
GM Hmm |

Hector takes out the Blue Goblin Rigger with a non-lethal attack and saves the shipyard!
★ --- ★ --- ★ --- ★
It's the turn of the Athamaru pirates. They rise out of the water, shoot, and then reload while they dive under the waves again.
Pink crossbow vs Ulvard (range increment 120 feet, reload 1): 1d20 + 10 ⇒ (10) + 10 = 20
Piercing damage plus Fan Bolt: 1d8 ⇒ 4
White crossbow vs Artemios (range increment 120 feet, reload 1): 1d20 + 10 ⇒ (6) + 10 = 16
Piercing damage plus Fan Bolt: 1d8 ⇒ 6
The white crossbow bolt misses Artemios, but the pink one hits Ulvard.
Tchick-FWUMP!
The seaweed fan attached to the bolt deploys on Ulvard and pops open!
Ulvard takes a –10-foot status penalty to his swim Speed. A creature can Interact to attempt a DC Athletics check, removing the bolt on a success.
★ --- ★ --- ★ --- ★
If you wish to fight in the water, here are the rules for Aquatic Combat.
★ --- ★ --- ★ --- ★
Initiative Round 1
Conditions:
Save our Shipyard Successes: 13
Prisoners Taken: 3
Olad Used Yet? Not this round.
Remember, that you still have the special actions available for Saving the Shipyard and Appeal to Surrender listed on Slide 7. I will let you know when you can use Appeal to Surrender on an NPC.
Our Map is still on SLIDE FOUR.
Hisaki & Quqotengir
Clarence
Ulvard (-4)
Bláinn and Bob
Hector
Pink Athamaru Pirate
White Athamaru Pirate
Artemios
Blue Goblin Rigger (Knocked out)
Green Goblin Rigger (DEAD)
Kitsch & Nairaba's Potion Blow Darts
Artemios is up! Are you going to take Olad with you?

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He's welcome to, if he doesn't mind getting wet!
The other Pathfinders are focused on the enemies on land (and the docks). That makes sense. But Artemios did say he could handle the water, and he said it for a reason. Hopefully trying to take on two foes wouldn't prove to be a terrible idea. Drawing his sword, he leaps from the dock into the water, swinging the gleaming weapon down at the closest of the violent fish people.
◈ Interact to draw weapon
◈ Leap
◈ Strike White Gleaming Greatsword: 1d20 + 10 ⇒ (5) + 10 = 15 Hero Point: 1d20 + 10 ⇒ (10) + 10 = 20 for slashing damage: 1d12 + 4 ⇒ (12) + 4 = 16 and spirit damage (holy): 2 = 2; total of 18
Artemios has Underwater Marauder and so isn't Off-Guard and doesn't take attack penalties from being in the water
Red-Gold Mortality: If White is hit and would heal later, must succeed at a Will save

GM Hmm |

SPLOOSH!
Artemios and Olad go leaping off the pier. "I'll teach those fish boys what's what! No one messes with MY SHIPS!"
SMACK!
Both heroes swim expertly over to attack the White Athamaru!
Olad's Belaying Pin: 1d6 ⇒ 4
Olad chortles, "Take that, ye damned pirate!"
Then Kitsch and Nairaba play the potion blow dart game, this time on Ulvard!
Not even bothering to roll it. With minimum dice, Ulvard heals up!
★ --- ★ --- ★ --- ★
If you wish to fight in the water, here are the rules for Aquatic Combat.
★ --- ★ --- ★ --- ★
Initiative Round 2
Conditions:
Save our Shipyard Successes: 13
Prisoners Taken: 3
Olad Used Yet? Not this round.
Remember, that you still have the special actions available for Saving the Shipyard and Appeal to Surrender listed on Slide 7. I will let you know when you can use Appeal to Surrender on an NPC.
Our Map is still on SLIDE FOUR.
Hisaki & Quqotengir
Clarence
Ulvard (-4, embedded fan bolt -10 to swim speed)
Bláinn and Bob
Hector
Pink Athamaru Pirate
White Athamaru Pirate (-22)
Artemios
Blue Goblin Rigger (Knocked out)
Green Goblin Rigger (DEAD)
Kitsch & Nairaba's Potion Blow Darts
The rest of the party is up!

