
Dewyn Falassion |

Deywyn checks his crossbow and slings it over his back making sure it's ready. He squints his eyes out at the other ship trying to get a good look.
He shouts back at the Captain " Maybe it's Boom Boom? Perhaps we should get our cannons ready?"
perception: 1d20 + 3 ⇒ (17) + 3 = 20

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Crew! Ready the cannons! The monkey squeaks as Wilma starts ordering crew members to the gunnery deck. Let's make sure we have a hot surprise for anybody wanting to take us on!
We did buy powder and shot, right?

Keith S. |

Hah! I assume you have powder and shot.
Make a knowledge (local) check to identify the ship. She flies a black (or at least filthy) flag. Your keen eyed lookouts spot many, many crew climbing and running about the deck.

Keith S. |

You think it might be the Nitro, the junk of the feared Pirate Captain Boom Boom the Goblin, and his frightening First Mate Twistnut!
Boom Boom is known for explosive / acidic / generally odd attacks.
His crew is mainly goblins.
The Nitro puts on full sail and is bearing down on you. The Hag rigs her sails under your orders and is moving as well, clearing the shallows of the coast and heading to intercept the goblins!
(map updated in a few)(your ship is in the bottom left)

Keith S. |

I added an arrow for wind direction (although I wanted it coming in 45 degrees from SE to NW but could not figure out how to make it something other than 90 degree increments).
Everyone should probably review the Skull and Shackles Player's Guide. Pages 9-20 ish are for ship to ship combat.
The stats for a Junk are on page 23; your ship is on page 25 and on the campaign tab for this campaign.
One thing before we go further - each person needs to declare what role they are filling. Key roles are pilot and gunner (I think I know who they are but need to have it stated). Other roles as you see fit.
Your current speed is 30. A square is 30x30. We need to use some poetic license with this because the ships aren't exactly the right size, and they get pretty small if we make them right.

Amaru, Ekujae half-elf |

Amaru hefted his new javelins and chuckled,"Boom-boom eh? Well I've got a couple of surprises as well."
Tito squealed next to the half-elf as the wind whipped through his hair. He was ready.
FYI, although Amaru has a +6 in profession-sailor, Fabian only knows sailing from watching Black Sails (great show, BTW) so don't expect too much tactical input from me. :(

Amaru, Ekujae half-elf |

One thing before we go further - each person needs to declare what role they are filling. Key roles are pilot and gunner (I think I know who they are but need to have it stated). Other roles as you see fit.
Given this and my very recent post, Amaru will take the role of 'head cheerleader'. :) Seriously, he'll be the 'dumb-ass' who wants to board the ship without sinking it but I think that's the right attitude for most pirates. Nobody likes to pull plunder from underwater, right?

Darvan Waverider |

I'll be piloting with a +11 in prof sailor, anyone decent who wants to aid another while I make checks will be appreciated. That person might need to grab the wheel if I cast a spell
Willy remains chief gunner. I imagine we're short on powder, seeing as we left port with 2 cannons and now we have 12
"I say we close and let 'em have it with the guns, then board. Let's concentrate some attention on their captain with some of the toys we've picked up. Hit 'em with everything we can so we can get an advantage arrows, Screaming bolts, summoned critters, Lightning, and harsh language. " Darvan says to the crew.
arrow fixed btw
"We'll turn a little to port and run with the wind, trying to get Willy into position to cross their T" Darvan announces to the crew.
prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28

Keith S. |

So some roles to think about:
Pilot (Captain?) - controls ship movement, acceleration, turns, etc.
Gunner - directs shooting the guns and gets the crew to reload the guns
Bosun - someone who runs the deck crew - makes repairs, leads boarding parties or defends against boarding parties. This guy will affect the CMB / CMD of the ship against grappling.
First Mate - will aid anyone who needs it. Early in the fight aids in directing the riggers to adjust sails to help the pilot accelerate / turn / etc. Later in the fight aids with damage control, or boarding or etc.
The roles can be moved around or modified - for example, you guys are generally set up with the Captain being the pilot but it doesn't have to be that way. What I call the first mate above can actually be the Captain, etc.
Just let me know.
This fight will develop slowly - you are only moving one square at a time right now.
But we will do movement after I get the roles down.

Amaru, Ekujae half-elf |

"Aye, captain. Bosun Amaru reporting for duty, sir!"
"You heard the captain, you lazy goat lovers, let's get the grappling hooks ready; we are going to have a party!"

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You heard the captain! Man the ballista! Loads the cannons! Get out there you lazy swabs, we got ourselves a whale to catch! Let's show them what nightmares this Hag brings!
Crew! the monkey squeaks as Wilma runs over to the ballista. Wilma takes eager aim and waits for the enemy ship to be in range...

Keith S. |

The Hag accelerates as the sails catch the wind. The crew rushes about, preparing for a fight. The newly made gunports on the sides of the Hag open and the cannon are run out!
You see more sails billow on the Nitro as she accelerates toward you. Goblin crew (and some humans and other things - hobgoblins and maybe an ogre?) move about!
(map updated in a moment)
Siege engine list is HERE to remind you of ranges and damage and such.

Darvan Waverider |

"I make us at eight or nine hunnerd feet out ... it'd take a miracle to hit 'em at this range, or a true strike spells ...." Darvan says as he looks wistfully at the wizard.
We'll accelerate again and shift diagonal left one square.
prof(sailor): 1d20 + 11 ⇒ (6) + 11 = 17
anyone who wants to aid another on the checks can

Keith S. |

Anyone else want to help out the sailing check? Until we get into combat and actually shooting your cannons and such, I think all of you can help if you want.
Once the actual combat starts only one will be able to provide aid.

