Now that I think of it (and after I have gone through the PFSRD exhaustively), I recommend the following:
Large Jar of Mwangi Coffee
Small Steel Mirror
Spring-loaded Wrist Sheath (2)
Waterproof Bag (6)
Signal Whistle (6)
Holy Water (as much as we can lay our hands on)
Alchemist's Fire (as much as we can lay our hands on)
Acid Flask (as much as we can lay our hands on)
Alchemical Grease (as much as we can lay our hands on)
I figured that I should ask for *everything*, and then be pleasantly surprised with whatever the GM kindly allows us to rustle up :-)
I swear that is it, though :-P
All of that seems reasonable.holy water=11
There are enough winter blankets for everyone that is travelling.
You also find a few holy symbols of various deities.
As the group is preparing to leave the total number of deckhands from the resistance caps at 15.
There are enough supplies to make the trip. The boat can go 6 miles per 8 hours if it is being rowed, and the current is with it. You have enough people to row for 2 8 hour shifts.
Assuming nothing goes wrong you would be able to cover 15 miles a day.
The trip is 780 miles.
I would suggest having the professor, and Draven(NPC you found in the small village) as 2 of the pilots.
Driving Check Diplomacy or Intimidate while rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used
If being rowed and using the sail then the highest roll takes precedence<--Not in the book, but I could not find the official rule.
Sounds good :), time for a voyage! So at 15 miles per day we will arrive in roughly 52 days! Yowza! xD
Haundo will take night watch after the second shift of rowers have gone to bed and he will rest when the first set of rowers rise in the morning that way we have some darkvision and heavy armor on night guard. Probably have Klor with me as well. :) That is if your up for it Klor!
The professor has over a +11 to sailing without using the book. Draven has an 11 exactly without using the book.
Laden thanks you many times for your assistance, wishing you well, and so does the rest of the resistance. With everything loaded onto the ship the party is finally ready to set sail.
The wind is at the with the crew the first day, and no rowing is needed.
The second day has choppy water, and a change in wind direction.
2 intimidate or diplomacy checks will be needed.
Anyone that is that is going to be awake for the 3rd shift can make the knowledge nature or profession (sailor) check to keep the boat going in the correct direction.
saxton, you have all the group stuff noted on your sheet?
De'ohge is happy to assist the others with sailing the ship, having a basic understanding of the theory himself. After a while he realizes that theory and practice are a bit further apart than he originally thought.
prof:sailor assist other 1d20 + 4 ⇒ (5) + 4 = 9
Being a creature of the shadows, De'ohge finds himself most comfortable at night and volunteers for third shift.
know:nature 1d20 + 9 ⇒ (5) + 9 = 14
Diplomacy Aid Another - Uchendu's Diplomacy Dc 10 - Success +2 to your rolls Uchendu 1d20 - 1 ⇒ (14) - 1 = 13
Hauno will rise when the first shift of rowers go to bed and he will be awake from the 2nd shift and through the 3rd shift and go to bed when the 1st group of rowers get up again.
Not being as trained in wordplay, knowledge of the sea or a professional sailor Haundo did the only thing he was good at. Leading by example. As Uchnedu urged greater effort from the rowers Haundo found one of the rowers who was obviously exhausted and pulled them out of the line. Taking their place he put his back into rowing and urged those near him to put more effort into it between breaths.
Not all, some I think you have, just the axe? I am going to post it here so it can be added to a the greater list, this now is coming off his PC sheet and will be here.
not all is in the bag of H
1 manual on ship operation-->These give you a +2 on any checks related to piloting a ship. It takes one hour to look over the book, and the bonus stays in place for 8 hours. After that you must read the book again.
Wooden box (held 4 potions of lesser restoration now split)
Tower Shield magical +1
10 light crossbows
4 heavy crossbows
4 MW strength +2 composite longbows.
6 MW strength +1 composite longbows.
100 food rations
Notes and papers - form Command center.
With Uchendu and Haundo's encourage the crew responds, giving the ship the extra power it needs to maintain its top speed despite mother nature not cooperating.
Andreas and De'oghe are able to keep the shipped pointed correction direction.
