
DM organized |

Alyosha: The sword is balanced, lightweight, and incredibly sharp.
add master work short sword #2 to inventory. masterwork weapons give you +1 to attack bonus. The armor looks nice too, you have always admired how flexible it was for studded leather...
Alyosha is not really sure how much worse the ship's condition has gotten, but at least it seems to be holding.
Addam stays put in the supply room.
Gothard begins working on his supply line.
Rorie scurries up the ladder and peaks his head up. The deck is covered in sea weed and the rear mast is snapped off halfway up the fifty foot beam. There is not much too see except the Captain's own personal cabin. The door is closed.
If you guys at camp want to talk to the npcs while you're working let me know and I'll try to give you something to think about.

Alyosha Akeldama |

After testing out the swords sturdies and terrific balance Alyosha decides the Armor may also be of some use to him. Alyosha picks up the leather armor and tries it on. Deciding the fit is quite well Alyosha decides to keep it.
"Bring on some more over sized crabs!
While playing with his sword and armor Alyosha realizes that doing something productive may benefit the group. With that in mind Alyosha first readies his short sword in his main hand and his light hammer in his off hand, then attempts to very quietly open the door to the larder.
not sure if I Can use stealth here but I will roll for it to try and open the door all stealthly like.
stealth: 1d20 + 9 ⇒ (15) + 9 = 24

DM organized |

After removing the armor from Alton's corpse, Alyosha trades it for his own.
add masterwork studded leather armor to inventory 20#. Masterwork armor removes 1 point of armor check penalty.
Alyosha carefully opens the larder door. There is nothing alive in the cool room, but plenty of death.
There is a medium barrel of preserved fish 15# and two small barrels labeled Uncle Bernie's picked radishes 10#. This would provide enough food for 20 meals.
Unfortunately three days out of final dock, that is all there is to be found.
Alyosha also finds the corpse of the ship's cook. There is some blood.
heal check dc 16 to identify cause of death

Rorie Halstein |

Stealth would be appropriate. If that studded is Masterwork, then it also has one less Armor Check Penalty (ACP) I'd be careful not to get into trouble while the rest of the party is busy! Nice stealth check though!
ORG, did anyone make the heal check on the first mate? I don't recall anything being said about it.

Rorie Halstein |

not sure if you checked yet or not, but you only get one heal check per person. From the SRD: "Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure"
I suspect foul play. I motion towards the first mate. "Sword in hand..." I grumble out. I am directing this toward Gothard, but anyone could reply.

Alyosha Akeldama |

"We should take some of this food with us too. Make sure to grab some and put it on that contraption of yours!
Alyosha does a quick perception check on the captains door but does not attempt to open it.
"Once you guys are ready lets check the captains quarters. Once that is done we can get off this death trap."
I will also make a stealth roll to be as quiet as possible when checking out the door.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

DM organized |

Alton's body is covered in numerous sea scorpion sting wounds. It looks like the foul things punctured him in at least six different places. He also has a couple of stab wounds in his around his chest and stomach that are too perfect and clean to be from the scorpions.
The chef is in far better shape. It is hard to discern what killed him or where the blood came from, until you roll him over and find two adjacent puncture wounds on his neck.
Gothard and Rorie finish their contraption. Incorporating a large empty crate taken from the Larder, it looks like it just might work.
Alyosha sneaks around the topside deck and investigates the captains door. Everything seems normal.
Back on shore Smian chats with Ishirou, when they are away from the Jask. Ishirou responds, "I don't know much about that man. The bounty hunter who brought him on board said he is wanted in Sargava for stealing and escaping from a prison work camp. The bounty hunter gave the captain some papers. Jask says he was set up and received a life time sentence for stealing a few coins out of the tax coffers. I think that either verifies his story about turning in his corrupt boss, or it makes him a terrible liar."
On the Jenivere the tide is increasing. Every wave that crashes into the ship is taking a few more boards and planks with it. The vessel groans, and those on board feel a sense of urgency.

Rorie Halstein |

I take a closer look at the two marks on the cook. (if allowed I'd like to make another check directed at those specific areas)
Heal: 1d20 + 3 ⇒ (20) + 3 = 23
I again touch Gothard's shoulder and motion towards the captains quarters. "hurry"
I start making my way to the door.
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
EDIT: Ok I edited in that first roll, and it moved my stealth to that one... The rolls should be reversed :( even though I like these better! :)

Gothard Piersson |

Gothard loads the following onto the makeshift dumbwaiter: sails,block and tackle 5#, two fishing nets 5#, a grappling hook 4#, two bullseye lanterns 6#, 12 flasks of lantern oil 12#, 150 feet of hemp rope 30#, five shovels 20#, keg of ale 25#, and the bag of cornmeal 30#, a medium barrel of preserved fish 15# and two small barrels picked radishes 10#.
Anything that will not fit on the dumbwaiter he divides up between the 4 companions, giving Rorie and himself a slightly heavier load due to their strength. ideally I don't want anyone heavier than a medium load. if we have to leave stuff behind let me know and I'll start choosing

DM organized |

Gothard loads the improvised delivery system.
Anyone going to the Captain's quarters finds that it is a wreck. A jagged hole in the side of the room has allowed most of the room's contents to spill out into the surf and wash away.
There is an overturned desk, too big for the hole and footlocker leaning against it.
A large wave hits the ship forcing water in through the hole. Foamy sea water covers the floor just over your ankles.