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"Skull Squadron: Let's Dive!"
Commander, Steed, and Squadron quickly close the distance towards the remaining pirates. Hisaki commands his loyal steed Quqotengir to brave the water, while he fires off potshots from the safety of the dock.
~) Drilled Reactions: Clarence (Bonus ↺ for Tactics)
◈) Gather to Me! (Allies may ↺ to Stride)
↺) Stride
◈) Command Quqotengir
◈) Strike
Hisaki Hongali Hornbow (P, 40-ft, deadly d6) vs White Fish Pirate: 1d20 + 8 ⇒ (19) + 8 = 271d8 ⇒ 31d6 ⇒ 6

Quqotengir |

"PbBbHH PbBbHHr PbBbHHrR PbBbHHrRR PbBbHHrRRR"
KERPLOSH!
Immersion of the soiled beast leaves a thin film of dusky mud in the circular wake created from the breaking of surface tension.
~) Commander's Companion (Quqotengir gains ↺ for tactics)
↺) Stride (Speed 40)
◈) Stride (Speed 40)
◈) Swim (Awaiting DC; trying to swim diagonally SW towards foes!)
Athletics (T) vs Water (DC ??): 1d20 + 8 ⇒ (14) + 8 = 22
(Success @ Base Speed 40 = 15 feet swim)

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It worked so well last time, let's try it again!
◆◆ Act Together
- ◆◆ Cast a Spell: Needle Darts vs. White
Spell Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Piercing Damage: 4d4 ⇒ (4, 4, 3, 1) = 12

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"..."
White until down, then Pink.
◆◆ Act Together
- ◆ Strike
Blob Bullet!: 1d20 + 7 ⇒ (6) + 7 = 13
Acid Damage: 1d4 + 2 ⇒ (3) + 2 = 5
◆ Strike
Blob Bullet!: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Acid Damage: 1d4 + 2 ⇒ (2) + 2 = 4

GM Hmm |

Hisaki shouts "Gather to me!" and commands Quqotengir to go after the fish-men.
Everyone can STRIDE towards Quqotengir as a Reaction.
Thwack-thwack-thwack!
Bláinn casts needle-darts at the white Athamaru, but the darts all miss the fish man, who rises up out of the water long enough to stick his tongue out at Bláinn. "Yarr, ye missed me, landlubber!"
Then Bob spits!
Spit! Spit!
And his spits randomly hit the water.
★ --- ★ --- ★ --- ★
If you wish to fight in the water, here are the rules for Aquatic Combat.
★ --- ★ --- ★ --- ★
Initiative Round 2
Conditions:
Save our Shipyard Successes: 13
Prisoners Taken: 3
Olad Used Yet? Not this round.
Remember, that you still have the special actions available for Saving the Shipyard and Appeal to Surrender listed on Slide 7. I will let you know when you can use Appeal to Surrender on an NPC.
Our Map is still on SLIDE FOUR.
Hisaki & Quqotengir
Clarence
Ulvard (embedded fan bolt -10 to swim speed)
Bláinn and Bob
Hector
Pink Athamaru Pirate
White Athamaru Pirate (-22)
Artemios
Blue Goblin Rigger (Knocked out)
Green Goblin Rigger (DEAD)
Kitsch & Nairaba's Potion Blow Darts
Clarence, Ulvard and Hector are up! And don't forget that you can all get extra movement as a reaction from Hisaki!

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Clarence heeds his commander's call and runs to him. He then moves up to the edge of the pier. He pulls out his dagger. He then gauges the distance before heartily calling "CANNONBALL!!" and jumping into the water.
Athletics(E): 1d20 + 11 ⇒ (2) + 11 = 13
Athletics(E), HP, T-shirt: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
If I'm reading it right, I should be able to jump 25 ft?
↺ Stride (Gather to Me)
◆ Stride
◆ Interact to Draw (Dagger)
◆ Quick Jump

GM Hmm |

Sploosh!
Clarence draws a dagger, and then cannonballs after leaping 25 feet! He lands right next to the two athamaru.