Oh my bad! I will stick with what I had stated earlier then, Haundo will be mainly on the 3rd shift because of his darkvision. :) Thanks Uchendu my mistake I thought for some reason there was only 2 shifts now ^^;
The waters calm down during the next day just about the same time that the 2nd shift take over.....
Hours into 2nd shift when this happens:1d8 ⇒ 5
Draven Perception:1d20 + 9 ⇒ (20) + 9 = 29
Draven announces that a large creature with tentacles is in the current ship's current path..
Anyone that would be awake at this time may participate....
Draven suggest trying to avoid the creature, but you may want to try to take it one if you wish...
If you wish to make knowledge checks then use knowledge nature to try to identify it.
edit:I am assuming that the yelling will eventually wake mostly everyone up so for now those who would be awake should post first.
Saxton dos not sleep as such and so will wake De'ohge and any others, then he will try and use telekinetic-force to aid the movement of the ship, buy adding a small amount of thrust GM
Klor glances at the creature and his untrained eye can still tell it is following
Right... If ya be wantin' ta see yer families again ya best be rowing like yer life depended on it. An there be more truth in dose words dan ya realize
Klor gives his motivational speech to urge the rowers on.
Intimidate 1d20 + 7 ⇒ (10) + 7 = 17
After his "speech" Klor takes a survey of the situation. Tactcally we are not ready, Klor will go below and rouse up the remainder of the crew and personel
Right everyone be needed topside we might be gettin' some uninvited guests! Lets move!!
meepphhh... yes, yes, up, I am. Feeling the tension from the others, De'ohge inquires of the nature of uninvited guests before gathering up his gear.
did we have any mounts onboard?
Heading for the galley, he starts looking for anything that might be a deterrent. salt won't work, water is already full of it, pepper? maybe...
With all you trying to motivate the crew they are able to push the ship to its maximum speed. The monsters gives chase for a little while, but eventually backs turns away.
The remainder of the trips is uneventful, and the crew is happy for that.
You arrive at Absolom at night time, and find that a wall has been built around the perimeter. You here a series of noises from a horn.
Anyone with ranks in profession sailor, can make a profession sailor check. Otherwise make an intelligence.
There were no mounts
Intelligence Check 1d20 + 2 ⇒ (11) + 2 = 13
Andreas smiles at the sight of Absolom wanting to hope that they are free of the plague. He hopes of gaining access to the great library to see if it is still intact. He listens as the horns blow glad that there are survivors behind the walls.
Saxton looked at the city, he had done a lot on the trip, made some thing and leaned to cook with fish, It had been nice, but now once more dread filled him and hope, could this be a safe place at last?
Haundo stood on deck with nothing more then a loincloth keeping him modest as he looked to the still distant city and growled at the changes that he saw. His nightmare came back, her arms outspread, his Nightwatch brethren being dragged to their deaths at the hands of unending Fallen. He shook his head and whined lightly as he spoke. "Wait for me Culann, I will protect you..." His muscles flexed across his broad frame unconciously as he prepared himself for the long fight ahead before his ears picked up some sound carried on the wind...
Intelligence 1d20 + 2 ⇒ (13) + 2 = 15
The distant horn blasts were not lost on him though. He turned to the men on the ship and pointed to the air and waved his hand in a circular motion. "Hoist a white standard but ready to defend the main deck. I want ten men armed and below deck in case we must protect ourselves... Arm yourselves with axes, spears and crossbows."
He went below and bellowed to the rowers below deck. "Slow your pace men, slow and easy until we receive a response!"
With that said he returned to his room and pulled on his combat gear and he took up his bulwark. They had to be ready if the city tried to board or repel them...
Once he got his sea legs Klor maintained a night watch on deck to make use of his darkvision and the fact that he has no spells to worry about recharging.
upon hearing the horn Klor backs up Haundo's orders to keep the chain of command clear and should help keep the morale of the crew up.
Int check: 1d20 + 1 ⇒ (6) + 1 = 7
Klor keeps his Axe at the ready in case trouble breaks out.
The party realizes the horn is using morse code.
I am assuming you would find someone who can translate it
The professor says that you are being ask to wait until morning before they open the gates.
A raven leaves the city and fly over to the ship carrying something in its claws.
Everyone roll perception checks to see what its carrying:
I don't know if I mentioned this before, but if you like I can roll the perception checks for you in cases like these to speed things up if you like.