
Cannonball Sal |

"Oh, thanks," says Sal to Quinn. "Ain't been long enough I'd started feelin' it yet, but best avoid that happening. Never know what yer gonna find on a trap like this."
After Sandara casts her more powerful healing spell, Sal follows up with a more basic one.
Cure Light Wounds: 1d8 + 5 ⇒ (1) + 5 = 6
Captain's and Officer's quarters after Brig to check for slaves and to deposit prisoners

GM SuperTumbler |

Sorry, Sal. Got to thinking about the nature of enslaving people and impressing sailors and then forgot to actually answer.
The old sailor scratches his chin..."Only slave aboard is old Thibben, but he is in the Captain's Quarters, not below. And they's some transports in the brig what's being taken to the Queen as tribute. More exhibits, like."
I think just give me a fraction or percentage of the crew that you want to use to loot and the rest are keeping a lookout on the approaching ships and keeping you ready to sail. There are several small boats on the Queen's Hand that you could put into use for moving loot.
You head into the darkness below decks, and down below the water line. There is not an extensive brig or holding area. The Hand is not a slave ship for the most part, though no doubt many of the sailors are impressed. There are two separate brig chambers, both with large and complex locks. The bosun moves to unlock them. You find one empty but for some shabby rat gnawed bedding and broken furniture. In the other are three ebony skinned men. Their movements indicate strength and grace, but their eyes are rheumy and worn. They rise as the bosun works to open the door, and as you stand in the door, one says in Polyglot, "What is it you bring upon us now, devil lovers. What more can you wish to take from us?"

Threnody 'Thren' Nocturne |

Perception: 1d20 + 14 ⇒ (15) + 14 = 29
I want to leave a skeleton crew behind so we can loot as much as possible and get out. This is a bigger ship than the Tide, so we'll need as many as I can bring over. Say...2/3 of my crew?
Thren's eyes open up on finding the chest. "This might be their payroll. I want this moved, now."
Moving to the cell with prisoners, Thren crosses her arms. "Devil lover? Do I look like a devil lover? Don't answer that." She then smirks. "How about this: I'll take away your imprisonment and your oh so wonderful room here. But in exchange, I'll give you the chance to serve on my ship. If you decline, then when we next reach port, you can go your own way. Sound fair? Be a pirate or be free. Just so I'm clear."
The bard turns to head upstairs. "Coming? The escort ships won't take long to get here." She smiles a winsome smile.
Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

GM SuperTumbler |

"You have a ship? You are not one of these devil lovers. I admit you do not seem to have the same clothes-maker. We will fight for you in return for our freedom. We are all three fine warriors. We will need weapons."
Not trying to make these guys sound dumb. Just assuming that Polyglot has a somewhat limited vocabulary and grammar like a lot of pidgin languages.

Threnody 'Thren' Nocturne |

"My name is Threnody Nocturne. I'm the Captain of the Fearsome Tide, and we'll discuss your oaths later. Right now, if you want to help us get through this ship, that'd be a good start. You can arm yourselves from the marines we left lying all over the deck. I'll have your names first." She smiles, appreciating their strong positive responses-warriors she can use, especially if they can sail a ship.

Cannonball Sal |

Sal's max load is 300 lbs, can she pick up the chest? If so she'll hoist it onto her shoulders and use her rope of climbing to help lower it onto the jolly boat.

GM SuperTumbler |

"My name is Threnody Nocturne. I'm the Captain of the Fearsome Tide, and we'll discuss your oaths later. Right now, if you want to help us get through this ship, that'd be a good start. You can arm yourselves from the marines we left lying all over the deck. I'll have your names first." She smiles, appreciating their strong positive responses-warriors she can use, especially if they can sail a ship.
"I am Taye, and these are Issalu and Desi, Threnody Nocturne. Let us take what treasures we can find and go to your ship."

GM SuperTumbler |

The Captain's quarters consist of two sizeable rooms, one a lounge of sorts and the other more private quarters.
In the Lounge, a polished hardwood table dominates the center of the room and a cupboard holds fine porcelain dishes and silverware. A long closet stores a cluttered collection of trade ledgers, maps, paperwork, and a number of bottles of imperial brandy.
Captain's quarters/cabin this large luxuriously appointed cabin has a large double bed in the corner and four large glass windows offer views astern of the ship. A polished marble table sits in the middle of the room and a small door to one side reveals a sizable wardrobe of clothing.

Threnody 'Thren' Nocturne |

Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Kn (geog): 1d20 + 17 ⇒ (13) + 17 = 30
"Issalu, Desi, Taye...I think I got it. Why don't you help get this chest up and out of here so we can take it back to my ship? While you're on deck, grab anything you want from the marines up there and help load the plunder for the trip back to the Tide." Thren suggests.
When she finds the map in the lounge, Thren takes pains to get that back to the ship too; it might lead to more treasure down the road, she might sell it, time would tell.

