====== Crab Island ====== {{:skull_shackles:crabisland:crab_island.jpg?200 |}} {{:skull_shackles:crabisland:crab_island_detail_2.jpg?100 |}} A small stockade is situated on the north-eastern hill. The small central tower is surrounded by a simple palisade, with the inner wall used as a support structure for the ancillary buildings. The tower is two stories tall, with a lookout point on the roof, the lookout point is roofed with palm-leaf thatch, but has open sides that allow a clear view of the stockade and surrounding area. The surrounding, single storey, buildings are used as living rooms, bunk rooms, kitchen, store and a common room. The island is run like a pirate ship - everyone works, everyone eats from the communal kitchen - and everyone gets a share of the 'plunder' - whatever money they make from selling fish they catch or things they make. The lower room of the tower serves as a storeroom, and contains a ++selection of common tools|(Hammers, Saws, Chisels, Spade, Ladder etc.)++ and supplies for a few weeks. It also serves as the Island's armoury, which currently consists of seven longspears, four light crossbows, and cases holding 47 bolts.\\ \\ \\ ===== Vessels ===== * [[skull_shackles:goldenbrown:start|Golden Brown]] - Barefoot Sam's boat, a Dhow, which collects 'taxes' and carries out minor piracy. * //Nemo's Friend// - Highsided fishing boat (Dory), skippered by Ekon the Fisher, that is capable of longish journeys. ++Note|(Crew 4, Sailed, Speed 30)++ * //David Attenborough// - Dugout canoe with an outrigger, paddled by Enwed Sarsatra, that is good for short journeys. ++Note|(Crew 1, Paddled Speed 30, sailed speed 20)++ * //Betsy// - Rowing Boat that is used as a local run about and working just off the island, that is used by anyone who needs it. ++Note|(Crew 1, Rowed, Speed 30)++ ===== Main Residents ===== These main residents all have private accommodation, although Nega and Vanuk share one of the smaller apartments between them. * 'Barefoot' Sam Toppins - skipper of the [[skull_shackles:goldenbrown:start|Golden Brown]] (see Golden Brown page for details) * ++Duma Barasa – (Village Elder)| \\ * (Male, Human, 29) rescued from the goblins on Skinny Whale Island. \\ * Human commoner 2/warrior 1/Expert 1 \\ * Init +1; Senses Perception +7 \\ * DEFENSE: AC 14, touch 11, flat-footed 12 (+2 armor, +1 Dex, +1 shield) \\ * hp 18 (3 HD; 2d6+1d10+3) :: Fort +3, Ref +1, Will +2 \\ * OFFENSE:Cutlass +3 (1d6+1/18-20) or dagger +3 (1d4+1/19–20); LXB +3 (1d8/19-20) \\ * Str 13, Dex 13, Con 12, Int 10, Wis 10, Cha 10: Base Atk +2; CMB +3; CMD 14 \\ * Feats Alertness, Point-Blank Shot, Precise Shot \\ * Skills Climb +3, Diplomacy +5, Handle Animal +3, Knowledge (geography) +5, Knowledge (local) +5, Intimidation +4, Perception +8, Ride +3, Sense Motive +4, Survival +3, Swim +4 \\ * Languages Common \\ * Gear Leather Armour, Light Shield (wood), Cutlass, Dagger, LXB, 10 bolts \\ ++ * ++Bun Vithu (Wise Woman)| \\ * (Female, Human 24) Rescued from a slave ship \\ * human adept 3 – Follower of The Green Way \\ * Init +1; Senses Perception +1 \\ * Defence: AC 11, touch 11, flat-footed 10 (+1 Dex) \\ * hp 11 (3d6-3); Fort +2, Ref +2, Will +4 \\ * OFFENSE: Melee unarmed strike +1 (1d3) \\ * Str 10, Dex 12, Con 8, Int 10, Wis 13, Cha 10 \\ * Feats Eschew Materials, Scribe Scroll \\ * Skills Craft(Cook) +5, Heal +6, Knowledge (religion) +5, Sense Motive +6, Spellcraft +4, Profession(Herbalist) +5, Perform(sing) +2\\ * Spells: 3xL0, 2xL1 (Divine Adept Spell List) \\ * Languages Common \\ * SQ summon familiar (Mickey the Mongoose) \\ * NPC Gear Simple clothes from the ship’s slops chest \\++ * ++Phoenix Pratch (child) Lives with Bun