
DM Alexander Kilcoyne |

No checks required this time guys, but yeah it wasn't bad luck there Chi, just bad choice of dice. Those damn D1's ;).
The rocks are a little slippery, but you proceed carefully up to the ledge- it overlooks the main deck, and is an easy jump down onto the ship's main deck. The waves battering the Jenivere are making the ship sway back and forth (the whole ship will be difficult terrain).
You can hear something making a terrible racket just below the main deck. Sounds like something solid is being bashed against something else solid...
From the main deck, you will be able to access the captain's cabin, the larder and possibly the supply room down a small flight of stairs. Although the supply room is partially part of the lower deck, from the outside it seems to have survived the impact.

Chi T'reignial |

You definitely rolled MAXIMUM considering the sided die you rolled there Chi. ;)
Red faced elf buries face in hands...
Acrobatics to walk across the rocks to the ship 1d20 + 3 ⇒ (12) + 3 = 15
Perception to notice anything on the way across 1d20 + 3 ⇒ (3) + 3 = 6

Flute |

Thanks James.
Perception 1d20 + 8 ⇒ (5) + 8 = 13
I'm not gonna lie, lads.. I'm a bit concerned we don't 'ear any voices...
Flute yells
'ELLO?? ANYONE THAR?
Then hears the clattering below deck and Tun'ada's comment.
Aye lad. Me guess is that its comin from aroond whats left of tha supply room maybe. Lets hope its a person and not another scorpion bugger after me rum!

Chi T'reignial |

James readies his sword, having also heard the noise, and quickly beckons to Chi. If she join him, he whispers the following.
"You stayed hidden on this ship for a long time, creep ahead if you can, it'd be good to know what's making that noise."
Chi on hearing James request is a little overwhelmed by the occasson and rather than defer, acquiesces to his request. Trying to find a darkened way down in any shadows, bow at the ready.
Stealth 1d20 + 6 ⇒ (12) + 6 = 18 using Silent Hunter speed
Perception 1d20 + 3 ⇒ (14) + 3 = 17

Flute |

James winces at Flute's shout
In a whisperish and defensive tone: What? In a regular whisperish tone We're lookin' fer survivors not hunting fer trolls, lad.
I think just Chi is going to scout ahead and get back to us first.
While waiting.. Flute puts his hammer to his side and holds his hand out from his position on the boat/rocks... recalling himself doing this not too long ago on the open sea.

DM Alexander Kilcoyne |

As the party descend onto the deck, three larger scorpions (Medium sized rather than Small this time) quickly come up from the stair leading to the lower deck, attracted by the sounds of people landing on the deck and good old fashioned Dwarven shouting.
Initiative rolls please- and please specify if you came down onto the deck or not so I can position you on my map. No actions yet please just an initiative roll and if your on the deck of the ledge.

Chi T'reignial |

Initiative:1d20 + 3 ⇒ (8) + 3 = 11
Chi would have been the most advanced of the party, maybe even started to go down the stairs to below.

DM Alexander Kilcoyne |

As the party mostly descend to the deck, Chi begins to sneak forward as three large sea scorpions scutter up from the remains of the lower deck.
Round 1 Initiative-
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 4 ⇒ (7) + 4 = 11
Ordered Initiative-
Sea Scorpion 1- 23
Tun'ada- 16
James- 15
Sea Scorpion 2- 11
Sea Scorpion 3- 11
Chi- 11
Gwyneth- 8
Flute- 7
Ambroze- 6
The Sea Scorpions have been numbered 1-3 south-north.
Before she can react, one of the scorpions quickly surges forward and jabs at Chi with its stinger, just catching Chi before she has a chance to dodge.
1d20 + 1 ⇒ (4) + 1 = 5 Acro
1d20 + 0 ⇒ (10) + 0 = 10 Attack
1d3 ⇒ 2 Damage
DC12 Fort Save please Chi.
Active Effects
Those on the deck- you and the sea scorpions have a -2 to hit due to the shaking of the boat. Also for those on the deck, performing more movement than a single move each round will require an Acrobatics check DC of 12, for example a charge, run or withdraw action. A single move action only requires a check of DC5. Failure simply means you lose yor balance and spend your action that you used to regain your balance. Failure by more than 5 means bad, bad things.
Map
Over to you guys. Map has arrived!
Edit- Map link fixed to show the scorpions position after attacking Chi!

Chi T'reignial |

Chi staggers backward from the stinger, and feels its poison start to course through her body.
Fortitude Save 1d20 + 2 ⇒ (3) + 2 = 5
Current HP=6
With her blood boiling, sweat from the poison brings sweat to her brow, already the poison works it's way round her body. With all her strength, she tries to retreat behind those warrior looking people in the party and get to the rocks. She uses her bow to try and shield her from further attacks.
Acrobatics 1d20 + 3 ⇒ (14) + 3 = 17 please take of whatever from the poison.

