
Munin the Raven |

Dim light is dim enough, so Munin will watch from a distance - ignoring Sanita's distraction plan for now in favour of being ready to drop the lantern on any pirate (un)lucky enough to discover his companion : ) (also, Munin is a poor liar and since he carries a lantern, his avian nature is hard to disguise !)

Sanita Malvanna Or'Fana Kalnath |

No problem, I thought we'd spent at least 30 minutes getting to the ship
Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3d6 ⇒ (3) + (5, 3, 6) = 17 One down Silently
Stealth: 1d20 + 14 ⇒ (20) + 14 = 34
Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Missed, opponent blind, attempting stealth to avoid detection
Stealth: 1d20 + 14 ⇒ (16) + 14 = 30
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 3d6 ⇒ (3) + (2, 1, 6) = 12 Two down
Stealth: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Missed, opponent blind, attempting stealth to avoid detection
Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3d6 ⇒ (4) + (4, 4, 5) = 17 Three down
Stealth: 1d20 + 14 ⇒ (3) + 14 = 17
Attack: 1d20 + 6 ⇒ (2) + 6 = 8 Missed, opponent blind, attempting stealth to avoid detection
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 3d6 ⇒ (6) + (1, 2, 3) = 12 Four down
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 3d6 ⇒ (5) + (5, 3, 3) = 16 Five down
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 3d6 ⇒ (2) + (1, 1, 3) = 7 Six wounded not down
I'm assuming he'll cry out at this point. BTW: Sneak should still work unless they can somehow see Sanita, since they are effectively blind against her, and remain flat footed, even if they know she's there. As I understand it.

Sanita Malvanna Or'Fana Kalnath |

Don't worry Munin, even if they know I'm there, they are still blind from lack of light in the forest. Even if there's a moon out, you ever try to see in a forest at night? It sucks. I can still sneak attack them by moving, stealthing, and sneaking back at them. Their best bet is to drop all the loot and RUN as fast as they can into trees. LOL

Munin the Raven |

Or run into a clearing and hope that the moon or the stars are up! But yeah, they are pretty screwed - that is why Munin is reluctant to throw the lantern unless he can do so when he is absolutely sure all that will happen is he manages to steal your kill ^^

Kertuffle |

The night is cloudy and the it is light woods, so yeah , the pirates really can't see s~$!. Victim 1d8 ⇒ 7 is trying to light a latern but it will take him 10 rounds. Sanita can stealth away from the pirates she missed, but the alarm goes out and she will get swung at with a 50% miss chance before she sneaks away. Munin, the area does seem to be fairly damp.
Sanita can see one of the pirates trying to light a latern, unfortunately he is surrounded by a circle of his fellow ruffians, and its difficult to find a path to him without culling the herd a bit. While they are distracted by Munin flying away with the lantern and speculating 'what the hell that was' Sanita comes up behind one of them and skewers him without a sound. He fellows never even notice that he is missing. Her nest victim also is completely oblivious, but her rapier stroke glances off his leather coat. He yells out. "Something's out there. It tried to gut me" At this point all the pirates except for the one trying to light the lantern draw blades. "Jack, Hurry up!"they extort. It then becomes a race between Jack getting the lantern lit and Sanita taking them down. They realize the importance of the light and are not leaving a clear path to Jack, but are swinging blindly in the dark. Two of the pirates actually get a chance to attack back.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 1 ⇒ (11) + 1 = 12
None come close. Sanita has just taken out pirate #4 when Jack finally gets his latern lit. At this point Sanita is 15' away from the nearest pirate, the body of one of their companions sliding off her blade. They are clustered symmetrically around Jack, facing outwards with swords drawn. "Hey, its just a girl." one of them says. The pirate next to him hisses. "Look at the bodies, mate. She's a demon."
Sanita and Munin, its your action. Four pirates are left, three surrounding the one holding the lantern.

Sanita Malvanna Or'Fana Kalnath |

Sanita gives a malevolent grin at the men. "Oh yes, a Demon! I promised you fire, but I'm afraid I'm out of fire, so you'll have to settle for acid." She gives a girlish laugh, and with one hand removes a flask of Acid from her hip and tosses it at the one with the lantern (ensuring that everyone around him will get hit).
Ranged Touch: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
SPlash: 4 = 4
Yeah, Sanita's fully healed, has 5 pts of rapid healing left, and they are all now wounded. She's not concerned about them. Not as easy as they have been going down. Of course, she is a bit overconfident.

