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   Tobias is having an off day and the listeners do not seem impressed. The rest of the day passes without incident and the village sleeps under the oppressive heat that remains for much of the night. With a new day the heat returns but Warren and Ardym don't. Your crew is still less than a minimum complement. Recruitment or infamy rolls again?  
   "Yes this is very unexpected. I must inform the village council that the naga have broken the treaty. We must be alert. Please do take great care if going near the water while you are here. I am very sorry for this... inconvenience." With the unknown cause of the naga aggression hanging over the village, tensions are high and many of the people are uneasy. The rest of the day passes slowly. Did you make a recruitment roll or infamy check today?  
   Warren and the dolphins disappear past the boathouse down the river chasing the water naga. After the rest of you get out of the water and back onto the dock, Rickety Hake arrives. "What's all the commotion about?" He asks as he takes in the scene, hurrying over to his workers. "A naga attacked us. These people saved us and chased it away. It almost got me." The man who was first knocked in replied and the others nod agreement. Rickety then regards you again and seems thoughtful. "Well. I must thank you for saving my workers. I think a discount on the modifications to your ship would be suitable recompense. 250 gold?"  
   Hey again guys, sorry about the lengthy delay. I was very sick for the last 2 weeks. Thankfully i'm doing much better now. Looks like we are short a few again unfortunately. Luckily you are in a port where other PCs can easily just happen to be. The naga retreated, a couple of AoO's would have happened but it was not going to be enough to kill it. I'll look at gameplay now.  
   "We stay on the coast. They stay up river. Separate territories were supposed to keep the peace." The man tells Earthsong briefly. with another 2 con damage (totaling 4), dolphin 2 disappears
 Tobias hits on a 6: 1d6 ⇒ 3
 bite: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 1d8 + 4 ⇒ (3) + 4 = 7 DC 17 fort vs poison or 1d2 con damage
 Round 6
  
   Tobias hits naga on 7: 1d7 ⇒ 4
 The dolphins with their blindsight do not have this problem and hurt the naga several more times. "I'm ok. That thing shouldn't be here. We have an agreement." The man says to Earthsong as she helps him out. bite @ dolphin 1: 1d20 + 10 ⇒ (11) + 10 = 21 damage: 1d8 + 4 ⇒ (8) + 4 = 12 DC 17 fort vs poison or 1d2 con damage
 Dolphin 1 is wounded and poisoned. Dolphin 4 ceases to exist on the material plane. The Naga doesn't seem to react to Warren's shout to give up. Round 5
  
   Dolphin 3 and 4 manage to hit the snake-like creature. climb: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
 The woman's rope burns are completely healed by Earthsong. Maurine arrived and begins inspiring. bite: 1d20 + 10 ⇒ (9) + 10 = 19 damage: 1d8 + 4 ⇒ (3) + 4 = 7
 forgot the poison on bite
 The villagers nearby call out, "Naga! Water Naga!" Round 4
  
   swim: 1d20 + 7 ⇒ (5) + 7 = 12
 Dolphins surround the invisible creature, able to sense it they attack. One of them is able to hit the creature. bite @ dolphin 2: 1d20 + 10 ⇒ (14) + 10 = 24 damage: 1d8 + 4 ⇒ (7) + 4 = 11
 Maurine arrives. Round 3
  
   Ardym is first to get into the river and sees the man but nothing else in the water near him. However, thanks to his water sense, can sense something next to the man. You know what square it is in, if you attack, roll 50% miss chance as well. You wanted to help the man but you also rolled an attack? You can't do both after using a move action to get in the water. Earthsong has arrow ready but sees no enemy. Warren summons. Not having wanted to play, Tobias is a little away from the water than the rest but rushes forward to help. Rosanne is a little late to the game (will arrive when the player is up to posting). Round 2
  
