Staying in Init order Cog will do a quick roguish search of the downed man looking for healing potions or other interesting items.
Sandra will activate her Copy Cat and move to stand beside Septa.
Septa will take the tanglefoot bag and carefully activate and throw it below the aft of the rowboat we are suppose to watch, making sure to get the alchemical goop into the ropes and pulleys required to lower the boat. He will take a full round action (Take 10?)
Cog finds amoungst the eight dead soldiers on the aft deck and sterncastle:
Eight suits of studded leather armor, though it will take a while to strip of
Eight heavy crossbows with bolts
Eight short swords
Total gold: 8d6 + 80 ⇒ (1, 5, 4, 2, 1, 3, 6, 2) + 80 = 104
Cog finds no potions or other magical items.
Two Sandaras wink at Septa
Septa throws the tangle foot bag
roll vs AC5
.The three of your boarding party are suprised when three Rahadoumi soldiers come running out of the fog, to the starboard davit, and begin trying to launch the ships boat.
With three working together they would've gotten far along with launching the boat, but with the aft rope jammed, the boat merely dangles nose downward.
The soldiers are surprised by this. "To the port boat!" Shouts the officer but the other two have yet to act.
Actions: Sandara, Septa and Cog
Septa will cast Hold Person on the officer. DC 16
Sandra will use Summon Monster II and summon a Wolf behind and to the port of he ship, so they have to pass the wolf to go to the Port rowboat.
Cog will attack to his left and attack the sailor closest to the port boat in his range.
Cutlass: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Cog will say "Dump 'em you dogs, we got the boat and your lives, drop yr weapons and lay down and we will tel your good works to our Capn'."
Rahadoumi Officer at V2.
Rahadoumi Sailor (rahadoum9) at W2
Rahadoumi Sailor (rahadoum10) at X2
Sanadara at AB4
Septa at Z3
Cog at AB3
Action Order: Sandara-Septa-All rahadoumi-Cog
Sanadara casts hold person on the officer...
Rahadoumi Officer Will save DC16: 1d20 + 2 ⇒ (1) + 2 = 3
...the officer suddenly stiffens, able to move only his eyeballs.
Septa holds his action
The enlisted Rahadoumi, decide that their officer's last command is their best course of action, and run to the portside boat.
rahadoum9 from W2 to W8
rahadoum10 from X2 to X8
Cog moves from AB3 to Y8 and attacks rehadoum10
using Cog's rolls with a bonus for height advantage
Cog swipes at the sailors left arm as he reaches up for the rope attached to the portside ship's boat. Though not a mortal wound, the wound is severe enough that the next blow would certainly kill him. With little fight left in him, and signals his surrender by dropping his weapons.
The other sailor continues trying to free the ship's boat, shouting curses to the man who enlisted him in the Rahadoumi marines.
Action for Septa?
Held Rahadoumi Officer at V2
Rahadoumi Sailor (rahadoum9) at W8
Surrendered Rahadoumi Sailor (rahadoum10) at X8
Sanadara at AB4
Summoned Celestial Wolf at V7
Septa at Z3
Cog at Y8
Action Order: Sandara & her summoned Wolf-Septa-All rahadoumi-Cog
bite +2(1d6+1 plus trip @ CMB +2)
Darkvision 60'; Resist Cold/Acid/Electricity 5
smite evil once per day @ +0 to Hit +2 Damage
This is round 1 of 3 rounds it is summoned for
Actions for Sandara, Wolf and Septa?
The wolf grabs the soldiers left wrist, wrenching him to the ground, opening a large gash gash, the soldier screaming first in pain and then shouting "Meh yeeld! Meh yeeld!"
The officer is disarmed without incident.
Arcane fog again desends upon the aft portion of the Man's Promise. Sounds of fighting cone from below deck. Groans of sailors, mortally wounded but not yet dead, both pirates and Rahadoumi, come through the fog.
After a dozen seconds, Captain Harrington emerg
es from the canine door that passes under the aft deck. Holding a bloody human heart in his right hand, he silently nods at Septa and then walks down the stairs to the below decks.
The arcane fog ends.
Another dozen or so seconds there is the shrill sound of a boatswain's pipe playing the incessant bleeting of "abandon ship".
Immediately there is a flood of soldiers who are moving onto the deck. Seven are on the stairs moving up. Four exit the gun ports on the port side, three from the starboard, one from the forward rope locker hatch, three from the aft doors the captain came out of, two from the aft doors on the aft deck, one coming down from the crows nest. More are following. Septa thinks all will head for the two ships boats.
