
The Norv |

With your course decided, you set out on the river, following it back south toward Rickety's Squibs. Going with the current now, it takes you far less time to travel downstream than it did to journey up; you pass the noon hour on the river, and a few hours later you hear a splashing noise and see a streamlined shape zipping through the water alongside your boat. Selissa emerges from the water as you continue to sail south.
"What isssssss the newsssssss?" she hisses. "I wassssss about to turn away!"

Isaac Silvermane |

I forgot. Isaac will also be taking the ritual to be an honorary Qorrit.
Isaac looks at Selissa. "Sorry fer bein' lat'. We be havin' good news an' bad news. Th' bad news is tha' we couldn't convince Selussis to leav'. Howe'er, he did giv' us a lead to th' Qorrit trib' in regards to th' drough'. We be talkin' to 'em an' they be pointin' us towards Wulthren, a green hag who was causin' th' drough'. We be killin' 'er an' a sea hag she was wit'. So, th' drough' shoul' stop. We also hav' a new plac' fer ye to mak' yer hom'. We jus' wanted le' ye know, fer ye to chec' th' area, an' mayhaps arrang' somethin' wit' Qorrit, if need be."
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

The Norv |

Selissa disappears from view for a moment, slipping back into the boat's wake. Then, with an enormous rush and splash of water, she launches herself into the air, landing on the little boat's deck and causing it to rock alarmingly. She rises up to what seems to be her fullest height--about six feet--and stares into Isaac's eyes. There's a long moment in which she sways back and forth with the motion of the river.
Finally she says, "You ssssssspeak truth. You've done it! Oh, the drought issssss ended, the Qorrit allied, and I sssssshall have a home again!" The water naga tips her head back and lets out a piercing shriek. "Victory! Oh, you need not worry about Sssssselussssissss. I sssshall grow, and prossssssper. And when the time comes, I sssssshall ssssssssnap hisssssss neck mysssssself!" She snaps her head back down, yellow eyes glowing with a mix of malevolence and gratitude. "Go ssssssafely on your way, friendsssssss--if you ever need me, you know where I can be found!" Before any of you can say or do anything to stop her, she launches herself from the deck and tumbles into the water, disappearing as she makes her way, a dark arrow beneath the surface, upstream.
The sun dries you off as you continue on your journey downstream, and as evening approaches you realize that you're beginning to recognize the terrain that surrounds Rickety's Squibs. Mere minutes later, you come around a bend in the river and spy the outpost, perched in the sheltered mouth of the river.
Not all is as it should be, however...as you approach the outpost, you see a sizable galleon moored in the harbor--and it appears to be of Chelish make! A longboat, apparently put out by the galleon, has just landed at Rickety's docks, and the residents--none of whom are near the docks--seem to be in great disarray. A heavily armed landing party is already clambering from the boat onto the docks as you sail downriver toward them!
Unexpected arrivals! What do you do?

Arhiel |

perception: 1d20 + 10 ⇒ (19) + 10 = 29
sense motive: 1d20 ⇒ 14
"It may be a Chelish galleon, but it flies no flag and those are not the uniforms of Chelish marines.. perhaps it is pirates just here to have it squibbed, eh? i'm sure if that's the case, if Rickety is done with ours, he'll want us to take it and skedaddle, which is fine with me. Maybe it's time to move on anyway."

Isaac Silvermane |

Isaac smiles at Selissa as she celebrates. Before she leaves, the Captain tells her where Wulthren's land is. He says goodbye to her and waves as she moves out of sight.
When the team arrives back at Rickety's, Isaac sees the galleon. His eyes narrow at the sight of the Chelish make. However, he makes his judgements, thinking before he acts.
Knowledge (local): 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17
Isaac nods at Arhiel's statements. "Aye. This place be a secret tha' th' Shackles guards. Th' Chel navy wouldn't kno' it's here. Let's be seein' wha' they wan' an' be rejoinin' our crew."

The Norv |

Piloting the boat forward in such a way as to give the other crew's vessels a wide berth, you arrive at the foot of the dock opposite from them. Piling out of your own longboat, you find yourselves staring down the dock at a grizzled man with a peg leg and massive, drawn blade, clad in a blue coat with golden eagle pauldrons. As you approach, you notice that many of his crew are also maimed, disfigured, or otherwise disabled--a number are missing hands, eyes, or legs. They surround the blue-clad man in a defensive perimeter, swords at the ready. You're about twenty feet away when the man in the center calls, "Alright, now, kiddos, that's close enough!" His accent marks him out as Andoren.

Isaac Silvermane |

Isaac stands carefully, tattered red Chelish overcoat blowing in the breeze. He calls out, "I be Captain Isaac Sil'erman' an' this be me crew! We be makin' our way to th' dock a'ter a trip into th' wilds to solv' som' problems." He points to their ship. "Rickety be working' on our ship. Th' question be who ar' ye?"
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

The Norv |

"Isaac Silvermane, eh?" The grizzled man lowers his blade to the docks, amiably enough, it seems, and leans on the hilt. "Now that's a surname that's not been bandied about the Shackles in quite a score of years. Judgin' by your hair, I'd say it's not an affectation. Heavens help us all." He chuckles. His men, clearly feeling that things are not immediately going to go south, relax slightly.
"I'm Captain Merrill Pegsworthy, at your service," the leader continues. "Formerly of Andoran, but a Free Cap'n these many years. Apologies for comin' on you all unawares; somethin' seems to be awry in Rickety's flag system. There was no warning that anyone were in port, or we'd never have approached so close. Looks like that ship...wherever she might be from...is close to bein' done. I'll happily take a turn about the bay for the next day or two whiles Rickety finishes up his work."
He straightens up, then hesitates slightly. "Although...that ship looks like a Rahadoumi lady, to me. Tales're bein' told--new-minted tales--that a group of upstart scalawags made off with just such a ship as was supposed to meet a certain Free Captain by th'initials B.H. in Port Peril some days ago. They say that Free Captain's in a towerin' bad mood over it." Pegsworthy's eyes twinkle. "I've no love lost with that man myself, and that ship, why...it's such a beauty that I'd be right happy to christen it for you, and bless the start of your voyage, just thinkin' that it might be similar to the one I've heard tell of!"
You can make a separate Knowledge (Local) check if you want to know more about who Pegsworthy is, his history, etc.