   You arrive at the boathouse to find a half-dozen of the locals setting up the game in the shade and another pair pulling on the rope where the keg of beer has been cooling in the water of the river overnight. This keg will be the refreshments for the game. However, the rope jerks suddenly and one man is pulled into the water with a scream while the woman has the palms of her hands burned bloody where she was holding the line when it was wrenched away by whatever is in the water. The screams and thrashing in the water indicate the man who fell into the water 5 feet below is not alone. The water itself is 20 feet deep here.  
   Second day brings crew number to 14. Rickety Squibs is considered a Village (77 pop not including crews from docked ships). I will be allowing 1 successful recruitment roll per position on the Settlement Size chart here. The larger the settlement, the more chance to find people to join your crew. An unsuccessful attempt does not count against the limit, it just means no one joined that day.  
   good idea but no, crew will not be aiding you guys in recruitment or infamy checks. Only officers may do this. Familiars that can talk will be an exception and can help with this. Infamy check started by Silent Rob at 19. 3 more successful aids will make it work. 4 new crew join. Even though you have only been here for such a short time, you have already heard from multiple of the villagers about the drought that has stricken the Slithering Coast for the last month and have experienced the oppressive heat firsthand. On this second day here, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along its banks. To pass the time, some of Rickety’s off-duty workers invite you to join in a game of ninepins in the shade of the boathouse and share a small cask of beer that’s been cooling in the waters of the estuary. Does anyone accept the invitation to join the game?  
   TLDR: You want to increase your infamy and disrepute. Easiest way is while you are at port right now. Bluff, Intimidate, or Perform DC 25 (You choose who rolls but I will allow all PCs to aid if they wish). Once per day! A maximum of 5 can be gained from any settlement (resets on gaining a new threshold). You currently have no Plunder so cannot try to sell that (can sell other regular treasure at half price like normal). To recruit regular crew make a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check once per day and gain 1d4+2. The total amount possible will depend on the size of the settlement. We'll get to recruiting from defeated ship crew when it happens.  
   So there is a reputation system that I will need to let you know about called Plunder and Infamy. Plunder There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed. Plunder must be traded for actual gold at settlements and takes 1 day per 1 plunder. The size of the settlement will determine the amount of gold you can get per point of plunder. Skill checks (bluff, diplomacy, intimidate, profession) are available to increase the amount you can get. Infamy and Disrepute Some pirates only do what they do for the promise of wealth, being little more than brigands of the waves. Others do it for the reputation, fearsomeness, and power that comes with numbering among the most notorious scallywags on the seas. That’s where Infamy comes in. Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. At the most basic level, infamous pirates have the potential to pressgang unfortunates into their crews, get repairs to their ships in nearly any port, and win discounts from merchants they’d prefer not to rob. As a crew becomes more and more infamous, however, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its flag. This system allows characters to track how their legend is growing over the course of the campaign, along with providing them tangible rewards for building appropriately piratical reputations. To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM. Think of Infamy like total HP. Disrepute is like current HP. You can spend disrepute to gain favours or other benefits by buying impositions. Current Disrepute/Infamy is 2/2 gained as a bonus from your successful mutiny. Infamy Thresholds Disgraceful (10+ Infamy) Characters may purchase disgraceful impositions. The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port. Despicable (20+ Infamy) Characters may purchase despicable impositions. Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of
 Notorious (30+ Infamy) Characters may purchase notorious impositions. Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port. Loathsome (40+ Infamy) Characters may purchase loathsome impositions. Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder. Vile (55+ Infamy) Characters may purchase vile impositions. Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port. Impositions will be posted in the campaign tab. You do not gain access to them until your Infamy score reaches 10. I am considering allowing mythic power to also interact with this system but will need to take some time to figure out any adjustments needed.  
   Sudden Block and Fast Healing are fine Ardym. Recalled Blessing is fine too Warren. Chaplain isn't a regular officer position. At least it isn't one of the essentials that needs filling. I would suggest choosing another role and then also being the chaplain if you want to. So far we have: Officers
 Sandara is happy to fit any officer role left over. Kroop can change roles if another PC prefers to cook. Crew: 7/20  
   Something I forgot to update you guys about. With the addition of the Helm of Besmara to the ship (new players might read back a bit in gameplay) you are now able to use mythic power and have all the usual tier 1 abilities. There will be certain options and feats that will be banned or nerfed so check first. You get your mythic tier after 'attuning' to the ship as an officer (regular crew aren't mythic) for 1 week. If you're away from the ship longer than a week all abilities are unable to be used and you must attune again but a couple of days on shore leave is totally fine. Mythic power recharges only while on the ship at a rate of 1 per day after 8 hrs of rest. Mythic power can be used by the ship as well, give a speed boost, increase defenses and more. Details to be worked out still. Don't forget to drop offerings to Besmara from a portion of your captured treasure or she may take back what she has given.  
   The large building that serves and houses guests to the village is called The Commons. It has accomodations, a taproom, small market and functioning chowhall that served the entire settlement. The shade of the jungle canopy here is welcome, as the heat is merciless and many of the trees are wilted with browning leaves that show the effects of an extended drought. Many current guests belong to one of the 3 ships currently at the dock being repaired, though several more are currently shipless and may be open to joining a new crew. To recruit you can roll Diplomacy, Bluff or Intimidate once per day. A successful check will recruit 1d4+2 new NPC crewmates. Recruiting Officers to fill a missing role will be more difficult, though that is not critical now anyway. You have lost all crew who were not friendly already. Currently you have 9 (or 7 if Kroop and Sandara fill extra officer spots). Minimum should be 20. Remaining Crew:  Fipps Chumlett Conchobhar Turlach Shortstone Ambrose "Fishguts" Kroop Sandara Quinn Rosie Cusswell Crimson “Cog” Cogward Tilly Brackett Shivikah Tam “Narwhal”  
   Sorry Warren but I don't know how your last post is going to work. It seems you were in town previously, no where near the dry dock and then suddenly you're right there. The conversation with Tobias and Rickety wasn't meant to be discussed with anyone not crew around which I didn't state thinking it wouldn't come up.  
   "Indeed Captain. You will not be disappointed." Rickety Hake and his men return to the longboat and guide you over to the drydock where teams of workers and oxen await. A large number of thick ropes are secured to the ship and the oxen slowly pull her up the wooden ramp. Once secured in place the workers scramble to erect wooden scaffolding which will allow them access to all points of the ship and its hull. A full inspection to ascertain how much work it would take to squib her was then done. After an hour Rickety Hake returned to speak to Tobias. "I can refit your ship. Cost will be 2,000 gold. We'll get her done within a week. Hopefully the owner you took her from had a full chest?"  
   The man that greets you from the longboat is a short, stoop-backed old man with a leathery, weather-worn face; watery blue eyes; and a halo of frizzy white hair. He climbs aboard along with a half-dozen lightly armed sailors. "Hmm, another customer come for the services of old Rickety Hake are ye?" He is continuously looking around, inspecting the ship. After a few minutes of looking her over he speaks again.
 1d4 + 4 ⇒ (2) + 4 = 6
  
