
Taalik Amun |

Taalik has been silent, not looking to offend his new captain. Hearing her offer to the Chelaxian officer, he grins. "Shall I assist him in moving over to his newfound vessel?" Taalik steps up behind the Chelaxian, awaiting his captain's orders.

Hokina |

Turlach walks over to Sassarra "caption, we don't have the men to man both boats even with the the crew from the burned ship. Maybe you get convince some of the Chelaxian to be pirates."
you are short 1 man to be able to man both boats. Campaign Info tab says how to 'recruit' more crew.
If you get the crew you need, then you still need to pick if you want to keep the ship or sell it.

Sassarra |

"Oh, Taalik. I think he can make his own decision. As can the rest of his crew." She turns and explains to the Chelish crew.
"So, which of you like chains and which of you likes gold? If you get ransomed, you go back to Cheliax and everybody knows you failed. If nobody pays your ransom, there'a always the slave markets."
intimidate: 1d20 + 8 ⇒ (6) + 8 = 14
"On the other hand, life as a pirate is free. Once you've proved yourself, you're one of the crew. Oh, there's dangers, but you'll live well, live free. Some of you will retire as rich men. Who will that be?"
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

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Gringe takes the time to ponder her choice in spells... will be using one of those two days to switch my spells prepared, don't have that changed now, am coming up with the changes in just one moment.
edit: okay, done changing spells :P

Taalik Amun |

As the next couple days pass, Taalik spends some time on the newly acquired Chelaxian ship, examining its craftsmanship, and searching for any secrets it may be hiding within its chambers, holds, and hull.
perception: 1d20 + 8 ⇒ (14) + 8 = 22

Hokina |

Taalik finds that the ship has a single smuggling compartment; that is empty.
Coming close to the small town of Ngozu, Grauchi recognizes the island it is on, Mgange Cove, is one of the marks on the map he found.
Coming into port you seen many pirate ships; almost all manned solely by Mwangi (Dark skin humans). Kroop tells you that the laws of the town is very harsh. It is best to not do anything that would anger the locals.

Huek Schmerlap |

"Hmm. Not sure if that'd be a good idea-town like this, there's a really good chance that slavery is illegal. There might be a black market, but from what I've heard, the penalties for getting caught FAR outweigh the benefits of unloading our guys here. Maybe we should check around town, see what's actually up here."

Sassarra |

"We should ask for a factor to negotiate a ransom. We get money now, they take the prisoners and they deal with the issues." She smiles with a sly grin, "And when we deliver them, everybody gets to see us march the prisoners through town."
"I think we should also sell this new ship. It's got good bones, and it'll fetch a nice price. Everybody's going to eat well tonight."
She turns to everybody, "So, what do you think?"

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It is a good ship. We will miss it-k-k-k.
Skrelznit looks to Sassarra.
But we can do better-k-k-k.

Taalik Amun |

Taalik grins at the captain's suggestion, "Aye, make a spectacle o' dem. Non 'ere be wantin' to cross blades wit us iffin' dey be tinkin' we take down Chelaxians for fun. Do, will sellin' da ship not leave us overcrowded on our vessel?"

Grauchi |

"The other ship was only having a skeleton crew anyhows. I'm not sure we'll see any profit pouring our ways if we just let them hunt their own gold. I don't trust such situations." Grauchi looks to the other kobolds who helped steal their original ship after just such a situation.

Hokina |

It is not hard to find a local ransom broker in town, and a good deal for the ship.
The broker offers 650 gp for all the prisoners.
The ship can be sold for 7 plunder. Normal plunder rules apply for selling plunder. Small town has a base sell value of 40% on plunder. Can go as high as 60% with a skill check. Don't forget you also lose 1 plunder when you sell plunder from paying the crew.

Hokina |

The Towns data link list some of the bigger port. Quent and Port Peril are large, but as they are ruled by members of the Pirate Council, you will be sailing in waters sailed by more powerful pirates and even some pirate hunters.
Senghor and Bloodcove are bigger towns also. Bloodcove is know best for their slave trading.
Order of operations:
1) try to sale 'x' number of plunder.
2) make check.
3) based on check know how much percent of plunder base value you can sell at.
4a) if you take the sale: You sell "x" plunder and make "(x-1) * 1,000 * percent". the "-1" is just the one plunder that you sold that went to the crew.
4b) If you don't take the sale: you lose a day of work.
example:
selling 5 plunder.
Rolls a skill check: get 27
For a small town the base dc is 10, and Base Sale % is 40, and max % is 60.
The check beat the dc by 17. That means the Sale % is now 55.
The party makes: (5-1)*1,000*.55=2,200 GP from selling their 4 plunder.
The crew got 550 GP from you selling their 1 plunder.

Huek Schmerlap |

While they're in town, Huek ducks into an alchemy shop quickly to purchase a Bombchucker. He chuckles lightly as he stows it in his bag. "Can't believe I never got one of these before...it seems so obvious now."
-12 gold. Anyone need any alchemy items while we're in transit, by the way? Going to start brewing up stuff like mad after we get paid-while we're on the ship traveling, I think I can work for like...22 hours out of the day? It's the big reason why I bought that ring of sustenance.

