
| Dungeon Master S | 
 
	
 
                
                
              
            
            Still in the air, but yes there are oars. :-)

| Dungeon Master S | 
 
	
 
                
                
              
            
            With the location listed on the board, and a dinghy (now with oars!) You've got the means to head out to the Hydra's Fang.

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            Guntir follows the lead of the others, muttering to himself. Best be hopin' this drif'wood don't fall ta' pieces or some o' this lot will be goin' down down down...

| Dungeon Master S | 
 
	
 
                
                
              
            
            Opting for the boat the party settles in and heads towards Du Moire's ship.
Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed off by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes forms a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with ominous creaks and strains as if you were traveling through the belly of a great beast. Thankfully, navigating out of the maze is far easier than navigating in, and the ever-watchful eyes of Enforcers on the walls fall almost entirely on the cargoes of incoming merchants.
As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.
There's about a half mile of rowing left when the water beside the boat explodes in a white spray. A pair of aquatic looking beasts break the surface and scream in a gurgled Taldane, "Die Pirates!"
The beasts (Knowledge (Local) to ID) are in the water next to the boat. They're close enough for melee (giving you a +1 for higher ground), but have cover versus anything ranged.
D'Lack: 1d20 + 3 ⇒ (16) + 3 = 19 
William: 1d20 + 3 ⇒ (20) + 3 = 23 
Guntir: 1d20 + 7 ⇒ (17) + 7 = 24 
Makindi: 1d20 + 4 ⇒ (18) + 4 = 22 
The Agent: 1d20 + 2 ⇒ (6) + 2 = 8 
Friar Huck: 1d20 + 3 ⇒ (4) + 3 = 7
Baddies: 1d20 + 1 ⇒ (9) + 1 = 10

| Dungeon Master S | 
 
	
 
                
                
              
            
            Initiative Repost:
Guntir: Current
William: On Deck
Makindi: TBD
D'Lack: TBD
Baddies: TBD
The Agent: TBD
Friar Huck: TBD

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            Javelin Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Waraxe damage: 2d8 + 6 ⇒ (4, 8) + 6 = 18

| Dungeon Master S | 
 
	
 
                
                
              
            
            Guntir stands on the edge of the boat. It totters a bit from the shift in weight, and looks like it could go over, but the dwarf stands firm and with a mighty swing of his axe, he cleaves the head of the first creature into even halves!
Round 1 Update:
Guntir: SLICE AND DICE
William: Current
Makindi: On deck (literally)
D'Lack: TBD 
Baddies: TBD 
The Agent: TBD 
Friar Huck: TBD

|  Will Hawk | 
 
	
 
                
                
              
            
            Knowledge (Local): 1d20 ⇒ 1
Will is positive this is a unicorn!
Even though I failed on the knowledge check, I am assuming this is an aquatic humanoid, correct?
Will steps over and swings his cutlass down on the creatures head.
Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

| Dungeon Master S | 
 
	
 
                
                
              
            
            It's got gills, but has two legs and two arms. :-)
Will scores a slice with his blade, bloodying the creature, but it continues its rant in bubbly Taldane.
Makindi and D'Lack.
Baddie: 5

| Dungeon Master S | 
 
	
 
                
                
              
            
            WILL: 1d20 + 4 ⇒ (20) + 4 = 24 The creature completely resists the spell from the sorcerer!
Makindi.

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            Makindi? Been two days now...
-Posted with Wayfinder

|  Chris Marsh | 
 
	
 
                
                
              
            
            Will do (as soon as I get to work).
-Posted with Wayfinder

| Dungeon Master S | 
 
	
 
                
                
              
            
            Autopilot of Makindi: Actually without the crunch available, he delays for now. Meanwhile, hopelessly outnumbered, but driven by ...something... the remaining sahuagin tries to capsize the boat! STR: 1d20 + 2 ⇒ (3) + 2 = 5, but can't get the leverage.
Agent and Friar Huck finish the round.
Round 1 Update:
Guntir: SLICE AND DICE 
William: Current 
Makindi: Delay
D'Lack: Color Spray
Baddies: Fail
The Agent: Current
Friar Huck: Current

|  Friar Huck Flaxseed | 
 
	
 
                
                
              
            
