
Bleepos Droppo |

Bleepos accompanies Bessie, but for times he looks more like a pet than actually any sort of helmsman. The goblin was particularly small for his race, and his giant head made so that his balance wasn't so perfect - so for times he walked with his arms somewhat open.
Bleepos has no questions for the snake woman - he'd rather be back on the ship, smelling the salt water, than smelling it from here - and goes with Bessie to check the shrine.

Ironperenti |

Forgot the system locked up on me when I tried to post last.
Those who travel inland make it back in two days. Bessie finds Vlad at the main house. He has become the regular entertainment. Hake has him on retainer and provides free drinks. The workers at Rickety's keep an eye on Bleepos but make no threatening remarks nor do they shy away. Apparently they are not unfamiliar with goblin pirates.
Assuming Bessie stays in town and works on the cannon carriage she can make a second check. Add +2 for assistance from the local carpenters.

Guillaume Coeur-de-Lion |

Once the group has returned from the trip inland, Guillaume convenes the command staff. "Well, we've got Orslaw's issue fixed. What next? In my opinion, I think we need to find more crew. There's a few options there; we could drop by a major port, sailors are always around wanting jobs. If we can take a ship, some crew might like to join our cause. I suppose shanghaiing is always an option, but one I'd prefer to avoid."

Bessie Rodgers |

Bessie gives Guillaume a look when he suggests they press gang sailors.
Lets make for a bigger port and sell our cargo there, see if we can't gather more crew! Should try to get enough to make full sail with the ballista and cannon manned.

Nasifi Calaso |

Nasifi helps Bessie out with the gun carriage as best she can, but mostly she gets to work on trying to produce some gunpowder. Getting the trial run right takes up most of her time, and most of what little free time she has remaining she spends hanging out with Jack Scrimshaw.
Craft: Carpentry (Untrained): 1d20 + 4 ⇒ (16) + 4 = 20
Craft: Alchemy: 1d20 + 11 ⇒ (17) + 11 = 28

Bessie Rodgers |

Bessie gladly accepts Nasifi's help and continues to be impressed by the alchemsit's skills. She will talk with Nasifi and share stories as they work.
Besmara, thank you again for such wonderful companions as my Peril Crew-mates. You have truly blessed me and I will make the most of the blessing.

Orslaw |

Once returning from the jungle temple, Orslaw will spend time making sure all the arms and armor on board the ship are up to snuff. He would certainly help in seeing that the cannon carriage was properly repaired and installed as well.
Knowledge(Engineering): 1d20 + 7 ⇒ (9) + 7 = 16
If it is needed to help get the crew to sharpen blades and upkeep their armor. I don't think there is an actual benefit, but seems something a man at arms would spend time doing.
Profession(Sailor): 1d20 + 8 ⇒ (20) + 8 = 28

Bessie Rodgers |

Having finished up the cannon carriage, by the end of teh week, Bessie is ready to get back to the sea. Looking at charts and maps, she suggests that the Perilous Pearl set sail for Blood Cove, or one of the smaller ports in the isles to the west. We need plunder to pay the crew and to get more crew to get more plunder.
Are we aware of the areas marked X as potential treasure/adventure spots?
Avoiding Harrigan would also be a nice option as we mutinied and stole his stolen ship.

Ironperenti |

The areas marked with an X are areas of potential interest.
The crew is more than ready to set sail. The officers get everyone on board, thank Hake for his hospitality and hoist anchor. They head out for a port of interest. (tell me which one to determine how many days on sea you will be, your ship sails 48 miles per day)
Bloodcove is on bad terms with the Free Captain Pirate Council. It is less likely you will run into Harrigan there than the towns within the shackles.

Ironperenti |

The Pearl makes good time and reaches port in just under five days. The crew however, is quite fatigued as everyman is needed to work constantly just to keep up. Bloodcove is a very unique looking city having been built out over the water on numerous stilted platforms. The city expands over the entire delta of the river flowing out of the Mwangi jungle. It is this river that gives the city its name as the water flowing out of the jungle has picked up sediment and appears to be red and murky. Still there are docks, empty of buildings where boats and ships of all sizes are tied up. The Pearl pulls up and is tied to the dock. Everyone walks down the gangplank leaving behind a small contingent to guard the ship.
Where to? What to do?