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Sorry, question above. How do I remove the fan?
Interact action w/ an Athletics check

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Ulvard tries to remove the fan embedded in his leg.
athletics: 1d20 + 9 ⇒ (9) + 9 = 18
He then follows the command to run along the wharf, eventually drawing his sword in preparation for an audacious attempt to stab the aquatic pirate.
↺ stride
◈ interact (remove fan)
◈ stride
◈interact (draw sword)

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Dear Citizens, don't have because Hector Horizon is here to save the day!
◈ Save the shipyard Hector's Diplomacy (T): 1d20 + 8 ⇒ (17) + 8 = 25
◈◈ Boarding Assault (flourish, bravado) Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Hector's Acrobatics (T): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
"À l'abordage!" says the pirate. Hector grabs a rope on the pier. He runs to gain momentum. Then, he jumps at the other side of the pier where the foes are, using the tended rope as centrifuge force to make arc and smashes Pink Athamaru Pirate.
Light hammer +1 striking, in water (Agile,thrown (20ft), returning): 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
bludgeoning, precision damage: 2d6 + 3 + 2 ⇒ (2, 1) + 3 + 2 = 8

GM Hmm |

Ulvard removes the fan embedded in his leg, and heads towards the athamaru pirates.
Hector saves the shipyard, expertly swings on a rope and then misses the Pink Pirate.
The White Athamaru pirate is persuadable if someone wants to ask him to SURRENDER.
★ --- ★ --- ★ --- ★
The Athamarus both swap weapons to their longspears and strike twice!
◈ Pink longspear vs Hector (reach 10 feet): 1d20 + 11 ⇒ (10) + 11 = 21
Piercing damage: 1d8 + 4 ⇒ (2) + 4 = 6
◈ Pink longspear vs Hector (reach 10 feet): 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
Piercing damage: 1d8 + 4 ⇒ (2) + 4 = 6
◈ White longspear vs Clarence (reach 10 feet): 1d20 + 11 ⇒ (19) + 11 = 30
Piercing damage: 1d8 + 4 ⇒ (7) + 4 = 11
◈ White longspear vs Clarence (reach 10 feet): 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Piercing damage: 1d8 + 4 ⇒ (4) + 4 = 8
★ --- ★ --- ★ --- ★
If you wish to fight in the water, here are the rules for Aquatic Combat.
★ --- ★ --- ★ --- ★
Initiative Round 2
Conditions:
Save our Shipyard Successes: 15
Prisoners Taken: 3
Olad Used Yet? Not this round.
Remember, that you still have the special actions available for Saving the Shipyard and Appeal to Surrender listed on Slide 7. I will let you know when you can use Appeal to Surrender on an NPC.
Our Map is still on SLIDE FOUR.
Hisaki & Quqotengir
Clarence (-11)
Ulvard
Bláinn and Bob
Hector (-12)
Pink Athamaru Pirate
White Athamaru Pirate (-22, persuadable)
Artemios
Blue Goblin Rigger (Knocked out)
Green Goblin Rigger (DEAD)
Kitsch & Nairaba's Potion Blow Darts
Artemios is up! And Olad yells, "Bring me along, laddie!"

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◈ Swim Athletics: 1d20 + 11 ⇒ (7) + 11 = 18. Drat. Is this "in most instances of calm water, you get an automatic critical success"?
◈ Swim can only go 10 feet
◈◈ Appeal to Surrender Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
That light settles again on his eye, and on Hector.
◈ Swim (and move the last five feet to flank Pink)
◈◈ Transcend: Flowing Spirit Strike White Gleaming Greatsword: 1d20 + 10 ⇒ (19) + 10 = 29 for spirit (holy) damage: 1d12 + 6 ⇒ (6) + 6 = 12 and Gleaming Greatsword: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14 for spirit (holy) damage: 1d12 + 6 ⇒ (1) + 6 = 7. If both attacks hit, combine the damage. (Huh. This attack doesn't actually deal slashing damage, so no penalty even without Underwater Marauder; I never thought of that)
Divine Spark moves to Gaze Sharp as Steel
The Radiant: Hector heals 8 hp (emotion, not vitality)

GM Hmm |

Artemios stays afloat but does not swim far. He calls for the White Pirate to surrender! Meanwhile, Olad waves his belaying pin and looks hopefully to Clarence, Hector and Ulvard. "Let me help you lads take that pink pirate out!"
Nairaba loads up a potion dart that Kitsch shoots at Clarence.
Clarence's Healing: 2d8 + 5 ⇒ (8, 3) + 5 = 16
★ --- ★ --- ★ --- ★
If you wish to fight in the water, here are the rules for Aquatic Combat.
★ --- ★ --- ★ --- ★
Initiative Round 3
Conditions:
Save our Shipyard Successes: 15
Prisoners Taken: 4
Olad Used Yet? Not this round.
Remember, that you still have the special actions available for Saving the Shipyard and Appeal to Surrender listed on Slide 7. I will let you know when you can use Appeal to Surrender on an NPC.
Our Map is still on SLIDE FOUR.
Hisaki & Quqotengir
Clarence
Ulvard
Bláinn and Bob
Hector (-12)
Pink Athamaru Pirate
White Athamaru Pirate (Surrendered)
Artemios
Blue Goblin Rigger (Knocked out)
Green Goblin Rigger (DEAD)
Kitsch & Nairaba's Potion Blow Darts
Hisaki, Clarence, Ulvard, Bláinn and Hector are up!