Munin the Raven |

Okeydoakey!
Munin is thinking of dropping the lantern he is holding ontop of the other lantern bearer. Here are the relevant rules (from pfsrd d20)
Table: Damage from Falling Objects
Object Size Damage
Small 2d6
Medium 3d6
Large 4d6
Huge 6d6
Gargantuan 8d6
Colossal 10d6
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.
Munin is planning on dropping his lantern from 35' high and it is probably a small object. According to the list, that would be 2d6 damage (subjected to GMs discretion of course!), require a touch attack at -2 (more then 1 range increment away) and should the thug notice him, he gets a DC 15 reflex save to halve the damage.
To hit, ranged touch: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: small, dense object falling more then 30', less then 150': 2d6 ⇒ (3, 3) = 6 should you agree with my sizing Kertuffle :)
Stealth, to drop it unnoticed: 1d20 + 14 ⇒ (19) + 14 = 33 Assign penalties as appropriate :)
Munin, noticing the new source of lighting flies over it to help his comrade. I have some fire to loan *CAW*! he smugly remarked as he took aim and dropped the dull but hot lantern.

Kertuffle |

Sanita tosses her flask of acid at the pirate. He tries to duck but she hits him square and he begins to scream as the reagents combine to melt his flesh. The caustic smoke and debris engulf his companions.
Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
They are so skittish, they quickly backpedal away from their friend and avoid the splashing acid. The lantern bearer whoever is so preoccupied with his agony he doesn't see the lantern droping for his head. With a thump the latern smashes in the side of his head and douses him with hot flaming oil. Afraid to run but also afraid of the she demon they face the three remaining pirates leap to attack Sanita defensively.
Flank Attack: 1d20 - 1 ⇒ (11) - 1 = 10
Flank Attack: 1d20 - 1 ⇒ (17) - 1 = 16
Attack: 1d20 - 3 ⇒ (8) - 3 = 5
One of the flanking pirates actually hits.
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
It appears you have an AC of either 16 or 17. If it's 17 then he just barely missed you.
Everyone is up. Sanita is being attacked by three pirates, two of whom are flanking. They are fighting defensively so their AC is 16 right now. The scene is merrily lit by the burning pirate.

Sanita Malvanna Or'Fana Kalnath |

Kertuffle? There's no save for splash damage from a mundane acid flask. The only time a splash weapon gives a save is the Alchemist Bomb class feature, which Sanita doesn't have, so they all take splash damage at full. Also, yes, Sanita's AC is 17 unless she's using a bow (MW Buckler gives +1 Shield AC), so the guy who rolled a 16 misses.
EDIT : Misread original post, changing my post.
Sanita steps to side 5 ft, to avoid the flank, and then attacks one with her rapier.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Gotta miss sometime.
Sanita will try to move so that trees make it hard to get a flank on her.

Munin the Raven |

Munin nods in satisfaction as the lantern bearer drops. He swoops down to collect one of the lanterns again, favouring the one already coloured by his magic should it be available and not on fire. Otherwise he will look for a decently sized rock or something :)
Move action to land, Move action to pick up an object!
He will need two move actions to reach optimal altitude again for a drop (20' upwards per action, 35' is a good height!), so he wont contribute much in the next round :)
Also, I'm visiting my parents until Wednesday so my posting may be sporadic until then!

Kertuffle |

Double checked the rules and you are correct, the pirates took the splash damage. And they rolled so well too.:( I was afraid the 16 would miss, I just wasn't certain.
Sanita BAB+INT 'Tactics - 2 for outnumbered': 1d20 + 3 ⇒ (14) + 3 = 17
Pirates Tactics: 1d20 ⇒ 18
There is a flash of sworplay and footwork. Sanita thinks she has maneuvered them into a point where they can't all get at her, but one of the bastards manages to leap over a root and she is still being hard pressed.
Morale: 1d20 - 1 ⇒ (9) - 1 = 8
They still look terrified and attack defensively.
Flank Attack: 1d20 - 1 ⇒ (18) - 1 = 17
Flank Attack: 1d20 - 1 ⇒ (9) - 1 = 8
Attack: 1d20 - 3 ⇒ (4) - 3 = 1
The sneaky one that leaped over the root manages a slice along her back.
Damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Munin lands. Unfortunately the tinted lantern is currently covered in burning oil. However the other lantern that was in the pirate's hands has landed on the ground mostly intact.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
'Sneaky' notices Munin landing. "Get her familiar!" he yells.