Ironperenti |

The Witchlight is a prominent inn on the Warehouse Row in the city of Bloodcove. The large and comfortable building is made of wood from the same twisting mangrove trees over whose roots Bloodcove stands. Moss hangs from the inn's eaves and glow faintly in moonlight, giving the inn a strange ghostly appearance.
Trade is the lifeblood of Bloodcove and without it the settlement simply would not exist. It was founded to further exploit the vast wealth of the Mwangi Expanse. Bloodcove is ideally positioned to exploit this being situated where the River Vanji, the only river to emerge from the depths of the Mwangi, meets the Fever Sea.
The famous Free Trade Square is the financial heart of the city of Bloodcove in the Mwangi Expanse. It sits on an elevated platform just north of Warehouse Row, looking down the harbor.
Bloodcove is officially ruled over by just one man—The Grand Admiralty of the Fever Sea, currently Harthwik Barzoni.
The Castellany of the Fever Sea in the city of Bloodcove in Mwangi Expanse is built into the trunk of the largest mangrove. It consists of several chambers and lodgings belonging to Grand Admiral Harthwik Barzoni. From his departments Barzoni oversees the the day-to-day business of Bloodcove. A large number of guards serve as a militia protecting both the Castellany and the city.
The Vanji River is one of the larger of the many, many rivers that cut through the verdant rain forests of the Mwangi Expanse.
Behind the scenes, the true ruler of Bloodcove is the Aspis Consortium, whose control over the city has traditionally been absolute.
The Aspis Consortium has owns the Witchlight.
the Consortium has established supply and trade depots on the river at Whitebridge Station and Nightfall Station, ignoring the objections of the local Ekujae tribe.
The consortium has found signification gold deposits in the mud of the delta. It is speculated there may be larger deposits up river and could be the reason why the Consortium setup the inland trade depots.

Bleepos Droppo |

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13 Not sure if it's Diplomacy, but I can switch the skill roll if not
Bleepos sticks around with Bessie and tries to help her to the best of his limited social abilities.

Ironperenti |

Bessie and Bleepos spend day one carousing and talking up the Pearl. By days end they have rounded up 4 interested sailors.
Since this is a significant sized port, you can recruit daily. What's everyone else doing while in port? Are the sailors free to hit the taverns?
1d4 + 2 ⇒ (2) + 2 = 4

Orslaw |

Trying to look back and see. Do we have plunder to sell? Could I attempt a Profession(Sailor) check to try and sell the goods off to another ship? Here's a roll just in case:
Profession(Sailor): 1d20 + 8 ⇒ (9) + 8 = 17

Guillaume Coeur-de-Lion |

"Make sure and come back to the ship nightly, lads and lasses. I'll be in a foul mood if I've got to go fishing your sorry carcasses out o' some back alley. But for now, enjoy yourselves!" Guillaume tells the crew once they're safely docked in port.
Turning to the command staff,he says "How long do we need in town? At the very least, we could see if we can offload some plunder while we're here. Also, see if you can scare up some rumors. Busy sea lanes, buried treasure, whatever. Let's not wander aimlessly when we put back to sea."

Bessie Rodgers |

Bessie suggests they give the crew three days; she will recruit, if other can sell any items and prepare, and listen for rumors.
Looking over their maps and notes, she will suggest heading to Goatshead next, resupply, perhaps pick up more crew then off to Ngozu to investigate the tales of the lost messenger and then out to the shipping lanes unless something more promising comes up.
Day 2 recruiting - Bleepos is encouraged to join if not doing something else!
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

Ironperenti |

You could also go telling stories about your adventures thus far and try to improve your infamy. make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.
No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. This resets at each new Infamy level.

