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<blockquote data-quote="Insight" data-source="post: 5962776" data-attributes="member: 11437"><p>[ooc]Day 2 - Day: Reiko wants to find out where the ship is headed and along that route, if there is any land where she might jump ship. This will be an ongoing pursuit and I suppose it should start with some Diplomacy checks, which I will make below. I figure Peppery Longfarthing would be the first logical step in this process. Would she be the "navigator"?</p><p></p><p>BTW I do not see a Diplomacy DC for Peppery Longfarthing. Let me know if this action is not possible and I will think of something else.</p><p></p><p>Day 2 - Night: Sleep</p><p>Day 3 - Day (Drinking with Ambrose Kroop): Fortitude check is made below. She has 2 actions today, so she will "Work Dilligently" and then More Influence - Diplomacy with Peppery Longfarthing.</p><p>Day 3 - Night: Sleep</p><p>Day 4 - Day: More Influence - Diplomacy stuff with Peppery Longfarthing.</p><p>Day 4 - Night: Talk to Nightstorm about his staging fights idea.[/ooc]</p><p></p><p>Reiko sits on a stool next to the larder. While listening to the cook babble on about his sea tales, she stares at a half-full glass of rum. Reiko so wishes she could be done with this ship. She never wanted to be a sailor.</p><p></p><p>Once Kroop had dozed off, Reiko makes her way out of this galley and carefully sneaks around the ship. Reiko has the idea that she should figure out where the Wormwood is going. And she figures that the person who might know that would be the sailing master, Peppery Longfarthing.</p><p></p><p>Reiko manages to locate Peppery Longfarthing on the top deck.</p><p></p><p><span style="color: Lime">"So,"</span> Reiko begins. <span style="color: lime">"How are the winds today?"</span></p><p></p><p>She moves in closer. <span style="color: lime">"How do you stay so calm, so professional, with all of these swarthy heathens on this vessel? Do the men pester you? Do they ask you for "favors"? Do you keep them at bay?"</span></p><p></p><p>[ooc]This would be the first Diplomacy check. Depending on how this goes, Reiko would be back on Day 3 (and possibly Day 4) to see if she can find out where the Wormwood is going.</p><p></p><p>EDIT 1: I just realized Reiko should have a -1 Diplomacy, so those checks just got worse.</p><p></p><p>EDIT 2: Well, with those rolls, I don't suppose Reiko gets any information. This is largely a waste of time; Reiko is not trained in any sort of social skills. Not sure what else to do with her.[/ooc]</p><p></p><p>The following evening, Reiko makes her way around the Wormwood to find her fellow conscriptee, Nightstorm, in his bunk.</p><p></p><p><span style="color: lime">"Nightstorm, I have thought about your proposition and I think it makes sense. We should talk."</span></p></blockquote><p></p>
[QUOTE="Insight, post: 5962776, member: 11437"] [ooc]Day 2 - Day: Reiko wants to find out where the ship is headed and along that route, if there is any land where she might jump ship. This will be an ongoing pursuit and I suppose it should start with some Diplomacy checks, which I will make below. I figure Peppery Longfarthing would be the first logical step in this process. Would she be the "navigator"? BTW I do not see a Diplomacy DC for Peppery Longfarthing. Let me know if this action is not possible and I will think of something else. Day 2 - Night: Sleep Day 3 - Day (Drinking with Ambrose Kroop): Fortitude check is made below. She has 2 actions today, so she will "Work Dilligently" and then More Influence - Diplomacy with Peppery Longfarthing. Day 3 - Night: Sleep Day 4 - Day: More Influence - Diplomacy stuff with Peppery Longfarthing. Day 4 - Night: Talk to Nightstorm about his staging fights idea.[/ooc] Reiko sits on a stool next to the larder. While listening to the cook babble on about his sea tales, she stares at a half-full glass of rum. Reiko so wishes she could be done with this ship. She never wanted to be a sailor. Once Kroop had dozed off, Reiko makes her way out of this galley and carefully sneaks around the ship. Reiko has the idea that she should figure out where the Wormwood is going. And she figures that the person who might know that would be the sailing master, Peppery Longfarthing. Reiko manages to locate Peppery Longfarthing on the top deck. [COLOR="Lime"]"So,"[/COLOR] Reiko begins. [COLOR="lime"]"How are the winds today?"[/COLOR] She moves in closer. [COLOR="lime"]"How do you stay so calm, so professional, with all of these swarthy heathens on this vessel? Do the men pester you? Do they ask you for "favors"? Do you keep them at bay?"[/COLOR] [ooc]This would be the first Diplomacy check. Depending on how this goes, Reiko would be back on Day 3 (and possibly Day 4) to see if she can find out where the Wormwood is going. EDIT 1: I just realized Reiko should have a -1 Diplomacy, so those checks just got worse. EDIT 2: Well, with those rolls, I don't suppose Reiko gets any information. This is largely a waste of time; Reiko is not trained in any sort of social skills. Not sure what else to do with her.[/ooc] The following evening, Reiko makes her way around the Wormwood to find her fellow conscriptee, Nightstorm, in his bunk. [COLOR="lime"]"Nightstorm, I have thought about your proposition and I think it makes sense. We should talk."[/COLOR] [/QUOTE]
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