The boarding party will be able to act before rant will make it onto the deck.
Septa will shout commands. "Cog, gather the live prisoners somewhere, Sandra, disable the boat by you."
Septa will look at the expended tanglefoot bag under the boat on his side.
Lasts 2-8 rounds Rounds: 2d4 ⇒ (3, 4) = 7, I think this is round three
And sees its still holding fast, at least for now then give a quick search of the officer, looking for maps, books and high value loot and such and disarming him of any secondary weapons.
Anything cool on him?
When the Captain passes by, Septa will nod back and report. "Three prisoners, one of those a officer, no losses Captain."
Sandra will tell the wolf to guard, then take her rapier and cut the lines holding the forward davit of the ships boat
1d20 + 4 ⇒ (18) + 4 = 22
Hey critical! - DMG: 2d6 + 2 ⇒ (1, 6) + 2 = 9
Cog will yell to the two wounded prisoners. "You two, drop all your weapons, give me your magic and go stand by the aft wall and sit on your Ahole."
He will point with his sword and push them as needed.
"Bind your wounds yourselves prisoners."
He will then go over and collect the Officer and direct him over to sit when the spell wears off.
The crowd of sailors hit the deck, but with both boats disabled and no.shore to be sten the Rahadoumi mill about furious. The pirates storm up from down below and begin to disarm the crew, the Rahadoumi do not resist.
A chanty goes up amoungst the pirates ad the captain places an ornate chair on the fore deck and instructs the pirates to gather the booty while the officers gather the prisoners.
Septa notes that Mr Puff, Master Scourge, the hiking zombies and most.of the crew escaped without serious injury.
Do you place the money and oossesions you previously stripped into the booty pile?
After the booty hads been gathered, the pirates beegin a part, helping themselves to the best food and drink the Man's Promise has to offer. The Rahadoumi are placed into irons and locked in the hold.
The Pirate officers have their own meeting on the fore deck, deciding how to split the booty.
Mean while the party continues. Cursewell and Shortstone play their fidals while flirting with each other. Owlbear drinks from a five gallon keg of ale. After the first hour of drinking, wine not grog, Septa catches Sandara looking at him with a curious look. It looks like everyone is intending to celebrate heartily.
you have 36 hours of partying ahead. Septa may take up to five actions like the nightly action: drink, make friends, persuade, sleep, explore an area of the ship etc. As usual he can try to persuade others to take an action also
We do put everything in the pile, unless the Officer or two sailors admitted to having magic or we found something cool.
Septa will cast a couple healing surges for everyone, Rahadoumi and Pirates, including his minor wound.
Septa will drink ale with his friends, sleep, investigate the new ship, investigate the new ship and sleep. Making sure the Rahadoumi get food and drink.
While drinking from a full mug of ale, Sandara Andaman up behind Septa and pops an Orange wedge into Septas mouth. Finisghing her own wedge , she says "You believe it? Fresh fruit.".
Wiping the juice from her hands, she grabs Septa's hand and without asking leads Septa over to where Cursewell and Shortstone are fiddling. There she begins to dance. She will dance with Septa for a good four hours.
When Septa heads below, Sandara follows.
Hammocks are not well suited for some things, but when the will is there people can get most anything done.
The next morning Sandara heads off to gamble, while Septa goes to explore Man's Promise.
I need two perception rolls
Septa finds the following on Man's Promise:
The nameplate on the fore deck shows sign that the ship was previously called The Motley, and that there were multiple names before that.
One of the ships boat is a 12 man cutter, while the other is an 8 man gig. Both are rigged with sails and oars.
Under the stern castle and forecastle are the captains and offiSepta did seeecer cabins. Mr Puff and Master scourge and their cronies have taken up residence in
these, with Captain Harrigans permission. A 24hr guard is on the doors and Septa is denied admittance. Septa did see that both had locked hatches down and upward.
Below the captains cabin is the cooks area.. forward of the galley is crew berthing and the cargo hold. Septa finds Ambrose Kroop the cook passed out drunk in this room. Additionally Cursewell and Shortstone emerge from the pantry quite disheveled. After saying hi and grabbing some ale and bread, the disappear into the galley again. Forward of the galley is an empty armory and a secondary hold, with largest hatches in floor and cealing.
