
Hokina |

Grauchi can see that the docks was not the only place attacked. A few of them looks to be flying away from the watchtower.
Someone calls out an alarm, and many run for cover. A galleon looks to be anchored in the cove and an armed party is clambering onto the deck out of a row boat.
What looks like the leader looks to the dry dock before giving some order. The man draw their weapons and form a defensive line in front of the leader.
Different results for same Knowledge (local) check:
The Galleon is a Chelish navy Galleon.
The Galleon is a Chelish navy Galleon, but the Chelish navy would likely not know the location of Rickety’s Squibs.
They are not dressed as Chelish marines. While the landing party has weapons drawn, they are only taken a defensive stance.

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Knowledge Local: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Skrelznit whispers to his mates,
The ship is Chelish navy, but the uniforms are not-k-k-k. They're not attacking yet-k-k-k. What are they doing-k-k-k?

Grauchi |

Know Local: 1d20 + 5 ⇒ (15) + 5 = 20
Perc: 1d20 + 11 ⇒ (11) + 11 = 22
"We don't think they are Chelish. Their navy shouldn't know this location, or at least shoulds have some accords with it to keep it alone. They're also not wearing Chelish uniforms. They musts be pirates who captured the ship and are up for refitting, like us perhaps?"
As he noticed a lot of the birds coming from the watchtower, Grauchi grows more suspiscious of the new arrivals.
"We hads the sea creature this morning, the birds just now, and now we have the not-Chelish-yet-Chelish navy. Bad lucks comes in groups of three. Lets go it to the watchtower, we'll have high ground, can see what happened to the men there. If the birds were send by the not-Chelish-yet-Chelish navy, they'll think everyone gone or dead."

Grauchi |

According to good Star Trek TNG tradition, the Captain shouldn't run risks? Whoops, as first mate I just volunteered, didn't I?
Did the birds fly to the ship? Is there a spell I might know to summon such creatures to kidnap people?
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Grauchi looks to Sassarra, "We can get out the fastest of all we think, in case things goes south." My majestic plural can be confusing
"We see two options, they are helping Captain Harrigan and seek Plugg, or they're real Chelish navy, posing as pirates and are attempting to get the ship, or the cargo back. We no longer have the cargo so in that case we would want to send them after Captain Harrigan. Or maybe we seeks out what was in that cargo ourselves?"
***
Grauchi doesn't wait for the others to reply. He sneaks/runs around a building so the men don't get the location of the rest of the party.
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15
From what he gathers a safe distance, and close to cover to hide behind he shouts,
"Who are you, my good man? So we might introduce you to the Captain of the ship. This iss a neutral trading outpost, comings in weapons drawn iss not a way to inspire confidence regarding your intentions."

Hokina |

No, the 'birds' flying away from the tower headed back to the jungle.
The man looks to Grauchi with a hard look shortly before a smile brakes out on his face. Soon after he lets out a large chuckle, and waves for his men to relax.
"I know what this place is; as I am here for the same as you. I am Captain Pegsworthy and this is just some of my fine crew.
As you have not attacked me, in spite of the fact that the ship over there was taking by Harrigan, you are not of his crew."
He smiles at that.
"Normally the look out signals if the drydock is in use. Many free captains like their privacy. Not knowing this means you are new at this, and having that ship means you are not a friend of Harrigen; both should be rewarded. I Have a offer for you Captain."

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Skrelznit whispers to Sassarra.
Be wary, but we need all the friends we can get-k-k-k.

Grauchi |

Grauchi frowns, the tall-fellows excuse seems a good one. If the village was being attacked, you would come in arms at the ready as well.
Sense Motive: 1d20 + 3 ⇒ (9) + 3 = 12
"Our name is Grauchi, first mate of this ship, she's the "Dragon's Kin" reborn. Should we discuss matters further in private, lets say four of your crew and four of mine?"

