Besides Jing and Myra, there were four other new crew members aboard the<em>Wormwood</em>. Two of them were Sandara Quinn and Conchobhar Turlach Shortstone whom they already knew. Rosie Cusswell was a halfling with a foul temper and a fouler mouth, shorter but more muscular than most of the crew. Crimson "Cog" Cogward was a brooding loner of a man who unlike the others had actually volunteered to enlist.<br/><br/>They all shared a common hatred of Master Scourge and Mister Plug, which provided them a topic to stay up late griping about in the safety of the night. Scourge had confiscated Rosie's beloved fiddle on the flimsiest of pretexts and now it was gathering dust in the quartermaster's store. So far she had not managed to convince Grok to give it back. Cog had negotiated to sign on as a rigger, but here he was stuck as a lowly swab, and Scourge and Plugg seemed to take sadistic pleasure in his dilemma instead of solving it. Despite having Sourge and Plugg as constant enemies, Rosie and Cog were still apprehensive about throwing their lot in with Jing and Myra and Sandara, afraid that any open association might lead to a whipping or worse.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 14pt;">Day 3</span><br/><br/>Nobody dared to get in Jing's or Myra's way again. Jing had another day of working in the rigging ahead of him, but Myra had a more interesting task. Kroop had sobered up enough to work, and while he took back the job of cooking, he had Myra replenish the larders by catching fish using the ship's nets.<br/><br/><hr/><br/><span class="bbc_u">Daily Task</span><br/><br/>Jing: DC 10 Profession (Sailor) check<br/>Myra: DC 10 Survival check<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ship Actions (Daytime) (pick one)</div><div class="spoiler_body">Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.<br/>Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.<br/>Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship.<br/>Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store.<br/>Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. Risks being discovered.<br/>Clean: Make normal checks for a job’s daily task and make a DC 10 Profession (cook) check to clean. Three days' successes are required to completely tidy up the galley.<br/>Learn about Cut-Throat Grok: learn some characteristic about Grok that influences her thinking, through gathering information or observation, with a DC 15 diplomacy or perception or sense motive check.<br/></div></div>