
Sandara |

Sandara narrows her eyes, frowning as Caulky bolts. She puts her hand on Thren's shoulder briefly. "Hold on a moment."A brief prayer to Besmara crosses her lips as she casts a spell on Thren.
Sandara casts slipstream on Thren.

Threnody 'Thren' Nocturne |

Thren nods and waits for spell, a bit surprised at the water rising beneath her feet. But she then weaves a path towards her former shipmate.
Thren is just moving this round, and she provokes AoOs from at least one brawler. Two more took swings at Kahuranga so they may or may not have AoOs left to swing at her as she passes.
"Caulky! Stand down! There's no point in running!" The bard admonishes, doing her best to seem nonthreatening.

GMDQ |

The brawlers, apparently very reflexive in combat, have plenty of fight in them as Threnody attempts to squeeze past.
AOO with beer stein: 1d20 + 6 ⇒ (13) + 6 = 19
AOO with table leg: 1d20 + 6 ⇒ (14) + 6 = 20
AOO with fist: 1d20 + 6 ⇒ (12) + 6 = 18
She manages to smoothly dodge them, skating past on her personal wave, although the one with the chair leg harmlessly thwacks one of her horns.
Caulky looks at her and is not calmed at all by the sight of the red-eyed horned swashbuckler.
Jerrell slides away from the nearest brawler, takes one last sip of ale, and says, "Let's aim to deal with this in haste, shall we?" And gestures, completing a spell. You feel yourselves moving faster.
You are hasted, +1 to AC and Reflex saves, +10 to base speed, +1 bonus attack when making a full action
At this point Chakam completes his transformation and flips his way through the crowd to join Lark.
Alarmed by the movement and transformation, three of the brawlers swing at him this is their ordinary attack.
The brawlers, apparently very reflexive in combat, have plenty of fight in them as Threnody attempts to squeeze past.
Dirty Trick maneuver with beer stein: 1d20 + 7 ⇒ (6) + 7 = 13
Attack with table leg: 1d20 + 6 ⇒ (8) + 6 = 14
Attack with fist: 1d20 + 6 ⇒ (7) + 6 = 13
But they are stymied by the flowing tresses of the rusalka form.
A fourth throws a bottle at Threnody annoyed that she moved past him with impunity.
Toss Bottle: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
It shatters against her horns, and shards of glass cut in to her face. Fortunately the bottle was empty.

GMDQ |

Round 2
Kahuranga |HP 49/49| AC/T/FF 18/14/16| CMD 17 | F +2 R +4 W +5 | Electricity 5 | haste
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep | haste
Lark | HP 68/68 | AC 21 T 15 FF 15 | CMD 20 | F +4 R+10 W+6 | haste
Caulky Tarroon | HP 39 | AC 17 T 14 FF 13 | CMD 16 | F+3 Ref +8 Will +0 |
Sandara | HP 33/33 | AC 16 T 11 FF 15 | CMD 15 | F +4 R +2 W +7 | haste
Threnody | HP 57/63 | AC 21 T 13 FF 18 | CMD 19| F+5 R+9 +6 | Fire 5 Cold 5 | haste
Pierce Jerrell HP 62 |AC 18 T 14 FF 15 | CMD 21 | F +6, R +7, W +5 | mage armor | haste
Chakam | HP 46/46 | AC 22 TO 15 FF 18 | CMD 19 |F +9 R +9 W +9 | haste
Brawlers | HP 32 | AC 15 T 13 F 12 | CMD 19 | F+6 Ref +6 Will +2
Kahuranga and Lark!

Kahuranga |

Kahuranga dodges around a dangling chandelier toward the fleeing woman. He attempts to bend fortune around her.
Caulky Will save vs Misfortune DC 17: 1d20 + 0 ⇒ (2) + 0 = 2
Finally landed something.
Caulky must roll all d20s twice and take the lower for 1 round.
Still 15 feet off the ground, assuming that is possible with the ceiling height.

