Brillup: 1d6 ⇒ 6 - Mainsail Duties - Raising and lowering the mainsail. Its a Profession(Sailor) or Strength check, and Fort 10 not to be fatigued.
Durvin: 1d6 ⇒ 5 - Bull Session (The best RP!) - Drinking with Kroop and listening to his stories. You drink a rum ration, but you're free to take two day actions.
Make sure to denote what type of action you're taking for the day, and post a little fluff about doin' it, a couple of these options will get you scenes that I'll spoiler.

Durvin Tamish |

Durvin shakes his head and gives a slight downturn of the lip. If the others keep treating so rough with the rest of the crew, he fears they will not make it into their good graces or make many friends.
When he gets to work, and finds out he's got nothing much to do beyond drink and chat all day, he realizes working with Fishguts may be pretty fun, if he doesn't become just as much of an alcoholic first. Since he figures there will be a story in it, he decides to ask, "So, What is your real name, since you don't seem to care one way or the other for the name Fishguts. Also, how'd you come to be the cook for the ship? They just pointed at me and sent me here, was it the same for you?" while he talks with Fishguts he circles around the galley, exploring everything the place has, interested in all the various doo-dads and trinkets.
Using the Sneak action, but not really sneaking just exploring the whole kitchen.

Reck'Avok |

str check: 1d20 + 3 ⇒ (9) + 3 = 12
con check: 1d20 + 5 ⇒ (17) + 5 = 22
Reck wordlessly accepts his unsavory assignment and heads to the bilge pumps for a day of hard labor. He doesn't jump to with quite the same alarcity as the first day, instead taking a break mid-day to chat up the quartermaster. Still, he completes his assigned task and the end of the work day finds him tired but not exhausted.

lexibean |

Down in the bilges, its dirty and quiet. There are spiderwebs in the rafters, but nothing molests him as he does his work for the day.
*Edited to add Grok.
Around Midday he finds Grok eating her lunch in her 'store'. She's kind of scrawny for a half-orc, and has a big scar on her neck.
She grunts at him when he comes in, "What do you want, sailor?" Not the most charismatic of creatures.

lexibean |

"I'd introduce ya to my friend Grok, but she's in a bit of a pinch after that business with Magpie. I'm sure she'll be by soon enough."
He takes a swig of his rum, content to talk while Durvin explores.
"The name's Ambrose. Ambrose Kroop. I guess the name's just the usual ugly thing pirates like to name each other. I was on this ship before Harrigan got ahold of it. Killed the old captain, decided to keep me alive." Maybe that's how he knows how bad conditions really are on the ship.
Gimme a perception check for snooping around the kitchen! :)

Sarenth |

Sarenth will move past the cowed pirates with the rest of the group. Up on deck, as they all head to their various assignments, he'll mention to Isabella, "Might have something for you below. Let me know when you have a moment."
After that, Sarenth heads below to start hunting rats and other vermin. If he gets a chance around the work, he'll transfer the whip to his locker. As he works, he'll also endeavor to get more of a look at the ship which appears to be his new home.
Dexterity to catch rats: 1d20 + 2 ⇒ (15) + 2 = 17
What areas are available to explore using the Sneak option?

Isabella Valencia |

Isabella stops a moment to regard Sarenth's somewhat cryptic message.
"Somethin fer me? Wait, didn't you say somethin before I fell asleep last night?" She shakes her head, still piecing together the night's events. "Strong rum..."
She'll then head off to her duties, waiting for a good moment to catch up to Sarenth without shirking her duties.
work diligently, using strength check: 1d20 + 7 ⇒ (3) + 7 = 10
The fuzziness and hangover seem to take their toll; Isabella moves about without too much trouble, but often has to come back to a knot to check it twice, or stop to pick up a rope roll she drops on account of a random sway. Can't keep me balance on a ship...what's wrong with me? Wasn't the first time I've tasted rum, I can't be this tipsy the day after. Bet they spiked it like that knave who got me here...but why? Can't work right drugged up like this...
She'll catch up to Sarenth when they both have a free moment, assuming no diversions.

Reck'Avok |

"Well met, battle-sister", Reck begins in Orc. On the off chance she's one of the city-bred half orcs who never got to learn the language of the orcs, Reck waits to see comprehension in Grok's eyes before continuing in Orc. If she doesn't understand, Reck switches to common.
"I see you have a fine scar there. Earned in fierce combat taking a fat prize? It suits you. Tell me, does this ship see much fighting? I am eager to taste the wealth of some soft merchant. "

lexibean |

"Got it when I was a child. Cutthroats left me for dead in Port Peril." She grins, showing all her sharp teeth, "Obviously weren't that thorough."
As for the ship fighting, she shrugs, "Depends on the wind and the fates and the captain's mood, really. Understaffed as we have been, haven't had a good haul for a while."

Reck'Avok |


lexibean |

"Been here a fair long time. The captain himself doesn't involve himself with the crew. Can't say as most of us have talked to him. But his ship's fair enough even if people don't always sign on willin'ly. As long as you don't steal and poke your nose where it don't belong. But Mister Plugg," Grok snorts, but says nothing else on the subject of the first mate, letting it stand at that.

Reck'Avok |

diplomacy check: 1d20 ⇒ 3
smooth, Reck, real smooth

Brillup the Dart |

Good Morning! I'll keep an eye out for Scourge and Plugg if you'll do me the same favor later. While the "Good morning" is cheerful, it's not in any way loud. He doesn't want to call attention to the layabout. Everyone needs a day of rest from time to time.

lexibean |

Finally he sits up, rubbing his head and checking the sun for what time it is.
Then he mumbles, a bit embarassed, "That's decent of you..." Probably wondering what the catch is. He certainly doesn't want to be a lookout for a thief or something.

Brillup the Dart |

Brillup the Dart. If the halfling blinks confusedly he'll add. That's my name. Brillup the Dart.
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Brillup the Dart |

Ratline, that's an interesting name... Don't think I've heard it before. How long have you been aboard?