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Round 5 continued
Batango moves over behind Atajay and places his hands on the sorcerer's back, healing his pierced side with a healing hex.
Round 6
A'vandira swings nimbly across between the two ships, swinging her lithe legs at the other end over the railing of the other ship's sterncastle. The crossblood sorcerer has a trick up her sleeve, and as she swings over the railing her hand glows white and she tries to touch the nearest sailor with a nonlethal dehydrating attack. However, even though the sailor only has a heavy crossbow in his hands, he still manages to elude her attack.
Kenya throws her own grappling line, catching it on the other ship and tying it fast. She makes to move across it, but seems to be heading towards the main deck rather than to the sterncastle that the rest of you have been tasked with.
The sailor that Atajay put to sleep is still down. One of the other sailors had stooped to try and wake up his comrade, but when A'vandira appears on the deck with them he leaves off and prepares to defend the ship, drawing a short sword.
Atajay over to you!
28 – A’vandira
23 – Kenya
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
A'vi climb 1d20 + 1 ⇒ (16) + 1 = 17
Kenya grappling 1d20 + 5 ⇒ (19) + 5 = 24
A'vi melee touch 1d20 + 1 ⇒ (3) + 1 = 4

Atajay |

If he can get another sailor or two in the range of a Sleep spell, Atajay will try yet another Sleep spell. If there are good guys in the way, he will hold his action waiting to deliver an Ear Piercing Scream, if necessary.

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Sorry folks; best time for me to catch up with my games is after the kids are in bed, but sleep's not really part of their vocabulary, I think! Net effect is it's been difficult geting computer time.
Round 6 continued
Atajay slings another sleep spell, and this time another two sailors at the back of the sterncastle slump down, slumbering. You can target the three at the back of the sterncastle without catching A'vandira in the spell area. Otherwise the others are too near the main deck, which is awash with fighting men from both sides.
The two sailors still with crossbows and still on their feet take aim and shoot. They target Arven and Kenya, who look like they are about to swing across to their ship. Both crossbow bolts sail past harmlessly. Meanwhile, the sailor with his short sword drawn takes a jab at A'vandira stepping over the railing, but she easily dances out of the way.
Arven looks unconcerned at the bolts whizzing past him as he grasps the grappling rope and effortlessly sweeps across to the Rahadoumi ship. As he lands on the railing, the burly undine instinctively whirls towards the nearest sailor and gives him his most menacing grimace. The sailor looks unfazed as he prepares to drop his heavy crossbow and draw his sword. Good climb check. Intimidate attempt unsuccessful, this time. Landing on a rocking ship is a bit precarious; you would normally be flat-footed for the next round but your uncanny dodge protects you.
Quara gathers herself and easily pounces through the air to the other ship, landing perched on one of the ship's skiffs. She yells out to the sailors "Take a powder! You can't save your ship! Save your lives, instead, we'll let you go! Just hustle into the lifeboats and use the fog for cover, before the cap'n sees ya!" But this time, through the din of the battle, no one takes much time to really listen to her. Sailors are pretty hostile at the moment - they're being attacked! - so though impressive your roll's not quite enough to sway them. Without uncanny dodge, Quara is flat-footed for the next round while she regains her feet.
Batango points at the closest enemy sailor defending against Arven and A'vandira and narrows his eyes. "Salt and brine of de sea, curse your belly!" His hand glows a pale grey and a grisly ray leaps from his outstretched finger towards the sailor. The sailor clutches his stomach and suddenly looks highly uncomfortable. Batango, did I miss out on one of your actions? I think you meant for this spell to be cast last round. The sailor between Arven and A'vandira is sickened for the next minute.
Updated Map - The square blob in the center is the patch of grease around the ship's wheel. The sailors tinged in blue are those put to sleep by Atajay.
Initiative
28 – A’vandira
23 – Kenya
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
R4 Will 1d20 + 1 ⇒ (14) + 1 = 15
R5 Will 1d20 + 1 ⇒ (18) + 1 = 19
R6 Will 1d20 + 1 ⇒ (10) + 1 = 11
R1 attack 1d20 + 2 ⇒ (2) + 2 = 4
R4 attack 1d20 + 2 ⇒ (11) + 2 = 13
R3 attack 1d20 + 2 ⇒ (5) + 2 = 7
Arven intimidate 1d20 - 2 ⇒ (9) - 2 = 7
R1 Fort 1d20 + 3 ⇒ (11) + 3 = 14