Chakam |

Since I see brawlers around me now, assuming they moved, I'll take an AoO:
Chakam swings one of his tresses, but misses horribly, hitting a chair on the way.
Attack: 1d20 + 10 ⇒ (1) + 10 = 11

GMDQ |

Most of them took a 5 foot step, which would not provoke, or moved around Kahuranga who is flying too far above them to threaten. One of them did move slightly further and I forgot about your extended reach, so sorry about that. I'll be clearer about their movement in future.
15 feet is fine for flight--there's a second open level so I am assuming the ceilings are 20 feet.
I'll see what Lark does before I have Caulky act

Lark Greenwood |

Lark spots a path through some of the less aggressive patrons. "Chakam, shall we leave these folks to their fun and take the long way around?"
The rogue slips away from the melee and then follows Caulky's path over the bar.
Acrobatics, cool slide over the bar: 1d20 + 13 ⇒ (8) + 13 = 21
round 2, withdraw

GMDQ |

Caulky looks around, eyes widening and pupils dilated, as at least three of her former shipmates, of sorts, press toward her relentlessly, in spite of all the distractions around her--and indeed, at the chaos surrounding, perhaps well aware she has caused it to at least a good extent. She also sees she is still being followed by the flying blueskinned man who has chased her all day long since the docks. And she is all the more panicked as in addition to the crew approaching her, the woman she tried to poison is also joining the pursuit, shouting curses at her along the way.
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
In desperation, she tries to jump up to grab the railing of the stairs to pull herself over it, but while she makes an impressive leap from a standing position, her fingers fail to grasp the railing.
Hands shaking, she draws two daggers, and attempts bravado. "F-fine, you want your revenge, or maybe Krine's sent you to finish me... no matter--I won't m-make it easy for you!"
Meanwhile, Jerrell casts a spell, and a color spray dazzles the two brawlers nearest him.
Brawlers Will save DC 14: 1d20 + 2 ⇒ (10) + 2 = 12
Brawlers Will save DC 14: 1d20 + 2 ⇒ (7) + 2 = 9
Blinded and Stunned 1d4 ⇒ 3 rounds
They drop their improvised weapons and spin around blinking.
Thren and Chakam are up

Threnody 'Thren' Nocturne |

Thren, seeing Caulky's reaction, thinks hard for a second. Realizing what she's doing could get her stabbed, the bard takes two steps forward slowly, raising her empty hands, pausing only to wipe a bit of blood off her forehead.
"Caulky, look, I don't know how well you remember me, we didn't share the same ship long, but it's me, Thren. I never did anything to you." She points towards Lark. "There's Lark, he was with us too. He's been through a bit too. We're not here for a fight, we don't want to hurt you, and if you look over there-" the bard gestures back where Chakam and Chad lurk, "-you'll see another familiar face from the Wormwood." Thren says that name as if she were drinking the bittermost brew in the house. "So how about you stand down, we sort this out? We've got our own ship now, Free Captains. That's what we're here to celebrate. I think we can even give you a berth with us if you want. The food will be better and no one will give you grief unless you give it first. How about you put your knives away, we get a drink, I'll buy, and we talk? There's no dispute here between us that needs settling ashore, is there?"
Thren keeps her words slow and easy, her tail still, and maintains eye contact and an easy, friendly smile on her face as she speaks. She glances back to see Lark, Sandara, and Caulky's almost-victim. "I don't suppose Captain you and the crew can deal with that?" Thren says confidently, emphasizing 'Captain' as she addresses Lark. "I'm trying to have a woman to woman conversation and an interruption would just be rude." The bard smiles, amused, before turning back to the cabin girl.
"That all sound good to you?" She finishes her pitch.
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Kahuranga |

