
GM Choon |

1d20 ⇒ 2
2d20 ⇒ (18, 17) = 35
1d20 ⇒ 11
Party acts before baddies. They got a really bad roll.
Reck's savage attack eviscerates his target and coats the deck in blood. Just after, Sarenth's spell hits the two still standing (left pair), but they are braced for the slick conditions, and manage to keep their feet.
Noro and Isabella to act.

Noro_Kasuri |

Noro tries to carefully navigate across the deck to find the stairs leading up to the poop deck. the fog limiting her vision.
eventually stumbling into them..
assume difficult terrain like effect due to the fog so Noro took double move to reach where she is on the map, if this is not the case let me know please.

Durvin Tamish |

Sorry, for my delay. Initiative 1d20 + 3 ⇒ (10) + 3 = 13
Durvin is concerned to see the guy up in his face swinging at him, so he takes a step back and uses the one weapon he knows will cut through the fog, his voice. He begins a rousing fight song, eager to encourage his allies to success.
5' step back
Standard, Bard song, Inspire Courage +1 atk/dmg, +1 to saves vs fear.

Isabella Valencia |

Internet issues, hopefully resolved now.
Isabella aims herself toward the stern of the enemy ship as per her orders, and smiles at the familiar chanting of a certain halfling bard she knows. The combination of his song and the aggressive sounds of swords and strange voices gives her a clear target and she dashes past Durvin, loosing one of her whips, whirling about with her cutlass and swinging the lash wide in the hopes of stinging an open wound.
attack, whip: 1d20 + 2 ⇒ (10) + 2 = 12
attack, cutlass: 1d20 + 1 ⇒ (17) + 1 = 18
whip damage: 1d3 + 3 ⇒ (1) + 3 = 4
cutlass damage: 1d6 + 1 ⇒ (4) + 1 = 5

GM Choon |

6d20 ⇒ (8, 1, 1, 7, 12, 13) = 42
Isabella's whip snaps only air, yet sets up her cutlass for a clean strike. The sailor gives way before her, and promptly slips on Sarenth's grease. He falls flat. His friend attempts to cover the retreating sailor, but his attack is easily avoided.
Another sailor charges down from the stern castle at Reck with a mighty cry. He tries to push Reck down the stairs into Sarenth, but Reck might as well be a brick wall for all the moving he does.
So far, Noro's flanking maneuver has met no resistance.
Durvin's song seems to be influencing more than just his squad. Several viciously enthusiastic cries are heard around in the fog at certain points in the rousing chorus.
Here's hoping next round goes better for our foe's dice because that was just sad.
Also, could someone copy/paste a crewman in front of Reck where the last fell? I don't have access to my computer until morning.
Round 2
Fight!

Reck'Avok |

Durvin filled me in on how I've been using my arcane pool wrong. I can only have one weapon at a time enhanced. Don't think that would matter for last round but will do going forward.
I'd return the favor and throw this lout overboard, but the reposition combat maneuver specifies that you can't move the foe to a hazardous area. Makes me wonder the use of it.
claw: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d4 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 5 ⇒ (4) + 5 = 9
"I'm not 'avin' that, you dog!"

Durvin Tamish |

Durvin's song remains for rounds 2 and 3
With all the others bunched at the first set of stairs, Durvin decides to follow Noro over to the other side in case she needs any help. Awkwardly pulling his rapier out as he walks, he scans the fog to stab at any enemy that appears out of it.
Move, to stairs in front of Noro, draw weapon while moving
Standard, ready an attack if an enemy appears

Sarenth |

Sarenth snaps his fingers, then hurls the resulting ball of sizzling goo at the nearest of the opposing crewmen.
Acid Splash: 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16 With Durvin's bonus and throwing into melee
Damage: 1d3 ⇒ 2 +1 if that counts as a "weapon."

