Today we go ashore
Two sites, one waterfront. Half the crew starts with the Whydah's treasure. Half starts on a tall ship's deck. At lunch we swap. Every sailor gets both.
Which section are you? You'll hear it at the morning gather. Not sure? Ask. Don't guess.
What goes in your pocket
Stays in port: Chromebooks and folders. No screens today. A screen can't show you the real thing. That's the whole point of walking.
Mission one: Real Pirates Salem
This museum keeps the real cargo of our story. Objects that sat on the seafloor from 1717 until divers brought them up. Now they sit behind glass on Derby Street, waiting for you.
Warm up: the Artifacts tab →- Run the Real Pirates side of your sheet, case by case. One artifact per question. Look slow. Sketch fast.
- Find the bell. That lump of bronze is the reason we know this story is true.
- Find the coins. Real pieces of eight. Someone on the crew counted these in the cabin.
If the museum's director walks with us, you're hearing the story from the keeper of the ship. Good questions are free. Ask them.
Mission two: Salem Maritime
Down Derby Street: a real wharf, a tall ship you can board, and the house where cargo got counted. This is a national park. Rangers run it. Their word is law on the deck.
Warm up: the Salem tab →- Board the Friendship if the rangers clear us. She's a full replica of a 1797 trading ship. Eighty years after our ship, but wood, rope, and canvas barely changed. This is the closest your feet will get to Bellamy's world. Sketch her on your sheet: hull, masts, rigging. Rough and honest beats neat and fake.
- Walk out Derby Wharf. This wharf fed the same Atlantic machine you drew Monday. Fish and lumber sailed out. Sugar, molasses, and money sailed back. Fish and lumber sailed out. Sugar, molasses, and money sailed back.
- The Custom House: officers counted every cargo landed here and took the government's cut. No count, no unloading.
Scout your person: 4 names
On July 30 you stand up and claim one person from this world. Then you build your final project AS them. Today is scouting day. Everything you see today belonged to somebody.
- At every case and on every deck, ask the question: whose hands touched this?
- Collect 4 names on your sheet. Named people count, like John King. Unnamed people count too: "the sailor who rang the bell," "the officer who counted the sugar."
- Next to each name, one word: why them.
Stuck on names? Browse the People tab tonight: the People tab.
When we go ashore
Day 1 this crew agreed its Articles. Today we sail them in public. Four calls:
- Move as one crew. Nobody walks alone. Anywhere. Ever.
- Stay together. You can see an adult. An adult can see you. Always.
- Follow the safety call. You hear it: stop, eyes up, listen.
- Represent the ship. Museum staff, park rangers, people on Derby Street: today they meet our best.
Keep the crew's trust out there and we go everywhere. That was the deal on Day 1. It still is.
Tonight: log it, then cut to 2
Then the tracker. Three minutes, no more:
- Put today's 4 scout names next to your top 3 people.
- Circle 2. That is your people list now. Two names.
- Your top 3 ways to tell it hold for now. They get cut next week.
Pitch Day is Thursday, July 30. Choosing a person is easier once you have stood in front of their things. Today you did.
artifact = a real object made or used by real people, kept so we can learn from it · replica = a full-size faithful copy of a real ship or thing · wharf = a platform built from shore into the harbor so ships can load and unload · curator = the keeper of a museum's objects and their stories