
Barnacle |

swab roll: 1d6 ⇒ 1
strength check for bilge work: 1d20 + 3 ⇒ (15) + 3 = 18
con check fro fatigue: 1d20 + 3 ⇒ (12) + 3 = 15
Barnacle seems to enjoy working the bilges. He even takes the time to examine the woodworking of the ship.
Again I see a worthy vessel. These pirates just need to take care of her!
Later on deck with the others he seems non the worse for the job he did...

GM Xen'Dragon |

For brevity's sake you get you gear that will explode and nothing else. Then you go down to sleep...
You all make it up the stairwell to see a group of men before you, four of the crew that roughed you up with Scourge and they are led by one particularly pig like specimen...
The pig like man speaks, where ye think your going swabs?
This is before you begin your daily tasks just for the record.

Calloran |

Well, none of my gear will EXPLODE for lack of me touching it.
The suggestion that it might explode was in-character, and purposefully worded in a way that would not be a lie. He said bad things would happen, which is true, he would lose ALL of his stuff.
The ONE thing that is the problem, is his Mass Reallocation Unit. It is an invention, but must be "maintained" each day or it goes away. Calloran's (and my) big problem is that all his other stuff is INSIDE it.
So to not be able to maintain it, he loses ALL his wealth. If he gets in, takes his stuff out, it would all be stolen, and this is something he simply would not do. He is greedy and possessive, especially of his creations.
==========
For sake of your desire to have him not have anything (or the PCs in general to be robbed blind), i think the best in-game solution that Calloran would abide would be to sneak in, take the belongings out, take the magic from the item (losing no items since they're outside of it at the time it's decommissioned), leaving only a metal barrel. Then, stuffing all of his things in the barrel and welding it shut.
In essence, as far as the crew would know, nothing would have changed other than the mysterious metal barrel that they had would now weigh much more than it previously did.
Calloran would then have that invention slot free to create something else using materials outside. It takes him 1 hour total to maintain/create inventions for all slots he has available. If the barrel became inert during his maintenance, so would the grappleshot, and he would have those two slots to create other things. He already has his Thundershot, which is the one invention that he cannot change into something else (since it is a primary invention), he can only change the mods on it.
sound reasonable?

Kree-qui Kaa |

Confused - are we continuing with same job as previous day, or rolling randomly again to see what job we are doing today, and then resolving that job?
GM?
And before any of that we are met by pigface and coterie?

GM Xen'Dragon |

Sounds reasonable although you will have to find materials for your inventions, shouldn't be too hard with some scavenging although expect a "schizo tech" look to your stuff.
This is the beginning of day 2, yesterday has passed. Waiting for other people to post and perhaps make a few "rolls" (hint).

Barnacle |

" I 'think' I am going to get my assignment for the day. Isn't that what we are supposed to be doing? Where do you think you're going? For that matter, where ARE we going?"
Barnacle responds to the man.
Looks like a pig man...An ..Orc?... Not sure. But rude anyway...

Calloran |

Calloran sets about to seeing about repairs, tagging along with the Warforged.
1d20 + 1 ⇒ (2) + 1 = 3 vs DC 10 although literally any of my craft skills would be more appropriate, and would have succeeded.
Calloran looks around the ship for things to repair, but his mind is on other things. Throughout the morning he looks for odds and ends to steal/squirrel away for later use. A leather glove here, some iron shavings there, some spare bolts and pipes.

Kree-qui Kaa |

GM - I am supremely confused. I am asking what do I need to roll for for Day 2. On Day 1 I hunted rats.
For Day 2 am I supposed to roll for how well I hunt rats again or am I supposed to roll to see what new job I am assigned, and then resolve that job? And are we now encountering Pigface before our Day 2 jobs are played out? There seems to be a bit of everything going on and not much clarity…

Kree-qui Kaa |

This is day 2, each new day you roll for your daily job and then roll to see whether or not you pass the check. What I mean is this is about to become a fight, you can diffuse it with the right social skills.
Ok, is crystal now.
Diffuse the situation? Why would we want to do that??? :p

Kree-qui Kaa |

Kree's eyes almost close. She knows these, has suffered under them before. Why keep enduring pain.
"And you? So what! Remove yourselves lest I eat your faces!"
Intimidate: 1d20 - 2 ⇒ (4) - 2 = 2
Well. Fantastique. :/