Noro_Kasuri |

Noro makes her way up the steps around Durvin. when she comes smack into an enemy sailor.
not wasting any time she simply steps up and lays into him with a right hook.
attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d3 + 3 ⇒ (3) + 3 = 6

Isabella Valencia |

attack, whip: 1d20 + 2 ⇒ (20) + 2 = 22
crit confirm?: 1d20 + 2 ⇒ (4) + 2 = 6
attack, cutlass: 1d20 + 1 ⇒ (3) + 1 = 4
whip damage: 1d3 + 3 ⇒ (2) + 3 = 5
Isabella swings her cutlass for the enemy sailor only to find him rolling on the deck to avoid her blade. When she hits only air, she instead snaps Reck's standing opponent under the arm as he adjusts for his next strike.

GM Choon |

5d20 ⇒ (10, 11, 12, 2, 6) = 41
Isabella's whip cracks the crewman just as he is about to swing. The man cries out and immediately recognizes a bad situation. He attempts to withdraw to the sterncastle, but Sarenth's acid blob jet's by Reck's ear just in time to catch the coward in the back, dropping him to the deck.
The prone man unwisely does his best to stand (Provoking from Isabella and Reck in the process), but looses his footing and falls prone once again. The pirate behind him, however, manages to keep his feet and fill the hole left by his retreating comrade.
Yet another Crewman descends from the fog; this time at Noro who just landed a hard blow on her target. Durvin's attack, unfortunately, is mistimed in the mist and barely misses the man.
As you prepare to retaliate, the ships move out of the conjured fog bank. You are able to see the full battle now. You also see Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft deck, slashing and hacking as they move.
A Rahadoumi sailor is sneaking up behind Harrigan!
Round 3
Fight!

Noro_Kasuri |

Noro looks to the new sailor that appeared. welcome to the party, you should try the punch
she says as she grabs his shirt and pounds his face obviously very angry
attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 + 5 ⇒ (2) + 5 = 7
perception DC 10: 1d20 + 2 ⇒ (17) + 2 = 19
Harrigan! behind you Noro yells
Rage used 1/8 rounds

Isabella Valencia |

attack of op, prone target: 1d20 + 6 ⇒ (16) + 6 = 22
whip damage: 1d3 + 3 ⇒ (2) + 3 = 5
perception: 1d20 - 2 ⇒ (12) - 2 = 10
Isabella stays the course despite her uncanny observation, focusing instead on her known objective and treating her new opponent to a taste of cuts and lashes.
attack, whip: 1d20 + 2 ⇒ (12) + 2 = 14
attack, cutlass: 1d20 + 1 ⇒ (5) + 1 = 6
whip damage: 1d3 + 3 ⇒ (2) + 3 = 5

Reck'Avok |

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Lost in the frenzy of battle, Reck has no eyes for anything but the foes ahead of him. He punishes the foolish sailor rolling in the grease with a slash of his claws, roaring approval as he finds his mark and draws blood. Heart singing with the thrill of the brutal, bone-crunching scrum, Reck lays about with fang and claw and magic.
Using Spell Combat to make a full attack, then defensively cast Brand and deliver it through spellstrike. All attacks will be against the prone sailor until he's out of the fight, the remainder will be on the other sailor in front of Reck.
Attack of Opportunity, claw: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
damage: 1d4 + 3 ⇒ (3) + 3 = 6
claw attack: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 +4 if vs prone sailor
damage: 1d4 + 3 ⇒ (3) + 3 = 6
claw attack: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 +4 if vs prone sailor
damage: 1d4 + 3 ⇒ (3) + 3 = 6
bite: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 +4 if vs prone sailor
damage: 1d4 + 4 ⇒ (4) + 4 = 8
concentration check DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
spellstrike claw attack: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 +4 if vs prone sailor
damage: 1d4 + 3 ⇒ (2) + 3 = 5
DC 13 fortitude save or take 1 additional point of damage

Durvin Tamish |

Last round of Bardic Music (Don't worry it will be back next round).
Perception 1d20 + 6 ⇒ (7) + 6 = 13
Durvin takes in the surroundings as visibility clears, and sees it at the same time as Noro, "Don't worry, I'm on it." He spins away from the man he faced and skips down the stairs, and over to the sailor attacking the Captain. Using the threat of Isabella on the other side, he strikes at the man.
Acrobatics to avoid an AoO from the one he was fighting 1d20 + 9 ⇒ (3) + 9 = 12
Attack, with flank 1d20 + 3 + 1 + 2 ⇒ (18) + 3 + 1 + 2 = 24, damage 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Crit confirm 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17, if it hits damage 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