   Ardym, Maurine and Warren
 Perhaps you're having a late breakfast or an early lunch, as many other also are. Games of chance fill the tables around you, the sound of gambling and the occasional fight when luck doesn't go a sailor's way fill the air. Several burly guards break up any fighting and throw both parties out. Someone is the street calls out that a new ship has been spotted. A few head towards the docks to see the new ship. Most don't seem to care, happy to wait for the ship to dock and its captain to seek out recruits.  
   You have found the headland that hides Rickety's Squibs. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas. Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. As you sail past the headland, flag of yellow and red is raied above the the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the Man’s Promise,
 "Captain?" Fipps asks your response the the longboat.  
   End of book 1 Start of Book 2 Now you have taken control of the Man's Promise (new name pending), Captain Harrigan is sure to be unwilling to part from his prize so easily. To evade him, and having no safe harbour of your own yet, you head towards Rickety’s Squibs, a small coastal village with a skilled ship refitter used by many pirates by the name of Rickety Hake. This village is also a 'neutral' harbour for all, though mostly used by pirates. There is sure to be a number of shipless buccaneers that be in need of a crew. With a new ship and a full crew, the waters of the shackles are yours for the taking. Of course, you aren't the only predators. There are plenty of other pirates that would see you as easy pickings. If you can raise your Fame and Infamy enough, other pirates will think twice before attacking you. There is also the Free Captains, a group of the most ruthless and successful pirates. Being accepted into their ranks is the goal of every upstart buccaneer with a dream of commanding the shackles. As a Free Captain you would be almost untouched by other pirates. Subject only to the mysterious and powerful Hurricane King. One no pirate dares cross.  
   Finally leaving Bonewrack Isle, one last look back on that once cursed island shows the mountain ridge slowly disappearing over the horizon. The next week of sailing is mostly smooth. Several of the crew have already planned to leave the ship. Of the ones previously hostile, only Fipps has completely changed his tune after you saved his life from the grindylows. all crew have increased their attitude one step. Though you can no longer influence them while you are officers as when you were fellow crew members, your actions and treatment of them can still influence the crew over time.  
   With 5 PCs and 7-9 officer spots there is plenty to choose from Earthsong. There aren't many requirements either. Captain and first mate make profession sailor rolls. Same with sailing master. It could help the surgeon to have ranks in heal, craft carpentry skill helps for fixing a damaged ship. Profession cook helps with cooking. That's about it I think though I may be missing something. Eventually you might all be captains if you capture many ships and are able to get enough crew to man them all.  
   You will need to fill certain roles to have the ship managed effectively. The Master-at-arms and Master Gunner positions can be bundled with other roles. So someone could potentially be First Mate and Master-at-arms. Officers don't count toward the required crew amount (currently 20). It is good to have double that or more so the crew can work in shifts. I'll add this to campaign tab so it can be easily updated in future. Name - Ship Role - Responsibility Officers
 Crew
  