Whenever K and T can talk, they will back Thren up, possibly stepping on toes, but maybe aiding a bit.
Guess I'll risk being rude, then... "Caulky, we don't share whatever connection you share with Thren or Lark, but I joined their crew a while back. I can tell you that when I saw you this morning, I was trying to catch you to make the same offer Thren is making now. It was clear that you were being forced to do something you didn't want to do, apparently to drug some unfortunates just as your former shipmates here were drugged. Under Captain Lark, everyone joins as wants to join and otherwise goes on their way. Not that there isn't hard work, and peril, but everyone shares in the takings and everyone looks out for each other. That doesn't sound like the crew you are with now."
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
"True enough," says Taniwha, "They are pretty good folk. Thren even helped me pick out a hat this morning!"
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
Caulky is still misfortuned, so anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

Chakam |

Chakam moves fast, lashing out with his tresses as his companions move to corner the one-eyed woman. The druid starts with the closer enemy and continues with any further one on his 15-feet reach.
Attack 1: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9
Attack 2: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7
Attack 3: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11
Attack 4: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 2d6 + 5 ⇒ (5, 2) + 5 = 12
We already told yall - drop weapons and leave, now! Ya' won't want to see what happens to who else d'cides tah stay. - he yells.

GMDQ |

After stunning the brawlers behind Chakam, Jerrell moves up closer to him to see what is going on.
Chakam-as-Rusalka slams the drunken brawler about hard enough with supernatural locks such that the man's mouth and nose bleed profusely. Staggering away, he shouts, "Kee't watery tart 'way fr'me!"
The brawler has withdrawn and has turned into a "yellow" participant
One of the brawlers swings at Sandara as she slips through the crowd to get to the rest of the group. As she pushes her way through the crowd, the active brawler accidentally hits another member of the crowd, and soon the fight intensifies right next to you. The new "red" brawlers that have appeared are ones who have turned hostile. They are fighting with each other at the moment, but will behave as hostile entities if you try to move through them or interact with them.
The chaos continues on as ale and bottles and chair legs are slung all around you, the patrons far too drunk and pent up to stop fighting now. The crowd presses around you and will make it very difficult to go back the way you came. You can just make out the ringing of a gong outside the building--an emergency signal to the authorities (or the local organized crime enforcers) most likely.
The woman going after Caulky glares at Thren and then back at Caulky, but also sees Chakam pummeling people in the back and an increasing number of people surrounding her. She clutches her metal beer stein. "You've to the count of five to get her outta my sight, or I'll take you all on if I have to!" The woman delays her action for one round
Round 3
Kahuranga |HP 49/49| AC/T/FF 18/14/16| CMD 17 | F +2 R +4 W +5 | Electricity 5 | haste
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep | haste
Lark | HP 68/68 | AC 21 T 15 FF 15 | CMD 20 | F +4 R+10 W+6 | haste
Caulky Tarroon | HP 39 | AC 17 T 14 FF 13 | CMD 16 | F+3 Ref +8 Will +0 |
Sandara | HP 33/33 | AC 16 T 11 FF 15 | CMD 15 | F +4 R +2 W +7 | haste
Threnody | HP 57/63 | AC 21 T 13 FF 18 | CMD 19| F+5 R+9 +6 | Fire 5 Cold 5 | haste
Pierce Jerrell HP 62 |AC 18 T 14 FF 15 | CMD 21 | F +6, R +7, W +5 | mage armor | haste
Chakam | HP 46/46 | AC 22 TO 15 FF 18 | CMD 19 |F +9 R +9 W +9 | haste
Brawlers | HP 32 | AC 15 T 13 F 12 | CMD 19 | F+6 Ref +6 Will +2 | one is down, two are stunned for two more rounds

Kahuranga |

Kahuranga will take a brief hiatus from his dialogue to worsen the odds for one of the brawlers. Misfortune on the one most on the right.
Brawler Will save DC 17: 1d20 + 2 ⇒ (9) + 2 = 11
I want so much to drop rain of frogs on these fools, but that seems like overkill.

