
Jasmine Rose |

reflex: 1d20 + 3 ⇒ (19) + 3 = 22
rope work, diligently: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
She has no problem staying in her hammock but is having tough tough time with the ropes. The coils slide and rock with the boat.

Mesdoram |

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Mesdoram lands on his feet and helps Fishguts up from the floor. Having not heard a thud he may just have passed out on the deck drunk again.
Well, the worst day at sea is better than the best day on land I suppose.
Pirate Tasks: 1d6 ⇒ 4
Profession (Sailor): 1d20 + 8 ⇒ (12) + 8 = 20
He spends most of his time working the ropes and making sure the sails are working.
He spends some time moving to assist Jasmine as well.
Profession (Sailor): 1d20 + 8 ⇒ (12) + 8 = 20
Hey beautiful. Need a hand?
That's alarmingly consistent rolling.

Jasmine Rose |

"Yeah, damn lines are slippery today." She grunts.
know nature: 1d20 + 8 ⇒ (15) + 8 = 23
She tries to figure out the storm. "At least this rain is filling our water supply." She says optimistically as she is drenched with water. "I see you looking Mes." she chuckles. The precursor to the wet tee shirt contest.

Mesdoram |

Mesdoram laughs and winks at Jasmine.
No harm in looking as long as I do it where Balthe can't see me doing it. He's awfully jealous you know.

Mesdoram |

You're going to get someone killed if you keep distracting them up here.
Gotta enjoy the show while you can I guess.
Mesdoram keeps an eye out for Scourge and Plugg, not to mention the rest of their merry band.
Who's steering the ship if we're all in the rigging?

Holgur |

Pirate Task:
1d6 ⇒ 4
"What the eff are you doing?" Holgur yells at a swab who is mishandling a rope. He grabs it away and continues "The sail will let loose on one side and we will lose control and get swamped!" Although, when he looks at the waves, he expects that to happen anyway.
Profession (sailor) working diligently
1d20 + 11 ⇒ (15) + 11 = 26

Four Skulls |

Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Four Skulls awakens face fist on the floor cursing all creation.
Yea but the best day at the botton of the ocean is still worse than the worst day at land. He mumbles making his way to the deck to help with rope work.
Ancestors, I am starting to hate this boat already!
Prof Sailor: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27

Mesdoram |

[dice=Reflex]d20+1
Ancestors, I am starting to hate this boat already!
[dice=Prof Sailor]d20+4+4
Says the man who mocks everyone else's roll as a sailor.

DM Cuc |

Sorry I didnt post last night, for some unknown reason it didn't show that Four Skulls posted
Team Init:
Mes: 1d20 + 4 ⇒ (2) + 4 = 6
Four: 1d20 + 3 ⇒ (12) + 3 = 15
Holgur: 1d20 + 8 ⇒ (6) + 8 = 14
Jasmine: 1d20 + 9 ⇒ (10) + 9 = 19
Balthe: 1d20 + 2 ⇒ (20) + 2 = 22
enemy: 6d20 + 2 ⇒ (6, 1, 11, 17, 2, 20) + 2 = 59
As the sun begins to drop, the storm continues to be relentless and throws the Man's Promise back and forth. Several times throughout the day every sailor has had to help one another from falling and to keep up with the work.
Scourge yells at the PCs You 5 get down to the main deck and secure those line, I sent Sandara and Crimson earlier, and they aren't doing a dam thing down there, when you see them send them back up here.
As the PCs make their way down to the bottom, Sandy and Crimson are nowhere to be found (Owlbear was sent below deck). The rain is so heavy that you can barely make up Plugg at the wheel. Before you can begin your task, 6 grindylows jump up on the main deck.
You guys are up first

Balthe Synder |

Balthe takes a 5 ft step and activates his Martial Flexibility for Improved Trip.

Balthe Synder |

Then he uses Brawler's fury (w Combat Expertise) to try to trip the one in front of him, then Pummel it into Submission once it is down
Trip: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Unarmed Strike: 1d20 + 6 - 2 + 4 ⇒ (19) + 6 - 2 + 4 = 27 for 1d6 + 3 ⇒ (6) + 3 = 9 Non Lethal.
AC 17, CMD 18 or 20 vs Bullrush or Trip
Much as I would like to put them back over board...I don't think that would help! So lets put them on the deck.