Amaru, Ekujae half-elf |

Amaru yelled at the riggers up on the wind with him.
"C'mon, you heard the captain! now get over there and let's pull those ropes tight."
prof-sailor for aid another: 1d20 + 6 ⇒ (6) + 6 = 12

Keith S. |

Darvan, with the aid of his crew, manages to accelerate the ship to 90 (3 squares).
Darvan - move the Hagwhere you want her, then it will be Boom Boom's turn.
Also - should you maneuver the ship off the mat, we will just reposition the ships to keep them in play. Its hard to run off the edge of the ocean.

Keith S. |

@ Darvan - I believe you are right. You have a -10 to the sailing check at a speed of 90 (but dangit - I cannot find where it says the sailing check is a base 20 - but I read it somewhere).
I am going to reduce both your ships to 1 square by 3 squares. We will have to make one a different color if we forget who's ship is whose. I am also going to move the ships to stay on the map.
More sails billow on the Nitro - but they are a bit odd and unconventional to you. Goblin engineering, likely.
1d20 ⇒ 18 for sailing check and passing (I am deliberately keeping his profession sailor skill from you - I am not sure you would benefit from it but I haven't decided how to handle that yet).
Nitro speed 90/90
Players turn, map updated in a moment.

Keith S. |

And take a double move just to help close the distance.

Darvan Waverider |

"Everybody pitch in, we're gonna turn to outmaneuver the little pikers!" Darvan yells out to the crew.
sailing check to turn 45 degrees
prof sailor: 1d20 + 11 ⇒ (8) + 11 = 19
doesn't matter how much help I get, that's a fail. we move forward as normal
"It be a race to see if we can cross their T!!!!"

Keith S. |

The Nitro stays her course.
speed 90/90
Players turn (move twice again)

Darvan Waverider |

White sheets of spray are leaping up from where the bow of the Sea Hag cuts through the ocean waves!
"Heave to and bring us to port!!!!" Darvan cries out as he tries to turn the surging Sea Hag 45 degrees to port.
move action to try to turn us 45 degrees to port - DC:30
prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28
can a brother get a hand? 1 aid another gets us turned towards an intercept course. Probably shouldn't be Willy ... I think we're in range with the cannons. Assuming Noonan and or Amaru come through for me I'll update the map
what's the reload time on a cannon? if we fire now, when can we fire again?
nevermind, I looked it up. It takes three rounds to reload them.
"Hold steady Willy!!! They're closing in .... You can hit them with the starboard battery when they close, then we'll swing around to rake them with the port guns!!!"

Darvan Waverider |

"If they keep driving in like they have been, they'll be about two hundred and fifty feet to port as we cross their line. That's when you hit 'em hard." Darvan calls to the gunner.
I think it takes a full round action for the crews to aim, then you can hit them. So aim this round and fire next?
aim for the sails maybe?

Keith S. |

The Nitro continues to bear in. You can hear shouts and shrieks of goblin joy at the approaching mayhem!
You see a complete claptrap of weapons, some ballista or onagers, some cannon, some catapults!
the Nitro does manage to sideslip a bit as she rushes at you.
Players are up. Single turns, me thinks!

Amaru, Ekujae half-elf |

Amaru looked on as the ships closed. There would be time enough for boarding but there was no sense in not taking a shot or two.
He pulled back the bowstring and sighted to that hobgoblin who seemed to be barking orders.
to hit bow: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 ⇒ 4
assuming Amaru can shoot with a bow he picked up from the ship stores before closing in

Darvan Waverider |

"Closing in .... give 'em the round shot Willy!" Darvan calls out to the master gunner.
"Slow us down!!! Heave to and reef sails!!!"
Test to slow us down a notch, move 60' and we'll drift diagonal to starboard to close the range
prof(sailor): 1d20 + 11 ⇒ (17) + 11 = 28

Keith S. |

See question under discussion; once resolved, we will know what to do with Willie's attack.
The Nitro has an AC of 14 and a hardness of 5;
the Hag has an AC of 13 and a hardness of 5;
(yes, that means Boom Boom has a sailor skill of 12...to hard to keep that secret when it builds into so many ship numbers).
keep in mind range increments as they will be key in a ranged battle like this and each square is 30 feet. List the range and range increment with a shot if you please to help me out a bit.
For example, the cannon on the Hag have a range increment of 100, and you are 6 diagonals away, so that is in the 3rd range increment so you shot is at a -6.

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She had her filling
FIRE: 1d20 + 5 - 6 ⇒ (15) + 5 - 6 = 14
Tequila swillin'
FIRE: 1d20 + 5 - 6 ⇒ (11) + 5 - 6 = 10
She doused all the flames
FIRE: 1d20 + 5 - 6 ⇒ (2) + 5 - 6 = 1
And it gave her the name
FIRE: 1d20 + 5 - 6 ⇒ (14) + 5 - 6 = 13
FIRE MARSHALL WILLY!
FIRE: 1d20 + 5 - 6 ⇒ (8) + 5 - 6 = 7

Keith S. |

The Nitro's AC is 14.
You forgot to add in the +2 for the initial shot.
So I show 2 of 6 shots hitting.
You have 7 cannon per broadside, so roll to hit once more and roll 6d6 damage for each hit.

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FIRE: 1d20 + 5 - 6 + 2 ⇒ (9) + 5 - 6 + 2 = 10
Stil trying to find the correct interpretation. Ar you saying the first volley in a battle gets a +2 because the cannon are well-prepared?
I'm guessing two of the shots were a hit if the -6 and +2 are applied to all shots, so:
DAMAGE: 6d6 ⇒ (6, 1, 3, 2, 2, 3) = 17
DAMAGE: 6d6 ⇒ (1, 5, 5, 2, 2, 1) = 16