Lark Greenwood |

Rain of Frogs would be pretty funny in the middle of a bar fight. But you're right, it might injure a lot of people, including us.
"I might be able to get that door open and get us all out of here, if you give me room to work." Lark suggests trying to escape, but he waits to move until he sees Caulky's reaction to his crew's entreaties.
Lark round 3, delay until Caulky acts

GMDQ |

At Lark's comment, Jerrell calls out to you, "I've got that covered, just as soon as I get there!"
Lark if you want to do something else rather than wait you can

Lark Greenwood |

Well then, let's try and make a hole for Jerrell
Attack, short sword, haste, non-lethal: 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 25
Crit confirm, short sword, haste, non-lethal: 1d20 + 8 + 1 - 4 ⇒ (3) + 8 + 1 - 4 = 8
Damage, non-lethal: 1d6 + 5 ⇒ (6) + 5 = 11
Lark draws his weapons and lays about with the flat of his blade against one of the brawlers. The one due south
Lark round 3, draw, attack

GMDQ |

Okay, I think I've waited long enough for a response
Diplomacy DC was 25, you just made it due to Taniwha and Kahuranga's aid another
Caulky shrinks into the corner. She does not lower her daggers given the woman menacing nearby, but she holds them close in a defensive position rather than ready to throw or thrust. "Alright, I'll talk, if you can get us out of here."

Threnody 'Thren' Nocturne |

"Get over here and we'll cover you!" Thren calls back to Jerrell and Chakam. Then she turns to Sandara. "You got that mist spell I hope?" And with that, the bard draws her blade at last. "Be ready for whatever he's up to," she tells Caulky with a reassuring smile.
Thren's delaying till after Jerrell does his thing.

Sandara |

Sandara nods at Thren's call and waits for their newfound ally to get close before casting her spell and moving.
Sandara will cast obscuring mist once Jerrell's done his thing and moves with the party.

GMDQ |

Lark, I don't think you moved more than 5 feet, did you? You should have at least two more attacks.
Jerrell moves as far as he can in the crowd, and once he is able to see it, points at the door, making an incantation and motioning as though he were knocking on the door.
Caster Level Check, knock: 1d20 + 10 + 7 ⇒ (11) + 10 + 7 = 28
Magically, you hear a click and the lever holding the door shut pulls downward, indicating the door is now open.

Sandara |

With most of the team close, Sandara covers their retreat with a quick spell. Fog emanates all around her, concealing the party to some degree.
Obscuring mist. 20' radius from Sandara, 20' high.

Threnody 'Thren' Nocturne |

"Chakam, get over here. Time to leave while the leaving's good!" Thren calls. The bard looks at Caulky. "Out the back and we'll head back to our ship! We can sort the rest of this out on the way!" With that, the bard gives Caulky a nod and a grin as she motions toward the door. Before she moves, the bard smiles wickedly and uses a spell of her own. There's suddenly the sound of a pistol going off in the mists...and the bard heads out the door.
Thren casts ghost sound and uses it to emulate the sound of Bonefist's pistol, hoping it gets everyone to stop for a few seconds.

Chakam |

No need to say it twice! - says the druid, which then closes his eyes - I'll see you there!
Chakam then jumps, and mid-air the long tresses collapse back into the body, which gets much smaller, feathery and suddenly takes the shape of a seagull. The tiny bird flaps his wings with speed and goes through the nearest window, avoiding any dangers if needed be.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Standard to wild shape into a seagull (for flavor... I didn't find stats, but I'll assume like a hawk maybe?), move action to fly (60 feet) out of the window. I tried to make it more cinematographic for the cool effect. Assume it just flies over the heads to avoid the "difficult terrain". Using this animal as it's more common for the area - no one would mind a seagull flying on the streets of a port. Once outside, I'll circle back and keep an eye on the group from the roofs.