Ireariina Torviir |

"I shall be very offended if you eat his ugly face rather than the delicious turtle stew Kroop and I plan to prepare, Kree," I protest, squaring up to the pig-faced man. "Now, I assume fighting amongst the crew is at least tolerated, because whatever small pleasure you gain from pushing us around isn't worth a keelhauling," I ask "So I'm willing to get into it if you are," I smile, Kiss writhing around my neck, hissing like a teakettle.
Intimidate: 1d20 + 5 ⇒ (8) + 5 = 13

Barnacle |

Startled, Barnacle turns to Kree...
" You would eat his face?"
He rumbles in his gravelly voice.." How... Odd..."
Turning back to the pig man..
" Mayhap you should look for amusement elsewhere. From what I understand of your kind, they don't do well without faces..."
intimidate: 1d20 - 2 ⇒ (17) - 2 = 15

Ireariina Torviir |

"If it's a fight you want-" I snap, readying myself for battle...
Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
In future anyone can roll my initiative. I have +4. I think I'm in a different timezone and as I'm not emotionally attached to rolling myself it may speed things up for the rest of you.

GM Xen'Dragon |

The pirates move in and all decide to corner the wooden construct...
Pirate 1 attack 1d20 + 3 ⇒ (18) + 3 = 21, damage1d3 + 1 ⇒ (3) + 1 = 4
Pirate 2 attack 1d20 + 3 ⇒ (12) + 3 = 15, damage1d3 + 1 ⇒ (1) + 1 = 2
Pirate 3 attack 1d20 + 3 ⇒ (19) + 3 = 22, damage1d3 + 1 ⇒ (2) + 1 = 3
Pirate 4 attack 1d20 + 3 ⇒ (6) + 3 = 9, damage1d3 + 1 ⇒ (2) + 1 = 3
All players please put Init, AC and Saves in your profile so that they will show if you haven't already. Thanks for the Heads up Kree. Note that all damage is nonlethal.

Kree-qui Kaa |

So according to the rolls the order of actions is:
Calloran and Drahzar - 23
Pirate 4 - 18
Barnacle and Ireariina - 15
Pirate 3 - 11
Kree - 6
Pirate 2 - 4
Pirate 1 - 3
Kree sets to with gusto, attempting to grapple the pirate nearest her...
Grapple: 1d20 + 1 ⇒ (7) + 1 = 8 [+1 CMB]

Barnacle |

"What-???"
With a growl Barnacle attacks the pirate that took a swing at him.
Since he goes before all but the one who missed him. XD
slam attack: 1d20 + 3 ⇒ (15) + 3 = 18
lethal damage: 1d4 + 3 ⇒ (4) + 3 = 7
A loud 'Thud!' follows as his wooden fist connects with flesh.
I hope.

GM Xen'Dragon |

You all advance up the stairway to see Mr. Scourge staring down at you, the pig faced pirate lurks nearby...
So rats it seems you've brought something aboard? Something like a wand...
Scourge leers as Calloran and squints at him trying to find the "wand"...
perception1d20 + 1 ⇒ (16) + 1 = 17
Scourge looks up at the pig faced pirate and speaks, annoyed. Fips wheres the damn wand!?!

Barnacle |

" I know not of a wand, but I would be willing to bruise more of their flesh."
Barnacle says as he walks up onto the deck.
" They attempted to batter my personage. I cannot work to my best ability on this ship if I am broken or hampered. She needs me to help mend her."
He continues, holding his hands together to make a single club like appendage.

Kree-qui Kaa |

Kree subtly draws on the skeins of fate to help Drahzar obfuscate the truth...
Immediate Action: Use Second Sight. +1 to Drahzar's Bluff.
prophetic gifts. However, all seers possess the basic ability to use their second sight to grant minor bonuses to a variety of actions.
She may grant a +1 insight bonus to any skill roll, attack roll, or saving throw that she witnesses, applied as an immediate action. This bonus increases to +2 at 5th level, +3 at 10th level, and +4 at 15th level. The seer must declare use of this ability after the roll
is made, but before the results are revealed.
Second Sight remaining - 6/7

GM Xen'Dragon |

sense motive1d20 + 8 ⇒ (18) + 8 = 26
Scourge senses your lie and his voice is angry as Khyber...
Yer lying you filthy wharf rat! What the !@#$ happened? That boom did not come out of thin air!
Yous sense the many fold eyes upon you as Scourge breaks into a tirade...