Mesdoram |

Mesdoram looks at the enemies and smiles.
Maybe it's time to think big.
He pulls a small vial of green liquid from his sash and quarts it, quickly growing to twice his size.
Use Enlarge Person extract.

Mesdoram |

That should be quaffs. Dang autocorrect.

Holgur |

"BOARDERS!" Holgur roars as he loosens his flail and advances on the end one on the starboard side. K8 His attack is stymied by a sudden gust of wind in his eyes so that the enemy does not even need to evade his flail. That and the die roller hates Holgur
Attack
1d20 + 5 ⇒ (2) + 5 = 7

DM Cuc |

Bolts of pure magic surge from Jasmine's hands and smack into the grindylow who lets out a screech.
Balthe tackles the grindylow in front of him and pummels him into an unconscious mess (He only had 7 HP so what do I do when the nonlethal damage goes over his total HP points?)
Three of the grindylows take a 5 foot step towards Four Skulls and Mes (Mes you get AoO) and gab their spears at the pair. Four Skulls takes 4 DAM.
Four Skulls: 1d20 + 2 ⇒ (18) + 2 = 20
DAM: 1d6 + 1 ⇒ (3) + 1 = 4
Mes: 1d20 + 2 ⇒ (8) + 2 = 10
DAM: 1d6 + 1 ⇒ (1) + 1 = 2
Mes: 1d20 + 2 ⇒ (1) + 2 = 3
DAM: 1d6 + 1 ⇒ (1) + 1 = 2
The grindylow in I8 takes a 5 ft step forward and attempts to trip Jasmine (swift action)
1d20 ⇒ 16
Jasmine is struck in the legs by the grindylows tentacles and tumbles to the ground. The grindylow then thrusts its spear at the fallen Jasmine and it finds its mark digging into her shoulder for 4 DAM.
Jasmine: 1d20 + 2 ⇒ (19) + 2 = 21
DAM: 1d6 + 1 ⇒ (3) + 1 = 4
The final grindylow lashes his tentacles out and catches Holgur and then the grindylow stabs at Holgur with his spear (Holgur I believe your CMD is 17 but if it is higher than we can change this outcome). Holgur easily avoids the thrusting of the spear.
1d20 ⇒ 17
ATK: 1d20 + 2 ⇒ (5) + 2 = 7
DAM: 16 + 1 = 17
You guys are up!

Balthe Synder |

he is unconscience, I think I would have to do another 9 nonlethal before it becomes lethal damage
Balthe pulls the same trick on the one next to Jasmine.
Unarmed Strike: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 for trip
Unarmed Strike: 1d20 + 6 - 2 + 4 ⇒ (9) + 6 - 2 + 4 = 17 for 1d6 + 3 ⇒ (3) + 3 = 6

Mesdoram |

Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Mesdoram swipes at one of the monsters approaching him with his enlarged short sword, hoping to pierce its flesh.
He then grins as he adapts to being larger that he has any right to be.
Calamari anyone?
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
His second strike is clumsier than his first, as he thrusts at the grindylows attacking him.
Second attack at the same grindylow as the AoO if it doesn't kill him, if it does Mesdoram attacks the second.
He pulls another vial that glows with a warm, protective yellow light into his other hand after his attack.
Drawing the shield extract in case I need it.

Mesdoram |

Ha! I'm put in mind of a dish a Tienese sailor once told me about: you cut the tentacles off a live squid and consume them while they're still moving.
He parries a lashing tentacles away from his leg.
Anyone game?

Holgur |

Holgur breaks free of the tentacles and swings his flail in a downward arc at the enemy's head but he misses badly.
Attack
1d20 + 5 ⇒ (4) + 5 = 9
Edit: I am going to change Holgur's avatar to something more appropriate like a fluffy bunny.

Mesdoram |

Did you sacrifice a chicken over your computer while invoking the Olympian gods to bless your unworthy virtual dice? Because that works for me.

Jasmine Rose |

"Thanks Balthe," She draws her dagger and punches the blade into the unconscious grindylow that attacked her.
dagger: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8;damage: 1d4 + 1 ⇒ (3) + 1 = 4
it is unconscious so it has -5 dex and is helpless
I had to draw the dagger so no coup de grace.
REALLY! Dice bot hates me
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Mesdoram |

I thought that I could get by with using a duck. It seems the gods are not fooled.
A duck? Did you want to bring doom on us all?!