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Round 7
Dodging the inexpert thrusts of the sailor before her, A'vandira's hand glows white once again as she reaches out and lightly grasps the sailor by the sword arm. You sailor visibly appears to shrivel some as she leaches away his bodies liquids. The sailor looks a bit faint but doesn't swoon, taking a rather ineffective swipe at her. 2 points of nonlethal damage to the sailor nearest A'vi from dehydrating touch.
Cutlass in her teeth, Kenya growls fiercely as she swings across, landing near to where one of two planks has been run out between the ships. She pulls out her pistol, and you soon lose her in the melee and the swirling mists.
As the fog parts, you both by chance see Captain Harrigan along with two officers, gunnery sergeant Riaris Krine and ship's mage Peppery Longfarthing, rushing madly for the doors to the captain's cabin below the aft deck, slashing and hacking as they move. While they are checked fending off a knot of Rahadoumi sailors, you can tell that Harrigan has failed to notice sneaking up behind him, ready to deliver a telling blow.
Initiative
28 – A’vandira
23 – Kenya
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
A'vandira attack 1d20 + 1 ⇒ (14) + 1 = 15
damage 1d6 + 1 ⇒ (1) + 1 = 2
R3 Aoo 1d20 + 2 ⇒ (5) + 2 = 7
Kenya climb 1d20 ⇒ 13
Arven percept 1d20 + 7 ⇒ (17) + 7 = 24
Atajay percept 1d20 ⇒ 13
A'vandira percept 1d20 + 1 ⇒ (4) + 1 = 5
Batango percept 1d20 + 3 ⇒ (4) + 3 = 7
Quara percept 1d20 - 1 ⇒ (7) - 1 = 6

Atajay |

I can't believe I'm about to do this, but...
Atajay uses his second to last spell of the day in an attempt to paralyze the soldier attacking the Captain. "Behind you, Harrigan!"
Cast Ear Piercing Scream. DC 16 save for half damage and to resist being dazed for one round.
Damage 1d6 ⇒ 6

Quara Sher |

Cursing under her breath, Quara starts a series of backflips and cartwheels to get away from the sailors and closer to the steering wheel, trying to get the grease between them and her.
Once she comes to a stop, the tiefling starts to sing, her music bolstering any and all of her party members who can hear.
Acrobatics 1d20 + 9 ⇒ (20) + 9 = 29. Initiating inspire courage +1.

Arven "The Shark's Friend" |

Arven shouts out in the din, "Cap'n watch your back!" as he charges forward at the sailor about to slash at Harrigan.
Cutlass attack with charge 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Damage 1d6 + 2 ⇒ (3) + 2 = 5

