The dwarf barbarian (Tarmav) refused to climb the rigging for the rigger test, resulting in him getting lashed into unconsciousness during Bloody Hour that day. He did become cook's mate though, as the other characters said they couldn't cook and he said "Maaaaybe".
The ranger (Andre) passed the rigger's test, thus becoming the rigger. The cleric (Garrick) and the aquatic druid (Arland) became swabs.
The second day had the dwarf barbarian drawing two daggers and throwing them at Fipps, taking him immediately out (one hit, one crit) - Jape, Aretta, and Syl backed off pretty much immediately. Later that day it saw the barbarian challenging Tilly to a very nearly deadly game of Heave - the rest of the crew came in for bets until there was a pool of 100 gold for whoever won the contest. Due to some bad rolls on his part and good rolls on Tilly's part, Tilly won the contest as the dwarf forfeited. He had 3 Con left.
By the third day, the cleric Garrick decided that he was going to befriend everyone, and pretty much proceeded to make influence checks for his daily action every day - by the end of Part 1, only Jaundiced Jape, Aretta Bansion, "Badger" Medlar, Maheem, and Slippery Syl Lonegan were hostile - everyone else had been made helpful, especially toward the end when the other party members started influencing people.
Day four saw them going down into the bilges to deal with an infestation of Dire Rats. This was handled fairly easily, but the ranger did come down with filth fever from a bite - he was thankfully able to make a fortitude save later on to rid himself of it. During the night, Arland (the druid) brought some crab's he had snuckily fished up for Owlbear, who happily munched on them. The leftovers went to the alligator (the druid's animal companion) who was locked in a cage nearby.
Day five saw Tarmav going head to head with Owlbear... he immediately raged and did a ton of damage (one crit, one hit), which sent Owlbear cowering back, only to get pushed back in - Tarmav backed off, earning Owlbear's friendship and impressing the rest of the crew.
During the following days, the oncoming storm grew closer and closer - Andre and Arland both worked diligently at their tasks while Garrick proceeded to work his silver tongue on the crew. Tarmav, meanwhile, stumbled across a cookbook in the galley and finally figured out where everything was, netting him a +3 on his cooking checks (book + masterwork tools from galley). Note that Kroop was constantly drunk almost all the time - 50% chance apparently was actually 90%, the way I was rolling, so Tarmav was doing a lot of work.
The day of the storm, everyone worked hard into the night, save for Andre, who dropped from sheer exhaustion. Tilly (who had been made helpful by this point), dropped overboard, leading into the druid going overboard after her. Tarmav, actually thinking before he lept, tied himself off with a rope which was rapidly grabbed by Garrick, Sandara, and Rosie. Tarmav managed to grab a hold of Tilly and get her to safety, but the druid was rapidly drifting away. By the time Tarmav managed to get to Arland, they'd drifted 75 feet away from the ship (thankfully they thought to tie on another rope so it'd extend far enough). Eventually they managed to haul the duo in to safety, only to go to work fatigued the next day. The ranger, unable to work the next day, ended up getting lashed into unconsciousness for not working, thus he ended up missing both of his actions that day.
The following days saw the party recuperating from the storm and swaying more of the crew to their side. On the 11th day they were sent out to snag some crabs, and were soon ambushed by two reefclaws boiling out of the depths. The reefclaws grappled onto both Garrick (the cleric) and Andre (the ranger), dragging them down to the bottom of the reef (20 ft. down). The others dived down after them, along with Sandara. The reefclaws managed to knock unconscious Garrick, but the one grappling him was blasted off with a hydraulic push, allowing Sandara to snag him and get him up to surface and safety. Meanwhile, the reefclaws managed to poison the barbarian (who throughout the entire session, had been taking ability damage from rum rations, or the poison here). Eventually, the party managed to take down the reefclaws, and were rewarded by a potion of cure mod, as by this point they had befriended Grok and gotten their equipment back.
Day 14 saw Riaris taking first Tarmav and Arland out. Tarmav easily grappled onto the ship, but before he even got onto the rope got rotten fish to the face (a crit rolled by the ranger Andre, who was cheerfully lobbing stuff at him). Apparently enraged by this, the barbarian quickly and easily climbed the rope and reached the ship with no problem. Arland, however, took multiple tries to even grapple onto the ship, and soon even Riaris had to admit that it would be fairly hopeless to expect him to actually make it onto the ship (bad rolls and bad climb stat). Then, the party switched out, with Andre and Garrick both easily grappling onto the ship. Tarmav, out for vengeance, lobbed fish and bottles and buckets at Andre, forcing two reflex saves, but the ranger managed to pass both of them. Garrick was hit once by Fipps (who was also throwing), but also made his reflex save, ultimately having both of them safely make it aboard.