Arhiel |

"THat sounds like a very generous offer, Isaac... Perhaps you should say yes?" Arhiel smiles over at Pegsworthy and and tries to assess his mood.
sense motive: 1d20 ⇒ 10
She thinks he's sincere in his offer at least.

Isaac Silvermane |

Knowledge (local): 1d20 + 7 ⇒ (11) + 7 = 18
Isaac tells the crew to continue to row to the dock. When they arrive, Isaac steps on the dock and moves towards Pegsworthy. He nods and smiles. "Than' ye. It be tim' tha' a Sil'erman' be at th' top in th' Shackl's." When the man introduces himself, Isaac nods. "It be a pleasur' to be meetin' ye, Pegsworthy. It be no problem at all. Mistak's happ'n." When Pegsworthy gets to the ship, Isaac smirks. "Well, we be doin' wha' his ol' crew be plannin'. Bein' und'r their control didn't sit well wit' us." When the Andoran Free Captain makes his suggestion to christen the ship, Isaac smiles. "The ol' tradition o' good luc', eh? To hav' a Free Captain christen our ship woul' be an honor. We thank ye." He bows before the Free Captain.
Knowledge (local) to learn more about Pegsworthy: 1d20 + 7 ⇒ (6) + 7 = 13
Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16

Arhiel |

Arhiel hops out of the boat and onto the deck. She gives Pegsworthy and his crew a wide smile. "Hello. I'm Arhiel.. I have no special pedigree in the Shackles like our Captain here, but it's a pleasure to meet you Captain Pegsworthy. Christening our ship is a wonderful boon, Isaac is right... a great honor." She gives little curtsy to Captain Pegsworthy.
She whispers in Isaac's ear via a message spell... "We are sailing pretty much blind when we leave here. Would it be wrong to ask him for any old charts he might have of the area... or to make a copy of his charts of the region while we are here?"

The Norv |

Unfortunately, you don't know much more about Pegsworthy than he's mentioned himself--he's a Free Captain, and was formerly an officer in the Andoren navy. You've heard rumors that he turned pirate because they refused to let him command anymore after he lost his leg.
Pegsworthy smiles at your acceptance of his offer, though his brow quirks at Isaac's bold claim that a Silvermane will soon be at the "top in the Shackles." He nods to Isaac and the other men and gives Arhiel a gallant bow. Turning to his crew, he says, "Jort, head back out to the Strix and let them know we've received permission to wait at anchor. The crew can take shore leave, except for those on duty tonight. I'm sure Rickety will be only too happy to entertain us...ah, an' there's the gent himself!"
Rickety hobbles up as he finishes speaking, huffing and puffing. He's pleased to see that you've resolved the confusion without any violence, and even more pleased that Pegsworthy is planning to stay. "A thousan' apologies, I'm sure! Seems ol' Lyle up in the tower had a bit too much licker las' night...first time it's ever 'appened that he's failed to raise th'flag! But I'm 'appy t'see you lot back, an' I'm pleased t'say that I'll be done workin' on tha' Rahadoumi lady you lot brought in tomorrow!"
Pegsworthy strides forward and claps Rickety on the shoulder. "Capital! Glad t'hear we'll be able to dry-dock soon. In the meantime, though, Rickety, what say you, I, and these good folks here head on up to the Commons and drink ourselves up on your wine? I'm sure they've got stories t'tell, and I can assure you I've got a few of my own!"
As you all turn to head up the hill to the massive building at the center of Rickety's settlement, you can distantly hear cheers going up as the men and women on Pegsworthy's ship are told that they're on shore leave.
Alright! You guys have the rest of the day and tonight to roleplay, sell gear, buy gear, etc., etc., etc...let me know what you want to do! Your ship (which still needs a new name!) will be ready to sail mid-day tomorrow.

Isaac Silvermane |

Isaac smiles as he walks with Rickety and Pegsworthy to the town. When he gets there, he turns to his crew. "I be suggestin' we tak' som' tim' to relax, sell th' loot we be findin', and ge' wha'e'er we be needin'." At the Commons, Isaac tells Pegsworthy of their recent adventure in the jungle.
He also spends some of his free time with Rosie, talking and swapping stories.
Ship's Name...
Isaac looks at his crew and smiles. "I be proud o' ye all. Ye be th' bes' crew an' friends a man can ask fer. Howe'er..." His face becomes sullen. "...we be losin' som' good men to ge' here. Dario, who stayed behin' wit' Harrigan, an' Ranak, may Besmara bless 'im. I be thinkin', fer th' nam' o' our ship, how about' we be callin' 'er Th' Ranak? In honor o' him."
I'll put down some other things that I want to do in another post.