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Round 7 continued
Through a break in the mist, Atajay spies a sailor about to attack an unsuspecting Captain Harrigan from behind. Hardly believing his own words, Atajay calls out "Behind you, Harrigan!" and utters an ear-piercing scream spell, directed at the assailant. The spell foils the attack, as the man flinches as if hitting a solid wall, covering his ears in a vain attempt to keep out the sound. 6 points of sonic damage to the sailor.
The Rahadoumi sailors centered around the sterncastle continue to defend their station against your attack. Two of the sailors still on their feet focus their attack on A'vandira, one with a short sword and the other continuing to shoot with his crossbow. A'vandira manages to dodge the bolt, but receives a jab from the short sword. The sorcererss seems in a bad way. 6 points of damage to A'vi.
The other sailor still awake is contending with Arven. He attempts to drop his crossbow and draw a short sword, but Arven is in there quick as a flash, slicing into the man's chest with his cutlass. 3 points of damage to the sailor from attack of opportunity. The Rahadoumi quickly retaliates though with a strike of his own. 3 points of damage to Arven!
Arven suddenly hears Atajay call out from across the other ship, and catches sight of the captain. The undine calls out "Cap'n watch your back!" and rushes to his aid. The sailor he was facing tries to follow up with an attack of opportunity of his own, but fumbles in the attempt. Arven charges through the melee on the main deck, cutlass raised high. The captain spots him and brings his own weapon up in defense, but the barbarian rushes past him and slashes the would be slayer. It is a grievous blow and nearly drops the sailor, and the captain quickly turns around and finishes the attacker's life. Looking up, he gives a quick nod to Arven and Atajay as thanks for their warning, then rushes back into the battle like a wild man. Arven deals 5 points of damage to the assailant.
Quara uses a combination of flips and cartwheels along the railings of the sterncastle to put some distance between herself and the sailors. They can but watch as she dances with feline grace out of their grasp and across the greasy patch around the wheel, beginning a rousing song to cheer her friends.
Initiative
28 – A’vandira
23 – Kenya
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
R Fort 1d20 + 3 ⇒ (9) + 3 = 12
R1 attack 1d20 + 2 ⇒ (18) + 2 = 20
damage 1d6 ⇒ 3
Arven aoo 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d6 + 2 ⇒ (1) + 2 = 3
R3 attack 1d20 + 2 ⇒ (12) + 2 = 14
damage 1d6 + 1 ⇒ (5) + 1 = 6
R5 attack 1d20 + 2 ⇒ (2) + 2 = 4
R1 aoo 1d20 + 2 ⇒ (1) + 2 = 3

Quara Sher |

Quara raises her voice as loudly as she can, her song carrying further afield. With some regret, she extends its effect for at least some of the pirates -- the ones she knows, those she trusts at least a little. Owlbear Hartshorn. Rosie Cusswell. Others. Not for Scourge and Plugg, though, nor their captain.
All the time, the wily tiefling is standing ready to defend herself if any of the sailors catch on and come for her, her eyes darting left and right through the battle.
Perform (sing) 1d20 + 8 ⇒ (6) + 8 = 14. Ready action to disarm and/or attack the first sailor to get anywhere near the steering wheel.

Arven "The Shark's Friend" |

Arven looks around the deck for someone to fight, when he see 'raven' surrounded. He feels such anger, that in helping the captain he has left his friend in great danger. He runs up the steps, barging into the man with his shoulder, trying to knock him overboard and away from 'Raven'. Blood spurts from a cut on his back, leaving a trail of red as he runs, he is patently feeling the effects of the fights, though his spirit carries him through.
Bullrush or Push to knock sailor off deck. Raging...
CMB check 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Rage.., (AC-2=AC10)
HPs: 12/27 (17)
Con: 14/16
Rage: 5/8, temp con damage

Atajay |

Atajay tries the same tack as Batango, trying to make a threatening pirate lose focus.
Cast Daze. DC 15 to resist.