Vithu| \\ * (Female, Human, 8) Lives with Bun Vithu. \\ * commoner 1 \\ * Init +2; Senses Perception +2 \\ * DEFENSE: AC 12, touch 12, flat-footed 10 (+2 Dex) \\ * hp 1 (1d6-2): Fort -2, Ref +2, Will +0 \\ * OFFENSE: None \\ * Str 6, Dex 14, Con 6, Int 10, Wis 10, Cha 15 \\ * Feats Alertness, Persuasive \\ * Skills Climb +2, Diplomacy +3, Perception +4, Sense Motive +1 : Favoured Class, Perform(sing) +2 \\ * Languages Common \\ * NPC Gear dolly (5 gp) \\ * Progression Plan - Not for a while yet ++ \\ * ++Emily (the girl from Black Water Crypt) Lives with Bun Vithu.| \\ * (About 14 years old, doesn't remember much of her past life, but is very scared of the dark) ++ \\ * ++Mickey the Mongoose (Bun's Familiar)| \\ * N Tiny animal \\ * Init +2; Senses low-light vision, scent; Perception +1 \\ * DEFENSE \\ * AC 17, touch 14, flat-footed 13 (+2 Dex, +3 natural, +2 size) \\ * hp 5 (As per Mistress) \\ * Fort +2 (+6 vs Snake Venom), Ref +4, Will +3 \\ * OFFENSE \\ * Speed 20 ft., climb 20 ft. \\ * Melee bite +4 (1d3–4 plus attach) \\ * Space 2-1/2 ft.; Reach 0 ft. \\ * STATISTICS \\ * Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 \\ * Base Atk +0; CMB +0; CMD 6 (10 vs. trip) \\ * Feats Weapon Finesse \\ * Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics \\ * SPECIAL ABILITIES \\ * Snakes (Ex): A mongoose has a +4 circumstance bonus against poison from snakes). \\ * Note: Alertness, improved evasion, share spells, empathic link \\ ++ * ++ Vanuk Strongrock (Guard/Crafter) Dwarf | \\ * (Male, Dwarf, 45) ex-Slave. Not interested in water, the sea or heights at all. Gonna be a full on craftsman. \\ * Dwarf Warrior 1, Male, LN Medium humanoid \\ * Init +0; Senses darkvision 60 ft.; Perception +1 \\ * DEFENSE: AC 16, touch 10, flat-footed 16 (Armour +4, Shield +2) \\ * hp 13 (1d10+3), Fort +4, Ref +0, Will +1; +2 vs. poison, spells and spell-like abilities \\ * OFFENSE: Boarding Axe +2 (1d6+1/18-20) or Ranged- dagger +3 (1d4+1/19–20); LXB +3 (1d8/19-20) \\ * Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10 \\ * Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush and trip attempts) \\ * Feats Endurance \\ * Skills: Craft (Blacksmith) +4, Craft (Carpenter) +4: Favoured Class Caft(Leather) +4 \\ * Languages Common, Dwarf \\ ++ * ++ Negra Warrock (Stonemason ) Dwarf | \\ * (Female, Dwarf, Commoner-3) freed from the Goblins on Skinny Whale Isalnd. \\ * Init –1; Senses darkvision 60 ft.; Perception +5\\ * DEFENSE: AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)\\ * hp 16 (3d6+6)); Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities\\ * OFFENSE: Warhammer +2 (1d8+3/x3) \\ * Str 13, Dex 8, Con 14, Int 9, Wis 13, Cha 8\\ * Base Base Atk +1; CMB +2; CMD 11 (15 vs. bull rush or trip)\\ * Feats Skill Focus (Appraise), Profession [stonemason])\\ * Skills: Appraise +3 (+5 to assess non-magical metals or gemstones), Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to notice unusual stonework), Profession (Stonemason) +9 \\ * Languages Common, Dwarf \\ * ++ * ++ Enwed Sarsatra (Skipper - Canoe: David Attenborough ) ½ elf | \\ * (Female, Halfelf, 23. Warrior 2) freed from the Goblins on Skinny Whale Isalnd. \\ * Init +1; Senses low ligh tvision; Perception 0 \\ * DEFENSE: AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex,)\\ * hp 20 (2d10+3+3); Fort +2, Ref +1, Will +0\\ * OFFENSE: Boarding Axe +3 (1d6+3/18-20) or Ranged- LXB +2 (1d8/19-20) \\ * Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9\\ * Base Atk +1; CMB +3; CMD 14\\ * Feats Toughness \\ * Skills: Profession (seaman) +4, Profession (soldier) +4, Survival +1, Swim +5\\ * Languages Common \\ * ++ ===== Other Residents ===== These residents