GMDQ |

Seagull with hawk stats makes perfect sense. Love the image.
Ending combat rounds here.
The sound and the smoke causes everyone to pause, although there is much fumbling and confusion likely resulting in further injury to the brawlers--but all but the wronged near-poisoned woman are thoroughly distracted from the escape.
The last brawler, seeing lots of magic getting engaged, backs away from the rest of you, although throws her mug at Caulky as she goes. Caulky as soon as she has a chance darts through the door but is smart enough to not go too far.
You all quickly slip through the door--all the faster due to Jerrel's haste spell--and find yourselves in a dark alley. You can still hear and alarm bell ringing and the sound of Port Peril's enforcers making their way through the crowded streets.
You could try high-tailing it for your boarding house, which is nearby, or dive into the alleys and hope to lose any over-eager enforcers looking to make an example.
DC 30 Acrobatics check or DC 25 Stealth check -- person with highest modifier roll, and everyone else can aid another. A single spell by each of you who can cast spells can also be cast to boost a roll (or Inspire Competence).

Threnody 'Thren' Nocturne |

I think I've got the best Stealth modifier, I'm higher than Lark. We're equal in Acrobatics though he leaps far better than I do.

Chakam |

As a hawk/seagull, my Stealth goes to a +18. Can I do the roll while shifted to lead people to escape?

Chakam |

Stealth: 1d20 + 18 ⇒ (17) + 18 = 35
The seagull tries to lead the way the team to hide to reach the ship. The bird flies around, scouts from roofs, swipes from alleys and flaps its wings tirelessly - for times moving in circles - until it safely gets the team to the final goal. Differently than when as a Rusalka, in this form Chakam can’t speak or cast spells, so the Druid guides within his limitations.

GMDQ |

A helpful seagull guides you through narrow passages toward the docks. Caulk catches up to you, out of breath. It seems she has figured for the moment she is safer with you than not.

Lark Greenwood |

Lark hustles the group onto the Fearsome Tide.
"Alright, anyone hurt? Get patched up and meet in my quarters. Caulky, take some time to get yourself together, then I hope you have a story to tell us."
Before starting in with any questions the captain takes time to try and make Caulky comfortable and feeling as unthreatened as possible, given the chaos of their escape from the bar.
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
Looks like I need some help with the diplomacy on this one. Also, what all do we need to ask? I think we'll be squaring off against Harrigan in the regatta, so anything Caulky can tell us about his current ship and crew. Also, was Caulky just on a mission to capture more crew, or was there more going on?

Threnody 'Thren' Nocturne |

Thren sings a few quick notes to patch up her forehead, not bothering to get changed. When she gets to Lark's quarters, she finds a comfy spot and settles in, trying not to look threatening at all.
cure light wounds: 1d8 + 5 ⇒ (5) + 5 = 10
"Okay Caulky. You're among friends here. You're safe. Care to tell us all about what happened back there?" Thren asks easily, as if she were speaking to an old friend.
Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19

Kahuranga |

K Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
T Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Kahuranga hustles along after their aerial guide, thinking that if anyone wants to figure out who was involved in the bar skirmish, their group is not exactly nondescript.
Once they near the docks, he takes a moment to purchase a warm beverage from a cart, some sort of spiced coffee. In Lark's quarters, he offers the drink to Caulky. He doesn't know this woman, but his mates seem very interested in her well being, as did he earlier.
I think everything that needs to be said has been, but maybe a kind gesture will help out.

