In Llomerryn, your character will be able to determine that while there are many captains on the island, there are generally only a few who have any power or influence beyond their own crews. Right now, the ascendant captain is Capitán Gloriana Valdez, by far the most powerful of the captains who make the city their regular port of call. She has a trio of ships, and strong ties to the Felicissima Armada, not to mention a fearsome reputation.
She is typically found holding court in a tavern called the Maker's Mark, surrounded by dozens of loyal crewmembers and lesser captains jockeying for favor. The only possible approach will be a direct one, and it will be necessary to somehow win over the aloof and skeptical captain, who has no interest in or need for the Inquisition. If they want her help--in managing Llomerryn without issue, or in any larger way, they'll have to prove themselves. But she's not going to tell you how to do that.
Your character, and whoever is enlisted to help, will be able to charm her by completing at least two of the following possible tasks:
Outdrinking her. This won't be easy, and either bringing your best drinker or finding a way to water down your own drink or otherwise cheat is advisable.
Beating her at Diamondback—she doesn't play Wicked Grace because it's too cliche.
Making at least two different pirate puns over the course of the conversation, even though she won't seem outwardly amused.
Noticing an approaching thief and preventing the keys to her ship's brig from being stolen from her pocket.
The Captain may be won over with only the drinking and card game. However, stopping the thief will allow your characters to inquire as to why someone might want the keys to her brig, in which case she may reveal—if she's been softened up by the other tasks and is feeling charitable—that her crew picked up some sailors adrift and half-dead in a lifeboat at sea, and something appears to be wrong with them, so she's locked them up for the time being. Pressing for details will reveal that the handful of men she's holding are Templars in the early stages of Red Lyrium corruption, and she may be persuaded—or even relieved and delighted—to turn them over to Inquisition custody once being informed that the Inquisition knows what the problem is and how to handle them, and doubly delighted if she's rewarded for her trouble.
Regardless of whether the Red Lyrium Templars are discovered or acquired, completing any two of those tasks will be enough to persuade her to consider the possibility of working together in the future, and for the time being to agree to keep an eye on the region and alert the Inquisition if there is any sign of Tevinter encroachment or Qunari advancement. (And to tell the other pirates to lay off and let the Inquisition order a drink in Llomerryn while they're here.)
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, you can post only a Rookery post discussing the plot or its outcome, or whatever else you'd like to do, as long as it is RPed in some form. You can add elements as you see fit—extra obstacles, arguments, whatever—but anything that may have wider plot implications must be cleared with us in advance. IC, it should occur on Harvestmere 7 and can OOCly be forward-dated or backdated as needed. You should file a report to the appropriate project leader (yourself, hello) as soon as possible but no later than October 30.
no subject
She is typically found holding court in a tavern called the Maker's Mark, surrounded by dozens of loyal crewmembers and lesser captains jockeying for favor. The only possible approach will be a direct one, and it will be necessary to somehow win over the aloof and skeptical captain, who has no interest in or need for the Inquisition. If they want her help--in managing Llomerryn without issue, or in any larger way, they'll have to prove themselves. But she's not going to tell you how to do that.
Your character, and whoever is enlisted to help, will be able to charm her by completing at least two of the following possible tasks:
The Captain may be won over with only the drinking and card game. However, stopping the thief will allow your characters to inquire as to why someone might want the keys to her brig, in which case she may reveal—if she's been softened up by the other tasks and is feeling charitable—that her crew picked up some sailors adrift and half-dead in a lifeboat at sea, and something appears to be wrong with them, so she's locked them up for the time being. Pressing for details will reveal that the handful of men she's holding are Templars in the early stages of Red Lyrium corruption, and she may be persuaded—or even relieved and delighted—to turn them over to Inquisition custody once being informed that the Inquisition knows what the problem is and how to handle them, and doubly delighted if she's rewarded for her trouble.
Regardless of whether the Red Lyrium Templars are discovered or acquired, completing any two of those tasks will be enough to persuade her to consider the possibility of working together in the future, and for the time being to agree to keep an eye on the region and alert the Inquisition if there is any sign of Tevinter encroachment or Qunari advancement. (And to tell the other pirates to lay off and let the Inquisition order a drink in Llomerryn while they're here.)
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, you can post only a Rookery post discussing the plot or its outcome, or whatever else you'd like to do, as long as it is RPed in some form. You can add elements as you see fit—extra obstacles, arguments, whatever—but anything that may have wider plot implications must be cleared with us in advance. IC, it should occur on Harvestmere 7 and can OOCly be forward-dated or backdated as needed. You should file a report to the appropriate project leader (yourself, hello) as soon as possible but no later than October 30.