On the lowest deck is the main cargo hold. A large hatch in the cealing provides acccess for loading both this and the cargo hold on the mid deck.. the aft of bottom deck.is blocked off by a strong wood wall reinforced with iron strapping. It's iron door sports a large padlock. Septa knows that areas like this are often used for transporting slaves, but silver bars were being transported in this area instead. The bars and everything else of value has been removed to the main deck for the pirate officers to count, and the Rahadoumi crew have been locked up in this secure hold.
Septa finds little if interest below decks but when he climbs the rigging, he finds a dropped heavy crossbow, 8 quarrels and a spyglass that has been over loomed.
Septa will hide the spyglass in his jerkin, albeit badly.
Sleight of Hand (untrained) : 1d20 + 2 ⇒ (17) + 2 = 19
He will take down the loot and will take care not to disturb anyone and deposit the crossbow and quarrels in the pile and head to the galley and hide the spyglass in the galley under a shelf or under several bags of rice or so. If its found he can't be blamed, but its hidden from casual inspection. There is no Hide skill in PF, so I will roll SoH again, adjust as needed.
Sleight of Hand (untrained) : 1d20 + 2 ⇒ (12) + 2 = 14
If there is anyone that sees Septa anywhere near this or doing this he will say he just found it and is dropping it in the pile.
During his inspection, Septa will cut a large sliver out of the main mast and put it in his travel pouch.
Kroop is out cold. Septa hides the spy glass with little problem.
After another nights sleep, Septa awakens to the Pirate Officers gathering the crew on the deck of Man's Promise. The ale is stilll.flowing while the captain calls the crew up a few at a time.
After a few minutes, Captain Harrigan He calls up Septa, Sandara and Cog.
"Boarding Master, for completing your orders, I give you these."
He hands Septa a leather case containing three glass flask. Labels have been added by Longfarthing. Three say "moderate curative" and was said "invisibility".
"And for each of you" he hands each of you a pouch with 100gp
"For killing ten Rahadoumi marines, twenty-five pieces of gold each, and for capturing an officer alive 200 pieces of gold.". He hands each of of you 150gp.
"And I saw you kill the officer coming up behind me.". He hands Septa an large green stone on a gold chain.
"The officer, The Rahadoumi marine leader, was carrying this. Best ya have it."
The captain holds up a short sword, the scabbard wrapped in white leather and silver filigree, the blade glowing a bright blue-white.
You three are dismissed and return to the rest of the crew who are comparing their booty. Septa has come away with more than any of the other non officers.
From the Wormwood, From calls that the ships store is open for buying, selling and trade.
Septa immediately puts the necklace around his neck.
I am guessing that your interface meany two moderate wounds and one invisibility, tell me if I am wrong.
"Thank you Captain Sir, only doing my orders like I have always done them under your command."
Septa will watch the rest of 'court'.
Ah Can I speak with the Quartermaster Grok and exchange my chain shirt and 150 Gold for a Masterwork Chain shirt?
Also I will give a Potion of Cure Moderate Wounds to both Sandra and Cog.
"That worked out perfect, the least I can do is share the booty with my two sword mates! Do either of you prefer the magic sword to use?"
"Giffer" Tibbs, the bedragled female gnome with one eye, was the pirate who died. She died from three gunshots on the lowest deck. By the time Shortstone got down to that deck, checking and healing the wounded, she was already dead.
Master Scourge was penalized. 150 pieces of gold for having someone die on his team.
Sandara, as a cleric of Besnara, also prefers a rapier.
Cog however fights with a cutlass. He would be interested.
"I have several things that Tarbottom, my mentor gave me:
a potion of haste
a potion of neutralize poison
A scroll of scorching ray
A wand of magic missiles with 18 charges
Along with booty from a previous bording
Two bottles of a sweet, dark red wine from Varisia
Would you take that in trade?
Grill replies that she doesn't have a set of masterwork chain.
She has some masterwork leather, two masterwork bucklers and some mundane armor.
As far as weapons, she has a magic dagger, a magic short sword, magic arrows, masterwork SAP, masterwork 43 masterwork darts, 3 masterwork daggers, a masterwork light crossbow, masterwork war ax, and a mix of mundane weapons.
Other magic items she has a wand of bless weapon, spell scrolls, potion of barkskin, potion of cure light wounds, potion of haste.
She has a climbing kit, disguise kit holy water, tanglefoot vaga, SciFi, alchemist diré, thieves tools, manacles sms a huge quantity of random gear.
