
Young Tully |

Fire on a heavily tarred wooden ship is about the worst thing that could ever happen. With both ships tethered together, we all may be treading water very quickly if we don't extinguish it. I'm not big on splitting the group, so I'll go with majority here. But, my vote's for descending.

Young Tully |

I'm not too worried about getting into trouble for not following orders. Firstly, when did we become the good little soldiers anyway? (Aren't we planning a mutiny?) Secondly, if the ship's on fire, nothing else really matters. Actually, the smartest thing to do would be to cut the grappling ropes so the Wormwood sails free and clear. Otherwise, both ships might burn out under us.
If the rules for fire in S&S work like the rules in CoT, then we only have a few rounds to start getting it under control before the spread becomes too big and nothing we do will put it out. Then we lose the ship. Maybe both ships.
The more I think about it, the more I really want to check below decks!!!
(At least 3-4 of us. Callum and Jirobo can stay and guard the wheel/boats, if they really feel that it's necessary.)

Callum Carnvegas |

I'm with Jirobo in that, despite the empty map, I'm pretty sure that our characters are not the only Wormwood crew that's on this tub. We were told to do one specific task, other crew are likely performing other tasks we may or may not be aware of. We did just see the Captain move down into the hold last round (assuming we're still in round-based movement). Make sure you don't step on his heels.
Callum has just recovered from his stint in the box that nearly killed him, just for pushing a crewmate overboard in a still sea with a boat already out in the water (so pretty much guaranteed survival), so he's not for making waves at this point. Before, if there was a chance to find Tate and give him a comeuppance that will be mistaken for regular combat fatality, he'd be right with you. (Un?)fortunately, he's (temporarily) turned over a new leaf. Shipboard combat isn't the time for shenanegans that could get oneself or ones crew killed (unless it's selected crew that you don't like).
That being said, you are correct in that a fire could be detrimental to the lives and structures of both ships. Again, since it's in the hold, presumably the other Wormwood crew and Captain, who are already down there, would be better positioned to deal with it.
On further reflection, if it was possible to save both ships, we might end up in a better position for a mutiny. To crew two ships will require dividing resources, which means fewer officers to deal with, assuming some of our key players (like Sandara and the Bear guy) are on ship with us. So say with only the Captain, Plugg, Scourge and maybe one or two other officers (hopefully not Peppery, I don't want to have to deal with too many casters) to stand against, we might have a better chance to take the Wormwood.

DM Jonasty |

Just as a heads up, I've been exploring the roll20 site that Tylos mentioned and it seems like it has some real promise. We'll be finishing this encounter as we have but I might be utilizing roll20 for my mapping purposes if it looks like it'll suit my needs. For now, if people wouldn't mind joining my game on there that will help me see how easy or difficult setup will be as far as player tokens, etc.

Callum Carnvegas |

Account is now up there.
Haha. I tried "Joining the Game" but it tells me that IE is incompatible with it and I would need to install Chrome Frame or use Google Chrome or Firefox. That ain't gonna happen on my work machine. It looks like I'll be using my phone for maps too.
Hmm... Says mobile browsers are incompatable. I'll try it at home with a Chrome mobile browser. Maybe they'll overlook it on that.
EDIT: Scratch that. No chrome for my phone's version of android.

DM Jonasty |

If you guys can't use the site, no worries. I'll make sure to have other versions of the map available so that no one is left out. Yeah I had to throw Firefox on the work laptop to be able to use it myself. Hopefully if it's good, it means I can update the map at work and won't have the messy paint edits, even if I'm only using it for screen shots.

Callum Carnvegas |

The [ dice ] gods are fickle.
Jirobo, Xanxan and Tylos. Don't forget the +1 to attack and damage against the guy Jirobo just attacked (the one below Xanxan and to the left of Jirobo) from Callum's Freebooter's Bane.
Is the fog thing a typical battle method for boarding combat? It's probably a good thing to do but Callum has a d6 sneak attack that can't get any use in such situations. If this is the norm, I suppose I'll have to invest in Shadow Strike or the feat tree to Improved Blind-Fight (which is probably a good idea anyhow since Callum only has normal human vision).

Callum Carnvegas |

Re: Freebooter's Bane
Does that count for weapon like spells? I.e. those that require attack roles?
I'm not sure. Here is the text of the feature:
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.
I assume by weapon it is referring to manufactured or natural weapons. For weapon-like spells... my initial thought is no, it wouldn't, but perhaps it would work on the to-hit portion of the spell. Judgement call of the DM, I guess.

DM Jonasty |

Regarding the Freebooter's Bane and spells and such. The flavor of the class substitution is along the lines of a leader of pirates, natural captain style individual who directs his companions. As such, I will say that Callum's Freebooter's Bane ability CAN apply to spells so long as they function as a weapon, i.e. requiring an attack roll and damage roll.
So things like Fireball or Lightning Bolt wouldn't work as they're area spells but the Acid Orb would.

Callum Carnvegas |

Following along Tully's in-game post on giving the amulet to the low AC types, I'm suggesting Ko'ulu for the amulet since he has the lowest non-modifiable AC (leather armor and +2 dex).
Tylos cann fall back on mage armor which bumps him up to one of the higher ACs, Callum has the same dex but has armor the equivalent to studded leather, Jirobo has leather but the higher dex, Xanxan has leather but also has higher dex and size bonus, and Tully, with studded leather, higher dex, dodge, shield... is the king of AC.

Young Tully |

Do we feel like we have enough healing, at the moment? Tully will add CLW to his spells known at level 3. But, I'm also willing to pool money and see if we can purchase the good-ol' party wand, if we think we'll need it.
Otherwise, Tully will be heading down to Grok's to blow his earnings on booze and cheap women... or, you know, a masterwork rapier.

DM Jonasty |

For the most part yes. I will allow 1 Diplomacy check from each player towards Grok for a specific item to try to lower the purchase price. These will not stack and you can't aid each other but it's a free attempt at a discount. Failing the check won't shift her attitude or mess up the prices, this is simply a freebie since she's Helpful.

Callum Carnvegas |

Each PC individually receives 250gp. Additionally, the group receives another 150gp for killing some of the sailors, to be divided amongst yourselves as you see fit. Also, for seizing the wheel quickly (within 6 rounds) the group gets 3 potions of cure moderate wounds and 1 potion of invisibility. Lastly, for warning Harrigan about the sailor trying to attack him, the group receives an amulet of natural armor +1.
Koulu: So after the even split of the 150 gp we end up with 275 gp each.
Tully: You're going for the Bless Weapon Wand? You might not get much use out of it since it's only good for bypassing DR of evil creatures (my making it a Magic & Good weapon against them). I guess it's better safe than sorry but I really hope we don't end up meeting something where this would be needed. I'd be willing to chip in a bit on the purchase, since if it becomes required, it'll be useful for more than one person.

Young Tully |

Ko'ulu, you get 275 gp and one potion of cure moderate wounds, plus the Amulet of Natural Armor +1.
Also, since you mentioned this in your gameplay post, I thought I'd let you know: You can sleep in a chain shirt without taking any penalties the next day, since it is light armor. Chain Shirt Pajamas are pretty standard for any heavy armor fighter-types. =)
Edit: So, now Callum is a Freebooter/Pirate/NINJA!

Callum Carnvegas |

Can we sell to Grok at half price? I was thinking on swapping out my wooden armor for studded leather. I lose out on a bit of swim skill from the ACP but it weighs 5 lbs less.
Or pick up the other chain shirt. More ACP for all skills (which can be a little unfortunate on a ship) and the same weight as the wooden, but extra AC.