Arhiel |

Arhiel shrugs, obviously not impressed with the suggested name.. who's ranak? "Shouldn't the name of the ship be something a bit more... I don't know... expressive? Like 'Freedom of the Seas', to celebrate OUR freedom, or 'The Mithril Manticore' or 'the Silver Shrike'? That last one in honor of our captain, of course. I dunno... I guess maybe naming ships isn't my forte, but don't we want something to strike fear into the hearts of merchants and lesser pirates the Shackles-wide?"

Edward Irmington |

Edward spends some downtime talking to, and courting, Sandara.
-------------------------
"The Ranak, you're joking...i may assume?
Surely we can come up with something better."
He thinks for a moment...
"Do you want the ship to have an 'it' sort of name, or one of a lady, with added flair?"

The Norv |

Rosie and Sandara are both glad to see everyone, and indeed, the whole crew is glad to see you back--even the newcomers from Rickety's are cheered by your return (because it indicates that they've signed on under a competent captain and officers, perhaps!). Stories are swapped and tales told--everyone's quite impressed with your assault on the hags and your dealings with Selussis and the Qorrit. Pegsworthy mostly keeps his thoughts to himself, but he drinks as he smiles--remembering younger days, perhaps, when he went haring off into the jungle as well.
As you're gathered around the fire and the topic of names comes up, most of the crew has drifted off for the night. Sandara, Rosie, and a few of the others are still around, though. Sandara frowns slightly. "I don't know about the Ranak...I liked the fella well enough, but he weren't me bosom pal, an' he ain't here. I know he was yer chum, but no one else is gonna know what it means." She nods at Arhiel. "Th'idea of the Silver Shrike or somethin' along those lines is one I'm likin'."
"Aye!" Rosie says with a grin. "Or somethin' fiercer! The Killin' Maw or the Bloody Bosom or summat! Rrrrr!"
"That's weird," Cog says flatly. "Hands're s'posed t'be bloody, Rosie, not bosoms."

Isaac Silvermane |

Isaac frowns. "Well, it be a suggestion. I though' it be a kin' gestur'. Iffen it not be sound, then I be thinkin' o' som'thin' els'." At Arhiel's suggestions, Isaac leans back in his chair. "Th' Freedom o' th' Seas and Th' Sil'er Shrik' ha'e nice rings to 'em. I be saying' tha' we pu' thos' two on th' tabl' fer consideration." When Edward asks for details on the name, Isaac shrugs. "Eit'er one works fed me. Iffen ye can be combinin' 'em, then it be interestin' to see wha' ye can com' up wit'. It jus' has to be memorabl'." When Sandara shows a liking to the Silver Shrike, Isaac nods. "So, tha' nam' be on th' table." When Rosie throws out her own suggestions, Isaac laughs good heartedly. "Aye! Thos' names be as fierc' as ye!" He then thinks for a moment and says, "Ye kno', legend has it tha' Sebastian Sil'erman' simply named his ship Th' Besmara in honor o' th' Pirat' Queen. An' me fat'er named his ship Th' Mockingbird a'ter his favorit' kin' o' bird."

Arhiel |

"If your father named his ship after a bird, the Silver Shrike sounds all the more fitting, it playing not only on your family name, but it's a bird as well... just sayin'."

Isaac Silvermane |

Isaac nods at Arhiel's suggestion. "Aye. Tha' be tru'. It does be makin' sens'. Tha' be makin' th' nam' all th' mor' attractiv'." He looks at the rest of the crew. "Any ot'er suggestions?"

The Norv |

As Isaac looks around, it becomes clear that though your crew may be loyal but they're certainly...not the most creative bunch around. After the brief silence, Rosie bellows, "I like it!" and raises a flagon of rum that's clearly too large for her. There's a vigorous roar among the remaining crew, and The Silver Shrike is adopted by acclamation.
You get to bed late that night, but you still roll out of bed eagerly the next morning when you hear a clanging bell being rung from the docks, accompanied by Rickety's creaky voice, amplified through a bullhorn: "Ahoy! Ahoy! She be ready fer yeh, Cap'n Silvermane an' crew! Yer lady be waitin' at th'docks!"
As you and your crew hurry down from the old manor house to the docks, you catch your breath. Sitting in a dry dock is the Man's Promise--at least, you know it to be the Promise--but it's changed. The ship's lines have been altered, giving her a sleeker, more predatory look; the bowsprit rides higher out of the water, pointing up at a sharper angle; and a silver name plate now rides on her fore port side, declaiming The Silver Shrike. As you gather to gawk, Rickety walks up, with Pegsworthy ambling behind him.
"A real beaut, ain't she, Cap'n?" Rickety asks with a grin. "One o' me finer works, I daresay. Course, they're all good works, I don' deny, but this 'un...she'll do yeh proud, sir, I'll tell yeh that."
By this point, a significant crowd has gathered: your crew, new and old; Rickety's laborers, many of them still sweating and dusting sawdust off themselves from the final overnight shift; Pegsworthy's crew; and other inhabitants of the island. Rickety turns to Captain Pegsworthy. "Seems like this 'ere's a good enough crowd. If yeh'll do the honors?"
Pegsworthy smiles warmly and produces from his voluminous coat two bottles of dark wine and a half-dozen stemmed glasses. He distributes these to Rickety, the Shrike's officers, and himself, pouring liberal portions of wine into each. He raises the other bottle with a wink. "One for your new lady, Captain, and one for us. I've purchased a couple of barrels from Rickety for the crews." Raising his voice, he clambersto the top of a barrel and says, "My friends! Many of you know Captain Isaac Silvermane here and his admirable crew--especially his officers, Misters Cain, Irmington, and Jesal, and Miss Arhiel. They've routed the hag that cursed your land, they've seized their ship from...well, a certain gentleman we shan't name, and they're now settin' out with you, their bosom companions old an' new, to sail the Fever Sea in search of wealth an' glory! And so it falls to me--poor man though I am--to crown this beautiful lady behind me and send you on your way! As the saying goes, 'Good fortune an' sure sail await what one can crack the Tidewater Rock.' Mayhap it'll be you. Three cheers, please, ladies and gentlemen--to the Silver Shrike an' her crew!" Pegsworthy hurls the second bottle of wine against the butt of the ship, and as it shatters a lusty cheer rises from the crowd. Pegsworthy drains his glass and clambers down from the barrel as revelry breaks out across the docks.
The party lasts for hours, but by the first glass after noon the crew is starting to wind down and get down to business, eager to set sail. Ambrose oversees the loading of provisions, and most of the crew's already lugged their meager personal effects aboard. In the commotion, Jesal pulls the rest of you aside. "Cap'n--friends--dis one been thinkin'," he says seriously. "Dis one be lovin' th'sea as much as th'next man, but dis one got responsibilities to th'wilds as well. This land is gon' take time to be healin', and there's nary a one around who can do so better than dis one. Dis one is sorry t'do it to yeh, Cap'n, but dis one thinkin' he must stay here." He puts his hands on your shoulders, one by one, giving you a firm squeeze. "You bein' the truest friends dis one has known in his short years. If you ever be needin' dis one for anythin'...come here. You be knowin' where he be."
Your leavetaking done, the officers of the newly christened ship gather on the deck as Isaac takes her out of port. The wood is warm under your hands and feet, and the day is clear, seabirds singing. Ambrose, Rosie, Samms, and Sandara approach, clearly ready for orders. Samms speaks. "Where away, sir? What heading are we bound?"
ABSOLUTE LAST CHANCE to do anything in Rickety's Squibs before setting sail (gain Infamy/Disrepute, sell plunder, recruit crew, etc.)! Speak in the next 24 hours or forever hold your peace!