Sanita Malvanna Or'Fana Kalnath |

Sanita uses her swift action to self heal. +5 HP
Then she moves 5ft adjusting so she's standing next to 'Sneaky'. "Oh, you should know, I lied about being out of alchemist fire..." As she moves, she pulls an alchemist flask off her belt with her free hand, and smashes it on the pirate next to her with a high pitched laugh.
Touch Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Splash: 4 = 4 Not sure if Sneaky is also standing next to one of the other guys or not, Sanita takes it for sure
As the fire erupts on her skin, she makes a will save not to scream as 'sneaky' goes up in a pillar of flames that sends him stumbling to the ground.
Will Save: 1d20 + 1 ⇒ (12) + 1 = 13
"OW! Son of a witch that's HOT!" Even as she grimaces in pain, she looks at the last two, her skin still healing over even as it burns. "Who's next?"
45 - 12 - 4 + 5 = 34 hp

Munin the Raven |

"Mind your own businesses! *Caw!* Munin calls back at the pirate and takes flight, hurriedly flapping his wings to reach his strike altitude again.
Munin will take his double move ~straight up now. That should put him 40' up in the air. He will have a move action to manoeuvre into position next round before the drop, assuming the pirates remain standing :)
Meanwhile, Fhârn contemplates and discards the idea of tugging the pirateship with the Talespinner. Hopefully Ricket can spare some men : )

Sanita Malvanna Or'Fana Kalnath |

Ooops! Sanita doesn't get to add her int to the damage on the flask unless she throws it, since she just smashed it against him, reduce the guy's damage from 9 to 6 (should still kill him), and reduce splash damage to 1 from 4
45 - 12 - 1 + 5 = 37 hp

Kertuffle |

'Sneaky goes up in flames and one pirate takes the splash damage in addition to Sanita. All thought of trying to stop the raven is driven from their minds as they concentrate on trying to kill Sanita.
Sanita Tactic -1 for outnumbered: 1d20 + 4 ⇒ (17) + 4 = 21
Pirate Tactics: 1d20 ⇒ 16
Dancing nimbly around them, Sanita doesn't give them an opening this time. But now driven by sheer terror they are abandoning their defensive postures and going all out to kill her.
Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
One of the blows comes perilously close to hitting her but she steps back at the last second.

Munin the Raven |

Ranged touch, 1 increment & target locked in close combat: 1d20 + 9 - 2 - 4 ⇒ (8) + 9 - 2 - 4 = 11
Damage, should the above hit (DC 15 reflex for half): 2d6 ⇒ (4, 5) = 9
Munin aims and drops the second lantern towards one of the remaining pirates, careful to avoid hitting Sanita.

Sanita Malvanna Or'Fana Kalnath |

Sanita begins to fight defensively. Now it's down to just her and two others, and it's more advantageous for her to do so, especially with Munin dropping things on their head.
Sanit stabs at them with her rapier.
Rapier: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3 Oh good lord

Kertuffle |

The lantern drops towards the melee but the pirate easily sees it coming (it is lit after all) and just manages to avoid it, although everyone jumps back from the flaming oil, Sanita stumbling slightly and her swing going wild. "Not so cocky, now that we can see you." one of the pirate quips.
Sanita Tactics -1: 1d20 + 3 ⇒ (16) + 3 = 19
Pirate Tactics: 1d20 ⇒ 15
his face falls as he realizes that she is now using the bonfire to prevent him and his buddy from surrounding her.
Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Both miss, Sanita being to agile to let them get a serious blow in.

Sanita Malvanna Or'Fana Kalnath |

Sanita laughs. "Good point, thanks for reminding me about the bonfire, you're nice and back lit now. I have a bow, and you can't see me in the forest..." With that, Sanita withdraws into the dark.
She does a double move, using stealth as soon as she can.
Acrobatics to avoid AoO: 1d20 + 13 ⇒ (1) + 13 = 14
Stealth: 1d20 + 14 ⇒ (4) + 14 = 18
She'll pull her bow along the way with her free hand.
Not sure how clear the ground is where they are fighting. If it's clear enough to use a withdraw action instead of the (really bad!) Acrobatics check above, she'll do that instead. If they follow her into the darkness, even better, they'll be blind again.