Bleepos Droppo |

The goblin goes around the port lying and boasting about the crew's adventures - it's easy to see he enjoys doing that, and in most cases his own participation is absurdly exaggerated (especially since he had been stranded in an island for the past several months!). Regardless, the little green guy lets his tongue run around trying to conquer more infamy to his team.
Bluff (DC 23): 1d20 + 9 ⇒ (16) + 9 = 25

Nasifi Calaso |

Sorry, I've been very busy the last few days. Shall we just say Nasifi has been busy pumping out gunpowder? She she's good for recruiting or building infamy anyway.
Craft (Alchemy): 1d20 + 11 ⇒ (7) + 11 = 18
Craft (Alchemy): 1d20 + 11 ⇒ (15) + 11 = 26

Bessie Rodgers |

Bessie enjoys spending the day in port with the Captain, and as with Nasifi when they worked on the cannon carriage, she takes the time to talk and learn about Guillaume.
Day 3 Recruiting and Bessie will encourage anyone who wants to go ashore with her to join.
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

Ironperenti |

Crew: 1d4 + 2 ⇒ (4) + 2 = 6
Bleepos bluff DC 23: 1d20 + 9 ⇒ (6) + 9 = 15
After three days of the tales of the Pearl floating around Bessie finds the harvest is sweet. Over the course of the day six new sailors join the crew. That evening they meet with the other new crew members as well as the veterans. Talk and banter is light and friendly since all of these have signed on of their own accord. Talk eventually turns to setting sail the next day and where the Captain may lead them.
Updated ship stats in campaign tab.

Ironperenti |

The ship sets sail for parts unknown with a full crew and a lust for adventure. With the wind at her back the Pearl plows through the chop into the open sea. On day three, the lookout cries, "Ahoy! Sails on the horizon off the port bow!"
Using your spyglass you see it is a longship running on sail alone and flying the colors of the Aspis Consortium.
Do you have a destination or just hunting?

Orslaw |

"Captain, if this is a vessel from the company who runs the Witchlight we just spent 3 days at, we should either stay away from them or fully commit to the kill. I believe our boys," glancing over at Bessie and Nasifi, "er... all our crew, is itching for a fight. So we'll follow your lead, which ever way you call it. But I would advise against any hostile action that allows them to get away and identify us. It could get nasty next time we go to port there. But we've got a full crew and are battle ready, so I suggest we take them.

Bessie Rodgers |

How much cargo could a longship potentially be carrying? Does she seem to be sitting low or high in the water, how fast is it going? Bessie cals to the lookout, to try to figure out how much cargo it would likely be carrying. - trying to determine if it is worth the effort to attack. How much cargo could a longship potentially be carrying max?

Ironperenti |

Need three rolls from Bleepos, assuming he is on the helm. Guillaume can encourage with a DC 10 Diplomacy or intimidate roll.
Aspis sailing roll: 1d20 + 11 ⇒ (13) + 11 = 24
Aspis sailing roll: 1d20 + 11 ⇒ (11) + 11 = 22
Aspis sailing roll: 1d20 + 11 ⇒ (5) + 11 = 16

Orslaw |

Orslaw adds, "Actually, Captain... I was just meaning that we can't let her get away if we pursue. I'm not opposed to letting her crew swear an oath to us rather than joining the sharks. I'll keelhaul them myself if they break their oath."
Having the captain's orders, Orslaw immediately makes sure that any men not needed for piloting the ship are heading towards the ballista and cannon. "You heard tha' captain! Get your lazy rears in gear and prepare for assault!"

Bleepos Droppo |

Profession (Sailor): 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Profession (Sailor): 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Profession (Sailor): 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28
Bleepos is having a truly lazy day, and the movements of the goblin are absolutely erractic - for moments it looked like the ship was going on the opposite direction!
Extra +4 on the checks above for navigating in the Shackles
Two 1s in a roll... Gotta love my die.

Ironperenti |

The Aspis lugger obviously spots you well before you close the distance. They strike out and even though it seems you may have more speed they make a couple of course corrections that pulls them far out ahead. Then Bleepos makes a risky guess at their next tack and turns early to undercut them. It works and he manages to keep the lugger in sight.
Still too far for standard weapons. By beating him by more than 10 on that last roll you are still in it. Best out of five, so two more rolls, to see if you can catch her. Guillaume may want to to encourage or have the first mate do so, who would that be?
Aspis Sailing Roll: 1d20 + 11 ⇒ (6) + 11 = 17
Aspis Sailing Roll: 1d20 + 11 ⇒ (7) + 11 = 18