
TapTap |

Malvessa. Report to the ship at dawn if you are coming along

Malvessa Aroll |

"Aye Captain! I'll be there and ready to go first thing."
Later that evening, Malvessa and Tenvor are seated in a small nook in the common room enjoying their dinner, and a few stronger than average drinks.
After telling him that she's shipping out in the morning the two continue to converse, and seem focused on at least enjoying the time they have.
At the end of the night of good conversation, and occasional laughter once the tab has been settled, Malvessa leans in very close to the young guard leader. She whispers something that draws a blush, and after a slow nod from the man, she leads him by the hand up the stairs towards the guest rooms.
Figured I should keep things moving without having to do a bunch of flashback scenes etc.

GM Nayr |

After the night of shore leave and some recreation for Malvessa, you board the Oncoming Storm in the morning. It's a slow morning, as many of the sailors had quite a bit of fun the night before. That, and the fact that Malvessa is finding where she fits among the crew and ship make the morning's departure a bit later than desired.
Rush's predictions were true for a clear day, though sticky and hot. There's little to no fanfare, as you're scheduled to return quite soon. One could see a lonely figure standing on the dock though as you depart...Tenvor just heaves a sigh and turns back towards his town and it's charges.
You hug the coast as you head out and, by evening, you see a small fishing village on the Sargavan coast ahead. Belliott calls up to the captain. Cap'n sir! Settlement ahead, did you want to prepare to stop?
Things you can do at a settlement - sell plunder, if you had any. Make an infamy check, hire crew, sell slaves, or raid it for plunder.
If you would, please let me know the route you're taking to get to the west side of Motaku.

GM Nayr |

Malvessa knows a bit about pirating in the area, and knows that this area on the southeastern end of the Shackles is a good area for younger pirates to start out. There isn't a great deal of traffic here, but there also isn't a great deal of competition. To the north around Port Peril, it would be very dangerous to any new pirates to ply their trade, as that's where the more established pirate ships reign.
To the west, there is more traffic as well, but the further west one goes, the more sparse.

GM Nayr |

You have the map as it is above. Among your pool of knowledge plus Fishguts and Rickety, I can't imagine how you wouldn't have a map.
So you know of the locations thereupon, but you may not know what the locations actually are.
You drop anchor a bit off the coast, and can see some villagers gathering on the shore and pointing towards the Oncoming Storm.
Assuming you're sending a party to shore? Lemme know who you're bringing.

TapTap |

All right let's go on shore. The usual landing party, and umm. Malvessa, you too.

Malvessa Aroll |

"Aye Captain. Anything in particular you need me to do?"
GM since this is a new day, I've reset spells, and hexes used. Also added back 5 hp from normal recovery. If if took more than a day to arrive, I'll adjust accordingly.

GM Nayr |

You approach land in your small boat, and can see many in the village pointing your way as you approach. This is a modest village of about twelve small huts and a few larger buildings for whatever trades they ply here. There are men, women, and children out in fields, sowing whatever they sow here.
As you make landfall, a small group of men comes out to the beach to meet you. They're carrying spades, hoes, and even a rake or two. There are eight men in all, and it looks like another dozen or so in the fields that are looking over nervously, clutching sturdy tools.
One man, a brawny fellow that is no doubt nearly a grandfather, watches you disembark closely, then waits for you to approach before speaking up. Welcome...can we help you fellows...and lady? He dips his head in acknowledgement. Ya lost?

TapTap |

Nooo. But ye for asking. We've come to ask if you've any fellows who'd like to leave farming for a life on the seas. Taptap stops, seeing the grips of their hands tighten upon their farming instruments, Tap hurries to prevent a misunderstanding. But this is no press gang. Just need some swabs, in case you can't feed all you have.

xeyed-jack |

Come, with risk comes great gain. A year on our tub, and you'll have enough gold to keep your families from hunger for years, in case the harvests are bad. Enough to rebuild your market and town hall there. The Captain here is a fair captain; we don't press gang, and we don't traffic in slaves. In fact ...
Ten gold here and now to your family for joining and another five for yourself.

GM Nayr |

The man seems quite dubious, and some of his fellows seem outright insulted, but when Jack makes such a claim, several eyes widen. You can figure that for many of these families, that's enough for them to eat for months. He swallows hard, and looks at Jack.
You know, I'm sure, that most of these young fella's that take up with you are like to die in the first week, right? Piratin' can pay, sure, if you're a dastardly lot, but it's a deadly game. What sort of work do you people do...salvage, plunder? A few of the men look at each other nervously at that.
A few others are coming over now, a few curious children and the women who desperately chase after them, seeing them possibly rushing into danger.
Diplomacy, intimidate, or bluff as you see fit.