By the 17th day, the party managed to get pretty much everyone expect those hostile to them to helpful, and those hostile became permanently hostile. There was much moaning and groaning as the work with the worst saves were chosen, but everyone was still able to make their saves.
Day 19 saw Mr. Plugg and Master Scourge selecting Tarmav (as he had cost them 100 gold and generally been a stubborn, dwarven pain in the rear) for the bilges. He managed to wrestle a dagger away from one of his attackers and made a fairly good accounting for himself, but was ultimately overwhelmed and left for dead (in fact at -1 hp) by his attackers.
Eventually, the others realized that Tarmav was missing and found their way down to the bilges, where they immediately helped Tarmav and Sandara did her healing deal. At this point this firmly put Mr. Plugg in the enemy area to the party - up to this point, he'd been lurking more in the background with Master Scourge doing the grunt work, so they'd been cutting him a bit of slack, which he lost.
The party healed and grumbled and planned... and a ship was sighted on the horizon! And so ended the first session.
Some notes:
1) The rum ration is nasty - the game of Heave very nearly killed Tarmav off, as he'd already taken some Con damage from a bull session with Kroop earlier. That said, due to the gold won I let them move Tilly toward being friendlier for participating in the game. Arland and Garrick both cast purify food and drink, which I allowed to take away the nastiness of the brew. Tarmav and Andre became fairly adept at getting rid of it, until roughly day 14 or so where I handwaved the rum ration away, saying that they had by this time figured one way or another around it.
2) Tarmav was apparently the lightning rod of hate, as Kroop was constantly drunk - he was sober maybe 4! 4! days out of the entirety of Part 1. Furthermore, every time he took ability damage he would end up taking full amounts, every time I hit him with an attack he took full damage... just really good (and nasty) rolls on my part. This continued even to the bilge fight. Still though, he was pretty awesome throughout, basically taking down everything thrown at him until the bilge fight, and he might've even pulled that off had he not had such crap rolls to hit.
3) The group hardly looked around the ship at all, instead focusing on influencing other crew. The only places explored was the galley (mw dagger, cookbook, prosthetic leg, and the steadfast grapple found) and the bilge (where they found everything after the dire rat fight). They've missed out on some stuff, but at the same time only 5 of the crew are hostile to them now. They never tried to steal anything - the keelhauling made them pretty cautious.
4) The group was more or less fine with no equipment save for their daggers for practically the first half of the adventure - they finally (after many failed rolls) managed to bring Grok to helpful right in time for the reefclaw fight.
5) The reefclaws came very close to drowning Garrick - they had no problem grappling the party members and soon drug 2 of them down to the reef. Quick thinking blasted one off of Garrick, and Sandara was able to save him just in time. Funny thing is, Garrick had actually 'killed' the reefclaw himself, but its' death frenzy knocked him unconscious too.
6) I could have potentially killed Tarmav during the bilge fight, except a) I liked the character and b) Note since this happened during 1 session, Tarmav was still level 1 at this point, with no weapon. At lvl 1 it was a pretty nasty fight, and I would've felt like a complete jerk had I done killed him, so I had them beat him unconscious instead.
7) The reason why we made it through Part I in 6 hours was for several reasons:
a) my group are all veterans of Pathfinder
b) we were 2 people down (fever) - I doubt we would've made it if we'd been at the full 6
c) Prep. Can't stress this enough. I had the Ship's Cabins out as the map, all appropriately labelled with pieces of paper, plus task sheets for each job (players rolled their own job and informed me if they failed or passed - all players were trustworthy on this), plus a quartermaster store list, a sheet showing influence status of all NPCs, all heroes inputted into Hero Lab with the encounters already made up... all that prep-work meant that everything went nice and smooth.
8) The party loves Owlbear, and Owlbear loves the party, since the druid feeds him crabs pretty much the same time he feeds his alligator (who's been continually gnawing at the bars of its' cage, but has yet to break out).
9) Tilly and Maheem have ascended to full NPC territory, as Tilly was the winner of the Heave game and was the first befriended by the party. Maheem, on the other hand, won arm-wrestling twice - the big Rahadoumi is probably number one on enemies under Mr. Plugg and Master Scourge.
10) I set up the Boarding School to make it as fun as possible, pitting PC against PC, which ended up hilariously as the ranger nailed the barbarian, only to get his come-uppance later on. Ironically, the only one who failed was the druid, who fell from a badly failed climb check rather than actually getting hit.