GM Choon |

1d20 ⇒ 19
1d6 ⇒ 1
Durvin gets away, but not cleanly. The sailor nicks him as he escapes for 2. He does more than nick the man sneeking up behind Harrigan, however. He takes the would-be ambusher completely off guard and drives his rapier between the man's ribs. Harrigan spins to confront the threat, and looks mildly surprised to see it already dealt with. He nods at Durvin and quickly moves off to the captain's cabin door. It is breached easily, and Harrigan and the two officers with him disappear inside.

Sarenth |

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Sarenth misses the action with Harrigan, busy as he is trying to catch sight of the enemy combatants. He lobs another glob of acid at the place where his Grease spell seems to have snared a couple of the foe.
Acid Splash: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7
Damage: 1d3 ⇒ 2

GM Choon |

2d20 ⇒ (18, 16) = 34
2d6 + 2 ⇒ (2, 6) + 2 = 10
The man who is having trouble in the standing department desperately tries to scramble off the magically slick area (provoking). If the pirates don't bring him low he looks like he'll make it to the sterncastle. The two sailors facing Noro lay into the Barbarian with a fury and both score hard hits for a total of 10 damage.
Round 4
Fight!

Reck'Avok |

Full attack, spell combat, spellstriking a Brand spell
claw: 1d20 + 4 + 1 - 2 ⇒ (19) + 4 + 1 - 2 = 22
damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
claw: 1d20 + 4 + 1 - 2 ⇒ (4) + 4 + 1 - 2 = 7
bite: 1d20 + 5 + 1 - 2 ⇒ (11) + 5 + 1 - 2 = 15
damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dc 15 concentration: 1d20 + 5 ⇒ (16) + 5 = 21
spellstrike claw: 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15
damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
DC 13 fort save or take 1 point of damage
Reck roars with abandon at the first real fight he's had in many months. "Die, y'dogs!" he snarls as he savages the sailor in front of him with a series of brutal slashes. "'elp Noro - I 'ave this!" he commands Isabella.

Noro_Kasuri |

Round: 4
Noro winces at the pain of the hits. but it only seems to strengthen her resolve. it seems she is feeding off the blood loss to bolster her strength.
I thought I wash the girl, but with the way you hit...I have to wonder
she says as she simply pounds the same sailor she already pummeled in the hopes that it will bring him down.
attack unarmed and raging: 1d20 + 8 ⇒ (5) + 8 = 13
damage if a hit: 1d6 + 6 ⇒ (5) + 6 = 11
rage used 2/8 | HP 19/29

Durvin Tamish |

Durvin is both surprised and concerned about how well he killed that man, but he is also relieved that he was able to protect the Captain. He starts to sing a rousing tune, once again, before returning to stand near Noro for when she might need help.
Standard, Bardic Music, Inspire Courage, +1 atk/dmg
Move, to beside Noro

Isabella Valencia |

"Noro's a big girl; let her have her fun too!"
Isabella Moves to finish the fight with her scrambling target, but his survival instincts kick in as he rolls around on the deck, deftly dodging both blade and lash.
"That's right, lad! Dance for yer life, aye?"
attack, whip: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d3 + 4 ⇒ (3) + 4 = 7
attack, cutlass: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Wow, really? Even with inspire courage up...I must have pissed off the dice gods tonight.

Sarenth |

Sarenth moves around, following behind the captain, then flickers out of the world and back into it on the sterncastle next to the prone man. He brings his staff slamming down on the man's head.
1d20 + 2 ⇒ (19) + 2 = 21
1d6 + 1 ⇒ (3) + 1 = 4
That's two of those shift steps used today.