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Seeing the team having the last pirate all but surrounded, Ulvard sighs and turns his attention to the nearby fires, trying to Save the Shipyard.
athletics: 1d20 + 9 ⇒ (18) + 9 = 27
athletics: 1d20 + 9 ⇒ (14) + 9 = 23
athletics: 1d20 + 9 ⇒ (16) + 9 = 25

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Earlier
Clarence roars in pain as the goldfish pokes him with a spear. He winces as another dart hits him and closes his wounds.
Now
Clarence doggy paddles towards the remaining pirate.
Athletics(E): 1d20 + 11 ⇒ (18) + 11 = 29
He then tries to stick him twice.
Dagger: 1d20 + 11 ⇒ (18) + 11 = 29 for Piercing: 1d4 + 3 ⇒ (4) + 3 = 7
Critical Hit: Double Damage
Dagger MAP, Agile: 1d20 + 7 ⇒ (5) + 7 = 12 for Piercing Damage: 1d4 + 3 ⇒ (4) + 3 = 7
◆ Swim
◆ Poke
◆ Whiff

Quqotengir |

Lest he become part of the shipyard that needs saving, Quqotengir realizes suddenly that being wet and in deep water is harder than being on land!
Horn (P) vs Final Fish Pirate: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 3 ⇒ (5) + 3 = 8
◈) Strike
◈) Swim (To stay afloat, or back to docks if foe defeated)
Athletics (T) vs Water (DC ??): 1d20 + 8 ⇒ (4) + 8 = 12

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Hisaki whistles loudly, and his steed responds!
◈) Command Quqotengi
◈◈) Save Shipyard x2
Then "You there!" barks our hobgoblin hero "Smother that fire there with that plank" giving calm, explicit instructions in an almost-hypnotic tone "And you!" he points "Help him there!"
Warfare Lore (E): 1d20 + 11 ⇒ (3) + 11 = 14
Warfare Lore (E): 1d20 + 11 ⇒ (20) + 11 = 31

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Perhaps things will be different with the pink pirate.
◆◆ Act Together
- ◆◆ Cast a Spell: Needle Darts
Spell Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing Damage: 4d4 ⇒ (3, 2, 4, 3) = 12

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Bob will be ordered not to attack if Pink looks ready to surrender.
◆◆ Act Together
- ◆ Strike
Blob Bullet!: 1d20 + 7 ⇒ (1) + 7 = 8
Acid Damage: 1d4 + 2 ⇒ (1) + 2 = 3
◆ Strike
Blob Bullet!: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Acid Damage: 1d4 + 2 ⇒ (2) + 2 = 4
OR
"...!"
◆◆ Act Together
- ◆ Save the Shipyard
Intimidation: 1d20 + 6 ⇒ (3) + 6 = 9
◆ Save the Shipyard
Intimidation: 1d20 + 6 ⇒ (4) + 6 = 10

GM Hmm |

Ulvard valiantly saves the shipyard, joining in the fight against the fires full time!
Clarence crits with Olad's help, seriously damaging the fishy pirate. Quqotengir barely keeps himself above the waves as he gores the fishy pirate. Meanwhile, Hisaki also works on saving the shipyard, flailing about at first and then going at the fires with a vengeance!
Thwack-thwack-thwack!
Then Bláinn brings down the final pirate with a bunch of needle darts to the chest.
The fires go out all over the shipyard and the last pirate is DEFEATED!
The dockworkers hug themselves and you, some of them lifting you on their shoulders. One even breaks out a bottle of Sauerton Red to celebrate!
★ --- ★ --- ★ --- ★
COMBAT OVER!
★ --- ★ --- ★ --- ★
You can all have ten minutes to heal, refocus and interrogate your prisoners with a Deception, Diplomacy or Intimidation check! Who are these people, and why did they do this?