DM Cuc |

Balthe shoulder tackles the grindylow that is attacking Jasmine and pummels him to an inch of his life, however the grindylow is still conscious, but you can tell it is barely hanging on, but before the grindylow can recover Jasmine slams her dagger deep into its heart. The grindylow lets out a puff of air before it stops moving.
As the grindylows approach Mes he lashes out at the grindylow in K4 with his short sword and leaves a huge gash in its midsection, the grindylow stumbles around and barely stays on its feet.
The both grindylow in front of Mes thrust with their spears, with the grindylow that is barely hanging on to life able to jam his spear deep into Mes's shoulder and the other grindylow using this opportunity to thrust his spear into Mes's thigh, scoring a deep hit. (total of 13 DAM).
ATK: 1d20 + 2 ⇒ (19) + 2 = 21
ATK: 1d20 + 2 ⇒ (12) + 2 = 14
DAM: 1d6 + 1 ⇒ (6) + 1 = 7
DAM: 1d6 + 1 ⇒ (5) + 1 = 6
The grindylow in front of Holgur gabs his spear towards Holgur, however Holgur is easily able to avoid the strike.
ATK: 1d20 + 2 ⇒ (9) + 2 = 11
DAM: 1d6 + 1 ⇒ (2) + 1 = 3
Finally the grindylow in front of Four Skulls lashing out with his tentacles and trips up Four Skulls. As Four Skulls hits the floor the grindylow lunges with his spear and barely missing Four Skulls head, instead taking some of Four Skulls' hair with him.
ATK: 1d20 + 4 ⇒ (18) + 4 = 22
Four Skulls the grindylows attack on you was already made but my post got eaten so I will go with the previous results which was them missing you by 1.
Holgur could you please post your CMD on your tag line. Lastly you guys are up.

Holgur |

I posted it. It is BAB + Dex bonus, correct? Total of 4.
Embarrassment and frustration drive Holgur to attack in a blind rage.
Attack
1d20 + 5 ⇒ (20) + 5 = 25
Crit confirm
1d20 + 5 ⇒ (11) + 5 = 16
Damage
2d8 + 5 ⇒ (2, 4) + 5 = 11
Looks like the chicken worked. Thanks, Mes.

Jasmine Rose |

RD 2: Jamsine
The wizard scrambles up to her feet.
She releases an ear piercing scream a that grindylow that is attacking fourskulls,
damage: 1d6 ⇒ 4
plus dazed 1 rd fort save DC 16, negates save and half damage
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.

Mesdoram |

Good old chicken, never fails. FYI, you're now contractually obligated to offer the Olympian gods 1 chicken per month or all your rolls end up as 1's. Maaaaaaaybe I should have mentioned that first.
Also, pesky sea goblins and their spears.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Attack (Confirm Critical): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (+ Critical): 1d8 + 1 ⇒ (2) + 1 = 31d8 + 1 ⇒ (5) + 1 = 6
Mesdoram roars in pain and grabs the trident of the healthy grindylow and jabs his sword straight into its head.
I don't suppose anyone has some magical healing?

Mesdoram |

Well, there was that one girl in Cheliax, but she swore it wasn't contagious and I'd been at sea...
Stop judging me.

Balthe Synder |

Balthe moves past the dropped foe, wiping blood from Holgur's blow as he goes.
Once there he levels a crushing elbow to the creatures face
Unarmed Strike: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 + 3 ⇒ (5) + 3 = 8, but he slips and misses

Mesdoram |

I know from the game I'm running with Four Skulls (Albus!) that he's been crazy busy at work so hasn't had a chance to post much.
I use the super advanced programs MS Snipping Tool to pull the map out of the Interactive Map Pack from the AP PDF and then use MS Paint (I spare no expense when trying to be a great GM) to black out my Maptool maps after with simple shapes since the AP maps usually have square grids on them it works pretty easily. If it's a hex/exploration map though it might be more work than I put into it.