Munin the Raven |

Munin sighs as his projectile fails to connect this time. He notices that Sanita is withdrawing and does the same to avoid being the centre of attention when the pirates can no longer see her.
Fly away into the darkness, relying on Low-Light vision to keep an eye on the battle

Kertuffle |

Sanita's Acrobatics catch the two bandits off guard and she quickly fades into the night.
Sanita's Bluff: 1d20 ⇒ 5
One of the pirates starts to run off into the woods, but the other grabs his hand. "Not so fast. She'll gut you just like she did the others. Cover me. Shoot her or her familiar if'n you see it." He picks up a stick on the ground and puts it into the fire to light, while the other readies his crossbow, looking fearfully out into the darkness.

Sanita Malvanna Or'Fana Kalnath |

Sanita puts her rapier away as a move action, and then fires an arrow at the idiot with the firey stick.
Bow Shot: 1d20 + 6 ⇒ (18) + 6 = 24 Since he can't see her, should be flat footed, not that it matters with that roll
Damage: 1d6 ⇒ 5
An arrow wings out of the darkness and slams into the fire stick wielder, slamming into his stomach.

Kertuffle |

The pirate with the stick collapses with a gasp. And with that the sole remaining pirate goes fleeing off into the dark.
You can either kill him at your leisure or let him get away. Each pirate was carring about 70lbs. of assorted valuables. On the average each pound will be worth about 5gp. 9 pirates times 70 pounds is 630 pounds of loot. You want to bury it and make a map with an X, right? :) Or of course you could just Ant Haul it back.

Sanita Malvanna Or'Fana Kalnath |

Sanita lets the last pirate flee away with his burn scarred hide in tact. She moves around slitting throats and removing valuables. She waves Munin down. "So, we let the last one leave, because I promise you he soiled his pants. And he'll tell the tale of the demoness who tracked him down when he was stupid enough to attack one of Rickert's family ships." She tells Munin with a grin, apparently not bothered by the grisly work of ensuring the pirates are dead and naked before she tosses them onto the growing bonfire. "Don't want to leave all the bodies out to rot. I know some animals would like to eat them, but it's a disease pit. If you want to take a few eyes before they burn though..." She remembers her promise to the raven, letting him have his fill of his favorite forbidden food. "I think we absolutely beat Fharn on the kill count." She winks. "Actually, I think you beat him all on your own. Let's make sure he doesn't forget it."
Once all the pirates are dead dead, naked, and burning, she begins repacking all the loot into a giant pile, all tied together and designed to hang from her pack and drag the ground. "Now, a little aunt haul extract, and back home we go." She stops and mixes up an Ant Haul, her last extract of the day, and then with a jaunty whistle (and presumably a very full Munin on her pack) she saunters off back to the river.
Note, Sanita is heavily encumbered, even with the ant haul and muleback cords. :)

Munin the Raven |

Munin gladly gorges himself on this second feast for the day. As a sign of appreciation, he even 'volunteers' to help Sanita carry the haul back. He gathers various shiny objects into a little pouch which he happily carries in his talons back to the ship. "I thought we were going to say we stole it? *Caw*!" The raven glances at Sanitas enormous pile and laughs.

Sanita Malvanna Or'Fana Kalnath |

Sanita shakes her head. "Can't. Family obligation." She actually seems serious for a change, to the Raven. "That ship is partially owned by Clan Kalnath. We put money into it. Nobody attacks or steals from us and profits by it. I'll put talk to the proctor's in the capital, and give out the name and description of the surviving officer, that spellcaster who ran, and they'll put a bounty on his head. It is absolutely vital that any river pirate who even thinks about attacking a ship Kalnath has interest in has to change his pants after thinking about it. That's just how we operate." She puts a finger against her nose, and taps it. "There's a reason Kalnath and Malvanna have coins when half the Brevoy clans are broke and living off their serfs. We don't let anyone, anyone, get our profit. Not pirates, not other nobles, not even the King. We pay our debts, but nobody gets a free ride off us. Hopefully, Fharn will handle the kingdom finances the same way. If not, I may have to take him out behind the stag lord's keep and whip his bottom until he can't sit down for a week to teach him a lesson." She gives Munin a wink. "Now, let's get back. We've got some crew to impress. They'll tell the tales of the girl and the raven who went into the forest alone and came back with 7 dead men's stolen loot with them. That'll compliment the tale from the pirate who survived."
Sanita then digs in and drags the stolen loot back to the river. When they get there, she waves at the crewmen. "Hoy! We need another boat, I found a bunch of stuff that pirates didn't need anymore." She drops the giant pile of loot with a crash at their feet.