            Yeah, unless people give me a courtesy note that they are going to be away and ask that I bot them, I don't even bother with botting and just put them on delay. The GM shouldn't be forced to do more work by playing other peoples' characters imo.
Not wanting to get in the water the good friar simply flings a stone at the water creature!
sling: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
damage: 1d3 - 1 ⇒ (1) - 1 = 0

|  The Agent | 
 
	
 
                
                
              
            
            The Agent briefly contemplates bestowing the luck of the totally righteous Desna on Makindi, but notices the big man seeming to hesitate instead of swinging at the sea creature.
"Alright man, I'm gonna use my bow and try to scare the little fella' off..."
Drawing his bow (move), The Agent tries to line up a shot.
Longbow (melee penalty): 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 for 1d8 + 2 ⇒ (5) + 2 = 7
As the arrow nearly hit Makindi, he whistles and looks skyward - at least what passes for a "sky".
"My bad!"

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            Guntir pulls out a Javelin and tosses it at the creature, but it harmlessly splashes into the water.
Javelin, attack, melee penalty: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

|  Will Hawk | 
 
	
 
                
                
              
            
            Will seems to fairly deft at moving around the small boat, and makes another attack on the creature.
Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

| Dungeon Master S | 
 
	
 
                
                
              
            
            Will's technique is really impressive. The ranger's slash turns the waters red...
Out of combat!
You continue the trip towards the Hydra's Fang. There's no way to sneak towards the ship as you're in open water. On the deck a lookout spots you and calls to someone on the deck. As you get ever closer someone new hits the deck. This new figure is still a bit far away, but his reaction is clear, there is something wrong. He shouts orders and immediately people start preparing to set sail! The race is one to get to the ship before he pulls away. Thankfully weighing anchor isn't quick and you're confident that you're going to get get to the ship. The question is, how do you want to get there?
It looks like there are really three options. Try to go up the anchor line? That way is likely easiest, but you can only go in a line. The curved sides? That way is hardest, but you can all go at once. The flat stern looks easy, but is a longer climb....
Pathfinders, Du Moire is getting away!!!! What do you do?

| Dungeon Master S | 
 
	
 
                
                
              
            
            Some mechanics: There is a flurry of activity aboard the Hydra's Fang. It'll be combat as soon as someone is on deck. If you have a grappling hook, you can give that a go to greatly reduce the difficulty. I don't mind sharing the DCs. The anchor chain is DC 13. The sides are DC 25, and the stern is DC 15.

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            "I 'ave a grappling hook. Let's toss it up there first."
does anyone else have a grappling hook also?
-Posted with Wayfinder

|  Will Hawk | 
 
	
 
                
                
              
            
            "Aye, I have one as well." Will offers it to whoever needs it, since he is comfortable climbing up another method.

|  Guntir Mithralfist | 

|  The Agent | 
 
	
 
                
                
              
            
            The Agent makes his way to the anchor chain as the others make their way up at various points.
He asks the most righteous Desna for a little guidance before he begins.
Climb: 1d20 + 3 ⇒ (6) + 3 = 9
No progress? Attempt #2...
Climb: 1d20 + 2 ⇒ (20) + 2 = 22

| Dungeon Master S | 
 
	
 
                
                
              
            
            This would be much easier at a table, and I can see it being killer on PbP. It'll amount to 3-4 rounds of "combat" that involve making climb checks and nothing else (and that assumes there are only a couple of failed checks in the whole party. SO....
The party lashes rope and hook to the Hydra's Fang and takes to the deck amid battle cries and chaos. Many of the people on deck are simple hands that have no dog in the fight, but a trio of brigands advance towards you with a lavishly dressed man in the back barking orders! After telling his men to charge, the man turns to flee into the hold of the ship.
D'Lack: 1d20 + 3 ⇒ (4) + 3 = 7 
William: 1d20 + 3 ⇒ (16) + 3 = 19 
Guntir: 1d20 + 7 ⇒ (18) + 7 = 25 
Makindi: 1d20 + 4 ⇒ (8) + 4 = 12 
The Agent: 1d20 + 2 ⇒ (19) + 2 = 21 
Friar Huck: 1d20 + 3 ⇒ (1) + 3 = 4 
Baddies: 1d20 + 2 ⇒ (11) + 2 = 13

| Dungeon Master S | 
 
	
 