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Sorry folks, updated this at the weekend, but have just seen that the post seems to be missing. That's happened a few times now, I must be hitting the preview button accidentally when I meant to be clicking on the submit button. I'll give this another shot, and I'll try to write actions as I remember them from the previous post.
Round 7 continued
Batango moves up next to Atajay and focuses his attention on one of the sword wielding sailors threatening A'vandira. Uttering an incantation directed at the sailor, the crusty sea witch sees the sailor's eyes go glassy and his sword arm drops. He looks dazed and confused. Sailor would have made his Will save except that he was already sickened from A'vandira's dehydrating touch attacks.
Round 8
A'vandira watches as the sailor closest to her goes slack, and she takes advantage to try to skip backwards along the deck and buy herself some space. The other sailor near her takes the opportunity to swipe at her, but misses.
Atajay mimics Batango, casting the same spell at the other sailor wielding a sword. He seems particularly good at this type of magic, and the brawny sailor also goes glassy eyed and momentarily stops his pursuit of A'vandira. Second sailor dazed.
The lone sailor remaining on the sterncastle, not dazed and not sleeping, becomes aware of Quara crouching nearby and singing to bolster her allies. He moves closer, hiding behind one of the masts as he fits another bolt to his heavy crossbow.
Arven, stepping over a couple bodies, sees A'vandira under threat from the two sailors, and rushes in to help. He charges at the nearest, intending to push him over the side into the water, but the sailor is a big man, and though dazed as well the big undine just runs into him and barely budges him. It seems to break the sailor out of his reverie, and he turns to look down at the barbarian. Good attempt, bull rush just failed this time, just.
As Quara sings more loudly, carrying her song to others of the crew, she tenses, ready for action as she sees the sailor nearby bringing his crossbow to bear.
Initiative
28 – A’vandira
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango

Quara Sher |

Quara's song takes on a hissing, growling quality as she virtually dances around the puddle of grease she herself created, her sword a gleaming arc of silver as she brings it down on the sailor's crossbow.
"I bear you no malice, oh surely not I
But if you still seek victory, it's pie in the sky
I bear you no malice, oh surely not I
So just do a bunk; the one who will perish is surely not I!"
Disarm attack roll: 1d20 + 3 ⇒ (13) + 3 = 16.

A'vandira "Raven" Silvermane |

Currently I'm having two weeks off from work, but hardly time to sit down behind the computer, as we are in the process of rebuilding our attic into a new bedroom. Roof being raised about 5 feet, so running hither and dither. Don't want my baby boys in the dust of all the breaking and tearing down walls, wife is staying at her father's place with the Twins with me driving there and back home every day. Will return to the game asap.

Atajay |

"Switch targets, Batango," Atajay yells. He tries to Daze the seaman that the witch got last round.
Dc 15 Will to resist.

Arven "The Shark's Friend" |

Taken by the red mist of his anger, particularly at himself for failing to knock the threat into the sea, Arven uses the cutlass in his hand to strike at the sailor instead.
Cutlass attack 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 rage Damage 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10 rage
Crit confirm 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 rage Damage 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 rage
4th round of rage today, another 5 rounds to go.

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Round 8 continued
Batango narrows his gaze, focusing on the sailor nearest to A'vandira. The already stricken sailor seems to wilt a little under his withering gaze. Batango uses evil eye hex on the sailor, has -2 AC, saves, attack/skill rolls for next 7 rounds.
Round 9
A'vandira takes another step back from the melee. Once out of reach, she crouches down to grab a crossbow from one of the slumbering sailors.
Atajay switches targets, trying to keep the sailor near to A'vandira preoccupied and dazed. The sailor seems to be coming to, however, and shrugs off this spell's effects. Got a natural 20 on Will save to resist
The Rahadoumi fighting Arven thrusts in with his short sword, gouging the undine barbarian deeply. Arven retaliates by running the sailor through with his cutlass, and the man collapses to the deck. 5 points of damage to Arven. 13 points of damage to the sailor, and he is well and truly dead. The other swordfighter, having been sickened and dazed by your spells and now under Batango's evil eye, tries to retreat across to the other side of the sterncastle. As he steps on the grease patch around the ship's wheel, he suddenly slides and ends up prone on the deck.
The third sailor whips up his crossbow, now primed, and shoots at Quara. The bolt grazes her shoulder and buries itself in the deck behind her. 3 points of damage to Quara. Quara then darts forward, striking out with her sword and knocking the crossbow out of the man's hands. Disarm attempt successful.
The Man's Promise suddenly seems to leap in the water as a powerful explosion rips through the lower decks of the ship. The hull seems to hold together, but the force of the blast threatens to sweep you off your feet. Please make a DC 10 Balance check to avoid being knocked off your feet.
Initiative
28 – A’vandira
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
R3 will 1d20 + 1 ⇒ (4) + 1 = 5
R3 will 1d20 + 1 ⇒ (20) + 1 = 21
R1 attack 1d20 + 2 ⇒ (15) + 2 = 17
damage 1d6 + 1 ⇒ (4) + 1 = 5
R3 Acrobatics 1d20 + 5 ⇒ (2) + 5 = 7
R5 attack 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d10 ⇒ 3