Arhiel |

Arhiel lacks the requisite skills to gain infamy or anything.... we might want to sell some plunder, that's up to our quartermaster if we have one, i think, or Isaac, though I could recruit crew I suppose
Arhiel will try to recruit crew in town, visiting the local tavern and spreading tales of the crew's accomplishments... "First, we liberated the Rahadoumi ship from two truly nasty fellows and their employer, sailed it here, where the new officers of the ship set out end the attacks by a naga on the community here by traveling upriver, finding out who and what was responsible for the drought that forced the naga here in the first place. Then we eliminated that source by killing some hags and putting an end to their evil coven, ending the drought and leaving the hags' home for the naga to inhabit. We are truly a mighty crew under a masterful captain. If you be wanting adventure on the high seas, come join us!"

The Norv |

Arhiel Diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23 Success! Gain 1d4 + 2 ⇒ (1) + 2 = 3 new crew members.
Arhiel's stirring words are met with cheers and many a free drink, though it seems that there are relatively few men and women left in Rickety's that are interested in leaving. But a few, perhaps soused in drink, are impetuous: Frederick "Steady" Barnes, a huge Taldan carpenter with an infectious laugh; Judah Keyes, a Sargavan ex-pat with a continuously runny nose; and Kelly O'Donovan, a red-haired Ulfen woman who seems quite attached to Steady. They pack up their belongings and bring them aboard just as the Shrike is making its final preparations for departure.

Arhiel |

"Captain SIlvermane... I've brought you a few new recruits... Meet 'Steady' Barnes, who is a fine ship's carpenter, which we can use for sure, Judah Keyes, a new recruit, who I'm sure will do fine, and Kelly O'Donovan, she of the flaming hair. I hope they meet with your approval, Captain." She beams at the new recruits and makes sure they each have a berth below, before putting them to work... Then she gets about her own duties on board, making sure everyone has a job to do and that our bosun (if we have one) is getting them doing it!

Edward Irmington |

Edward makes an attempt to impress (infamy?) by telling the tale of slaying of the hag.
Take 10 for 23 on bluff/diplomacy, whichever is more appropriate.
Both have the same modifier. Add +1 for any women listening.
If possible, he'd try recruiting as well, with the same as above.

The Norv |

I believe Edward was nominally/temporarily bosun!
With all else squared away, the Shrike casts out into the open water, the figures on Rickety's docks dwindling to tiny, blurred, waving figures. The ship Pegsworthy is having squibbed, the Strix, sails past you as you clear the mouth of the bay, with the crew waving as well and lobbing good-natured curses your way for keeping them from docking yesterday. As you get into open water, the rolling blue of the Fever Sea spreads before you. Adventure almost hangs, scent-like, in the salt air.
First, though, you need to choose a heading...
Ambrose clears his throat. "Er, if'n I may, sir...I jus' was havin' a thought on where to be goin'. I unnerstan' if yer thinkin' of headin' into the Shackles proper, but...all due respect t'yeh, the Shrike's got barely any fearsome reputation yet. Th'Free Captains have a word fer such a ship: prey! I'd advise that we stick to th'outskirts of th'Shackles, th'Fever Sea, and strike what shippin' lines we're able. We can sell the booty in plenty o' ports on the fringes and in points south--Bloodcove, Senghor, Crown's End, any o' them! Once we've a little more plunder in our hold an' a little more ring t'our names, yeh can try to enter into the ranks of the Free Captains with some confidence."
Still waiting on a heading! Just prowling the shipping lanes? Headed to a city to shop/sell plunder? Somewhere else? The ocean's your oyster!