                
                
              
            
            Initiative Repost!
Guntir: Current
The Agent: On deck
William: TBD
BADDIES: TBD
Makindi: TBD
D'Lack: TBD
Friar Huck: TBD

|  The Agent | 
 
	
 
                
                
              
            
            The Agent practically winces when he sees how many armed men are about the ship.
"Whoa man, it's amazing this boat stays afloat with all these people!"
As the men draw weapons, the Agent does the same, hoping to land an arrow in the man directly ahead of him.
Firing at the thug due south of the Agent, and then taking a 5ft step to the SW.
Longbow: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 for 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            "Running away are ye? Guilty conscience maybe?"
Guntir draws his war axe and steps forward, swinging it down on the fellow in front of him.
Large Waraxe, damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8
-Posted with Wayfinder

| Dungeon Master S | 
 
	
 
                
                
              
            
            Guntir wastes no time bringing his blade to bear. The axe bites deeply and the brigand howls in pain, murder in his eyes. The Agent, despite his dismay drills the brigand with an arrow.
William, then baddies.
Red: 7
Green:
Blue: 8
Du Moire:

|  Will Hawk | 
 
	
 
                
                
              
            
            Will moves to get into a better position (hopefully flanking and maybe even AoO from baddie), drawing cutlass and dagger.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
Will then attempts to disarm the guard closest to him with his dagger.
Disarm Attempt: 1d20 + 3 ⇒ (6) + 3 = 9
Attack with Cutlass: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

| Dungeon Master S | 
 
	
 
                
                
              
            
            The Agent and Guntir draw first blood. The brigands, despite their slower reflexes, are trained for combat. Will's attempt at a disarm is met with a quick counter cut from the man. AoO: 1d20 + 4 ⇒ (7) + 4 = 11, but it's sloppy. He tried in earnest for a killing blow: Red on Will: 1d20 + 4 ⇒ (6) + 4 = 10. The other two guards make aggressive swings: Green on Makindi: 1d20 + 4 ⇒ (16) + 4 = 20 and scores for DMG: 1d8 + 3 ⇒ (5) + 3 = 8 and Blue on Guntir: 1d20 + 4 ⇒ (11) + 4 = 15, a narrow miss. Du Moire, on the other hand tries to get out of harms way and adopts a defensive stance.
Makindi delays (hopefully he returns. D'Lack and the Friar!
Round 1 Update:
Guntir: Slash
The Agent: Pierce
William: Move and failed disarm.
BADDIES: Attack!
Makindi: delay
D'Lack: TBD 
Friar Huck: TBD
Red: 7 
Green: 
Blue: 8 
Du Moire: Full defense

| Dungeon Master S | 
 
	
 
                
                
              
            
            Thanks for the FYI. I meant to look, then apparently forgot. :-)

|  D'lack Firestar | 
 
	
 
                
                
              
            
            D'Lack wasn't able to find a good way to cast his spell. So he decided to Intimidate Du Moire.
He ! You ! Yes, you Du Moire. You will be given to the Chelaxian Imperial Marine if you don't surrender to us ! Better the gibet than the torture at the hand of the Hellknight !
Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19

| Dungeon Master S | 
 
	
 
                
                
              
            
            It seems D'Lack rattles his cage a bit. Du Moire shouts, "There's no need for this! Think about it. Think of what I can do for you; land, titles, money... It's all yours, just talk this out!"
Begin Round 2:
Guntir: 
The Agent: 
William:

|  Guntir Mithralfist | 
 
	
 
                
                
              
            
            "Surrender now and I can assure you nothing more than the justice due a murdering pirate."
Guntir pauses for a moment.
Large Waraxe, Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Large Waraxe, damage: 2d8 + 6 ⇒ (3, 7) + 6 = 16
-Posted with Wayfinder

| Dungeon Master S | 
 
	
 
                
                
              
            
            "You haven't defeated me yet ye scallywags!" Du Moire shouts, but his voice wavers a bit (and a bit more after hearing the death knell of one of his men.)
The Agent and William
Red: 7 
Green: 
Blue: DEAD 
Du Moire: Full defense

|  Will Hawk | 
 
	
 
                
                
              
            
            Will moves into a flanking position and attacks the red guard.
Attack with Cutlass: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
 
	
 
     
    