Quara Sher |

Acrobatics to stay upright 1d20 + 9 ⇒ (16) + 9 = 25
The ship bucks and rocks -- and Quara barely seems to notice it, her feet riding the deck as if it were level ground.
"Know when to run, man!" Quara sings to the sailor, her sword held before her in the guard position.
"Your ship is all but dead /
sad to say /
but you can still save yerself /
and yer chum what just slipped /
Take him and - just - go."
If the sailor refuses and continues to fight, the tiefling shakes her head sadly and cuts into him.
"I had no use for yer blood," she sings,
"but I also have none for me own /
splattered across this dying hulk's deck.
Truth be truth -- and death be death."
Maintaining Inspire courage +1. Attack roll 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 + 2 ⇒ (8) + 2 = 10 damage.

Batango |

Batango narrows his gaze, focusing on the sailor nearest to A'vandira. The already stricken sailor seems to wilt a little under his withering gaze. Batango uses evil eye hex on the sailor, has -2 AC, saves, attack/skill rolls for next 7 rounds.
It's actually only one of the effects (when in doubt, I'll usually go with AC. Apologies for neglecting to post last round. Also, do Atajay and myself need to make the Acrobatics checks as well, or just those of us on the enemy ship?
Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
Seeing that the boarding seems to be fairly well in hand, Batango simply focuses his evil eye on the enemy sailor fighting Quara, aiming to give him a penalty to AC as well.
Will DC 15 to reduce the effect from 7 rounds to 1.

Atajay |

Nit sure if the remaining sailor has been Dazed yet. If not, Atajay will try his Daze spell on him. If so, he will not take an action this round.

Arven "The Shark's Friend" |

Despite the sudden movement of the ship, Arven grimaces at the almost deadly blow as the sailor stabbed him, his body is red with blood, his flesh ripped across his chest. He cries in agony as he unleashes another bloody attack to the sailor barring his way up the steps to his 'Raven'. Nothing will stop him, save death, which from the looks of it could be moments away.
If anyone feels like healing Arven, they can do so, he won''t object.
Acrobatics 1d20 + 6 ⇒ (13) + 6 = 19 rage
Cutlass attack 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27 rage, inspire courage Damage 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14 rage
HPs: 7/27 (11)
Con: 14/16
Rage: 5th round of rage, 4 rounds to go.

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@Quara: From your description, are you attacking the sailor with the heavy crossbow who just shot at you, or the sailor who's currently lying prine after sliding in the grease around the ship's wheel? I just wanted to make sure I had it correct for when I post the results.
@Batango: Thanks for the reminder, that's a point of the evil eye hex that I always seem to miss. I'll need to have a stab at playing a witch soon. No problems, hope you don't mind me NPCing him, thought you might be away.
@Atajay: Two good points. I should have mentioned in last post, Atajay and Batango do not need to roll Acrobatics checks to keep their balance, as they are on the Wormwood. Instead they witness an explosion below decks which splinters some of the portholes and causes the ship to buck in the water. Also, the sailor with the crossbow hasn't been dazed yet.
@Arven: Yes, if anyone can provide healing for Arven, he certainly could use it. A'vandira too, for that matter.

