RAWLIN.
Ragdollmaster (Troy) [3-1=2]:
"Mmm. Just the smell is taking the edge off. Oh yeah, come to papa, baby."MMM, man those smell good. You're gonna eat these like a pro. Smear some butter on that thing, maybe some of that sweet fruit spread stuff, hell, maybe just skip straight to some sliced fruit! Your mouth salivates as you drift off into daydreams of delicious griddle cakes.
*sniff*
*sniff sniff*
You smell burnt toast. Oh. Oh ♥♥♥♥, that's not toast!
You panic as you realize what happened, and quickly get the smoking cakes off the stove and onto a readied plate. Afraid of what you'll find, you gingerly lift one up and check the underside then wince when you see that it's blackened.
Well... Maybe they're still edible?
CharacterMiggles (Robert Wright) [4-2=2]:
...You can make juice out of carrots?
...Really?
You're not sure about that... I mean, they can be juicy after a wet season you guess, but... making JUICE out of them? That's silly. Not that you would have any on board. Most of the provisions are raw foods, waiting to be cooked up into stuff that's less crappy, like Troy is... uh.
TRYING to do.
Anyway, you don't feel too bad from the booze last night at least. It was more the whole, falling down and getting knocked around and using several Jumper Charges.
CharacterFail Flail (Grif Mason) [10]:
Ignoring the cooking shenanigans, you grab a couple of the griddle cakes after Troy takes them off, and head up to the deck, munching as you go. You make a funny face at the taste; the bottoms taste like crap, but the rest of them are intact, and not half bad. You bet they'd go well with something to sweeten them a bit.
Looking around the deck, you see SOME things you can work on. The damaged railing and some of the gouges up on the deck you can handle. No problem. Anything on the sides? Oh hell no.
You'd have to climb on the smooth exterior of the ship to get at them, and that's a fantastic way to slip and fall to a horrible death. They don't seem to be impeding anything either, so those can wait until the ship finds a shipyard or even just some dry ground to land on.
You head back down and grab a set of basic carpenter tools, along with a few planks in various sizes. You should be able to fix up the railing with these. Charlotte decides to ride on the hammer for the moment, and probably will stay there until you start swinging, just to be a pain.
CharacterIzen (Sedraxis) [7]:
"Can somebody reload the harpoon while I fix this drunk's leg?"
"I'll do it, I guess. Not much else to do. It'll be easier than cooking..."You'd make a bad housewife.
You head into the harpoon's chamber, and look around. There's the cannon itself mounted front and center, right in front of a slit in the bow for the cannon to fire through. Sitting next to it mounted to the floor is a large manual winch with an equally large spool of metal cable. Off to one side is a replacement spool, and next to THAT are two replacement harpoons! They're about 4 feet long each, and have a number of large 6 inch spikes alternating around the first foot of the shaft, with a reinforced eyelet on the very end for attaching the line.
You examine the line still attached to the harpoon cannon; still intact, a bit blackened from Rob's Jumber Charge, the end of it cut and melted off by Troy's Moonlight Edge. You're lucky he used magic to cut this actually, if he hadn't it probably would've frayed and you'd have to lose a lot of the cable. As it is, you can just loop the cable through a new harpoon and use a bit of high temperature flame to weld the cable to itself.
...
You need some flame.
CharacterMaart3n (Mareikura) [9]:
"I vote west! Can somebody reload the harpoon while I fix this drunk's leg?"
"I'll do it, I guess. Not much else to do. It'll be easier than cooking..."You nod, then hearing your injured crewmate's bitching, go down and fetch the medkit, then go back up to the bunkroom and sit yourself down next to James.
Opening the kit, there's everything you'll need to fix a leg! Actually, this is a pretty damn good kit. A couple regrowth potions for those HORRIBLE accidents, various magical and alchemical nulls to counteract poisoning and lingering magical damage, conventional bandages and gauze for mundane fixes, rolls of Healing, Purification, and Binding Wards plus a metal socket for attaching a Utility Crystal... Damn! This ship really got set up good!
You gently wrap James' leg with the Healing Wards, making sure to cover all the skin of area with the fractured bone. You carefully insert the Crystal Socket into the bandages, then grab a utility crystal from a nearby cabinet. Wonderfully useful, these things. About the size of your thumb and they channel energy from the air into whatever they're attached to.
With the crystal attached, the runes on the Ward quickly light up with a pale green light, and a barely audible hum emits from the wrap.
"Alright, just don't move your leg until those runes turn blue, and you'll be fine."CharacterTomaster (James Tiber) [9-1=8]:
You yell for assistance and booze as your head throbs. Mare comes in soon after with a medkit, does his crazy magician stuff, and provides you with assistance. But not booze. You don't take your eyes off the shifty bastard the whole time.
"Alright, just don't move your leg until those runes turn blue, and you'll be fine."
"Cool story bro, I need some rum."
"If you start drinking now you'll get alcohol poisoning. The Healing Wards divert your body's natural healing processes as it is, if you make it worse with more booze then bad things will happen."
"But I'm still hungover! I'm still working through THAT booze! I don't wanna die, get these things off me!"
"You already worked through the majority of that, your brain is just complaining because it went to bed drunk and woke up not drunk."CharacterGame Events: The ship stands still in the sky, waiting for its Captain's command as the sun rises high enough in the sky to erase the orange tint and replace it with a normal blue sky.