Hokina |

"I merely want to offer to do the rechristen when your ship is finished," says Captain Pegsworthy.
Check about christens.
It is considered good luck in the Shackles to have a Free Captain or a
noble lady of good family christen a ship.
Different outcomes to a check on the Captain:
The free captain Pegsworthy is popular and reviled among his peers, and has on a Eagle Knight coat and epaulets. Many have tried to guess where he got it from.
The free captain Pegsworthy is popular and reviled among his peers, and has on a Eagle Knight coat and epaulets. Many have tried to guess where he got it from.
He is know for having a strong honor code for a pirate. While many pirate captains will sell those they can't ransom into slavery, he simply lets them go. He has been know to target slavers and anyone he sees as overly cruel.
The free captain Pegsworthy is popular and reviled among his peers, and has on a Eagle Knight coat and epaulets.
He is know for having a strong honor code for a pirate. While many pirate captains will sell those they can't ransom into slavery, he simply lets them go. He has been know to target slavers and anyone he sees as overly cruel.
He was once a Eagle Knight in the Andoren navy. When they tried to retire him he rallied his crew, took his ship, and set sail as a free Captain.
He has not been seen to hold any loyalty to Andoren, and will attack Andoren ships like any other.

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"popular and reviled"? That seems like it's probably a typo.
Knowledge Local DC15: 1d20 + 2 ⇒ (2) + 2 = 4
Knowledge Local DC10/15/24: 1d20 + 2 ⇒ (13) + 2 = 15
Skrelznit whispers,
I recognizezes this one by his Eagle Knight coat and epaulets-k-k-k. I think this is free captain Pegsworthy-k-k-k. They say he be honorable and merciful, and he punishes slavers and them's thats too cruel-k-k-k.
He might help us against Harrigan.

Grauchi |

Grauchi salutes and thanks the man for his offer.
"I will relay the offer to my captain and will contact you again."
knowledge Local: 1d20 + 5 ⇒ (5) + 5 = 10
knowledge Local: 1d20 + 5 ⇒ (20) + 5 = 25
He walks away and talks to some villagers, apparently the man is quiet known. Will give all the information to the crew
He later lets the former Eagle knight know a christening would be welcomed when the ship is finished.

Hokina |

The captain nods to Grauchi.
Unless anyone has anything else they want to do, we will start heading for the lookout.
While heading up the path to the lookout you see a large,
colorful parrot come down and squawk as you a few times, “Shoo,
fly, don’t bother me!” before head back up to the watchtower.
When you get to the tower you find rum bottles littering the ground. The tower looks to be just a large wood platform some 60 ft up with a single ladder.

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Skrelznit follows carefully as Looseal circles overhead.
Don't like heights-k-k-k. No, don't.

Hokina |

When she peeks over the platform, Sassarra finds the twisted remains of a rope hammock. Lying beneath the hammock, with one boot on and the other lying across the floor from it, is the flyspecked corpse of an elderly man.
The side of his neck is black and swollen to the size of a melon. A dried ring of foam cakes the man’s beard and mustache around his lips.
The parrot flaps over, alights on the corpse, and squawks again, “Shoo, fly, don’t bother me!”

Sassarra |

She calls down, "It looks like the lookout is dead. Let's use the hammock to lower him down and bring him back for burial."
She'll look around to make sure we bring his stuff back.

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Looks to me like he maybe was poisoned-k-k-k.

Hokina |

He frowns after hearing Skrelznit's comment. "Blasted flying bugs. This dry spell has been driving everything thing out of the wood and seas to look for food."
Captain Pegsworthy speaks up. "If we are going to be in port as long as you say, than I guess my men can help take care of your bug troubles." He turns to Skrelznit. "Don't worry, I will be here for your ship's rechristen."

Grauchi |

Sorry for no posts, the hotel didn't have wifi despite advertised. Holidays are over.
"Don't drink the rum. I'll check tomorrow if it was poisoned. If it is, we have a serious problem here in the village."
Grauchi wonders if the foam can come from the sting/venom of a beast he knows.
1d20 + 5 ⇒ (4) + 5 = 9

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Skrelznit confers with Grauchi and also wonders if it could be a beast.
Knowledge Nature: 1d20 + 5 ⇒ (13) + 5 = 18

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Skrelznit asks Rickety,
Was not poisoned rum-k-k-k. The flying bugs killed him. You has problem with flying bugs-k-k-k? Maybe we needs find a safer port-k-k-k.