GMDQ |

Caulky looks around as though to be sure no one else is watching. She accepts the mug from Kahuranga, gives it a sniff, and smelling nothing but good wholesome coffee, a look of puzzlement on her face flickering past briefly... as though this is not something someone's done for her much before.
"Thren and Greenwood and halfling with the cat... when you came aboard, you know Harrigan treated most of his crew hard... but he rewarded loyalty and good service with plunder and promotion. He was rough on most, but let some people into his good graces if they served well a long time and did as Harrigan bid. Plugg was like that. Harrigan treated Plugg like he was his own son." She shakes her head.
"Then Plugg disappeared with that Rahadoumi ship he was supposed to sell. Plugg and Scourge." She looks at them. "I was taken on young, bought fresh off the auction block. Harrigan was never nice to me... who is? But he never laid a hand on me, and I know I could've suffered a fate far worse. I had one job, apart from serve as general runner. Keep an eye on crew, officers and regulars alike, and report disloyalty." She frowns. "I saw Plugg and Scourge a-whisperin' to each other, but never expected they'd be so STUPID as to betray Harrigan. Not when they had such important jobs on his ship. I didn't tell the Captain until after Plugg never showed up to Port Peril. We'd already taken on some new crew by then." She looks at Chakam. "I figured they as like got attacked or sank or something, but Harrigan took Plugg's disappearance personal. Right there he stabbed me in the eye for being 'so blind,' as he put it."
She spreads her hands. "Since then, Harrigan's not trusted ANYONE. Even officers he always trusted, loved even. Now rumors are goin' that some of his old crew are sailing on a new ship." She gives a nod toward you. "That made him even worse. What he did to some of'em... gods, I can't even say. Poor Grok..." She shakes her head. "Scourge used to press new crew but with him gone... Krine and her flunky goes and does the strongarming, but now it's my job to poison some to take--got small hands and all, good at hiding things. I don't know why Harrigan doesn't just offer gold to those who'd sign on, but he doesn't want to look weak. Anyway, I don't want to poison people--especially those I've got to live with on a ship! But if I didn't, Krine'd have me put to the lashes for days, and that's if I'm lucky. I didn't dare let'em down... and now I've seen you, and you've seen me... I'm good as dead if I go back to the Wormwood."
She sighs. "I'm dead no matter what I do. But I do know the Wormwood sails out tomorrow at first light. We came here to sign up for the Regatta... but Harrigan said he had a 'schedule to keep' and made it clear there were to be no delays. So they'll leave with or without me. If I can wait it out till dawn, I might have a hair's chance of living a bit longer."

Lark Greenwood |

To jump back briefly...
When the group arrives at the docks Lark addresses their other new acquaintance, "Mr. Jerrell, thank for your speedy help back there. You're welcome to wait aboard the Fearsome Tide while the ruckus dies down. We're going to have a little palaver with Caulky. I think you've earned a seat there, if you like."
---------
Lark winces in sympathy when Caulky describes losing her eye. After she finishes speaking he says to her, "Threnody and I can both attest there are more than two ways to be dead. In the interest of having some better choices down the road you best stay here tonight. Honestly I think it's safer for you and for us if you stay until the Wormwood. sails. Whether you go or not after that will be your choice."
More generally he says, "I'd pay a lot to know more about whatever schedule Harrigan is so keen on. When Caulky here doesn't return he's sure to get even more paranoid. I wonder if he might even leave early?"

Threnody 'Thren' Nocturne |

"Two? You've tried one, I think I'm up to five." The bard winces in commiseration as she listens to Caulky and Lark. "My scars are just out of sight."
"Caulky, if you want I can make sure you've got a place to bunk here tonight. I'm willing to even stick around in case of trouble. I see in the dark better than most. Sneaking aboard won't be easy with me about. And you heard my captain. You want to leave in the morning? Up to you. We've a need for experienced hands, there's a place here for you and you know we won't turn you over to Harrigan no matter what." The tiefling says all this sincerely with an open smile. "You're not as good as dead yet."

Chakam |

Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16
Back to his Human form, Chakam - even silently, standing against a wall - looks at her analytically as he tries to understand if (or, better, what parts) she's lying about. He never truly trusted her, even after she fell in disgrace with Harrigan.

Kahuranga |

"Agreed, we should set a strong watch and perhaps send someone to watch this Harrigan's ship. Maybe Chakam could keep a discrete distance and watch as a pelican."
Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4