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Hector takes a glass of Sauerton red. He swirls his glass like he is sniffing it.
Then, he sits beside the prisoners.
"You were quite talented lads. Worthy of Besmara. Sadly, you were against Hector Horizon and his companions. So, what do you think, as a reward to have let you live, you explain to us who you are and why did you attack this port?"
diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12

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"And Ulvard!" adds Ulvard, helpfully. Or maybe not. The smoke and soot covered barbarian looks like he is quite exhausted. "You have likely heard of me!"
RP wise will help, but not mechanics wise! He will take a breather, again.

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"Answer his questions" Hisaki demands, arrow still nocked in bow.
Intimidation to Aid next PCs check (DC 15?): 1d20 + 6 ⇒ (11) + 6 = 17

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Clarence stalks up to one of the pirates. "You had guts to poke me with your spear. Now I will turn you into this thing a friend of mine told me about. They say it's a delicacy call 'SUE-SHE'." He pulls out his dagger and makes motions to filet one of the talking goldfish he fought earlier.
Intimidation(T), w/ Aid: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

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Artemios sheathes his sword, the light settling once more in his eyes (and on Hector).
Hector heals 8 HP and then is immune for 10 minutes. Artemios can then do that again, but then he'd be immune for another 10 minutes.
He sits on the dock and shakes his head sadly, fixing the pirates with a disappointed look.
"Attacking people isn't very nice," he says, "I think you can be better than that."
Nadia nudges him, and he clears his throat. "I'm definitely a wolf, by the way." He's met goblins before.
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

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Not sure how well it works to have Diplomacy and Intimidation going at the same time, but my modifier is the same for both.
Something Charismatic: 1d20 + 9 ⇒ (20) + 9 = 29

GM Hmm |
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'Something Charismatic?' Really? Well whatever Bláinn said, it was sure effective!
The goblins, gorillas, and athamaru that you captured are very impressed with all the arrow-notching, sushi-threatening, charismatic somethings and talking wolves that they have now met. They are ready to answer ALL your questions. You just have to ask them!
"You were quite talented lads. Worthy of Besmara. Sadly, you were against Hector Horizon and his companions. So, what do you think, as a reward to have let you live, you explain to us who you are and why did you attack this port?"
"OOOK!" One of the goblins meets the gazes of the Pathfinder party, head unbowed. “Sorry.... I keep forgetting I'm not talking to Gorillas. We're the crew of the Clawhold, the finest pirate vessel to ever sail the sea. Who the heck are you lot, and why did you interfere with our righteous raid?”
You can introduce yourselves as you ask your questions, if you like.
The goblin scratches his head. “As for what we're doing here... We're here to cause mayhem in the shipyard! They paid us to hassle Andoran's sea trade, but then the Captain had the thought, ‘what would be a bigger hassle than this place losing all their shiny new ships?'”
He looks expectantly for the next question, so ask away!

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"I am Clarence. You'd best answer our questions! Who sent you?!

GM Hmm |

The pirate snorts. “Who else? Cheliax! The first time they came 'round, the Captain told them to go to Hell. And after what they did to her, who can blame her? But then they promised to give us all a home and to let her see her family, so she had to do it.”

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'Something Charismatic?' Really? Well whatever Bláinn said, it was sure effective!
Wasn't sure what cop I was supposed to be here, but it was clearly the right one.

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"Clarence. I think this prisoner believes he can answer 'who' questions with 'where'" he turns to his captive "He asked you Not where you have sailed from, but Who tipped you off - perhaps paid you off - about this shipyard. Please" Hisaki en-sterns his face "Give this good soldier a direct, honest answer, stripped of chicanery. You will be asked Once"
Leaning in, Hisaki tries to flex imply that using force may be neccessary, even as he would rather keep them alive than to needlessly waste life.

GM Hmm |

"Naw, laddie, you're the one not listening. Cheliax paid us! It was one of the Cheliaxian goons from the House of Thrune. They wanted us to disrupt Andoran's trade, and they said to make it messy!"
The goblins and athamaru cannot give you the exact name of the contact, but they're certain that the orders came from somewhere high in the Chelaxian government.
"Captain might know the name, though. Goodness knows she remembers those that hurt her, and most o' them came from Cheliax."

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"Ulvard wants to know who your Captain is. And is he going to need to deal with her, or would return of her crew be sufficient to make her go away and stop bothering nice shipyard?" rumbles Ulvard.
"Ulvard also wants to know Captains name. And description."