Munin the Raven |

"Cawhat? B-but you *caw* said you were going to say I stole it!" Munin flies down close to Sanitas head and meets her gaze with his large, black sorrowful eyes.
I’ve seen puppies pull this. Maybe … *caw*…
The raven isn't really bothered at all, merely trying to maneuver to take more credit.
The pirates had a few rowboats we moved to our side. One of those would certainly do the trick. Then we just need to figure out how to move the big ship ... : )

Sanita Malvanna Or'Fana Kalnath |

Sanita laughs. "Of course you stole it, that's what distracted the pirates enough so that I could slit their throats..." She laughs.
When the crew asks what happened, that is exactly what she tells them. Munin stole the loot back, and the pirates were so confused, that Sanita slit their throats while they tried to catch Munin. With Munin killing one himself.

Kertuffle |

Sanita's Bluff: 1d20 ⇒ 5
Although the crewmen obviously don't completely buy Sanita's story. No one is fool enough to question her version of events. They load the pirate's loot onto the extra rowboats and go back to the Raptor's Revenge. Everyone is exhausted, but Mr Squib sets watches, letting Fharn and Sanita get some sleep. Early in the morning you spot the Talespinner coming down the river. Captain Rickert anchors the Talespinner a short distance away and rows out in her remaining rowboat with 5 crewmen. "Permission to come aboard" she calls out.

Sanita Malvanna Or'Fana Kalnath |

Sanita actually has a +4 to Bluff, so that roll was 9, not 5, but yeah... :)
Sanita grins. "Permission granted, Captain!" She helps Rickert aboard. "I think this might cover some of the costs of repairs to The Talespinner, don't you think?" She grins, looking around the ship. "I don't think anyone is going to want to be pirating a Rickert Family ship anytime soon, not after this." She smiles at Rickert, and then tilts her head. "So, how would the Rickert family like to open a branch office? We have a lot of rivers, and they connect to the River Kingdoms. Someone is going to make money shipping things up and down those rivers as we grow. And a lot of them are big slow rivers with tall trees around, poor sailing environment. It'll be awhile before the venture shows profit, but starting now positions someone to be the defacto go to shipping agent for an entire kingdom."

Fhârn |

Evening/Night after Sanitas return
When the rowboats finally makes their way back to the Revenge Fhârn greets them with a wave and a raised eyebrow. "Welcome back. I see your 'scouting' has been profitable!" Someone tempted them, no doubt! He listens to the tales of their exploits with half an ear, but it is clear that he has something else on his mind. When they finished stashing the loot back where it belong (probably the hold of the ship!) he motions for Sanita and Munin to follow him inside the Captains quarters.
//Inside
Fhârn beckons them to come inside then carefully closes the door behind them. He puts his bag on the table and starts going trough it until he finds his waterproof bag. "Now, I looked trough the late Captains room - and he had some things stashed away. Some that one would expect -" he unloads the log and flips trough it quickly, letting them see what it is. Then he retrieves the scroll and hands it to Sanita. "- his logbook - surprisingly detailed for a pirate - but perhaps a useful tool for navigation. Or if he left something behind ... And this is a divine scroll. My money is on something to propel the ship should the wind fail. Pretty logical. Now this!" He reaches inside his coat and retrieves the list from a secure pocket and hands it to her. Eagerly he points to the names. "I'm sure you recognize atleast one name here. I've heard of two other - druids too. Now, this might simply be a list of whom they could replenish their scrolls with. Or ... Something else? But what? The Stag-Lords father was a druid to, in service of some mysterious *entity*..."
Next morning
Despite the long yesterday, Fhârn gets up early - feeling decently refreshed. Besides, he wanted to know what secrets the divine scroll held. I bet it's just a random Cure scroll ... He grinned. Nah, something with the weather sounds more resonable. If my life depended on a sailing boat being able to outrun others I would most certainly hedge the bets in my favour, should the need arise!. After one hour of painstaking memorization and perparation, Fhârn was finally ready!
Read Magic & see what the scroll contains : )
//When Ricket arrives
"You said everything the pirates left behind, didn't you Captain?" he greets Ricket with a hearty laughter. When the Captain steps unto the deck he turns serious. He quickly interjects a question that has been bothering him into Sanitas business proposal. "How did the men from the river bank fare?"
Note: The Stag-Lords keep is very close to a river ... : )
Note2: You are not trying to give away a perfectly good ship, are you Sanita :P?