Grauchi |

Knowledge Local: 1d20 + 4 ⇒ (15) + 4 = 19
Grauchi thinks if he knows of any port close by that could do the same good job as this one.
"Maybe if we help with the problem, we can get discount here?"

Grauchi |

"Can you put that in numbers?" CHA 9, no subtlety
Grauchi fills the rest of his days drinking and looking for an animal companion. My preference would go to a Pteranodon.

Hokina |

Rickety thinks for a moment before replying,[b]"500 gp discount should more then cover that cost I would have paid to train new workers."[b]
When ready to move on:
Days past and you find yourselves looking on as Pegsworthy rechristening your ship.
the ship slides down into the estuary as he smashes a bottle of Sargavan on the ships keel. He picks up his mug and holds it in the air.
[b]"A toast: Good fortune and sure sail await what one can crack the Tidewater rock,"[b] he says before drinking down his mug.
When the squibbing of the PCs’ ship is finally complete,
Rickety holds a ceremony to rechristen the Man’s Promise
with a name of the PCs’ choosing. Before the chocks
are released and the ship slides down into the estuary, a
bottle of Sargavan wine is smashed upon its keel. Captain
Pegsworthy (if he is present) or Rickety himself offers this
bit of Shackles lore as a toast before the PCs set out to make
their fortunes: “Good fortune and sure sail await what one
can crack the Tidewater Rock.”
It refers to a small castle called Tidewater Rock that commands a small, protected harbor on a remote island south of Motaku Isle. It is said that anyone who can claim Tidewater Rock as her own will
have good luck, as the castle makes a strategic watch point
from which one can strike the nearby shipping lanes. Most Free Captains have better things to do than pursue old wives’ tales, but a new pirate captain would surely find a boost to his reputation were he able to claim that he had “cracked the Rock.”
After he finishes everyone goes to the Commons and tell tales of the pirate life.
This is a good place to put in the Plunder and Infamy rules. I will put the rules for Plunder, Infamy, and Disrepute rules on the campaign info tab.
In short you can make a single Bluff, Intimidate, or Perform check per day in a part to try to get more Disrepute and Infamy. Max infamy and Disrepute you can have is 4 times the party level. Max infamy you can gain in a part is 5. Disrepute max is your infamy score.
You can gain more Infamy again when you get to your next Infamy threshold. Next threshold is 10 infamy. You are at 2 of each right now.
You can spend Disrepute to use Impositions. The first set of Impositions require to be at the 10+ infamy threshold.

Hokina |

lol. I forgot to remove the text from the book before posting, and to close the bold tags. :)
Over the few days before the rechristen Grauchi looks around the areas that Pegsworthy and his men cleared of the bugs. He finds a young Pteranodon, normal animal companion size for the level, who looked to have been sting by the bugs. Under Grauchi's care it recovers quickly and agrees to join him.

Sassarra |

"Thank you, Pegsworthy. Good seas to you, and we'll see you out there."
She will thank Rickety profusely, and we'll set sail for Tidewater rock. Of course, if we find a plump target on the way...

Grauchi |

Grauchi returns to the ship with a fledgling Pteranodon. The first day he teaches it not to eat the crew if not commanded specifically...
How does infamy work? Is there a reference I have missed? I do not suggest to raid this town. :)

Sassarra |

Ah, I had thought our initial 2 came from here.
Before they set sail, we'll have a last night in the tavern, telling tales and raising glasses. Sassarra will tell of their adventures fighting the squiddies deep in the sea caves. Making sure to highlight all of the crew and their best moments.
diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Hokina |

Info on Infamy and Disrepute can be found on the campaign info tab under "Infamy and Disrepute".
The two points you have are from mutinying and taking the Man’s Promise (Dragons' Kin).
The story was not bad, but the veteran sailors have heard better.
Pegsworthy smiles at Sassrra. "Don't worry. In time you will much better tales to tell then fighting a few squiddies."
He puts his own gold down and orders you and your crew another round.
Knowledge (Local) or (History) to learn more about Tidewater Rock.
Knowledge (geography) to locate Tidewater Rock.

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Knowledge Local: 1d20 + 2 ⇒ (5) + 2 = 7
Knowledge Geography: 1d20 + 5 ⇒ (19) + 5 = 24
I don't know anything about Tidewater Rock, but I think I know where it is.