live in shared accomodation. * **Crew of the [[skull_shackles:goldenbrown:start|Golden Brown]]** * See the [[skull_shackles:goldenbrown:start|Golden Brown]] page for details of the crew. Bunk room 6 has been assigned to them on a permanent basis. However, when the ship is here, there are always a couple of crew on board, even overnight. * **Labourers** * ++Sana Mooray: (Guard/Overseer)|Female Human Soldier, Good. Sana has thin black hair and dark green eyes. Warrior1 - from raid on goblins, Oversses the labourers with a combination of Diplomacy and Intimidate.++ * ++Simin Yesric (General Labourer) Half-elf| \\ * (Male, ½ elf, 28) Labourer, an ex-Begger from Little Oppara. \\ * Commoner 1, CN Medium humanoid (elf, human) \\ * Init +2; Senses low-light vision; Perception +5 \\ * DEFENSE: AC 12, touch 12, flat-footed 10 (+2 Dex) : hp 7 (1d6+1) \\ * Fort +1, Ref +2, Will –1; +2 vs. enchantments \\ * Immune sleep \\ * OFFENSE: Melee dagger –1 (1d4–1/19–20) \\ * Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10 \\ * Base Atk +0; CMB –1; CMD 11 \\ * Feats Endurance, Skill Focus (Bluff) \\ * Skills Bluff +4, Disguise +1, Perception +4, Perform (wind) +1 \\ * Languages Common, Elven \\ * SQ elf blood \\ * Gear: Dagger, Wind Instrument: Tin Whistle \\ ++ * ++ Sammit Winters (Shore Fisher) Human - Alcoholic| \\ * (Male, Human, 28) Labourer, Alcoholic Fisherman from Little Oppara. \\ * Commoner 1, N Medium humanoid (human) \\ * Init +0; Senses Perception +0 \\ * DEFENSE: AC 10, touch 10, flat-footed 10: hp 4 (1d6+1) \\ * Fort +1, Ref 0, Will 01 \\ * OFFENSE: Melee dagger +1 (1d4–1/19–20) \\ * Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 9 \\ * Base Atk +0; CMB +1; CMD 11 \\ * Feats Catch Off-Guard, Throw Anything \\ * Skills Climb +5, Profession (fisherman) +4, Swim +5: Favoured Class Sense Motive +1 \\ * Languages Common \\ * Gear: fishing pole, Dagger \\ ++ * ++ Scorcher (Village Idiot) Human| \\ * (Male, Human, 28) Village idiot f from Little Oppara. \\ * Commoner 1, N Medium humanoid (human) \\ * Init 9; Senses Perception +3 \\ * DEFENSE: AC 10, touch 10, flat-footed 10: hp 9 (1d6+3) \\ * Fort +2, Ref 0, Will -1 \\ * OFFENSE: improvised club +1 (1d4+1) ; Ranged sling -1 (1d3+1) \\ * Str 12, Dex 11, Con 15, Int 4, Wis 9, Cha 10 \\ * Base Atk +0; CMB +2; CMD 11 \\ * Feats ts Catch Off-Guard, Endurance \\ * Skills Climb +5, Perception +3: Diplomacy +1, \\ * Languages Common \\ * Gear improvised club, sling with 10 stones, turnip \\ ++ * **Hunters** * ++Bedar Salar (Guard/Hunter)| \\ * (Male, Human, 18) Guard and Labourer, trained as a House Guard in Little Oppara, but couldn't find work there. \\ * Human warrior 2, Male, N Medium humanoid \\ * Init +1; Senses Perception +0 \\ * DEFENSE: AC 14, touch 11, flat-footed 12 (+2 armor, +1 Dex, +1 shield) \\ * hp 18 (2d10+3): Fort +3, Ref +1, Will +0 \\ * OFFENSE:Cutlass +4 (1d6+1/18-20) or dagger +4 (1d4+1/19–20); LXB +3 (1d8/19-20) \\ * Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9 \\ * Base Atk +2; CMB +4; CMD 15 \\ * Feats Step Up, Toughness \\ * Skills Climb +5, Craft (weapons) +3, Profession (soldier) +4, Profession(Trapper) +4,Survival +2: Ride +4, \\ * Languages Common \\ * Gear, Leather Armour, Light Shield (wood), Cutlass, LXB, 10 bolts. \\ ++ * ++ Jawan Tabesh (Guard/Hunter) Halfling Tribesman| \\ * (Male, Halfling, 17) Tribesman, ex-Slave. Refuses non-tribal weapons \\ * Halfling Fighter 2, Male, N Medium humanoid \\ * Init +2; Senses none; Perception + \\ * DEFENSE: AC 16; touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 shield, +1 dodge) \\ * hp 19 (2d10+4), Fort +5, Ref +2, Will +1 (+1 vs fear) \\ * OFFENSE: Melee spear +5 (1d6+2); Ranged spear +4 (1d6+2) \\ * Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10\\ * Base Atk +4; CMB +3; CMD 15 \\ * Feats Alertness, Weapon Focus (spear) \\ * Class feats (L2 Dodge) * Skills Climb +6, Heal +3, Perception +5, Stealth +5, Survival +8, Swim +6 \\\ * Languages Common, \\ * Gear: Leather Armour, 3x Spears, Small Shield (wood) \\ * Special: Bravery +1 ++ * ++Hunfre: (Guard/Hunter)| Male Human Aristocrat, Neutral. Hunfre is rough in appearance, with short grey hair and blue eyes. Aristocrat1 - teenage son of one of the leaders who was feed from the Goblin Island. Had a bit of hunting, as a noble pastime. Survival +2 ++ * **Fishers** * ++ Ekon the Fisher (Skipper - Fishing Boat: Nemo's Friend)| Ekon was a fisherman from Goatshead, who served as crew aboard Stormwhisperer and Sanguine II. However, it wasn’t exciting and he didn’t enjopy being the least skilled in the crew. When offered the opportunity, he ‘retired’ to Coconut Island to take command of //Nemo’s Friend//, the island’s fishing boat. His time as a pirate has honed his skills and taught him new ones. \\ * Human Expert 2 \\ * Hit Dice:, (2d8+5) (Toughness, + 2 x Favoured class), Hit Points: 17 \\ * Initiative:, +0 \\ * Speed:, Walk 30 ft. \\ * AC: 12 (touch 10, flatfooted 12) \\ * Attacks:, *Dagger +2 (1d4+1/19-20); Gaff (Short Spear) +2 (1d6+1); LXB (1d6/19-20) \\ * Saves:, Fortitude: 0, Reflex: 0, Will: +3 \\ * Abilities:, STR 12 (+1), DEX 11 (+0), CON 11 (+0), INT 11 (+0), WIS 11 (+0), CHA 11 (+0) \\ * Skills: Diplomacy +5, Climb +6, Intimidate +5, Perception +5, Profession (Fisherman) +5, Profession (Sailor) +5, Swim + 6 \\ * Feats:, Endurance, Toughness \\ * Possessions: Leather Armour, Dagger; Short Spear, LXB \\ ++ * ++ Niz Wasem (Fisherman)| \\ * (Male, Human, 19) Fisherman from Goatshead. \\ * commoner 1, humanoid (human) \\ * Init +0; Senses Perception +4 \\ * DEFENSE: AC 10, touch 10, flat-footed 10, hp 7 (1d6+1), Fort +2, Ref +0, Will +0 \\ * OFFENSE: Speed 30 ft., Dagger +1 (D4+1) \\ * Str 13, Dex 11, Con 11, Int 10, Wis 10, Cha 10 \\ * Base Atk +0, CMB +1; CMD 11 \\ * Feats Endurance, Great Fortitude \\ * Skills Knowledge (local) +4, Perception +4, Profession (Fisher) +4: Favoured Class Perform (Percussion) +1 \\ * Languages Common \\ * Gear: Dagger. Percussion Instrument: Gourd Rattle \\ ++ * ++ Kontar Nassar (Fisherman) | \\ * (Male, Human, 17) Fisherman from Goatshead. \\ * commoner 1, humanoid (human) \\ * Init +0; Senses Perception +4 \\ * DEFENSE: AC 10, touch 10, flat-footed 10, hp 7 (1d6+1), Fort +2, Ref +0, Will +0 \\ * OFFENSE: Speed 30 ft., Dagger +1 (D4+1) \\ * Str 13, Dex 11, Con 11, Int 10, Wis 10, Cha 10 \\ * Base Atk +0, CMB +1; CMD 11 \\ * Feats Endurance, Great Fortitude \\ * Skills Knowledge (local) +4, Perception +4, Profession (Fisher) +4: Favoured Class Know(geography) +1 \\ * Languages Common \\ * Gear: Dagger \\ ++ * ++ Salma Mansour (Fisherwoman)| \\ * (Female, Human, 18) Fisherwoman from Goatshead. \\ * commoner 1, humanoid (human) \\ * Init +0; Senses Perception +4 \\ * DEFENSE: AC 10, touch 10, flat-footed 10, hp 7 (1d6+1), Fort +2, Ref +0, Will +0 \\ * OFFENSE: Speed 30 ft., Dagger +1 (D4+1) \\ * Str 13, Dex 11, Con 11, Int 10, Wis 10, Cha 10 \\ * Base Atk +0, CMB +1; CMD 11 \\ * Feats Endurance, Great Fortitude \\ * Skills Knowledge (local) +4, Perception +4, Profession (Fisher) +4: Favoured Class Know(nobility) +1 \\ * Languages Common \\ * Gear: Dagger \\ ++ ===== Activities & Programmes ===== Duma has taken over the running of the islands, and Ekon, the Fisherman from Kaleb's Crew, has been reassigned to the island as skipper of the Fishing boat. Hugh Porter has become responsible for the canoe - and moves the