
Sassarra |

Sassarra Tucks herself aside the door and also prepares to zap the first unfriendly face that comes through.
stealth: 1d20 + 13 ⇒ (5) + 13 = 18 20 or better with synergy

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Skrelznit takes the head and carries it out of the sterncastle, drawing his blade as he goes Move action.
He tosses the head Standard action to the center of the defenders with a hopefully intimidating taunt.
Here's your master. He whimpered like a baby at the end. Surrender now and avoid joining him.
Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20
Looseal, on the other hand, awkwardly stumbles out of the Captain's cabin as she hurries to join her master. Double move, 10 ft land movement speed :-(
I'm hoping the head tossing is part of the Intimidate action, but awaiting GM ruling. If not, I'll give up the Intimidate try and still toss the head because it's badass I've always wanted to throw a head into a group of enemies.

Sassarra |

Sassarra will step out from inside the cabin. She holds her hands out and winds surround her for a good dozen kobold-paces. Sparks fill the area as the storm rushes into her. She glows with St. Elmo's fire, lighting up the cabin and the bloody bed within.
5' step, then full-round gather power. Technically none of my powers need the full 2 burn that this generates for next round, but it does also provide an impressive 20' display of elemental energy. I'm hoping that it'll give an added circumstance bonus to Skrelznit's Intimidate check.

Hokina |

Seeing Plugg's dead head and the party ready to fight, everyone but Scourge drops their weapons.
One of them, Fipps, speaks up. "We were just doing what the captain wanted. But there is no loyalty to a dead man."
Scourge looks and sears at Fipps and the others,"Traitors all of you", before running and jumping off the ship.
Do you wish to continue combat?

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Continue combat? And miss out on the dramatic Boss Fight later?
We could just have Looseal bombard him until he succumbs or drowns. Does anyone have a Summon spell that lasts more than 1 round?

Grauchi |

As Skreznit looks at Grauchi each other. He sees a neutral-evil grins on his face.
"polypus, qui vocat vos"
Grauchi casts Nature's Ally II, summoning an Octopus over the fleeing man. I'll last 3 rounds
"Leave no open ends," and under his breath "Shinies still on the island."

Sassarra |

Oh, you can alwasy get a new pirate for the boss fight.
Sassarra nods at Garuchi, calling out "We're not traitors! You can't betray those you were forced to serve!"
She leaps off the deck and into the water, hurling lightning at Scourge.
touch attack: 1d20 + 8 ⇒ (6) + 8 = 14
electric damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8

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Skrelznit grins back.
"what he said"
Casting Summon Nature's Ally I for a Dolphin for 3 rounds.
I gots three more of those.
Looseal picks up a bit of debris and drops it on Scourge's head.
Bombard: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d4 ⇒ 1

Grauchi |

Octopus
N Small animal (aquatic)
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 12
(+3 Dex, +1 natural, +1 size)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +1
Defensive Abilities ink cloud
OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +7 (1d3+3 plus poison), tentacles +5 (grab)
STATISTICS
Str 16, Dex 17, Con 18, Int 2, Wis 13, Cha 3
BaB +1; CMB +3 (+7 grapple); CMD 16 can't be tripped
Feats Multiattack, Weapon Finesse
Skills Escape Artist +13, Stealth +20, Swim +11;
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 15;
frequency 1/round for 6 rounds; effect 1 Str; cure 1 save
Dolphin
N Medium animal
Init +2; Senses blindsight 120 ft.,
low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft.
Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13;

Pew - Pew |

Pew-Pew gets to the side of the boat just in time to see the man go still in the water.
"We should try bring him back on floatwood...what if he have shinies?"
Pew-Pew will turn his attention to the remainder of the crew, pointing his gun at them menacingly. "You no fight now, but will you try fight when Kobolds sleep? You want floatwood? If you no trust then you leave."
Note:This is all in draconic, because Pew-Pew is not smart enough to know how to speak anything else. Most likely the crew has no idea what he is saying. Just a short lizard man waving a gun around and babbling in a foreign language.

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Skrelznit gives a great "Huzzah!".
Ummm...now what?