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Further on towards the bow of the ship, two gangplanks have been run out between the ships for those who haven't proven so skilled with the grapples. It's probably not been apparent as I've been blowing up the screenshots of the sterncastles so it can be seen more clearly - have a look at this link back to the first round of the ship-to-ship fighting. If you are wanting you cross over to the Rahadoumi vessel, you could cross at one of the gangplanks, but it would mean braving the melee fighting to get back to the sterncastle action and your companions.
Proper update should be up tomorrow or Friday, have had a lot of work on this week. You'd think, as a librarian, that it wouldn't be an issue, but it's been a busy week.

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Round 9 continued
The shouts and din of battle is almost deafening, but Quara is oblivious, continuing her rousing song as she rocks to keep the bucking of the ship from knocking her off her feet while at the same time fending off the advancing sailor and his crossbow. She stabs at the man with her sword, not really connecting, but distracting him enough to keep him from reloading the crossbow as he dances away from the blade.
Seeing Arven's wounds and Quara's desperate fight, Batango rushes over to one of the gangplanks and makes his way across to the other ship. The path is obscured by mist, and there is a tense moment as a shark leaps from the water, serrated teeth snapping at air. But Batango makes it across, ducking a wild sweep from a Rahadoumi before the man is run through by Sandara Quinn. He reaches Arven's side, and as he does so he tries to spot Quara through the mist, to see how she is faring. Double move across brings you to next to Arven. Unable to also focus evil eye as it is a standard action, but you can look into it next round.
Round 10
A'vandira takes advantage of the fact that she is no longer being pursued to draw her light mace. She mutters an incantation over it, and the business end begins to flash an ice blue. Limn weapon with cold steel bloodline power.
Atajay targets the sailor near Quara now with his daze attacks. As with the others, suddenly a dreamy look comes over the sailor, and his crossbow arm lowers slightly. Sailor is dazed for the next round.
From out of the fog rolling across the main deck, three Rahadoumi sailors head your way. They congregate around one of the ship's boats on the starboard side, and seem to be trying to untie it. They work together, slowly but efficiently beginning to release the boat.
The hapless sailor lying in the grease patch manages to grab the ship's wheel and pull himself to his feet. As he does so, the raging Arven bounds over a sleeping sailor and drives his cutlass to the hilt into the grease-covered sailor's chest. The swarthy man topples without a word. Very nearly a critical threat, 14 points of damage to the sailor and he is now gone.
Back to you Quara!
Initiative
28 – A’vandira
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
------
R5 Will 1d20 + 1 ⇒ (8) + 1 = 9
R7 Prof 1d20 + 4 ⇒ (5) + 4 = 9
R8 Prof 1d20 + 4 ⇒ (5) + 4 = 9
R9 Prof 1d20 + 4 ⇒ (11) + 4 = 15
R3 Acrobatics 1d20 + 5 ⇒ (18) + 5 = 23

Quara Sher |

"You run or you die, the choice is yours," Quara sings as she slashes at her opponent again. "If you don't move your feet, spilling your blood will be one of my chores."
Maintaining Bardic performance: Attack roll: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d8 + 2 ⇒ (3) + 2 = 5 damage.

Arven "The Shark's Friend" |

Arven smiles at 'Raven', surrounded as she is by the sleeping sailors, but safe. He sees Quara desperately fighting and jumps towards her to save her from further injury.
Cutlass attack 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25 rage, inspire courage. Damage 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
HPs: 11/27 (15)
Con: 14/16
Rage: 6th round of rage, 3 rounds to go.