GM Choon |

2d20 ⇒ (3, 9) = 12
Reck's target barely manages to survive his brutal assault, but he never sees Sarenth coming. Sarenth's strike cracks the crewman's skull and sends him onto the deck. The rest of the party finds their attacks partied and dodged. Fortunately, Noro does an excelent job defending herself, successfully dodging both attacks aimed at her.
Deep in the bowls of the ship there is a deep explosion that sounds like alchemist's fire and smoke billows out of the hold. The captain's cabin girl emerges from below decks with several nasty looking burns. Around that same time Captain Harrigan re-emerges with what looks like a human heart still pulsing in his hand. He and the the bomber smile at each other, and they work their way aft together.

Sarenth |

Sarenth blinks out and reappears on the steps behind the prone man. He brings his quarterstaff whistling down toward the man.
Quarterstaff: 1d20 + 1 + 1 + 4 + 2 + 1 ⇒ (5) + 1 + 1 + 4 + 2 + 1 = 14 base + Durvin + prone target + flank + high ground?
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Noro_Kasuri |

round 5
Noro is pleased at the opportunities that abound around her.
Seeing Reck move in behind one of the enemies on her and also after a comment he made she knew what had to be done.
She gives the enemy between her and Reck a fierce front kick.
attack, rage+flank: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
damage: 1d6 + 5 ⇒ (1) + 5 = 6
rage used 3/8 | HP 19/29

Durvin Tamish |

Inspire Courage (+1 atk/dmg) is maintained for rounds 5 and 6.
Durvin uses his recently bloodied weapon on the man between Noro and Reck, but the vision of his last kill has him a little rattled. He didn't know he had that in him.
Attack 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Noro_Kasuri |

Inspire Courage (+1 atk/dmg) is maintained for rounds 5 and 6.
Noro is an additional +1 for attack and damage then so that would be 19 to hit and 7 points damage

Durvin Tamish |

Expect there to be Inspire Courage every round of a fight once I've included it. With Lingering Performance, I get 3 rds of Bard song for every 1 I spend. So I will be on a sing/linger/linger/sing/linger/linger rotation.

Isabella Valencia |

Isabella weaves around Sarenth's flank, moving just into range to whip his foe across the face.
attack, whip: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d3 + 4 ⇒ (3) + 4 = 7
"How about it, Sarenth? Think this dinghy's carryin' enough coin to go 'round?"

GM Choon |

Round 6
2d20 ⇒ (3, 2) = 5
3d20 ⇒ (13, 8, 19) = 40
2d6 ⇒ (1, 4) = 5
Both crewmen remain up and fighting, though one is clutching his side and the other is sporting a heavily bleeding gash on his forehead. Their desperate attacks find nothing but air.
On the main deck, three sailors break away from the main body of the fight and approach the starboard boat. They work expertly to release the boat's lines, quickly preparing it for release!
Party, Fight!

Sarenth |

Sarenth blinks out and reappears on the steps behind himself, then moves toward the sailors trying to free the boat. "They're trying to escape!"
Quarterstaff: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Oh, hadn't previously thought about the potential of this ability. :)

Noro_Kasuri |

Durvin, The boat. Noro yell to him as she lands a right hook on the same enemy she already wounded.
attack: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Reck'Avok |

claw, true strike: 1d20 + 4 + 20 + 1 ⇒ (13) + 4 + 20 + 1 = 38
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
claw: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
bite: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
concentration DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
spellstrike claw: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
DC 13 fort save or take 1 more point of damage
5 foot step to get in range of both remaining pirates on the poop deck. claw/claw/bite full attack, and spellstrike a Brand spell. After one dies, switch to the other.
"Death calls yeh!" bellows Reck, as he closes in on the injured pirates with tooth, claw, and spell.

Noro_Kasuri |

if we were not in combat still Noro would punch reck next - you will have to guess why

Durvin Tamish |

Durvin turns to see the men rush for the boat, and Sarenth alone to fight them. He takes a step down the stairs, and tries to use the advantage of the height it offers him to stab at the man. He hesitates too much, still reeling from his last kill, "I don't to kill you, but my friends are more than willing. I would give up now if I were you."
Bard song still active this round. Will need to restart next round.
5' step
Attack 1d20 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10 (added +1 for attacking from higher ground)