Alyosha Akeldama |

Realizing the ship is going to be under water soon Alyosha decides its now or never. Before opening either the desk or footlocker, Alyosha does a quick perception check to see if there are any traps on either.
"Lets get a move on it boys!"
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
if there are any traps...
Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21
After his check, Alyosha Quickly rummages through the desk drawers and attempts to open the footlocker.
I am not 100 percent sure how to pick a lock if neccesary? Would that be disable device again?

Rorie Halstein |

Realizing the ship is going to be under water
I am not 100 percent sure how to pick a lock if neccesary? Would that be disable device again?
When in doubt, check here: http://paizo.com/pathfinderRPG/prd/skillDescriptions.html
You would also need one perception for each item you are searching.
I go open the footlocker while Alyosha goes through the desk. I am moving quickly at this point.

DM organized |

Alyosha spots no traps.
Rorie opens the footlocker. It contains a set of cleric robes (6#), a masterwork dagger (1#), a suit of leather armor (15#), two potions (2#), and a spell component pouch (2#). There is also a sealed scroll case.
Another wave hits the ship and another chunk of the wall breaks free.
Alyosha searches the desk. The top drawer contains a leather loop with three keys on it (-#). The next drawer contains several map cases (1#) and the captains log (1#). The third drawer is locked, but the wood is split and broken, and it is easily opened.
Inside you find a bottle of rum (1#), and another glass bottle that contains a model of the Jenivere (-#). There is also a gallon sized tin full of gold coins (6.5#). Finally you find a leather satchel (2#). Peeking inside there is an assortment of 12 (1# each) potions that are carefully labeled and secured, as well as a fresh healer's kit (1#)
The potions are labeled as cure light wounds x4, cure moderate wounds, lesser restoration x4, remove disease, water breathing, water walking.

Alyosha Akeldama |

Thinking of his injured friend Alyosha takes the potions and brings them to his injured friend.
"Use these to restore yourself! If you are afraid to swim again you may find one of these to be a cure!"
Realizing there is no time to waste Alyosha takes the the cleric robes, the dagger, the spell component pouch and the sealed scroll case.
"This is all I can carry guys, grab the rest and lets get off of this wreck!"
I would like to stuff as much of the stuff in to the component pouch to make the swim easier
Alyosha waits for the others before he jumps in to the water.
Swim: 1d20 + 9 ⇒ (10) + 9 = 19

Rorie Halstein |

Feeling a presence somewhere in the ship, Alyosha decides this may be a good time to grab the map, the scroll cases, and the captains log and put them on the pulley contraption.
"These may come in handy also"
Slow down skippy :) I am going to grab a bunch of stuff in a moment once I get some answers from ORG :) And I don't trust an OPEN crate to keep the little things in.
I pick up
leather 15 Holding
2 potions 2 Pack
keys Pack
map cases 1 pack
log 1 pack
rum 1 pack
model pack
coins 6.5 pack
potion satchel 2+12 holding
healers kit 1 pack
To a total weight of 93.8 for me putting me into Medium load.
I gulp down the Water Walking potion and run to shore. It takes 4 rounds I can run 80 ft per round . I dump all I have on shore, and out of my pack, then run right back and attempt to grab more!

Rorie Halstein |

FLEX :D
I will grab whatever I can that is left, especially small things that may fall out of the crate. I do take as much fish as I can carry (which is 120.7 pounds :) ) and dash back. If anyone notices me doing this it would be nice if they could get stuff ready for me to bring back so I can just grab and go.
BTW that first trip took me about 1 minute :D That is 8 rounds. I have a CON score of 15 so I can run for 15 rounds before I need to make a DC 10 Con check to keep running.

DM organized |

On the shore Luther and Smian have a fire blazing. They've gathered a number of large timbers, vines, and stones.
Sasha and Ishirou return from their scouting expedition. They see the supply drop and begin carrying things closer to the fire.
Rorie dashes across the water once again, dropping more supplies and returning.
Gothard makes sure that the ship has been cleaned out of everything valuable, adding what he finds to his crate.
The waves in the bay are fierce as ever. It would be unwise for Addam to enter the water in his disabled condition.