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Sorry folks, had a few things this past week that kept me away from the game.
Round 10 continued
Quara continues to sing as she duels with the sailor. She slashes at her opponent just as he ducks, the blade swishing inches from his head.
Batango moves up onto the sterncastle beside Arven, placing a hand on his back and giving the undine the benefits of a healing hex. A rush of warmth and healing flow into Arven. Arven healed 4 points.
Round 11
Her mace coated in a sheen of ice, A'vandira attempts to sneak up on the sailor fighting Quara and wallop him on the head - if only just to knock him out. The man ducks a blow from Quara, however, causing A'vandira to miss her target.
Atajay watches from the stern of the Wormwood. As the mists roll and roil, it seems the fight his friends are engaged in on the other ship seems to be swinging in their favor. Holding action just now: of the original six sailors, the only one still up and fighting saved successfully against your Daze spells last weekend. The other three sailors, are just out of range of your spell I think.
The three sailors trying to loose the rowing boat are successful, and they clamber aboard as lower it down to the sea. They make no delays in turning out the oars and rowing off into the mist. One rowboat left on the port side of the ship.
Back to Arven, Quara, Batango!
Initiative
28 – A’vandira
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango
-------
[spoiler=GM rolls]
A'vi attack 1d20 - 2 ⇒ (6) - 2 = 4
damage 1d6 + 1 ⇒ (4) + 1 = 5
cold damage 1d6 ⇒ 6
R5 Will 1d20 + 1 ⇒ (5) + 1 = 6
R7 Profession 1d20 + 5 ⇒ (20) + 5 = 25
R8 Profession 1d20 + 5 ⇒ (1) + 5 = 6
R9 Profession 1d20 + 5 ⇒ (7) + 5 = 12

Atajay |

"Lure them back closer to me, and I can keep dazing them!". Atajay hopes the others can hear him, and in the event the other sailors don't run, he can Daze them so they leave his friends safe.

Quara Sher |

"There are no words left/
The silent string is struck/
Today the music ends/
The last song you hear is death!"
Quara lashes out at the sailor again, her voice a terrible chant that cuts through the din of battle, her longsword an arc of silver as she takes a step to the left. All too soon, the silver is stained deep crimson...
Maintaining inspire courage +1. Five-ft.-step to put the sailor between Avandira and Quara, to invoke flanking benefits. Attack roll 1d20 + 5 ⇒ (16) + 5 = 21 for 1d8 + 1 ⇒ (3) + 1 = 4 damage.

A'vandira "Raven" Silvermane |

Cussing I see the sailor duck out of the way of Quara's swing, unknowingly causing me to miss as well. In my mind, I hear Shadow's voice, chiding me for swearing like a sailor. "Tsk tsk, A'vi. You sound like a sailor. That's no language for a lady."
The distraction provided by Raven's comments, causes me to miss the sailor again, leading to yet more cussing.
Status:AC 12, touch 12, flat-footed 10
Current HP 1/7
Fort: +1, Ref: +2, Will: +1 (-2 from crossblooded)

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Round 11 continued
Arven smiles at A'vandira as he leaps over slumbering sailors, positioning himself so as to assist Quara. He surprises the sailor attacking her, and in a fit of rage runs him through with his cutlass. 13 points of damage to the sailor, he's dying.
With the sailor down, Quara is able to concentrate on maintaining her song, which bolsters the hearts of all her allies. Unsure whether you wanted to dispatch the sailor, let him bleed out, or try to help him.
With no enemies immediately at hand, Batango holds his action for now. Gazing down at the main deck, where the mist clears, you notice that the Rahadoumi sailors are beginning to scatter or surrender. At one point, you think you see Captain Harrigan striding across the deck, gripping what appears to be a human heart in his hands.
Round 12
A'vandira seems momentarily distracted, arguing with her familiar.
Atajay hovers around the stern of the Wormwood , ready to use minor magic to assist his friends.
Well done! For the moment, the sterncastle is clear of opposition, so your characters have earned a breather. There are still the three sleeping sailors on the deck, and they will be waking up in a few rounds.
Initiative
28 – A’vandira
21 – Atajay
7 - Rahadoumi sailors
6 - Arven
4 – Quara
4 - Batango

Quara Sher |

'Bet he won't thank me for this later,' Quara thinks as she kicks away the sailor's sword, then squats and administers medical aid to the wounded man.
"If the lifeboat is still in range, how about pitching those sleeping beauties over the side for them to take along?" she calls to the others.
Heal 1d20 + 7 ⇒ (3) + 7 = 10

