Turn 5 - The Voyage Begins!Yarr! Using me expert motivational skills encourage Wolfchild to wake up.
I be slapping wolfchild awake...
ah need to wake up
(6+1+4 = F*ck it) Ye motivate 'er to wake up by wavin' Dr. Daniel's rum under 'er nose an' fannin' the fumes with yer hat, but as Wolfchild stirs, the good doctor knocks her right back out again with a great slap 'cross her face. "Oi! That's
my rum!"
Fortunately, she comes round again anyway 'afore ye had to resort ta dunkin' her in the sea.
Finish readying of cannons.
(5) Aye, what's the pitchin' of a ship at sea to an experienced Gunnery Officer? Nothin'! In minutes ye've got these cannons ready to fire at a moment's notice, not a damp fuse or a loose fast'ning about!
Load me pistolcutlass an' point it menacin'ly at th' guards.
The port be but a spot on the horizon now, but if any o' the mercenaries brought a spyglass, they'd sure be (1) laughin' tharr landlubber arses off at the sight of ye!
Also, dump the intelctual off the plank on the way out, less he be givin' me a reason t' keep his scurvy carcass. I'll not be havin' any layabouts on the Crying Annabelle!
Attempt to not get killed, and upgrade the ship using whatever is available.
Use some unused wood on the ship to build a ballista, and make some wooden ballista arrows with ropes behind it. For grappling.
(2 vs Automatic success) While the Cap'n n' crew be distracted by First Mate Squidbeard's fearsome display (and the hilarity of 'im accidentally flippin' his eight beard-braids into 'is eyes), ye dash off like a mad cat belowdecks, sneakin' past Scelly an' his men, to the ship's hold. Seein' plank, rope, and assorted carp'ntry supplies lyin' about, ye begin work on a mysterious construction
(6) A great big bow-like weapon it be, utilizin' thar prrrinciple o' torsion ter propel big hooked harpoons fer grapplin' other ships. Like the siege engines of old, but with the benefit o' modern thinkin'. "They said I was mad. Mad!" ye mutter as ye work, "but I'll show them who's mad! I'll show them all! WHO'S MAD NOW!? MWAHAHAHAHAHA!"
Ask higher-ups if'n there be some work t' do, aye.
Meet that new crazy loon that be crawlin' 'bout the ship and make meself available to the capn'. As a diplomat, it makes me look good t' be at location 'n case the cap'n needs me for discussin' job opportunities and health insurrrance.
"Bloody hell!" bellows the Cap'n. "Where'd that loon get ter? You two, find me that loopy bastarrd!"
Arr, ole Timmy be sharp 'n ready, and we be stocked with food 'n cannon, ready t' plunder! The time has come t' set sail! YARHARHARHAR!
With that distract'n delagated, ye look t'wards the horizon and think o' the voyage ahead of ye. It's probably time to take a look at that
treasure map o' yers...
Ye be at sea now, so listen well! Every day that passes, each crew member shall need to eat an' drink! So, a certain weight o' food
per crew member shall be deducted from the stores fer each day, 'less some of ye elect not ter eat or drink, then that person's portion shan't be deducted. Fer now, let's say each crew member eats
1/20th of a barrel o' food each day.
But be warned! Once ye go 5 days without food, ye must roll to avoid the effects of starvation! And if ye go 10 days without, ye die!
Perishable food gets 2 days before it must roll fer freshness, and if ye eat rotten food ye must roll to see the effects. Ye can preserve some foods to avoid this, provided ye can think of ways.
An' remember: 1 turn don't always correspond ter 1 day. It depends on what be goin' on.
-New Crewmate: Coolrune. Needs a piratey name, 'less he thinks his current moniker be sufficient.
-Raw Pork has 2 days left before it must roll to stay fresh.