hunting and coconut groups about. Bun takes over the Kitchen and 'home' management, she is also responsible for the Chickens and Goats - with help from Phoenix and Mickey. Vanuk is the handyman - making small items and repairs around the settlement. Jarwan becomes 'Chief Hunter', with Hal and Bedar as his team, and they sometimes stay overnight on Big Island. Simin, Simmit and Scorcher, the general labourers, become the Coconut Island team, tasked to collect coconuts, taro and crabs - they often stay for a day or two, and take their time as they collect the stuff they need. * **Fishing Expeditions**. The Dory goes out every day (assuming the weather is reasonable) and returns with a catch of Sardines along with a few Dog Fish and Cuttle fish. (cuttle fish ink sacks are used to make sepia dye) * **Coconut Island Expeditions**. Goes out two or three time a week in the canoe, and returns with coconuts, a few crabs and [[https://en.wikipedia.org/wiki/Taro|taro]]. * **Big Island Hunting**. Goes out two or three times a week, in the canoe. Hugh the Porter and the three hunters. The 'hunters' look for [[https://en.wikipedia.org/wiki/ Grey_junglefowl|game birds]], [[https://en.wikipedia.org/wiki/Calabash|bottle gourds]], [[https://en.wikipedia.org/wiki/Date_palm#Fruits|dates]] and [[https://en.wikipedia.org/wiki/ Jackfruit|jackfruit]]. They set hunt, forage and traps, but stay well away from dangerous animals, even wild boar, as they try to minimise risk to themselves. They return with Dates, Jungle Fowl, Small Game, Bottle Gourds and Jackfruit. * **Animal Husbandry.** Bun oversees management of the few goats and chickens that are kept on the island * **General. ** Those left on the island, without other tasks, Fish or collect Crabs, Shell Fish, wild birds eggs and Seaweed around the island, and have use of the rowboat - should they need it. * **Weapons Training** - everyone drills, occasionally, with longspears and light crossbows from the armoury. When commoners go to L2 they gain the Commoner Trait 'Militia2' (Proficient with Long Spear & Light Crossbow; Prof:Soldier +1) * **Food. ** Mainly grilled or steamed fish or game, accompanied by Jackfruit or taro as the main meal. Dates and Coconut for snacks. Maybe an egg, or some steamed shellfish for breakfast. * **production.** Bottle gourds are dried to make … bottles. Fish is 'heavy brined' in evaporated seawater, dried, smoked and then packed into the gourd bottles. Other ‘bottles’ are used to make a fermented fish sauce, that can flavour food and adds some protein at the same time. Coir (coconut hair) is used to make mats. * **Cash Income ** Once every couple of weeks, the fishing boat heads across to Little Oppara, they sell what ever they can catch on the way - and buy supplies for the island. However, the islanders also make a red-brown dye from the cuttlefish ink sacks and manage to sell a few cuttle bones as well. Excess dried fish, fish sauce, coir matting and bird feathers are also shipped to Little Oppara for sale. It doesn’t make a lot of money, but it makes something to go towards each of the islander's nest-eggs. ===== Neighbouring Islands ===== * **Big Island** - a large jungle covered island that is used for hunting and gathering fruit. Go carefully, there are dangerous animals and nasty insects - not a good place to settle. * - * **Coconut Island** - {{ :skull_shackles:crabisland:coconut_island.jpg?100|}}Small island covered in coconut palms, although there is a large swampy area, where Taro corms can be collected. A few chickens have been released here, which provide a few eggs to take home to Crab island. There are a couple of smalls huts for overnight stays.