Arven "The Shark's Friend" |

Arven his rage still driving him on, hears Quara's words and smiles, start to throw the sleeping sailors over the side. As he attempts the last of the sailors, he slumps to the ground with the effort. His starts sweating and panting, seeking to breath in the air
3 rounds of throwing sailors
Strength check to pick up and throw sailor overboard 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 rage
Strength check to pick up and throw sailor overboard 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 rage
Strength check to pick up and throw sailor overboard 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 rage
Rage ends ...

Batango |

Batango drums his fingertips on the gunwale of the Wormwood as he observes the battle come to its close. Spying the captain and his bloody heart, the witch raises an inquisitive eyebrow and wonders what the captain could need with such a things, and takes to mulling it over with Tabook while the rest of the crew sorts out the enemy ship.

A'vandira "Raven" Silvermane |

Dayum, whole post dissappeared! GRRR
Before I get a chance to warn my friends about the sharks in the water below, they start tossing the sailors overboard. I see Arven collapse onto the deck, just after getting rid of the last sailor. Rushing to his side, I kneel down beside him. Cradling his head in my lap, I call out for Batango or Quara to heal him "MEDIC!" Barely able to stay conscious myself, I wonder about the strange curve-balls fate seems to be throwing at me. Only a week or so ago, I was rejecting the big Undine barbarian for being an uncouth savage with loose hands. Now I find myself worried about him surviving this battle.
In the back of my mind, I hear Shadow's voice, laughing about my train of thoughts. "Oh please shut up, Shadow." - "Why would I? It's plain to see where this is going." - "Is it?" - "Oh yes. You can deny it all you want, but I can see inside you. I know you too well to be fooled by you. You're falling for this big guy." - "Seriously? You think I could feel anything for this big oaf, who seems to think he's Cayden's gift to me and whose hands like to wander where they shouldn't?" - "Yes A'vi, I do. No, I don't think, I know it. You're falling for Arven. Admit it."
Unsure how to respond to that, I remain quiet, grateful that Shadow seems to be content for now to leave me alone with my thoughts. Suddenly I look at my hands, startled to see them caressing Arven's face, wiping away the sweat from his brow as I am whispering softly to him that everything is going to be alright. "In Cayden's name! Could Shadow be right? And what would that entail? Where would that leave me? Oh dear. Cayden help me!"
Status:AC 12, touch 12, flat-footed 10
Current HP 1/7
Fort: +1, Ref: +2, Will: +1 (-2 from crossblooded)

Arven "The Shark's Friend" |

Arven panting and drawing breath smiles at Raven. He snuggles into her body enjoying its sweat and warmth. Between the breaths he says "Thank you, but you need Cayden's help more than me, lovely. He is that drinking bloke, god, isn't he? 'Cos after a bloody good fight, there ain't nothing like a getting in a few drinks." His eyes sparkle at Raven as he winks. Giving her a big kiss on her forehead, he rises though he still looks quite exhausted from his efforts. "Let's take you to Quara, I'm sure she can talk to the gods to ask for you to strengthen your health."
Arven is fatigued for 10 rounds..
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Quara Sher |

Quara curses under her breath as she hurries over to A'vandira.
"Keep your flaming voice down!" she urges the other woman. "Don't want to draw attention to the injured before we have to! Now, let's see here..."
Heal check: 1d20 + 7 ⇒ (1) + 7 = 8.
"Not good! I'm losing him!"

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The rowboat has actually gone, so if you are throwing anyone overboard, they would likely go to the sharks, or drown if they were asleep or otherwise be unable to swim on their own. There is, however, the other boat, which can be lowered to the water with three successful DC 10 Profession (sailor) checks or Dexterity checks (each requires a full-round action).
I'll try to get up a post tomorrow.