GMDQ |

Pierce Jerrell gives a grin. "My thanks, but the Salty Flagon is berthed not far from here, so I shall head home--but I hope we shall meet again. It is good to have acquaintance with other Free Captains who are more keen for adventure and a good time than poisonings and press gangings. In less chaotic times, I hope we might get to know one another better." He gives a slight bow and a wink. He turns to Kahuranga and says, "My good man, thanks for a good day of drink and pursuit. I am glad you have found your damsel in distress. Be careful what alleys you may follow someone down!"
He departs leaving you to your chat with Caulky.
As you chat with Caulky, the young woman, though very tense, relaxes slightly. "I won't turn down a place to hide... though I don't get why you'd help me. Still, I don't reckon you're the types to turn me over to slavers... and I know you're not stupid enough to go to Harrigan. He'd eat you and me both for breakfast."
Chakam can tell Caulky is not trying to be duplicitous and believes what she is saying. She has often been furtive and slippery in past encounters--no doubt indeed as by her own admission Harrigan largely employed her as a snitch. However, she at the moment is a genuinely frightened 16-ish year old girl with a well-trained, vested interest in her own survival--and recognizes right now her best chances of survival are with you. She has no obvious love or admiration for any of you, but is not, nor has ever been, one to bite the hand that feeds her.

Threnody 'Thren' Nocturne |

"We're pirates. But we do believe in the freedom to choose the life and live it. Harrigan prefers to press-gang people and well, lots of his crew haven't enjoyed the life as a result. And anyone we find who's interested in leaving him behind, well, you've got allies, maybe friends here. We're not all from his crew, but plenty are. And neither Lark nor I like seeing people forced into things. On his ship you might as well have been a slave. Here, you stay or go as you like." Thren tries to explain. "Once Harrigan's over the horizon, you want to see about a berth on another ship, good luck to you. You want to stay on, we've room. You'll get a share of any loot, you'll get left in peace. Only downside is having to deal with the craziness that we get into. We don't drag our ship into trouble if we can help it but it does follow us around. You got time tonight you can sleep on it."

GMDQ |

I am going to move us along, but feel free to backtag if you have more questions for Caulky
Caulky nods. "I'll think about it."
She heads onto the ship, being guarded as usual by the ever stalwart Maheem, with the aid of Owlbear, who announces with a grin, "Talky!" as she comes aboard. He smiles at her almost expectantly. She seems startled by him, but says, "Sorry big guy, I've got no crabs for you right now. Later, right?" And she scurries below decks.
Quinn waves to the rest of you. "Owlbear may not be unhappy, but not many of us who helped you fight Plugg are going to be keen on recruiting a former officer of his. I think she could make as good a crewmate as any, mind--I think she's truly scared and if nothing else will behave to avoid being abandoned. But she also ratted out any number of the crew to Harrigan or Plugg at various times, and they may not be as forgiving as the rest. I'll stand by you, just making sure that's something you consider."
The rest of you retire to the ship or to the boarding house.
In either place, in the morning a courier awaits you (to be clear, there are two messengers sent out, to be sure you got a message either way). The courier hands a rolled parchment, sealed with wax, to the highest ranking officer they encounter.
The letter reads in a clean, clear hand:
Dear Captain Greenwood and officers of The Fearsome Tide:
Congratulations upon your recognition as Free Captains. By way of welcome, Lady Tessa Fairwind, Pirate Lord of Quent and Free Captain of the Luck of the Draw, invites you to dinner at 8:00 o'clock this evening here in Port Peril at 5 Eldergreen Street, near the corner of Marchant's Lane. Formal attire is optional, but please do wear something.
After being aware of the content of the letter:
Tessa Fairwind is one of the most famous--or infamous--Free Captains and a prominent member of the Hurricane King's Council. She commands a large fleet of ships out of Motaku Isle with many loyal officers who serve her.
In addition to the above, you know that many whisper that the Fairwind is in line to be the next Hurricane King--or Queen, as it might be. While she herself does not openly oppose Kerdak and respects his authority, she certainly has the ambition and leadership skills to be able to carry it off. Moreover, many Free Captains and citizens of the Shackles alike would prefer a more even hand on the rudder, and would readily back her ascendancy to the Hurricane Throne if the opportunity arose.