Fhârn |

Fhârn will attempt to prepare a pair of spells from the bought book (Share Memory, Whispering Wind). Since I haven't spent any downtime time yet (easier to keep track of it if I spend all the time at the same time :P) it isn't scribed into his book yet. I assume we deciphered the spells as we bought them (wouldn't want to buy a book of only gibberish!) so it is only the DC 15+Spell Level check left to prepare from a foreign source left. Here we go!
Spellcraft, Whispering Wind: DC 17: 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft,Share Memory : DC 17: 1d20 + 11 ⇒ (19) + 11 = 30

Sanita Malvanna Or'Fana Kalnath |

We have no way to take the boat with us, greedy. On the other hand, getting Rickert to open a branch of the sprint ship shipping down where we are (and yes, I did remember the nice lake with multiple rivers by the stag lord's keep) is worth handing over a ship we can't take with us. Now, that's not saying we wouldn't keep a share of the ship, but since we can't salvage it by ourselves, and we can't sail it, I think letting Rickert take it for the Rickert Company, and us keeping a profit interest in the ship is better in the long run, which Sanita would discuss with Fharn the night before.

Fhârn |

Silver Hall is but a few hours away - we could certainly procure the means to sail it there. Sadly, we don't have anywhere to take it afterwards, so your point is valid ... : / However - an extra river based trade route is only useful if our backers, the Pornos family, feel that it doesn't threaten their land based route.

Sanita Malvanna Or'Fana Kalnath |

The Pornos's will have a lock on the land routes. If you look at the map, there's no river from the southern kingdom rivers to Brevoy, which means this actually would HELP the Pornos, it would give them another route to ship goods south to the River Kingdoms.

Fhârn |

Bigger map! :) (Brevoy is in the northeastern corner)
The river flows south from New Stetven down to Mivon where it spits. One branch continues to the south and the rest of the world (all the way trough Galt and to the Inner Sea. One branch heads to the Steaming Sea via Lake Encarthan). But that branch is of no interest to us. The other one snakes north-east to Restov - the destination of the trade route we are set to protect! It passes by a lake which looks very similar to the one the Stag Lords Keep were positioned by. I'm assuming that is were our land will be.
This means the river rout from New Stetven to Restov is longer (~3 times the length, assuming the trade route is straight [which it probably isn't!). A ship can certainly travel faster then a caravan. It carries more. It is easier to protect. I could certainly see how this route might compete with the land way.
Huh. I be dammed - the more I write about it, the better a river trade lane seems ^^. We just better make dam sure the Pornos don't think we are competing with them (until it's too late :P). Or even strike a deal...
Okay - one step further !: What if some enterprising king/kingdom were to dig a channel between one of the rivers near the teal hexagon on our map (where Wilhelms group is set to explore ...) and the East Sellen River? That would make the route quicker. It would also mean that Mivon is no longer in the middle or the route (in fact, they are not even on the route anymore!) - instead, one of our cities could be the halfway point!
Edit: Trade route discussion: Gameplay -> Discussion? :P

Kertuffle |

Fharn's read magic reveals that it is a scroll of Awaken.
Captain Rickert is very pleased with the recovery of the Revenge. To Sanita she says "I will certainly broach the subject with my father. I for one am very impressed by the two of you. And I feel certain that once this event becomes common knowledge, pirates will think twice about operating in your kingdom." She is unwilling to commit her family without consulting with them, but Fharn and Sanita think that she finds the idea favorable. She is gratefull that Fharn asks about the men. She had only 4 casulties on her side, but they were 4 too many. She is intrigued by your idea about the East Sellen river, but she is very familiar with the problems inherent in that route. She explains "There is vast swamp called the Hooktongue Slough that the East Sellen flows through. The area is infested with aggressive frog like people called Boggards, that have pretty much shut down all trade on the river." As to the new ship she tries to describe the laws regarding pirated goods. "This would be considered a 'prize vessel'" she explains, gesturing at the Revenge. Brevoy's government will give us full value, tax free for this ship, and the owners it was stolen from will buy it back from the government. I hereby retroactively declare you two to be officers in my crew, so you will be entitled to 3 shares a piece. As captain I will get 5 shares, Mr Squib will get 3, and the rest of my crew will get 1 share apiece, the family's of those slain will get their share." This won't include any of their personal effects. In my opinion, they are yours, you certainly earned it.
I don't normally deal with taxes so getting it tax free is 10% bonus. Total prize value is thus 11000gp, giving the crew 333gp a piece. Officers 1000gp and the Captain 1667gp