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Hisaki nods "Answer Ulvard's questions. He'll get's angry if you don't" Hisaki nods, instilling an understanding of what can be inferred from the barbarian's anger...

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Hector's head back off in surprise from the "ook" of the monkey goblin.
"Someone told me once i had the brain of a gorilla. But i am sure it was insulting to the gorilla." says the swashbuckler, full of autoderision.
He switches his feathered hat for a brown pirate one without a skull that he bought in the High Seas.
"Arghhh! This jewelled skeleton is called Hector Horizon, Pirate extraordinaire of the Grinning Pixie. I have travelled on the great sea, searched for treasure, discover a cursed island."
" But, tell me ,"says Hector, who is suddenly very intense. "Who is this charming captain with a delightful hurtful past that you are talking about? Does she have a name? Is she good at duelling?"

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"Perhaps she is bound by a weakness that her enemy has iron grip over" Hisaki speculates to Artemios "In either case, she will have to choose. You will share her whereabouts, and we will do what we can. And you get to keep your lives"

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"Well, I've got no brains at all, and if Bob dies, it's because he ate one of the pirates. Either way, gorilla's might be an improvement.
"By the by, 'eat one of the pirates' is still an option here."

GM Hmm |

"Ulvard wants to know who your Captain is."
“Who's our Captain? Why, Lady Longboat herself! Captain Conziva!” The pirate swells with pride, “She welcomes all kinds. Monsters. Goblins. Fish folk. Why, she would even take you, I think.” The pirate gazes meaningfully at the skeletons, talking 'wolf' and tentacled blob of existential horror. “Heck, she even let us keep the gorillas. Best Captain on the sea, she is!”
"And is he going to need to deal with her, or would return of her crew be sufficient to make her go away and stop bothering nice shipyard?" rumbles Ulvard.
The pirates look at each other. "Captain cares about all of us. That's why she couldn't tell Cheliax to go to hell... even though she dearly wanted to do so."
Then one of them adds, "If you want her to know that we're alive and well-treated, tell her that we told you her favorite gorilla is the new baby we named Flotsam. We can’t feed him enough muskmelons! Nobody but crew knows that.”
"Ulvard also wants to know Captains name. And description."
The Pirate pauses. "We call her Captain, or Lady Longboat. She was born with the first name Conziva - with a title and a snooty Chelaxian surname, nonetheless, but she don't use neither of those no more. They just plain don't fit!" They tell you that you can't miss the Captain. She'll be the nephilem with curling horns and curlier blue hair. The pirates gestures vaguely at the Shipyard district all around them, where the sounds of distant pirate combat can still be heard. “She’s somewhere around here. Our Lady Longboat leads from the front.”

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Ulvard nods his thanks, then asks the assembled group. "Ulvard wonders if MushMelons are for sale here or in inn? That might be good peace offering to Lady Longboat."
He turns his grin on the pirate. "Ulvard has already sailed on Pirate Ship. Made Big Splash!" he adds, grinning at Clarence.
Do our helpful NPCs know of a muskmelon seller maybe?

GM Hmm |
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"Someone told me once i had the brain of a gorilla. But i am sure it was insulting to the gorilla." says the swashbuckler, full of autoderision.
One of the Gorillas nods sagely. "OOK!"
He switches his feathered hat for a brown pirate one without a skull that he bought in the High Seas.
[snip]
" But, tell me ,"says Hector, who is suddenly very intense. "Is she good at duelling?"
The pirates shrug. "She likes a good fight, she does!"

GM Hmm |
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"Your captain always remembers those who hurt her... so that she can work for them?"
"Perhaps she is bound by a weakness that her enemy has iron grip over" Hisaki speculates to Artemios "In either case, she will have to choose. You will share her whereabouts, and we will do what we can. And you get to keep your lives"
“Let me explain. No, there is too much. Let me sum up,” one of the atharmaru pirates says. "Captain Conziva has... a complicated relationship with Cheliax."
"Ook," nods one of the gorillas.
"So you want to know how they hurt her?" A goblin ventures forward to translate for the gorilla, the pirate glaring in remembered outrage. “Tossed her out like garbage when her horns grew in, that’s what! She weren’t even full-grown!” The goblin pauses and gets a hopeful look in their eyes. “But then they offered something she couldn't yell at them about."
"There’s not many places where people like us fit in, you know? But Cheliax offered the Captain a letter of marque and a title with an estate and then told her she could bring all of us with her. We’d have a safe home with no one hunting us.”