Threnody 'Thren' Nocturne |

Neither Thren nor Sandara can make that Kn: nobility check. No ranks, so the DC is too high for an untrained check.

Cannonball Sal |

Did we get other folks from our ship to come help take and clear things? I'm going to be a little cheaty as ex-GM... Ursa, who IIRC is one of Thren's followers, has +5 to Knowledge Nobility. If she can't help, never mind.
Sal stays on the alert for the approach of the escort ships.
Perception, Aquatic Mastery: 1d20 + 16 + 6 ⇒ (9) + 16 + 6 = 31

GM SuperTumbler |

There are other people coming over in boats. I don't think that is cheaty. Those followers are your resources to use.
The three men emerge from the cell warily, still unsure that this is happening. One of them (Taye?) will help Sal to the deck with the heavy trunk and toss it into one of the boats. By the time you reach the main deck your own crew are climbing over the rail and securing items. You stride across the deck and into the captain's quarters.
Ursa KN: N: 1d20 + 5 ⇒ (3) + 5 = 8 Searching the cabin, Ursa finds a cylinder of wax and a seal you don't recognize. She holds it up and smiles, "Not sure what this is, but it's small might as well take it along..."

GM SuperTumbler |

On to the First Mate's cabin:
This cabin is spartan and militarily tidy. There is a desk with a few papers detailing watches and duties, as well as a leatherbound journal wrapped in enchanted waterproof silk. This includes journal entries as well as what looks like shipping schedules. Could definitely be useful, but would take more time than you have right now to examine it.

Threnody 'Thren' Nocturne |

Thren takes the first mate's log; it might give insight into any number of things from where this flotilla is going to when other targets my sail by, then heads off to the next rooms.
I do have an idea for a delaying tactic but it's going to have to wait till we're all aboard. So gotta finish this plundering and get out of here.

GM SuperTumbler |

To the Infirmary!
Two cots and a table for treating patients furnish this room along with a large cabinet of medical supplies.

Threnody 'Thren' Nocturne |

Thren hits the infirmary hoping to find magical healing supplies, using detect magic to quickly scan for such.
Appraise: 1d20 + 5 ⇒ (17) + 5 = 22

Cannonball Sal |

"We gotta keep movin', won't be long till their ballista can reach us. And gods know they probably have long range magic too.
Heal: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 16 ⇒ (1) + 16 = 17
Sal's too nervous to pay heed to the contents of the infirmary and moves toward the next cabin.

Threnody 'Thren' Nocturne |

"Then let's hurry up and finish our searching. We've got a decent haul but a little more won't hurt." Thren agrees, racing through the ship.

GM SuperTumbler |

On to the main cargo hold.
Bulkheads partition this large area giving the ship extra structural support and providing additional means of securing cargo to prevent slippage in rough seas. The area currently holds hides and furs from the tropical south, a huge shipment of fibrous jute, and a large quantity of grain.

Threnody 'Thren' Nocturne |

Appraise: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
"Got some good stuff mixed in here. We need to get this back to the ship and fast."

Cannonball Sal |

Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Survival: 1d20 + 14 ⇒ (17) + 14 = 31
Sal whistles as she spots a certain set of hides. "Dang, is that a mngwa hide? And... leucrotta... Likely a waste to kill them t'begin with, but since they're already dead, these things are worth a pretty penny."

Threnody 'Thren' Nocturne |

"Grab them and let's go. Won't be much longer before those escorts will start taking bites out of the ship." Thren suggests. "Only a little time left before we really need to go, so let's make the most of it!"

Cannonball Sal |

Sal moves on toward the stateroom. "Remember I can swim for it if need be so I can be the last one off."

Threnody 'Thren' Nocturne |

"Noted. And ignored. We're pirates, but you're all my crew. There's no pirate ship without a crew. I'm sure you and Sandara can take a minute to pick a new captain." The tiefling smirks evilly. "Besides, I have something else I want to do before we leave."

GM SuperTumbler |

This opulent chamber serves as guest quarters for any high-ranking noble who wishes to travel aboard the Hand. Numerous paintings of seascapes and noble imperial explorers decorate the walls and a long mahogany table takes up the center of the room. A large teak cabinet sits in one corner, and a lavish four-poster bed rests near a glass-framed window.
To identify the best loot in this room requires Knowledge: History or Craft: Painting or similar. I don't think anyone has anything that counts. This doesn't prevent you from just taking whatever.
And that is all of the looting! Let me know anything else in particular you want to do to move loot over to your ship.
A plume of water shoots skyward as a catapult stone falls short of your position. Time to get moving.
We need an appraise check. 4 total characters can contribute with our standard DC 15 aid houserule. There is a bonus to this based on everything you have done that I will add in.

