Number of Skills Trained (Luck) [1d6] = 3
Lookup Table [3d10] = 10, 2, 6 | Tidal Navigation, Runeseeing (Secondary Magic), Teaching
Note: This list was populated by skills related to teaching/training, navigation, being a captain, and magic abilities. Dancing was included too.
Number of Skills Trained (Lock Poppers) (Luck) [1d6] = 4
Lookup Table [4d10] = 7, 2, 5, 2 | Melee Combat (Acrobatic), Training (x2), Boarding
Note: This list was populated by skills related to training/discipline, sailing and crewsmanship, and combat. Yes, dancing made this list too.
Navigation Skills
0 Tidal Navigation [1/2 exp]
2 Cartography [0/4 exp]
1 Astral Navigation [0/3 exp]
Leadership Skills
0 Teaching [1/2 exp]
Combat Skills
1 Swordsmanship [0/3 exp]
0 Dancing [1/2 exp]
Magic Skills
2 Shapshifting [0/4 exp]
1 Runeseeing [1/3 exp]
Crewsmanship Skills
1 Sailing [0/3 exp]
1 Rowing [0/3 exp]
0 Boarding [1/2 exp]
Follower Skills
1 Training [0/3 exp]
Combat Skills
3 Dance [0/5 exp]
1 Melee Combat (Acrobatic) [1/3 exp]
Rogueish Skills
1 Lockpicking [0/3 exp]
1 Burglary [0/3 exp]
You spend the better part of a week training with the Lock Poppers, and over that time you see their combat skills improve, both on land and in drills run to simulate attacking an enemy ship. But more than that, they begin to fall into the routine of training, and as the week progresses you can tell they are getting more out of each session.
You also think you're figuring out how to lead them, though it's still a rough art. In your private time, you practice supplementing your knowledge of maps and stars with and understanding of currents, and how to get them to lead you home, as well as working on your runeseeing somewhat.
What now? I'll leave this open to suggestions, because I feel like right now the lists might be limiting. I'll give you individual options in situations that are more constrained.