DM Cuc |

Grindylow's FORT Save:
FORT: 1d20 + 1 ⇒ (17) + 1 = 18
Jasmine's ear piercing scream barely affects the grindylow as it continues to attack Four Skulls.
Mes's short sword comes out the back of the grindylow and it hits the ground with a thud. Holgur smashes the grindylow's head into an an unrecognizable mess.
Four Skull stands up and is able to dodge the incoming attack from the grindylow but is caught off guard by the ferocity of the grindylows attack that he misses wide right with his own thrust of his spear.
ATK G: 1d20 + 2 ⇒ (10) + 2 = 12
DAM: 1d6 + 1 ⇒ (2) + 1 = 3
ATK: 1d20 + 4 ⇒ (6) + 4 = 10
DAM: 1d8 + 4 ⇒ (8) + 4 = 12
After Four Skulls missed thrust the grindylow attacks with renewed vigor, but his spear only manages to snag some of Four Skulls armor.
ATK: 1d20 + 2 ⇒ (15) + 2 = 17
DAM: 1d6 + 1 ⇒ (5) + 1 = 6
The wounded grindylow jabs again at Mes and is able to draw a line of blood along his stomach.
ATK: 1d20 + 2 ⇒ (12) + 2 = 14
DAM: 1d6 + 1 ⇒ (2) + 1 = 3
You guys are up

Balthe Synder |

Balthe continues his method
Trip: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 Balthe's foot strikes out and sends the creature tumbling to the ground.
Unarmed Strike: 1d20 + 6 - 4 + 4 ⇒ (11) + 6 - 4 + 4 = 17 This is quickly followed by a kick to the head dealing 1d6 + 3 ⇒ (6) + 3 = 9 making its eyes roll back in its head.

Mesdoram |

Stabilization: 1d20 + 1 ⇒ (2) + 1 = 3
Mesdoram is now at negative hit points so he does nothing except bleed out.
Yeah, that's fantastic.
Stablization (Round 2): 1d20 ⇒ 1
Stablization (Round 3): 1d20 - 1 ⇒ (7) - 1 = 6
Stablization (Round 4): 1d20 - 2 ⇒ (17) - 2 = 15
So I stabilize in 3 rounds, presuming I'm not murdered on the ground by the grindylow's before then at -3 HP. Wake me when it's over.

Jasmine Rose |

"You're not dying today." As she pulls out a scroll from a case and step behind four skulls. She starts to speak in strange hellish language and touches the rogue.
You will get 10 HP back in 1 minutes time. 1 HP per RD.
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
You stablize once I touch you and the fast heal negate the bleed out effect.

Four Skulls |

Yea, sorry about that. Work has not been kind to me latetly and the stress finally caught up to me. I got the mother of all sinusitis, feels like my head is going to explode.
Four Skulls also cast a heal at their fallen comrade.
Combat Casting: 1d20 + 5 ⇒ (12) + 5 = 17
CLW: 1d8 + 2 ⇒ (6) + 2 = 8

Mesdoram |

That sucks FS. I've had terrible allergies in the last few weeks myself but it hasn't led to sinusitis on my end.
The rapid healing infused into his body causes the nerves in his body to scream in protest as the infernal fires and bone-chilling effects of Jasmine and Four Skulls fought each other for the dubious honor of closing his wounds.
Gah, what did I drink? He looks up at Balthe. Well that figures; everytime I wake up with a splitting headache Balthe is nearby.

Holgur |

Holgur can just barely hear Jasmine over the driving rain and wind. When he turns and assesses the situation he charges toward the creature nearest to Mesdoram and attacks it savagely but not accurately and his flail simply gouges the deck.
Attack
1d20 + 5 ⇒ (5) + 5 = 10
Damage if it hits
1d8 + 5 ⇒ (7) + 5 = 12

DM Cuc |

The final grindylow fixates on Four Skulls after he casts a spell and lunges forward, but again can only manage to scrap Four Skulls armor.
ATK: 1d20 + 2 ⇒ (12) + 2 = 14
DAM: 1d6 + 1 ⇒ (4) + 1 = 5
I updated the map but for some reason cannot get to my account to reattach the link. You guys are up.

Balthe Synder |

Balthe moves into a flank and attacks
1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 for 1d6 + 3 ⇒ (6) + 3 = 9
to confirm 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 for 1d6 + 3 ⇒ (3) + 3 = 6

Mesdoram |

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Mesdoram drives his sword into the grindylow as Balthe starts to pummel it, whipping it back out and then flicking the gore on it over the side.
Well, at least the rain will help wash the bloodstains.