Tara spent most of the next day fuming over her situation. At sea, as planned, but NOT in the capacity she'd envisioned. She needed help. The others that fought with her in the brawl that morning, maybe...but not JUST them. She found time during the day to sidle up to one of the other swabs. Tilly had a sense of humor about her, which Tara appreciated, and she liked her rum...which had potential in a friend, under the circumstances.
Unfortunately, small talk proved fruitless. Tara was out of practice, and her continuing smoldering anger just made her come off as insincere.
That night she tried taking the edge off by taking part in the nightly game of dice.
----
The next day she spent just working. Trying to hatch a plan. But there were dead ends everywhere she looked. The officers were on another level. You couldn't get to them, and they were handpicked and loyal...at least as far as she could tell. The rest of the crew was riffraff. Barely more than slaves.
She tried catching up with Tilly again that night, with an offering of her rum ration to make amends for the previous day's awkwardness. Tilly seemed the type to hold a grudge though...and Tara continued to get nowhere.
----
Finally she figured out to claim to be on an errand, and run down into the cargo hold. The officer's quarters were on the fore of the ship, directly above the middle hold's end. Tara spent the few minutes she could afford to be off the deck, looking for holes, cracks...crevices...anything she might use to try to spy or listen in. She needed an angle. Information. An edge. SOMETHING.
Finally, dispirited after several days of captivity, she just went to sleep. She wasn't ready to give up...but it was getting harder to keep that black cloud of despair at bay.
(OOC - Just want to say that I have the -lousiest- luck with this die roller. Any chance we can use Invisible Castle? At least there it seems to average out.
)
[sblock=Actions]Day 2 - Influence Tilly
Night 2 - Gamble
Day 2 - Work Diligently (+4 Con check)
Night 2 - Influence Tilly
Day 4 - Sneak (A6 - Middle Hold)
Night 4 - Sleep[/sblock]
Unfortunately, small talk proved fruitless. Tara was out of practice, and her continuing smoldering anger just made her come off as insincere.
That night she tried taking the edge off by taking part in the nightly game of dice.
----
The next day she spent just working. Trying to hatch a plan. But there were dead ends everywhere she looked. The officers were on another level. You couldn't get to them, and they were handpicked and loyal...at least as far as she could tell. The rest of the crew was riffraff. Barely more than slaves.
She tried catching up with Tilly again that night, with an offering of her rum ration to make amends for the previous day's awkwardness. Tilly seemed the type to hold a grudge though...and Tara continued to get nowhere.
----
Finally she figured out to claim to be on an errand, and run down into the cargo hold. The officer's quarters were on the fore of the ship, directly above the middle hold's end. Tara spent the few minutes she could afford to be off the deck, looking for holes, cracks...crevices...anything she might use to try to spy or listen in. She needed an angle. Information. An edge. SOMETHING.
Finally, dispirited after several days of captivity, she just went to sleep. She wasn't ready to give up...but it was getting harder to keep that black cloud of despair at bay.
(OOC - Just want to say that I have the -lousiest- luck with this die roller. Any chance we can use Invisible Castle? At least there it seems to average out.

[sblock=Actions]Day 2 - Influence Tilly
Night 2 - Gamble
Day 2 - Work Diligently (+4 Con check)
Night 2 - Influence Tilly
Day 4 - Sneak (A6 - Middle Hold)
Night 4 - Sleep[/sblock]
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