   "Where's the rowboat?" Sandara asks once you leave the caves. Seemingly unconcerned she walks to the edge of the water and takes off her just recently returned hat and tosses it into the water. As it lands it swiftly transforms into a rowboat giving you a quick way back to the ship without having to traipse through the jungle again first. The repairs have been finished while you were gone and Kroop reports that some of the crew almost tried to get them to leave the island and abandon you. Fipps talks to them and everyone seems to calm down. You finally call the ship underway and it begins a small first journey to the other side of the island. The crew whisper prayers when they get a look at the Helm, some toss a coin into the sea as an offering. None of them have ever been so close to such divine power. Sandara being a cleric was one thing, but an artifact directly from Besmara... The new mast fits snugly. The ship seems more responsive and maneuverable while piloting her, allowing some impressively tight turns. The Man's Promise is sea worthy again. "Glad to be upon the sea again Captain. If you'll have me still, I'll remain your cook. These old bones aren't done with sailing yet." He continues with a little advice. "If you're unsure of a heading, Plugg and Scourge were intending to take this here ship to Rickety Squibbs and have her 'altered' so as not to be recognised by Harrigan. He'll for sure be looking for us when we don't return to him. Rickety is only another week's journey away at our pace."  
   The grindylows have scattered to the sea and the island is free of danger (unless one wants to hunt the large crabs on the southern beach). You can easily return to the ship the way you came through the jungle. Back at the ship the repairs have gone well and the hole is patched. Fipps gets those formally loyal to Plugg and Scourge alongside, though many are keen to take up the offer to leave the ship at the next port. You will be running on a dangerously low skeleton crew if you are unable to recruit soon. Are we adding the 'Helm of Besmara' to the ship?  
 
   We started at level 2 and should always be 1 level ahead of the usual for the AP. Mythic has not been gained quite yet so do not worry about that until you join the crew. I'm seeing 4 submission currently.
 1 week left to get your submissions in. | 
 
	
 
     
    