Grauchi |

Grauchi makes sure Owl-bear is released from his chains as well.
He climbs up some stairs and turns towards the crew who remain.
"Greetings men. It is the end of Scourge's and Plugg's command. They were not strong enough, they lacked the keen Draconian intellect we have.
"You must all make a choice. Either you join us. The work will be similar as before, but you'll eat, you'll live.
Or you can get off the ship. Here you can settle on this island. There are some huts remaining, some tents, shelter for the nights to come. The undead are mostly gone, the octogoblins are mostly gone, so you'll be able to make something of yourselves here. If you choose the later when we're away, the swim is much longer."
He looks at the party members and speaks draconic,
"We have our freedom. Now we get to see the world. Who's in?"

Pew - Pew |

"Pew-Pew recognize this island. Ocean not close to home. Will have to travel long to find clan again. Travel with other kobolds better than travel alone. I stay."
He holsters his pistol, eyeing the crew standing on deck suspiciously.
"We will teach tall ones speak proper dragon? Pew-Pew do not trust ones that don't talk well."

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I'm in-k-k-k. We be better pirates than Plugg and Scourge-k-k-k.
What do we call our ship? How about "Dragonskin"? It works either as "Dragon Skin" or "Dragon's Kin".
I nominate Grauchi as Captain.

Grauchi |

Draconic"Yes, you can stay with us Pew-Pew. When we have fortune and big names, you can return to your village and become clan leader perhaps? We don't think it a good idea to have them speak our language. We know more then them, we have freedom to talk in private. We teach you long-speak."
I second the "Dragon's Kin" name for our ship. "Dragon Skin" might get some bad looks from our cousins.
"We are dragonkind, so the name should reflect that we thinks."
As for being captain, I'm ok with that, but if someone else wants it that's fine with me as well. My character is Chaotic Neutral. Which means my character would mostly become captain in order not to follow orders. I would prefer a neutral (on the good-evil axis) to not fall in the pure-evil-pirates-trope. Our group is currently Sassarra (N), Pew-Pew (LE), Skrelznit (NE) and Grauchi (CN). Sassarra also has the highest Charisma, which might also be important. :)

Sassarra |

She thinks for a moment, "How about Dragons' Kin as a name? That will show everybody that we aren't to be trifled with."
As for a pirate flag - How about this?
I wasn't thinking of Sassarra as captain, but having the high Charisma person do it makes a certain amount of sense. She'll need to focus on different things as she levels up, but it works.
On a different note, we'll probably need a trapfinder. Can anybody fit a level of rogue (or whatever) in their build?

Pew - Pew |

"Sounds good for Pew-Pew. Remind all how powerful Kobold is. So long as dragon not see and think we rude."
Pew-Pew looks wistfully out over the ocean. I sure do miss the dragonmother. She was so strong and brave. I hope I get to see her scales again some day.
"What if find water dragon to serve. Floatwood hunt for shinies for her. She protect floatwood and good koboldses."

Hokina |

Much of the crew look oddy at Pew - Pew as he speaks and waves his gun around. But Grauchi makes them relax.
Most of the crew sound pleased having you all lead. Even those who supported Plugg quickly join up; not wanting to be stuck on that island.
The other group of Kobolds on the ship, headed by Quinn and Turlach, walk up to you with Kroop.
Turlach: "Captain Harrigan will not be happy once he find out that there has been a mutiny."
Kroop: "Plugg was already planing to mutiny by not showing up at the meaning place. He was going to take the ship to Rickety’s Squibs. There he could get a refit to hide the ships old look."
Quinn turns to Pew - Pew and speaks in Draconic.
Quinn: "Won't be sailing into many ports once word gets out that this ship has been 'acquired' by pirates. Some towns like Pirates, many don't. This 'Rickety’s Squibs' is a place to change old ship to look not like old ship. So Harrigan, Plugg's captain, and also the ship's former owner have harder time hunting down kobolds and crew."

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Sounds good-k-k-k. Quinn, you can lead us to Rickety's-k-k-k?
Hopefully we can barter the ship's cargo in payment there.