DM organized |

As the sun climbs higher in the sky it's rays intensify. Even those soaked by the ocean water can feel it's heat growing. Thick humid air obscures your distance vision with a wavy haze.
The battered ship seems to slump and you hear another loud crack. The primary hull beam emits a low groan that grows louder by the second.
It becomes seriously questionable as to how many more waves the ship will withstand.

Smian |

Glancing toward the water, Smian can only chuckle at the spectacle of the dwarf skipping over the tumultuous water. "Careful there, Dwarf," he shouted, doubtful that the dwarf even heard him.
My post was deleted for some reason, but I rolled a 22 (13+9) on a spellcraft check to determine how long the potion will last

DM organized |

Alyosha dives in and swims back to shore. It's a good deal easier now that you are not fighting against the flow of the waves.
Gothard secures his dumbwaiter and Rorie, still walking on water, helps to navigate and direct the crate, leading it safely to shore.
Not long after the tide reaches it's high point. The ship's hull splits and the wyvern class merchant freighter begins to fall into itself.
The sun is approaching high noon and the temperatures spike into the high 90s.

DM organized |

You seek refuge from the hot noon sun and use the time to reflect on your situation and investigate what you found.
-
-
-
Loot Summary
Items of interest:
sealed scroll case .5#
2 water proof map cases 1#
Captains Logbook 1#
Treasure:
350 gold coins 6.5#
Equipment:
masterwork short sword 2#
masterwork studded leather armor 20#
cleric robes 6#
masterwork dagger 1#
leather armor 15#
two unknown potions 2#
spell component pouch 2#)
bottle of rum 1# (looks expensive)
ale keg 25# (rum is a better antiseptic)
glass bottle w/ model of the Jenivere -# (extraordinary craftsmanship)
potion satchel 2# (holds 15 potions securely w/ handy shoulder strap)
healer's kit 1#(unused)
4 potion of cure light wounds 4#
potion of cure moderate wounds, 1#
3 potion of lesser restoration 3#
potion of remove disease 1#
potion of water breathing 1#
Camp Supplies:
misc kitchen equipment 5#
construction tools 10#
assorted lumber 25#
3 large canvas sheets 30#
block and tackle 5#
2 fishing nets 10#,
grappling hook 4#
2 bullseye lanterns 6#
12 flasks of lantern oil 12#
150 feet of hemp rope 30#
5 shovels 20#
Food Supplies: = 32 individual daily meals
corn meal 30#
preserved fish 15#
pickled radishes 10# (mmm)

DM organized |

Aerys is awake now and she comes to see what you've recovered. In fact everyone is nearby, except for Jask, who remains seated on the other side of camp where he stares out into the bay.
random encounter check: 1d100 ⇒ 37
The beach is quite, although the noise of cicadas and frogs has begun to pick up from within the jungle.

DM organized |

Eager for any kind of clues or information about what happened your party immediately begins to look over documents.
Perhaps the most interesting item is the captains log book.
An examination of this log reveals that the Jenivere’s captain seemed to be suffering from some sort of madness that grew over the course of the ship’s final voyage.
Earlier entries from previous voyages are precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip. Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries.
What entries do appear are strangely short, focusing more and more on a passenger— the Varisian scholar Ieana, with whom the captain seems to have become obsessed. Several entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention. Near the end, the entries begin to take on a more ominous tone with the captain starting to complain that other members of the crew are eyeing “his Ieana.” In particular, he suspects his first mate is in love with her, and writes several times about how he wishes Alton would just “have an accident.”
The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.

DM organized |

The map cases contain maps of the inner sea, and more detailed sections of the western continents. There is a map of Garund which plots the Jeniver's course, and a detailed map of Desperation bay.The second map case contains only one sheet, which appears to be torn out of some greater publication. The map looks like this: torn out map -It has notes on the back written in a very unfamiliar language.
The third item of interest is the sealed scroll case that was found in the foot locker. There are several papers inside.
The first paper is a wanted poster. It advertises a reward of 2,000 gold and simply lists Jask as a fugitive. Looking at the illustration, there is no doubt they are the same person.
The second paper is an arrest warrant which confirms that Jask has been issued a life sentence for petty theft while in a position of privilege as page to Eleder Councilman Phaerus Corydona. It goes on to detail that he escaped from a work camp, is dangerous, and wanted on the full authority of Councilman Corydona.
The third paper is an inventory of the items found on the prisoner listed as:
1 robe
1 armor suit leather
1 dagger
2 potions
1 pouch, contents unidentified
Finally a forth paper is the necessary documentation contracting the captain to deliver the prisoner for a sum of 250 gold coins, plus expenses of two silver per day, while provisioning the rest of the reward to the account of the after named bounty hunter Kel Tiosen.