Isaac Silvermane |

As Isaac looks around, it becomes clear that though your crew may be loyal but they're certainly...not the most creative bunch around. After the brief silence, Rosie bellows, "I like it!" and raises a flagon of rum that's clearly too large for her. There's a vigorous roar among the remaining crew, and The Silver Shrike is adopted by acclamation.
Isaac smiles as the crew cheers, agreeing to The Silver Shrike. Holding his mug up, he shouts, "Then so be it! Three cheers fer th' Sil'er Shrik'!" He then celebrates with his crew.
You get to bed late that night, but you still roll out of bed eagerly the next morning when you hear a clanging bell being rung from the docks, accompanied by Rickety's creaky voice, amplified through a bullhorn: "Ahoy! Ahoy! She be ready fer yeh, Cap'n Silvermane an' crew! Yer lady be waitin' at th'docks!"
Isaac quickly gets dressed into his gear and moves quickly to the dock, eager to see the new ship.
As you and your crew hurry down from the old manor house to the docks, you catch your breath. Sitting in a dry dock is the Man's Promise--at least, you know it to be the Promise--but it's changed. The ship's lines have been altered, giving her a sleeker, more predatory look; the bowsprit rides higher out of the water, pointing up at a sharper angle; and a silver name plate now rides on her fore port side, declaiming The Silver Shrike. As you gather to gawk, Rickety walks up, with Pegsworthy ambling behind him.
Isaac stares at the beauty of the ship. He admires the sleekness of it. He walks down the length of it, admiring every last bit.
"A real beaut, ain't she, Cap'n?" Rickety asks with a grin. "One o' me finer works, I daresay. Course, they're all good works, I don' deny, but this 'un...she'll do yeh proud, sir, I'll tell yeh that."
Isaac turns to Rickety and smiles. "Aye. A real beaut. Ye did a wond'rful job. Ye be a tru' mast'r o' yer craf'. Thank ye." He shakes the man's hand.
By this point, a significant crowd has gathered: your crew, new and old; Rickety's laborers, many of them still sweating and dusting sawdust off themselves from the final overnight shift; Pegsworthy's crew; and other inhabitants of the island. Rickety turns to Captain Pegsworthy. "Seems like this 'ere's a good enough crowd. If yeh'll do the honors?"
Isaac smiles as Rickety turns to Pegsworthy to commence the ceremony.
Pegsworthy smiles warmly and produces from his voluminous coat two bottles of dark wine and a half-dozen stemmed glasses. He distributes these to Rickety, the Shrike's officers, and himself, pouring liberal portions of wine into each. He raises the other bottle with a wink. "One for your new lady, Captain, and one for us. I've purchased a couple of barrels from Rickety for the crews."
Isaac takes a glass of wine and raises it to Pegsworthy.
Raising his voice, he clambersto the top of a barrel and says, "My friends! Many of you know Captain Isaac Silvermane here and his admirable crew--especially his officers, Misters Cain, Irmington, and Jesal, and Miss Arhiel. They've routed the hag that cursed your land, they've seized their ship from...well, a certain gentleman we shan't name, and they're now settin' out with you, their bosom companions old an' new, to sail the Fever Sea in search of wealth an' glory! And so it falls to me--poor man though I am--to crown this beautiful lady behind me and send you on your way! As the saying goes, 'Good fortune an' sure sail await what one can crack the Tidewater Rock.' Mayhap it'll be you. Three cheers, please, ladies and gentlemen--to the Silver Shrike an' her crew!" Pegsworthy hurls the second bottle of wine against the butt of the ship, and as it shatters a lusty cheer rises from the crowd. Pegsworthy drains his glass and clambers down from the barrel as revelry breaks out across the docks.
Isaac smiles as Pegsworthy says his speech. When the Andoran christens the ship, Isaac cheers with his crew and downs his glass of wine. When Pegsworthy walks over to them, Isaac shakes the fellow Captain's hand. "Thank ye very much, Cap'n Pegsworthy. It be a grea' honor to hav' ye be doin' this fer us." He then proceeds to revel with the rest of his crew.
The party lasts for hours, but by the first glass after noon the crew is starting to wind down and get down to business, eager to set sail. Ambrose oversees the loading of provisions, and most of the crew's already lugged their meager personal effects aboard. In the commotion, Jesal pulls the rest of you aside. "Cap'n--friends--dis one been thinkin'," he says seriously. "Dis one be lovin' th'sea as much as th'next man, but dis one got responsibilities to th'wilds as well. This land is gon' take time to be healin', and there's nary a one around who can do so better than dis one. Dis one is sorry t'do it to yeh, Cap'n, but dis one thinkin' he must stay here." He puts his hands on your shoulders, one by one, giving you a firm squeeze. "You bein' the truest friends dis one has known in his short years. If you ever be needin' dis one for anythin'...come here. You be knowin' where he be."
Isaac looks at his friend that has been around since the start of their journey. He puts his hands on Jesal's shoulders. "Iffen ye need to be here, then be here. This be yer callin'. Jus' rememb'r tha' we be yer friends. No matt'r th' distanc'. Iffen we be needin' help, ye will be at th' top o' our lis'." He gives the druid a firm hug in farewell.
"Captain SIlvermane... I've brought you a few new recruits... Meet 'Steady' Barnes, who is a fine ship's carpenter, which we can use for sure, Judah Keyes, a new recruit, who I'm sure will do fine, and Kelly O'Donovan, she of the flaming hair. I hope they meet with your approval, Captain." She beams at the new recruits and makes sure they each have a berth below, before putting them to work.
Isaac looks at each of them and smiles, shaking their hand. "Ahoy there. Thank ye fer joinin' our ship. Ye will be welcomed here."
Actions...
Isaac will try to spread the infamy along with Edward.
Diplomacy Aid Another: 1d20 + 9 ⇒ (8) + 9 = 17
Your leavetaking done, the officers of the newly christened ship gather on the deck as Isaac takes her out of port. The wood is warm under your hands and feet, and the day is clear, seabirds singing. Ambrose, Rosie, Samms, and Sandara approach, clearly ready for orders. Samms speaks. "Where away, sir? What heading are we bound?"
Knowledge (local): 1d20 + 7 ⇒ (9) + 7 = 16
Isaac is about to say something when Ambrose makes his suggestion. He looks at his allies and says, "Aye. We need to be gettin' mor' o' reputation. Howe'er, som'thin' tha' Pegsworthy said got me interes'. 'Crackin' Tidewa'er Rock'. It be an isl' wit' an excellen' view o' th' shippin' lanes. It be said tha' any crew tha' claims th' Rock will be blessed wit' good luc'. Tha' crew will be gettin' a hug' boost in their reputation. So, here's me plan. We be lootin' a few ships to star'. We be goin' to try an' ge' rumors to follow. An' then... we be crackin' th' Rock."