Fhârn |

//Deciphering the scroll
Huh - not what I thought, not at all! he thinks with a grin and pockets the scroll. Munin will be pleased - he always expressed a desire to retain the higher level of 'sophistication' once the covenant has ran its course ...
//Conversation with Ricket.
Fhârn nods his thanks to the captain. "I'm glad the families of the fallen get something from that dark day. Hopefully you are right - that no-one will dare to attempt piracy on this vessel for a long time. But still, whomever that wanted to pry your secrets is probably still out there. A few guards would probably not be amiss. Or perhaps drill the men while the ship is repaired?"
Know (local/nature, ie Humanoids/Monstrous Humanoids): 1d20 + 6 ⇒ (6) + 6 = 12
Fhârn strokes his chin and thinks for a while, on the topic of river trade and complications. Suddenly he realizes something and shines up in a big grin. "So, what you are saying is - our kingdom might contain the closest port from New Stetven capable of shipping south? Honestly, that might be even better ..." I'll have to ask Dante for a look on his maps when I see him again!

Fhârn |

Fhârn laughs. "Well - *Might*. We better not get too far ahead of ourselves!"
//
Later, when they dock in Silver Hall, Fhârn decides to take a look around the town. He wasn't sure how long Ricket was planning on remaining anchored, so he asked Mr Squib before he set out - he didn't want to walk all the way 'home', after all! The target for his expedition was the local market for the finer arts - a scroll of Mirror Image or a book to look over wouldn't be out of place. Or perhaps someone interested in jumping really, really high! It is a beautiful ring - but I rather have something to protect me and mine first ...
"Hey Sanita, want to go for a walk ...?"

Sanita Malvanna Or'Fana Kalnath |

Sanita nods. "Sure, we need to hit up the magic shops anyway, and the apothecaries." She stretches, rubbing at some healing burns on her arm. "Smashing a bottle of alchemist fire on someone's face is a bit painful." She dimples. "For both parties..." She turns to Rickert. "I'd assume we'll need a day or two for repairs? At least to make sure we're water tight after being rammed? And we'll need to arrange storage for the captured vessel? Do we have a couple of days then to get rid of this junk we got off those idiot pirates?"
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I think Fharn showed Sanita the list, if not, the following assumes he did the next day
On the way into town, she slips a few coppers to a street vendor for some uncooked beef bits, and slips them to Munin. "We need to stop by my father and grandmother's factor's offices, and give them descriptions of the pirates, and that list of names. Plus they can put us up in the company guest house for a day or two while the repairs are ongoing." She smiles. "We don't have to avoid spies on the way back, I just didn't want to give my father's wife any advance warning of our visit if I could help it. That way her only poisoners would be hastily hired last minute additions. Makes it easier to kill them."
Once all the above is done, Sanita will drag Fharn around to various magic shops. She'll also see if she can sell the 'big pile of loot' via the Factor. It would mean not getting the money immediately, but it would also mean it can be sold off over time for more profit? If not, then she'll just sell it all off to get what she can for it. Same with the weapons if we determine nobody would want them. She also, again, looks for used spell books.

Fhârn |

Yes, Fhârn showed Sanita the list of names almost as soon as she got back.
"My thoughts exactly." he nods in agreement to the magic shop suggestion, since that was, in fact, were he planned on heading. He flashes a grin and jumps unto the harbour in one long bounding and uncharacteristic leap. But the fact that we might not hold on to this ring for long doesn't mean I can't enjoy it while I can! He looks back and waves, with an infuriatingly smug look on his face.
//Later, on the way into town
Munin gladly eats the threat and Fhârn shoots him a sideways glance. He hadn't bought up the scroll with the raven yet - he was waiting for a private moment. *Sigh* Not very likely until we are on the road again. But it can wait a few days... "That makes sense." He procures a copy of the list from his pocket, but this one has only four names. Rowan isn't present. "I suspect they are listed by their profession and not their affiliation with pirates. However, idle talk or speculation might nevertheless come back to bite us in the behinds." He nods and hands her the list, waiting for her to notice the alteration. "Should your families men find something sinister here, we can take action. But until then, no need to risk dragging him into the dirt."