Hokina |

Added a new link to the list of links: Sea Map
The ships stats are of a Sailing Ship from the players guide.
Feel free to think up any Knowledge checks you want to make about the pirate life, Rickety’s Squibs, Captain Harriganm, or whatever.
Last: Knowledge (local), Craft (ships), or Profession (sailor) to find your way to Rickety's Squibs.

Grauchi |

Perception: 1d20 + 11 ⇒ (8) + 11 = 19 to make sure we don't miss any shinies, like the second half of the bracers of archery
Knowledge Local Pirate Life: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge Local Rickety's Squibs: 1d20 + 5 ⇒ (17) + 5 = 22
Knowledge Local Captain Harriganm: 1d20 + 5 ⇒ (11) + 5 = 16
When the ship starts sailing, he doesn't miss the opportunity to transform into a great horned owl and fly around.

Hokina |

Quinn takes her hat off and hands it to the new captain.
"You all saved my life and off'ed that pain in the tail Scourge. If you all waited much longer, I would have had to kill him my self to get him to stop flirting with me.
I also found something among my equipment when I was picking it up from where it was scattered on the floor; a iron bracer that carries some magic in it."
She hands the bracer over as well.
Both items detect as magical.
The bracer is auto ID'ed as the other half of the bracers of archery.
The Hat is a spellcraft DC 20.
Sassarra is able to find that the ship is only a few days from Rickety's Squibs.
Grauchi knows that Captain Harriganm is one of the most powerful free captains of the Shackles.
I will add what Grauchi knows about Pirate Life, and Rickety's Squibs tomorrow.

Grauchi |

"I can understand he flirting though, what are the pitfalls I should avoid?", Grauchi says with a wink.
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14
Grauchi looks at the magic items, the hat he can't identify, but when Quinn shows the bracers he collects one from his bag as well. "Here's the other, together they form bracers of shoot-a-little-better"

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Skrelznit has been spending his time in the crow's nest, practicing how to see through her eyes as she soars far and wide.
Sorry, been busy leveling him up and with RL.

Pew - Pew |

Pew-Pew tries to find somewhere quiet on the ship and will spend the time in transit working with his pistol.
Looking over the gunslinger rules I realized that I have not yet paid the 300 to make it masterwork and to not have the broken condition. I should do that, and down travel time is as good a time as any. Using 39 gold from party treasure and 261 gold from personal stores (which makes me broke) to make that happen.

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@Sassarra, I think it's you.

Hokina |

While Harrigan is powerful, there are greater; those of the Pirate Council. The pirate Council is headed by a King.
Being a Pirate is not all plundering. A ship that gathers lots of plunder but fails to make a name for themselves is seen as easy pickings. on the other claw, a crew that is very infamous but little plundering is seen a cruel monsters.
While some captain have a private ports to refit the ships they take; most do not. Places like Rickety's Squibs, for a price, will refit and even upgrade ships. Pirates have reverence for those places and are careful to not upset the owners; blacklisting from those places can end a pirate captain's life. Without a place to refit their ships, they are easy pickings for pirate hunters.
When ready you can sail easily to Rickety's Squibs.

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Aye, aye, Cap'n-k-k-k.
Looseal spends much of her day flying far and wide 10 mile radius, catching fish and bringing them back to the upper spars to eat them.
Skrelznit enjoys the view and voluntarily takes a watch each day in the crow's nest, occasionally peeking through Looseal's eyes as he recently learned how to do.

Hokina |

Three days pass before finding a the headland marking the cove and port. As you come around and closer to the headland you see a tower up at its top. A checkered flag of yellow and red rises up above the tower while a Blue flag goes up at the dock in reply.
Looking in you see a cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.
Out of the boathouse a small longboat comes out to meet you. A small crew of six man the longboat.
A short, old man hails from the longboat. He calls for you to drop anchor and to allow them on bored to discuss terms and see what he has to work with.

