Turn 3: The Best Laid Plans...
Alice
( Diplomacy: 5+1 )
Golm snorts a bit. "Think you're funny, eh. At least ye ain't full o' yesself." He looks you up and down. You think his eyes linger on your chest a bit longer than elsewhere, but you can't quite tell.
"Eh, sure, why not. Coppl'a the men jost quit. Don't expect annithin prestigious, though. You start from the bottom, like everyone else. Naw get us those drinks ye mentioned."
Salem
( Combat: 3+3v8+3 )
The bastard laughs. You start to swing your upper limbs down-
And then suddenly you're on the ground a few feet away, seeing stars, with all four hands empty - probably because you were already holding your weapons loosely. For some reason, all you can think about is how white and smooth the floor beneath you is. It doesn't seem like the deck.
"Think yer soo clever wit' all yer fancy moves, doncha scarecrow?"
You consider that this may have been a tactical blunder.
Wing
Weird shit passes through Adjilia all the time. Sure, usually it's something the inventers or mages came up with, but stranger stuff comes through, too, usually from the adventurers. The local coppers wouldn't so much as blink an eye at this thing, save for the paranoia runes, and for those, they'd probably just ask you to scratch them out; keeping it mana-deprived like it is now should be perfectly safe. That doesn't bar the possibility of the item having importance beyond its function, of course, but that's outside your knowledge of what forces may be at work.
( Magic: 7 )
You take some time working with scrap metal, changing iron to copper, turning some bronze into a liquid before hardening it again, and making a piece of steel behave like rubber. Small expenditures of magic like this are pretty easy, especially because you use several of these techniques regularly to ease repairs. However, it occurs to you: while these work just fine with the magic you're used to here, you don't actually know how well that would translate to magic in the other world. After all, there's something about magic there that keeps other-you from doing it.
Regardless, you share what you know with your alternate. Maybe it'll be helpful?
Mysti
"Excellent! Just gimme a bit longer to get more crew..."
( Crew Size/Quality: 3 )
As the hours go on, you can't help but notice that Captain Seen seems a bit frantic about getting crew members, and rather willing to take on whoever's willing to join. The reason for that becomes more apparent in the evening, when you make the way to her ship. While it's a reasonably large vessel, it's blatantly obvious that there's only barely enough crew to keep it running, maybe not even quite enough, and most of them are nursing an injury of one sort or another. Seems that however the last expedition went, it had a lot of casualties, and new people were desperately needed.
As your new captain gives you and the other new recruits a tour of the ship, it becomes similarly clear that a good chunk of them - maybe one in four - has never been on a ship before.
This will certainly be an interesting experience.
Max
( Movement: 7 )
Get off the ship? Sure, easy enough. Get onto the "island"? Real simple. Do it discreetly? Well, all those people left a while ago, and they haven't come back...
You make your way across a balcony area that's laying mostly flush with a mat of vines; it seems it was made for allowing safe disembarking at areas without constructed docks. From there, you cling carefully to the vines as you make your way to a relatively large island further up; when you reach it, it's mostly just covered in grass, though a couple of pipes stick out of the ground in a number of places for no apparent reason.
There's other linking vines attached here, one going up and inward, one off to the left that connects to that water pool island, another down and to the right obscured by a tree's canopy.