Threnody 'Thren' Nocturne |

Thren thinks about Sandara's words.. "You've got a point. Like always," she says with a rueful smile. "I'm hoping that if Caulky can behave like a proper seaman, others of Harrigan's castaways will let her be. I'd rather no one try to settle a past grievance with her ashore. She looked like she might know how to use those knives."
Knowledge (local), untrained: 1d20 + 3 ⇒ (13) + 3 = 16
There's a low whistle as Thren reads the scroll. "I wouldn't have expected someone like her to notice us so soon. There's plenty of Free Captains out there. We just got our letters. I doubt she's doing this for fun. So what do you think she wants?" The bard muses.

Kahuranga |

Knowledge(Local), untrained: 1d20 + 4 ⇒ (4) + 4 = 8
Kahuranga would seem to have learned little in his investigations, but once others bring him up to speed.
"It seems most likely she is playing politic. Attempting to acquire us as allies or pawns. Or to see if we have joined some other faction. I hadn't realized things were quite so metaphorically cut throat here. I was expecting only the literal throat cutting."

Lark Greenwood |

If the messenger waits for a reply then Lark scrawls a quick note with an affirmative RSVP. He hands it over along with a tip and a question, "Do you know who else got one of these letters?" A generous tip to encourage an answer, a few gold?
"We did make a splash with the Redclaw, but I expect you're right, there'll be more than food on the table. Either way I'm not going to risk an insult by declining." Lark scans the parchment thoughtfully. "I'm going ask around if Captain Fairwind usually entertains new Free Captains. Threnody, would you have time today to do your mending trick on my opera suit? I'll wear it out at this rate."
Lark spends part of the day trying to find out who else might be attending the dinner and if Fairwind usually invites newly made captains.
Diplomacy, gather information: 1d20 + 9 ⇒ (12) + 9 = 21

Threnody 'Thren' Nocturne |

"I'll spend the time to fix up and clean up anyone's clothing as needs it, the magic doesn't take that long," Thren agrees readily, eyeing Chakam and Kahuranga as well as Lark. "She's a pirate, but why start off on the wrong foot?"
For her part, the tiefling woman will check in on Caulky to make sure she's all right (or even still around), as well as the rest of the crew, before heading into town to see if there are any other interesting things about. She'll show up a little early for the dinner invitation, taking the time to clean up her own attire, make sure her horns have no nicks, and otherwise be presentable.

GMDQ |

Lark: The courier answers Lark honestly. "Sorry sir, I was only sent to deliver this letter. I don't know about others she might have sent." He keeps one of the coins handed him, but hands Lark back the rest.
Lark starts name dropping and making discreet inquiries at a pub around lunchtime, when a grizzled pirate who seems to be mostly weathered skin and scars sits down next to him.
"Here, here, here, now, I get the excitement, but if Lady Fairwind invited you over, it's a bit tacky to be shoutin' about it on every streecorner, eh?" He leans over toward Lark and speaks quietly. "Look, there's a lot of us here would like her to be in charge. She's generous with her plunder and she's got lots of it--but moreover she's got a mind behind that pretty face of hers, and we need a tactician on the throne with the Chells breathin' down our necks. If you care a whit about the Shackles, go and see what she wants. Could be important to the Shackles' future." He then adds a lopsided smile. "Or, knowin' her appetites, could be she just gets into one--or all--your crew's pants!" He chuckles. "But either way, be respectful to the lady, and you'll have more friends here in Port Peril than less." The man actually buys Lark his meal and drink rather than the other way around with an added gesture of finger on lips to suggest Lark remain discreet.
Threnody: Caulky turns out has remained. "I thought about it, and I reckon if you're willing to give me a chance, I'll stick around. I'll work hard and do my job. Let's just stay out of Harrigan's way, aye?" The rest of the crew also seems to be doing well and happy for shore leave--especially with the officers receiving the letters of marque, they have a lot to celebrate, as it's a relief to be able to sail the Shackles with some degree of legitimacy. Most are glad Thren checked in on them.
Kahuranga: Taniwha is VERY excited about going out in his new hat.

GMDQ |

Also, as a reminder, if you want to return to discuss things with the engineer Chakam met the prior day, this would be a good time to do it. If you're choosing not to recruit her right now that is also fine--you have two others Chakam recruited plus Caulky.