Flute |

With a quick incantation, a dazzling burst erupts in front of the closest scorpion.
Flute doesn't move and simply casts flare. (fortitude DC 14 or be dazzled for 1 minute).
Yer seriously tha' unlucky aren't ye?
[oompaloompa]
What do you get when you move your move speed?
make an acrobatic check and beat the DC.
fail by a lot and expect bad bad things
fear these words and the scorpion stings
(I don't like the look of this)
[/oompaloompa]

Gwenyth |

Seeing Chi struck by the scorpion, one much larger than the venomous ones on the beach, Gwen fears for the worst, and her adreneline begins to surge.
(Free action)
Chi! Kom nærmere, kan jeg være i stand til å hjelpe!!
Yes, Celestial is being portrayed as Norwegian, so sue me :)

DM Alexander Kilcoyne |

[oompaloompa]
What do you get when you move your move speed?
make an acrobatic check and beat the DC.
fail by a lot and expect bad bad things
fear these words and the scorpion stings
(I don't like the look of this)
[/oompaloompa]
Lmao... Oh man that cracked me up soooo much, i'm cackling away here. Might even give bonus XP to the group.
Yes, Celestial is being portrayed as Norwegian, so sue me :)
As a half-norwegian I approve. Thought it looked familiar. Not that I can actually read/write/say more than a few words in Norwegian.

Tun'ada |

Round 1:
Tun'ada readies his shield as part of his move action and moves to attack the sea scorpion that attack Chi Square H3.
Acrobatics:1d20 + 2 ⇒ (16) + 2 = 18
Attack:1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage:1d8 + 3 ⇒ (6) + 3 = 9
Crit Confirmation
Attack:1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Damage:1d8 + 3 ⇒ (1) + 3 = 4
bummer, but at least it was on a confirmation as opposed to a primary attack roll

DM Alexander Kilcoyne |

Round 1:
Tun'ada readies his shield as part of his move action and moves to attack the sea scorpion that attack Chi Square H3.
Acrobatics:1d20 + 2
Attack:1d20 + 4
Damage:1d8 + 3
I assume you took the -2 to attack into account right?
Tun'ada moves forward, skillfully keeping his balance and striking the scorpion a mighty blow. Apparently these larger sea scorpions are a bit tougher than their little brothers, as the scorpion is grievously wounded but remains standing.
Unlucky on the crit :)

Tun'ada |

Tun'ada wrote:I assume you took the -2 to attack into account right?
Unlucky on the crit :)
I hadn't originally, but edited the post to include it. as far as the crit goes, I guess we all can't be Morghrim.

James Carmichael |

Roaring with anger as he sees the scorpion strike his ally, James charges up to the beast, swinging at it furiously.
Rage as a free move action to H2, hit the damn thing as a standard.
Acrobatics: 1d20 - 4 ⇒ (9) - 4 = 5
1d20 + 2 ⇒ (17) + 2 = 192d6 + 9 ⇒ (3, 6) + 9 = 18
Flute, you are a god amongst Dwarves, also I want a fight where we're not at -2. :(

Ambroze |

In case it gets to my turn before I can post again...
Round One Action:
From the safety of his perch, Ambroze studies the giant sea scorpions, trying to recall the creatures' weaknesses and the appropriate tactics for battling them. (Ambroze will relay any information he recalls to his companions.)
Knowledge (nature) check: 1d20 + 9 ⇒ (11) + 9 = 20
If the Knowledge check is sufficient, Ambroze will use his standard action to activate Bardic Performance: Naturalist - this will grant him and any allies within 30 ft a +1 insight bonus to AC and on attack rolls and on saving throws against the scorpions' spell-like, supernatural, and exceptional abilities (including POISON) as appropriate.

Gwenyth |

I'll be out of commission for a little while too, (until this evening) so in general, Gwenyth will move to meet Chi halfway (hopefully) and make a heal check, hoping to beat DC 12 and give Chi a +4 against her next save vs. poison. She will continue to treat other poisoned allies in a similar way, if there are no other poisoned allies she can begin throwing channels out as needed, excluding all the Scorpians from the Healing effects of the channels. If nobody needs healing, cast Bless. Here's some dice rolls to use :)
Heal: 1d20 + 6 ⇒ (2) + 6 = 8
Heal: 1d20 + 6 ⇒ (14) + 6 = 20
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 2
I'd prefer to use no more than 2 Channels.