Sanita Malvanna Or'Fana Kalnath |

Sanita rolls her eyes at Fharn's jumping escapades. "Be careful where you jump, someone might set a pitchfork down while you're in midair." She says, walking down the gang plank like a sane individual.
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Sanita looks the paper over, and nods. "True enough. The family spies will try to find out if these are targets or allies. If they all turn out to be allies, then Rowan needs to answer some questions. If they turn out to be targets, we'll have Rowan under watch ourselves and can protect him."

Fhârn |

"Ha! I'm more worried if someone left a rake laying about ..."
//
"Indeed. The list was accompanied by a scroll of Druidic nature, so it might simply be a list of viable casters. But it never hurts to be sure."

Kertuffle |

Gozran 5
Tranferring her entire crew to the Revenge, Captain Rickert soon has the ship of the sandbar. She then splits her crew in two and both ships sail toward Silverhall. It is only about 4 hours later that the gleaming spires of the city come into view. Captain Rickert does not plan on having the ship repaired here at Silverhall, even though it has some of the finest shipyards on the lake. Instead she plans, once her business is done here, on sailing the wounded ship on to her family's docks in New Stetvan. However her best intentions are no match for the attention the pirate attack attracts from the Silverhall authorities. House Lebeda is a merchant house and they take the attack very seriously. Fharn and Sanita find themselves poilitely but rigorously interviewed throughout the rest of the day. The news of the pirate attack quickly spreads throughout the city and all involved soon find themselves minor celebrities. Captain Rickert, however, finds herself buried in red tape for the next few days.
Gozran 6
Sanita and Fharn have the day free and can go shopping. (I'm assuming that no one wishes to intervene and help Captain Rickert with a K/Nobility check. It is delaying her from leaving which I assume dovetails with your plans)
Silverhall is a large town and is the home to House Lebeda. It is known for its jewelers and shipyards. Any item of 2000gp or less you have a 75% chance of finding.
Items that are definitely available are the following
+1 Buckler
+1 Punching Dagger
Potion of Haste (750gp)
Divine Scroll of Glyph of Warding (575gp)
Potion of Enlarge Person(50gp)
Magnetist's Gloves (6000gp)
Wand of Divine Power (21000gp)
In the two days you are there you only find one spellbook for sale, but its a good one.
Tome of the Transmuter
Sanita, I'm afraid you can't use your family discount here. I'm not saying its not reasonable, its more of a game balance thing. Dareon would be the one getting the discount here. If you want to create and hire your own factor here, that I would be OK with.
By the end of the two days you have been able to sell your spoils of war.

Sanita Malvanna Or'Fana Kalnath |

No problem, wasn't exepcting to get a family discount price. :) Was looking for sometehing like a 5-10% bonus with a down-side of having to leave the stuff for several weeks and have the money forwarded. But this works fine. I will likely get some spies going forward, once I'm in the slot officially, and will wait for that.
Sanita feels a tad bit guilty for leaving Rickert to the paperwork, but after dealing with Lebeda functionaries all day (she can see why their own resident Lebeda ran as far away from home as possible), she's just as happy to take the extra day or two. If it drags on, she'll see if she can pull a few strings.
"What do you think Fharn? These things are pretty hard to come by. And we have several people who do transmutation, don't we? It's not on our list, but it's affordable, especially with the spoils from the pirates added to the coffers. We do get some duplicate spells, but we also get the tome, which any one can prepare spells from. That's an advantage right there, makes it easy to transcribe the spells, plus the special powers it has."

Fhârn |

"Hmm. Indeed. And you are right, we did come by some extra means. I'm sure both Dareon and Bej would enjoy it!"
Fhârn too, considering the boon : )

Sanita Malvanna Or'Fana Kalnath |

Ok, so, selling everything but the staff and the armor (nobody indicated any interest in the rest of it), we get a grand total of 15080 gold (see sheet). Add in the 1315 for Sanita's armor, and that's a loot total of 16395. Divided by 10 people, that's 1,640 gp per (roughly). 1,315 of Sanita's will be the armor, with the other 280 in gp. If we take the cost of the tome off the top, we'd have 16395 - 2635 = 13760. So basically, Sanita's armor is her share, we buy the tome as a kingdom treasury item, and everyone else get's 1,376 coins (with Sanita getting 60 gp). Anyone object to that?
Sanita pulls Fharn aside, counts their coins, and suggests taking the tome's cost off the top as a kingdom treasury item, and splitting the rest of the take with everyone, to be used in the kingdom as needed.