Threnody 'Thren' Nocturne |

Thren bolts over to the cabinet to see if anything interesting is within.
Appraise: 1d20 + 5 ⇒ (18) + 5 = 23
Sandara, meanwhile, keeps boats going back and forth to and from our ship.
Appraise: 1d20 + 3 ⇒ (1) + 3 = 4
Is there a chance for Thren to make one detour before going back to the ship? I'm up to something of course.

Cannonball Sal |

I don't suppose Craft: Fishing Tackle counts?
Appraise Untrained: 1d20 + 1 ⇒ (15) + 1 = 16
"Well, Capn, if ya got shenanigans in mind I can't stray from ya, can I?"

Threnody 'Thren' Nocturne |

If we can haul it, I'm interested.
Thren stops on her way topside to visit the sailors that are locked up. She greets them with a winning smile, sword in hand.
"Thank you all for your generous hospitality. Your friends will be here shortly to help you get underway. Luckily you'll be a bit lighter in the water for that. You're welcome! I hope you enjoy fair skies and smooth sailing for the rest of your voyage. When you return to Imperial Cheliax, send our thanks for the boost to our local economy." The tiefling's smile turns somewhat sinister.
"And should you come to port in Kintargo, pass along a message for me. Send word to the Countess of House Sarini that her firstborn is alive and well in the Shackles."
With that, Thren hauls tail to get back to the Fearsome Tide and finds Sandara.
"Time to slow down pursuit a little bit," the tiefling says with a smile not unlike that of a cat playing with a mouse.

Sandara |

Sandara nods as her captain arrives...and casts control water at/beneath the ship they just raided.
That should keep the other ship from moving despite the tide coming in if I understand correctly. Hopefully the escorts won't want to pursue and instead form up around the ship we hit, letting us sail off without a hitch.

Cannonball Sal |

I've nothing else I need to do
Sal hops aboard and helps the ship set sail (which mostly involves shouting at lollygaggers to get moving).

GM SuperTumbler |

The crew hustles, loading up one of the Hand's longboats with precious hardwoods. By the time you get everything safely aboard and get the Fearsome Tide underway, the three escort ships are uncomfortably close.

Threnody 'Thren' Nocturne |

Profession (sailor): 1d20 + 14 ⇒ (13) + 14 = 27
"Damn. I'd hoped that they'd all be more worried about their sister ship." Thren bites her upper lip for a moment. Then she smiles. "So be it. Let's get out of here! And I want us ready for a fight. Sal?"

Cannonball Sal |

"Ya thought the Chells were gonna be worried about somebody? Are ya sure you're from there?"
She shrugs. "I'm always ready for a fight, but I think the better part o' valor in this case would be ta keep movin'. These are naval ships, not merchants. I ain't keep on potentially losin' crew fer a lark. I'll go tell Yamtisy ta cycle the roster for fast movement an' you can tell Belina ta make evasive maneuvers."

Threnody 'Thren' Nocturne |

"I expected them to look after what was theirs. Not out of concern for the well-being of others but because it's theirs." The captain of the Fearsome Tide heads straight to the wheel.
"Belina, evasion is the order of the day. Get us out of here and lets lose those devil-kissing dogs." Thren orders.

GM SuperTumbler |

"Aye, aye, Captain.
Profession Sailor to pursue: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Profession Sailor to pursue: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Profession Sailor to pursue: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Their speed is 80 ft, and you get a +1 bonus for each 10 feet your max speed exceeds that. You need to win 2 of those checks to escape. You can use Belina, or Thren, or a combo of the two or aiding.

Threnody 'Thren' Nocturne |

Thren takes the wheel once she's situated and begins charting her course towards another island, hoping to lose their pursuer.
Our top speed is now about 100 ft, technically it's 99 ft.
Prof (sailor) to evade: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Prof (sailor) to evade: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Prof (sailor) to evade: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
The wind in her hair, her tail twitching back and forth, the tiefling seems to be enjoying the chase as she rounds an island and breaks sight with the other ship.

GM SuperTumbler |

The pursuing ship is better built for fighting off attackers than for pursuing prey. It isn't at any point able to keep pace, and even though the sees are relatively open here, there obviously are enough rocks and shoals to have grasped the hull of the ship you just looted. Thren weaves deftly through them and makes better use of the wind as well. Perhaps she learned something about sailing toward the Eye, and indeed the great hurricane looms to the far north as a thin grey line on the horizon.
The red and black sails of the Chelish ship soon fall behind so far that you can no longer see them.
Free of pursuit, it will take you perhaps two days sailing to reach the Isle.