DM Alexander Kilcoyne |

James your raging right? Wanted to check. The damage implies you are.
Maintaining his footing on the rocky boat despite the encumbrance of his armour, James moves forward next to Tun'ada and finishes the sea scorpion off, beheading the creature. The decapitated corpse of the vermin slides off the boat and into the ocean.
The other two scorpions make their move, attacking James and Tun'ada with their stingers-
1d20 + 1 ⇒ (8) + 1 = 9 Acro
1d20 + 0 ⇒ (15) + 0 = 15 Attack
1d3 ⇒ 2 Damage
1d20 + 1 ⇒ (13) + 1 = 14 Acro
1d20 + 0 ⇒ (6) + 0 = 6 Attack
1d3 ⇒ 3 Damage
2 damage and a Fort save for you James.
Chi takes a careful step away from the melee, stringing an arrow to her bow and taking a shot at one of the scorpions. Carefully aiming to avoid hitting Tun'ada, the shot flies true and the arrowhead imbeds itself in the scorpions stinger.
1d20 - 3 ⇒ (17) - 3 = 14
1d8 ⇒ 2
Mark off the arrow please, this is a shipwreck game after all :P
Gwyneth steps off the ledge and onto the boat, babbling something in Celestial and moving up to Chi, quickly treating her poison as best che can.
1d20 + 1 ⇒ (10) + 1 = 11 Acrobatics
Please add a +4 bonus to your fort save against the poison next round Chi.
Flute uses a flash of bright light to try and dazzle the closest scorpion, but the creature resists the magic.-
1d20 + 4 ⇒ (15) + 4 = 19
Ambroze starts shouting helpful tips about the scorpions down to the group- where the soft spots on their carapace are, how breathing slowly will slow down the effects of the poison, etc.
These creatures are called Eurypterids. These are the common variety that live in temperate climates and warm oceans. From this size and up, their posion deals constitution damage rather than dexterity damage. They have low-light vision and tremorsense, and are classed as Vermin (aquatic). Interestingly, they have no sense of hearing.

DM Alexander Kilcoyne |

Round 2
Ordered Initiative-
Tun'ada- 16
James- 15
Sea Scorpion 2- 11
Sea Scorpion 3- 11
Chi- 11
Gwyneth- 8
Flute- 7
Ambroze- 6
Active Effects
1. Those on the deck- you and the sea scorpions have a -2 to hit due to the shaking of the boat. Also for those on the deck, performing more movement than a single move each round will require an Acrobatics check DC of 12, for example a charge, run or withdraw action. A single move action only requires a check of DC5. Failure simply means you lose yor balance and spend your action that you used to regain your balance. Failure by more than 5 means bad, bad things.
2. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster.
Map
Over to you guys. Sorry for the double post, my last post got pretty long and the post monster scares me.

Chi T'reignial |

Fortitude save 1d20 + 1 + 4 + 1 ⇒ (18) + 1 + 4 + 1 = 24 (Gwyneth & Ambrose)
Acrobatics 1d20 + 3 ⇒ (9) + 3 = 12
Feeling the effects of the poison, Chi moves to the rocks, to get a steady footing for shooting her bow.
As she does she speaks to Gwyneth."Myjou Thraark, ij veilen ta bloden kol." Please insert Norwegian here....

DM Alexander Kilcoyne |

Fortitude save 1d20+1+4+1 (Gwyneth & Ambrose)
Acrobatics 1d20+3Feeling the effects of the poison, Chi moves to the rocks, to get a steady footing for shooting her bow.
As she does she speaks to Gwyneth."Myjou Thraark" Please insert Norwegian here....
** spoiler omitted **

Flute |

The map doesn't wanna load for me...
Durn ye overgrown shrimp! I swear by tha gods if ye touched me brews I'ma kill ye again after I kill ye the first time!
Flute, engraged, will move closer to a spot and fire a bolt of acid at the closest scorpion not in melee
Acrobatics: 1d20 - 5 ⇒ (3) - 5 = -2
Domain power attack (ranged touch attack):1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
6 uses left of his daily power.
EDIT:once again, I can't see the map so I can't tell you what gridspace I exactly want to be placed.. not that it matters because I couldn't make even a DC 5 acrobatics check. oh man...those rolls weren't very good at all O.O

James Carmichael |

Yeah, I am raging, I did say in my last post.
Fort Save: 1d20 + 10 ⇒ (13) + 10 = 23
New map doesn't work for me. If five foot steps don't provoke an acro roll I might have made one, but I don't know since I can't see the map. Otherwise, here's my attack.
Eyes blood shot with rage as the stinger hits home, James retaliates with a mighty swing of his sword.
1d20 + 3 ⇒ (20) + 3 = 232d6 + 9 ⇒ (5, 3) + 9 = 17
Edit: Crit confirm.
1d20 + 3 ⇒ (6) + 3 = 92d6 + 9 ⇒ (3, 4) + 9 = 16
Fail.
Rage: 16/21

Tun'ada |

Much like everyone else, I can not see the map. I will work under the assumption since one attacked me, I will not have to move to attack it in return.
Tun'ada brushes the stinger attempt to the side with his shield and tries to find a weakness in the chitonous armor of the sea scorpion
Attack:1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Damage:1d8 + 3 ⇒ (6) + 3 = 9
Crit confirmation:
Attack:1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Damage:1d8 + 3 ⇒ (7) + 3 = 10

DM Alexander Kilcoyne |

James obliterates another sea scorpion with a massive overhand chop, and Tun'ada severely wounds his with a skillful blow. The wounded creature tries to scutter into the sea, but Tun'ada finishes it off as it flees. The main deck of the Jenivere has been won.
100XP each, your frontliners are monstrous...