Arhiel |

"Aye cap'n, when we're ready, that will be a fine test of our prowess for sure... but for now, we'd best build our fame and make sure tales of our activities are spoken of throughout the Shackles."
"I was thinking, sir, maybe we should sail for a specific port, and look for our own prey along the way... maybe Bloodcove would be a good place to start? Speaking of which, Isaac, do we have sea charts of the area? I asked Pegsworthy if we might make copies of some of his more generic maps of the shackles but he never answered me, so I guess it was a 'no'.. so we should be acquiring our own as quickly as we can."

The Norv |

Merp. Dangit, sorry, I must've missed that question to Pegsworthy. He'll happily let you make copies of his charts, but you did find a set of charts in Plugg's cabin when you took the ship! You've all gained 1 point of Infamy, putting your total at 5.
Samms nods at Arhiel's suggestion. "Bloodcove'd be the closest port--just under four days' sail away, if'n the wind holds with us. An' we got the whole o' the Terwa between us an' the Eye, so that shouldn't be too much of a problem. If tha's our headin', I'll start layin' on sail!"
I'm going to assume that Bloodcove--or at least, "in the general direction of Bloodcove"--is an acceptable heading!
The crew sets to work with a lusty will, and you're soon underway, sailing into the east toward Bloodcove! Even with more than the minimum complement of crew, there's plenty of work to be done on the Shrike as the last necessities are taken care of and the ship is made fully seaworthy. By the end of the day, even the most calloused hands among you are starting to smart, and the crew seem mighty satisfied when Edward and Ambrose call them down to the main deck for the evening meal. Still, morale is high, and there's a lot of lusty singing of sea chanteys and bawdy limericks as the crewmembers who didn't pull first watch entertain themselves before retiring.
The next day dawns cooler, and there's a thick fog rolling in over the water by the second hour after dawn. The crew takes this in stride--a little fog never hurt anyone, after all--but it's a bit disconcerting to be sailing through walls of white mist, without even the flat, empty vista of the water stretching to the horizon to which you're accustomed. Suspecting a storm to the south, Isaac changes course slightly to move toward the northern coastline.
If people can commit to posting fairly quickly, I'll leave each day (briefly) open for roleplaying/crafting/long-term project activities. Beyond roleplaying, one obvious item of note to me is the giant carved whale skull you all took from the grindylow lair; you never did discover what, if anything, that did...(a Spellcraft check might be appropriate!)
Day 1 Weather: 1d100 ⇒ 42
Day 2 Weather: 1d100 ⇒ 87 Isaac Prof (Sail): 1d20 + 11 ⇒ (2) + 11 = 13 Precip
Day 3 Weather: 1d100 ⇒ 95 Prof (Sail): 1d20 + 11 ⇒ (12) + 11 = 23 Trop. Depression
Day 4 Weather: 1d100 ⇒ 47
Day 2 Precip: 1d100 ⇒ 24
Day 1 Random Enc. (40%): 1d100 ⇒ 91
Day 2 Random Enc. (40%): 1d100 ⇒ 48
Day 3 Random Enc. (40%): 1d100 ⇒ 6
Enc.: 1d100 ⇒ 9 1 incutilis
Day 4 Random Enc. (20%): 1d100 ⇒ 35
So: Day 2 Precipitation (Fog). Day 3, Tropical Depression and incutilis.

Arhiel |

spellcraft the whale skull: 1d20 + 11 ⇒ (16) + 11 = 27
Arhiel checks out the skull, casts detect magic and tries to determine what it's magical properties might be. It might not be a shrike, but maybe it would make a good figurehead if the properties of it would help the ship somehow.
survival: 1d20 ⇒ 11
As first mate, she takes her new duties seriously, and promises herself to learn more about the sea and sailor's life as time goes on.
During the downtime, she does work on designing a new tattoo for herself, and while seas are calm, works on it diligently. She starts by drawing a shrike image, showing the impressive wing coloration something like this, and with an impressive crest, which some shrike have.
craft tattoo for the design: 1d20 + 5 ⇒ (8) + 5 = 13
If any of the crew show interest, she will be glad to explain what she's doing, show off her beautiful thrush tattoo and offer to give any crewmembers a similar tattoo to celebrate our new ship... but she'll start on herself when the design is done to show off her tattoo craftsmanship first.
craft tattoo for the implementation: 1d20 + 5 ⇒ (17) + 5 = 22