Finally, after letting Septa look through the items aha says "Ah gots about a hannert an tree gold. If to sellin, you hafta to take trade for anyting moh."
"Cog, all those items would do better in your portmanteau, and I don't know how to use the wands, I did not know you had them, can you use them? Why don't I hand the magic glowing sword over to you as a loan and if something comes up that I want, I take it. Now ifen I am dieing from a poison razorback sting, and you use your potion on me we can call it even, Ha ha ha, Good enough?"
Hand hand to shake.
With Grok, Sepeta will trade his 150 gold and his buckler for a masterwork buckler.
He will trade the leather armor he has for 5 gold if that alright.
Cog politely refuses using the sword. " Tis bad luck. If one of us died while I ha it, s who knows how to dispense the gear. An I really don want Ye ts come lookin for me if Ye died first" he explains pointing to one of the Hynix zombies.
He continues "Tarbottom was teachin me to be a poisoner and freebooter like him. I hanna master the ways of castin, but I know enough to use these. Ah didna mention them cause I had them stowed in meh lockah."
Cog is w ranger(freebooter) 1/rogue(poisoner) 1
Grok agrees to the sale of the bucklers and armor.
The next dawn a bell rings,calling all hands on deck.
Up top, Septa finds Captain Harrington looking down from the poop deck. The crew of the Wormwood are gathered in the center of the deck, each of the prisoners in manacles with a long chain connecting all of then, with the remainder of the Wormwood's officers guarding them. The Wormwoods crew crowds in finding places to stand on top of hatches, standing on the gunwalls or in the rigging.
Captain Harrigan addresses the caprives, offering a place on the Wormwood crew for any willing to throw in with the pirates. Twenty-seven Rahadoumi, but no officers, raise their hands and Master Scourge unlock their manacles, and they take their place amoung the Wormswood's crew.
Captain Harrigan then address the pirate crew.
"All right, you scurvy tars! You've done a right good job by me -- we've got a second ship now and she's quite a prize from the looks of her. But I still have only one crew. So here's the plan -- the Wormwood will sail on to our planned destination with our new shipnates here, while Mr Plight will pick a skeleton crew to sail Man's Promise to Port Peril where she'll be worth a pretty penny as salvage."
"Take the officers below -- no doubt some of them will be worth a hefty ransom from their families back in Azure."
Master Scourge disconnects the eleven officers from the long length of chain, and with the help of his lackies, leads the down to the Wormwood's bilfge to secure them there.
"As for the rest, if you aren't worth ransom, and the life of a pirate isn't for you, you may leave my ship. Spend the rest of your lives at sea!"
With these words, Captain Harrigan drags an anchor forward to the edge of the poop deck so all can see. Despite the weight of the mine foot anchor, Captain Harrigan displays super human strength as he single handedly drags the anchor to the gunwalls and throws the anchor overboard.
Everone is puzzled until the sound of chain rattling overboard as its pulled overboard by the anchor.
The 114 chained Rahadoumi panic,. Most grab onto something-- six wrap their arms and legs around the main mast. A dozen or so brace their legs against the gunwalls. A score beg Captain Harrigsn for mercy. Two attack their chair.s.
But it does not matter.
As the slack goes out of the chain, each is whipped overboard by the multi tomb weight. The Rahadoumi shout, curse and despite supposedly all being atheist, pray. The crew close@t to Septa cries.
One by one, each is whipped overboard. It takes a surprisingly long time before the last one disapears cursing the Captain.
When it is finished, Captain Harrigan stands looking at the crew, the only sound is "Caulky",Tarroon, the Captains teenage cabin girl, laughing hysterically. She seems to find the Captains actions humorous.
"Mr Plight announce your crew!"
Mr Plugg pulls out a scrap of paper and shouts. "If I call your name, get your gear and report in on the Man's Promise. Anyone who takes more than ten minutes gets ten lashes. Master Scourge. Maheem. Slippery. Narwhale. Septa. Badger. Arreta Bansion. Sandara. Fipps. Ambrose. Shortstone. Cursewell. Patch. Kipper. Owlbear. Get moving!"
While Septa is gathering his footlocker, Grok stops him. Strangely the half-itch looks as if she has been cryiing. "You da only one ever been nice to me. Theres goin to be trouble for tag.. I feel it. Take this its the only ting I can think to help ya with.". She hands Septa a metal box with five candles in it.