Hokina |

The old man introduces himself as Rickety Hake and going right to work. He inspects the ship top to bottom; the whole time with a smile on his face. Almost half a hour passes as he finishes looking over the ship and walks back over to Sassarra.
"It is a little work, but it should just take 5 or 6 days, and will cost you 2,000 gp. I can add small smuggling compartments for 500 gp each without increasing the time."
I added the items you got off of Plugg and Scourge to the loot list. I gave you the id of the amulet of natural armor +1, and bracers of armor +1 as they are common.
Mr. Plugg had magic Cutlass and shackles. Both DC 18 spellcraft.

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Spellcraft Cutlass: 1d20 + 5 ⇒ (7) + 5 = 12
Spellcraft Shackles: 1d20 + 5 ⇒ (12) + 5 = 17
Do we have an inventory of total party loot somewhere? It's been a while since I've been shopping.

Sassarra |

Skrelznit, One must turn one's gaze upward to find the true treasures in life.
Knowing that they can afford it, and it being a good ides, she answers quickly. "Oh, we kobolds know it's always good to have something hidden away for later."

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But I've been in the crow's nest and there's no shinies there. There's no farther "up" than that on the ship. You sure you didn't just forget where you put them? ;-)
And I see now that my query about a loot list was answered in the post right before mine. Failed my Reading Comprehension skill check pretty badly there.
@GM, any restrictions on shopping? Is there shopping available here?

Hokina |

Rickety nods. "You can stay in the Commons while you wait. Room is free, but any food, drink, or anything else is up to you to play for.
Now I just need to see you are good with the payment. I don't need it upfront, just need to know you will be able to pay went the work is done.
If you don't have the gold, we can buy up some of you goods at the normal rate of 50% of the goods' value. I am not a trading hub. So nothing over 2500 gold worth.
You can also off load any as prisoners as ransom or slaves for 50 gold a head.
I could underwrite you, but I would want my due. It would be 1/3 of your plunder each month till paid back 175% of the cost."
I put the ship stats and the village stats under the Campaign Info tab.
Anything at or under the base value can be found on top of the items that are listed.

Hokina |

Harriganm took most things from the ship as he believed that Plugg was going to sell the ship in Port Peril.
When I added Plugg's stuff, some of it was gold. Plugg may have plan to sell some of you friends into slavery, or have the ship underwrite to make up for the lack of funds.
After a quick look at the loot sheet, the only thing I see worth more then 2500 is the Harpoon (+1, Returning). So you should easily be able to pay for the refit with the items you all have in loot. Just find out what you want to keep.

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If we sell the mundane stuff we should be able to get 3690gp:
5 pounds of pepper
Barrel (Filled with fresh water)
Barrels of very cheap perfume
Empty crocodile flask
Gems
Golden ring
Ivory Walrus tusk
Jawbone of a shark carved with scrimshaw images of a vastoctopus eating whales and containing a dozen silver and gold rings hammered into it
Map
Orca bone & pearl harp
Pearls
Scrimshaw blade of great workmanship depicting an octopus
Silver hatpin
Silver hatpins set with tiny obsidians
Silver tankard
Skull of Hamerhead Shark
Spyglass
Wedding dress inlaid with pearls and set with 3 tiny rubies
Whale Skull with scrolls:
Whalebone corset set with mother-of-pearl inlays
That's ship repairs plus three smuggling compartments, with 190gp left over for a pretty good party at the local tavern. Skrelznit the Hunter thinks a Returning magic harpoon is a pretty neat thing to have.

Sassarra |

I agree that you would be the obvious choice for the harpoon. Oh, and I think you just nominated yourself for Quartermaster. More in discussion.
Sassarra will show Rickety the pile of booty in the hold. "We can cover it."

Hokina |

"Sail closer and the cutters will tow the ship in," he heads back to the docks.
Soon as the ship is towed up in drydock, they get to work on the ship and point you to the Commons.
Walking up to the commons you find a once-grand building with broad wings extending from its ground floor stands at the end of the docks, its octagonal dome topped by a cupola. It was obviously a fine villa in its day but time and the harsh sun and rains of the Slithering Coast have faded its paint and cracked its boards, leaving it a gray ghost of its former self. A painted board above the veranda names it as “Rickety’s Squibs.” Smaller, less grandiose hovels and sheds clapped together of flotsam and jetsam surround the larger building and merge into the jungle behind it.