Taalik Amun |

Taalik sticks with his newfound captain, eager to be of assistance in securing the rights and spoils to be shared among their crew. As he follows, he keeps his eyes open, seeking any that may pose him a threat.
perception: 1d20 + 8 ⇒ (3) + 8 = 11

Grauchi |

on my next level up, I'll get some diplomacy skills, until then, anyone want to gather information with 'my' map?
Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
Linguistics for drawing: 1d20 + 4 ⇒ (14) + 4 = 18
Grauchi makes a re-drawing of the map in question and goes around asking questions about it in the local drinking bars. He'll spend some gold for drinks in the effort. (-10g)

Taalik Amun |

Not exactly sure how to write this up, so here is a try...
Throughout the process of selling off the Chelaxian vessel and finding a broker to negotiate the ransom of the naval sailors, Taalik makes sure its known that the Dragon's Kin took down the vessel, sharing details of their ferocity.
Intimidate (Infamy): 1d20 + 10 ⇒ (17) + 10 = 27

Sassarra |

Good to know.
If there are no other objections, She'll negotiate to sell the ship here, though she'll keep the other plunder for a larger port.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

Hokina |

After talking with a few people Grauchi quickly learns that a local cemetery is marked on the map.
He also learned that A JuJu priest, by the name of Ajuoga, has been fighting off undead in the cemetery for the last few years. He has asked for help in finding why they keep rising, but few outsiders are willing to take up work with no pay.
Taalik tells a good story, and some even buys him a round.
Infamy, and Disrepute goes up by 1.
[ooc]If you are just selling the ship, you gain 7 plunder.
If you are selling the plunder from selling the ship, you gain 3,300 GP from the check.[ooc]

Grauchi |

Grauchi relates the information to the rest of the crew.
"This might be a good place to find magic stuff to reinforce our arsenal. If we wish to pack a large punch in a small boat, we need to focus our power, magic is the way to do it, no? I'll go talk to this Ajuoga fella."
He then goes out, in search of this Jojo priest.

Hokina |

You find Ajuoga's hut a short way out of the town. When asked, he tells Grauchi how a little over two years ago he found a dusky purple skin elf praying in the cemetery. He acted kind and said he know some of the dead from many years before. As the man was a elf, Ajuoga accepted that the elf was talking about the long dead; as Ajuoga had never seen the man before.
Two nights after the elf left undead attacked the town. Ajuoga pushed them back and killed the undead, but has been unable to find why the keep them from returning to life. All the undead looked to have been touched by JuJu magic, but he has not seen anyone in the cemetery doing the rites to raise dead in connection with the mass undead.

Hokina |

Ajuoga pauses for a moment. "I never seen him in my town or any time after the 1st meeting. In fact no one saw him come or leave by the town. He may have came and went by some other spot, but I checked with the small villages on the island; no one seen him.
I would have tried to find him harder, but running town by day, and cleaning up the undead by night has not allowed me to do much."
The description of the 'elf' sounds like a Drow.

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Knowledge Local DC10: 1d20 + 2 ⇒ (9) + 2 = 11
Skrelznit whispers to Captain Sassarra.
We may be dealing with a Dark Elf-k-k-k.

Sassarra |

"Well, if the undead destroy this port, then how can word spread of what we've done? Let's check it out and deal with these creatures and the elf who's causing this."

Huek Schmerlap |

"Fine with me, I'm in. Always up for killing stuff, even if it's been dead before already."

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Skrelznit's eyes take on an eerie faraway look, as if receiving instructions from eons away.
That which is dead may never die, he intones in a flat voice, devoid of emotion.
He appears to regain control of himself, and grins as he fingers his short sword.
But they fall down just as nice as anyone when you stab 'em in the knee-k-k-k.

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Just fine-k-k-k. Why-k-k-k?

Taalik Amun |

"de dead are supposed to rest... any dat wolk, I say we slash an' smash dem. An' de dead, you know, dey no be needin' deir possessions anymore..."
Taalik smiles as the prospect of foes to best and loot to be had.

Huek Schmerlap |

Huek holds up a finger as he finishes mixing one last extract. "Just gotta add some manticore spittle, aaaannnnddd...good to go. Lead the way, boss."
Extracts Prepared:
2x Targeted Bomb Admixture
1x Cure Light Wounds
1x Reduce Person
2x Invisibility

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Sorry for the delay, busy, had no time
Gringe comes into veiw, a bottle in hand. You can tell the bottle is quite old, the glass has been smoothed by water. Gringe rattles the bottle and you can hear the bones inside... game of bones? she says, or perhaps pirates dice? Ah-hahahaha! the way she cakles is almost like a witch.
She looks at sassara and shrugs less someone needs healed yesterday I'm good tomarrow, and almost ready the day before.... I'm good the way she smiles makes you wonder if she's all there... Sligi sits on her shoulder and locks his own eye.

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Umm...Gringe, you feeling okay-k-k-k?
Skrelznit fingers his sword again.
Let's go stab some deadsies in the kneecaps!

Huek Schmerlap |

Personally, I'd say during the night. We've all got darkvision/light sensitivity, right? I don't think anyone took the alternate racial trait.

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@GM, where do you see that? Under "Racial Qualities" I have Darkvision and Light Sensitivity. Perhaps you're looking at Looseal?

Hokina |

Night, and the party, comes to the cemetery. Turning up to the gate you find the ground harder and mud slide off your feet. A single puddle out of meany can be seen passing into the cemetery that are clean to the point of reflecting the moon. Along with the ground, you find yourselves covered in water like mist.
The smell of fresh dirt can even be picked up from the edge of the cemetery. A loud crash turns your attendance to the larges building. Its gate swings out hitting, and getting stuck in one of the gravestones. Someone or something sounds like they are trying from within.

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Skrelznit whispers,
Let's sneaksie closer and have a peek-k-k-k. If they trapped in there with the door ajar we can snipe hunt them-k-k-k.
If the party agrees,
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Remember we have Stealth Synergy, so the more rolls made the better chance of everyone getting in position undetected.