Isaac Silvermane |

Isaac nods at the suggestion of going to Bloodcove. He moves the ship towards it's heading. Isaac stands, smiling as he watches his crew doing a great job working. Every once in a while, Isaac leaves the helm to the next best pilot amongst them and does little things: aiding the crew in some way, staring out at the sea, and talking to some of his crew.
By the way, did we explain how Alabaster is no longer with us? Just curious.
Survival: 1d20 + 1 ⇒ (8) + 1 = 9
The next day, Isaac is once again at the helm. He teaches Arhiel about her duties as the first mate, showing her the ropes. Isaac looks at the fog and frowns. He's seen this plenty of times before. Looking at the sky, he decides to move the direction of the ship a little. If asked about it, he says, "It be lookin' lik' a storm is brewin' to th' south. I be sailin' us a bit to th' northern coastlin'."
Isaac notices Arhiel working on the sketch. Interested, he walks over her and asks, "Hey ther', Arhiel. Wha' ar' ye workin' on?" When she shows him her design, Isaac nods in interest. At her offer to give him one, Isaac smiles and nods. "Sur'. I coul' always us' mor' tattoos."

Edward Irmington |

Alabaster could have fallen head over heels for a woman there.
Or, if unlucky...his gun went off and hit his own foot, causing an infection, that could only be treated on shore.
Survival: 1d20 ⇒ 3
Edward figures he doesn't need a tattoo for now.
In case he needs to don a disguise in the future, the tattoo would be an irremovable badge of allegiance.

The Norv |

Arhiel spends much of your first morning at sea examining the whale skull that you all took from the grindylows, and makes some exciting discoveries...
Her shrike design, though simple, looks promising, and she starts carefully on a tattoo for herself, getting a good chunk of it out of the way. Several of the crew compliment her on it as she works with gritted teeth to etch the design into her own skin. Suuktidi in particular asks Arhiel to take some time to do one for her when she's done with her own, and all of your original crew--Giffer, Sandara, Samms, Cog, Rosie, and Fipps--express interest.
The fog continues to press in on you as you sail into the east. The next morning, the air is heavy with humidity and there's a strong wind from the south. "Glad tha' the captain chose t'take us this ways," Cog mutters as he passes you on his way to the rigging. "Sure, it looks like a day that'd send a lesser crew to Pharasma, were we down t'the south."
By mid-afternoon, the fringe of the storm has caught up to your vessel as a tropical depression. Your crew gamely takes to the rigging and works to take in the sails, tie down loose objects, and tie themselves to their posts as strong winds and rain lash the Silver Shrike. Isaac steers the ship gamely through the much of the storm, but waves occasionally slop over the deck and wash loose bits of flotsam overboard.
It's just after one of these waves slops over the deck that you hear distant shouts from the mid-deck. Peering through the gloom, you can see one of your new recruits--a Kellid named Kronug Twelve Trees--struggling by the rail. Some strange, oversized mollusk is the target of his struggles, its massive tentacles crimson-streaked and colored like the surface of an alien brain! As you watch, it tries to grasp him with its arms.
Not going to bother with formal initiative for this...Kronug and the thing are about 40 feet away, and you need to make a DC 10 Acrobatics check to move over the slippery deck. What do you do?
Duration: 2d4 ⇒ (1, 2) = 3 hours
First one: 1d100 - 10 ⇒ (31) - 10 = 21 PS: 1d20 + 11 ⇒ (9) + 11 = 20
Second one: 1d100 - 10 ⇒ (48) - 10 = 38 PS: 1d20 + 11 ⇒ (2) + 11 = 13
Third one: 1d100 - 10 ⇒ (12) - 10 = 2 PS: 1d20 + 11 ⇒ (19) + 11 = 30
Slippery deck for 1d4 ⇒ 4 rounds.
Crew Member: 1d31 ⇒ 18

Arhiel |

Arhiel stays where she is, and sends magic missiles at the creature.
mm dmg: 2d4 + 2 ⇒ (3, 2) + 2 = 7

Isaac Silvermane |

Isaac curses as he sees the mollusk attack Kronug. He calls out to the nearest person to take the helm while he helps him. He charges forward, drawing his cutlass.
Acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16
He manages to keep his footing as he slashes at the creature!
Attack (charging): 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Edward Irmington |

Edward steps outside.
"Calimari? We're not given an easy start of the day, huh."
Edward starts a verse about sushi and fried squid.
Inspire time everyone.

The Norv |

Arhiel's missiles slam into the strange mollusk, splintering a part of its shell and exposing more of the strange, unsightly flesh, this patch pulsing slightly as though with a nauseating heartbeat. Isaac, sprinting easily over the slick deck, lops off one of the many tentacles that grasp at his crewman as Kronug, shouting, tries desperately to free himself, his dagger rebounding harmlessly off the strange creature's hard shell. He manages to avoid being entangled by the lashing tentacles, though...
All of a sudden, Isaac (and, to judge by the widening of his eyes, Kronug) hears a strange voice speaking in his head: Hold your hand, drylanders--I only seek a vessel on which to ride out this storm!
What will you do? Edward and Arhiel, note that you do not hear this voice...
Incutilis Attack 1: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Incutilis Attack 2: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Kronug Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Edward Irmington |

If Isaac and Kronug start getting some weird look in their eyes, or behavior, Edward uses countersong as this round's perform.
Perform auratory, party save: 1d20 + 4 ⇒ (11) + 4 = 15