TapTap |

Jack is generous with his gold. Not sure if the rest of the crew will now want their signing bonus. Tap tries to let his irritation with Jack subside.
Pirating and plundering to be sure, but from those rich merchant ships and lords that care not for those who toil under the sun. Yes dangerous. I'll not lie. It is merely an offer. Take it or leave it.
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12

Malvessa Aroll |

Malvessa watches the conversation with a friendly smile, but doesn't speak.
Her gaze moves from person to person, perhaps lingering on each face a bit too long to be comfortable?
Diplomacy Aid TapTap: 1d20 - 1 ⇒ (15) - 1 = 14

GM Nayr |

Honestly didn't expect you to take this route...gotta' remember you guys are trying to be good pirates.
Eyes widen at the sight of the gold, and several of the men even lean in to get a good look. The older man, though, puts up his arms in a motion to hold them back, although he doesn't physically do so. It's apparent that he's some sort of elder, as he gives the men pause.
One more thing...how long is the term of service?
young and able: 1d6 ⇒ 2
senior and skilled: 1d4 ⇒ 4
You gain 6 able men - some young and with no ties yet, though their parents grudgingly see them off, but there are more older men (and one woman) who have seen drought, famine, and the ways of other, more vile pirates, and they wish to provide for their families, or have none, and thus no further ties.
Anything else you want to do here at the village?

xeyed-jack |

Jack nonchalantly flips the elder a gold coin for the information. We will come back ere too long; best that you remember what you see.
Jack turns and walks away, but stops and turns around.
And ... to remember that loose tongues to the wrong folk, might end your loved ones careers at the noose, or the plank. Understand?

TapTap |

Report to the shore in one hour and we will choose from those who'd like to join.

GM Nayr |

The old man catches the coin, looks at it curiously, then slips it away. I understand, and will do. The crowd begins to disperse, some lingering for a few moments talking among themselves about this new possibility.
At that, the man turns back. Yes, sir...we do have some fruits, sugarcane, and salts here at the shore. If we go up that small hill back there, there's some nicer soil where we have some root vegetables as well. I'm sure we can gather some for sale, though...not really sure of a price for it. We usually farm for ourselves and use barter in the village...we don't usually sell to outsiders.
Feel free to continue upon this trail
An hour later, those willing to go with you arrive - 6 persons all told, most older and seemingly of able body and two younger and strong.
Taking them all?

Rush: Weather Wise |

Rush responds, While those willing prepare, we'd like to see what you have. Fruits and roots are always a good idea. We can discuss price, whether it be coin or otherwise, once we both know what you have available.
Rush's thought process: fresh fruit doesn't keep for long and helps with vitamin deficiencies that are common with to long at sea, and root vegetables are the opposite and keep for a long time.

GM Nayr |

We can assume that you can get a serving of fruits and veggies for a poor meal pricing from the book - 1 SP each. They can provide up to 40 of these meals - that's all they'd be willing to part with before incurring potential hardships. In a village like this, their food is worth as much if not more than coin, so they're almost confused about the process. Feel free to roll to haggle if you'd like it cheaper.

GM Nayr |

You're able to fill your bellies within the village, as the elder brings out some goodwill offerings of bread, dried meats, and some fresh coastal fruits that really leave you wishing for more. You're able to collect 40 meals' worth for the crew back on the Oncoming Storm, and load these onto the boat while the new crewmen say their goodbyes.
Back to the ship and onward?

GM Nayr |

You head out from the village to little fanfare - honestly, it seems as if the eldest there are just happy that you weren't the typical type of pirate and are happy to see you go with only a few volunteers. The remainder of the day goes off without a hitch, and you make fair time. During the night, you set a watch with the very specific instructions to watch for boarding hooks, but the night proves uneventful.
The next day, a light rain cools the deck in the morning, but only makes it seem more humid as the day moves on. You again make good time, but near the end of the evening, you see a plume of smoke to the East.

Malvessa Aroll |

After spending the day trying to avoid the heat Malvessa is on deck enjoying the slight breeze. "Sir. Looks to be smoke off in the distance." as she points toward the east.

TapTap |

Knowledge Local: 1d20 + 4 ⇒ (7) + 4 = 11
1st reroll Knowledge Local: 1d20 + 4 ⇒ (13) + 4 = 17
2nd reroll Knowledge Local: 1d20 + 4 ⇒ (8) + 4 = 12
I'm not that good of a bard. Malvessa, do you you know anything about where that plume of smoke may be coming from.

Malvessa Aroll |

Malvessa runs up to the Captain's side, clearly thinking over the last day's navigation and muttering under her breath.
"Wind was behind us. Speed was pretty steady. Compass was heading. . . About 7 or 8 knots per hour for most of the day. And that would put us about. . . " she trails off.
Knowledge: Geography or Local (Same bonus): 1d20 + 8 ⇒ (8) + 8 = 16
*sigh* My dice luck is holding steady.
GM: Is the smoke coming from open seas or from an island/coast?

TapTap |

Make it so. Eyes up on the top. Any sign of trouble, call down immediately.

GM Nayr |

The smoke is in open waters. I moved the ship along, but left it vague as I don't think you ever said if you were going around the north or the south of Motaku.
Taptap and Malvessa try and think of something this could be, but since it's out to sea, can't come up with any good ideas. Maneuvering towards the smoke is easy enough, and the Oncoming Storm makes haste towards whatever this is.
When you get within a mile or so of the smoke, you see two ships that are currently grappled together. One has sails furled, and the other is burning...thus, the smoke. You see people on the non-burning ship pushing some others from the burning ship below decks. They appear to be prisoners, as they hang their heads and shuffle below.