Isaac Silvermane |

Isaac is shocked by the voice in his head, asking for safety. Despite looking crazy, he shouts at the mollusk (over the howling of the storm), "Then why did look lik' ' ye wer' attackin' one o' me crew? Who ar' ye an' wha' ar' ye?"
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

The Norv |

As Edward starts to shout a story over the storm intended to distract his captain and crew from any wicked magical effects, the voice "sounds" again. I was merely...seeking purchase. And, to be honest, I am used to having a host, a landdwelling body to convey myself around on. If you could order this man-creature to stop struggling and acquiesce, I'd greatly appreciate it. He'll be largely undamaged.
Kronug, apparently not hearing the voice this time, continues to struggle with the writhing tentacles.
Bluff: 1d20 + 3 ⇒ (19) + 3 = 22

Isaac Silvermane |

Isaac narrows his eyes at the mollusk. "A hos'? Wha' do ye mean by tha'? Ye seizin' control o' him? Ye not tryin' to tric' us?"
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
What kind of knowledge check would be required to identify what this is?

Arhiel |

Arhiel, hearing Isaac talking to the creature, hesitates a moment. "Captain, I dunno what you're doin' but that's one of our crew he's got there and I'm gonna free him... on the count of three if he doesn't let him go voluntarily."
"One... two... three" assuming it understands common, if it doesn't let go and leave the ship by the count of three... two more magic missiles at it.
mm dmg: 2d4 + 2 ⇒ (3, 3) + 2 = 8
"I can keep this up a LONG time, ya overgrown hermit crab... now let him go!"

The Norv |

Whether because of the howling wind or because of its stubbornness, the creature makes no move to stop seizing on Kronug...until, that is, Arhiel's missiles blast it straight away from the sturdy Kellid. There's a cracking noise as its shell splinters, and it lies on the deck, twitching but no longer a threat. Isaac is bereft of the chance to negotiate further. Kronug, breathing heavily, stares at it wildly.
Before any of you can do anything in response, Rosie, who's nearby, barks, "We still got plenny t'worry about here, Cap'n! Ye can talk to th'fishies some other time!" Reminded of your duties, you all quickly leap back to work guiding the Shrike through the storm. A few hours later, you make it into normal rain, and by nightfall you're sailing under cloudy skies and relatively smooth water again.
Feel free to insert any further dialogue/roleplay here for that night if you desire (maybe spoilered to avoid confusion)...in the interests of moving us forward I'm going to continue to the next day.
"Cap'n, I admire yeh and I'd follow yeh to th'ends o' the blue for more reasons than one, but I gotta tell yeh, that were a bad bit o' business out there today," she says grimly, hopping up onto your table so that she's more or less eye level with you. "Kronug ain't but just minted to this crew, an' now he don't know where he stand. Isaac, yer a good man--'tis one reason I like yeh--but you gotta remember that yer first duty is always, always t'yer crew! I don' care if an azata herself comes down from Elysium and promises t'ride yer dick if yeh let her slay someone on yer boat who's done evil, yeh put yer crew first. Especially them as don't know yeh an' don't know what yer capable of! Unnerstan' me?" Her face softens slightly. "Cripes, Isaac. I know this is somethin' yeh can do. I jus' don't want t'see you lose face or standin' with the crew right now, when we're the new fish in the seas." She pats you on the shoulder and hops down from the table, headed for the door. "Alright, I had my f#+#ing say. Now get back to Captainin' or whatever the shit it is yer up to in here!"
------------
By the next morning, the clouds have cleared away entirely, and the day is sunny but cool. The crew seems to be in fairly good spirits, and about noon, you hear a cry from the crow's nest: "Port ahoy!"
Heading to the bowsprit, you take in your first glimpses of Bloodcove. Not accurate but the right feel.
A bustling town, composed almost entirely of wooden walkways, stilted buildings, and docks, sprawls beneath the trees of a massive mangrove whose roots spread out into the waters of the bay. The waters themselves run red, some sort of ore or clay carried by the river emptying into the bay leaving a rust-colored stain in the water of the town and about a mile of the bay itself. Several dozen ships, of every make and size imaginable, line the docks of the town, and several bear purple flags with a gold emblem: three serpents twined together.
As the Silver Shrike sails into the ruddy waters of the bay itself, a small jerry-boat comes out to meet you. In the prow, you're slightly surprised to see, is a dwarf, armed with a crossbow and hammer. She waves to you as you approach. "Hello the Silver Shrike! Not seen you lot in these waters before. Looking to dock and offload?"
You can make Knowledge (Local) checks for more info about Bloodcove, if you desire.

Arhiel |

That night, the one before coming into Bloodcove, Arhiel goes to Isaac's cabin to have a few words with him, when she sees Rosie heading that direction... she holds off, leaning on the railing and watching the clouds above and the sea below. When Rosie finally leaves, she heads over to the cabin and knocks softly. Assuming Isaac opens the door, she slips inside with a soft, "Can we have a few words before I retire, Isaac? I'm sorry about earlier today... Not sure why you were talking to the shell-creature, whatever it was. And I'm right sorry I didn't pause to let you talk to it, but it was on one of our crew and I couldn't leave him hanging. I never heard it speak anything intelligible and I DID give it a chance to do so, but I had to save Kronug. I hope you understand. Please don't think ill of me, Isaac, I don't think I could bear that. Are we on an even keel, then, captain?"

Edward Irmington |

Bardic knowledge?: 1d20 + 1 ⇒ (6) + 1 = 7
Aw come on :D
Edward finds the sight of bloodcove quite something, and was leaning on the side, when he saw the dwarf.
"Say Isaac, we've got a visitor down here!"