
GMDQ |

Thren, take a hero point for a superhero landing (and well roleplayed challenge throughout).
If Lark's command is not regarded, it is only because the crowd--at first divided and full of hecklers--has already turned completely toward roaring in support of the erstwhile tiefling, and the panache with which she performs her maneuvers, let alone her speed has left a lasting impression upon those assembled.
Haines climbs down, dejected, but he gives Threnody a firm nod, knowing her victory is well earned.
"Ha!" Tsadok's jovial bark is all that manages to quiet the assembled crowd. He addresses your crew with a feral grin. "Well, you've nerve AND showmanship, I'll warrant that. Let us put these traits to a different form of test, then: a friendly game of cards. Though other nations' navies frown on gambling in the berths, true pirates know that testing luck, knowing how to bluff, and most importantly, when to cut one's losses is key to surviving on the rough seas." He spreads his hands. "Let's see if these swabs who invoke Besmara's name in vain can rely on lady luck at the table." He gives Lark a nod. "Captain, as our first challenge was on my turf," he waves around the ship, "I think it's only fair the second takes place on your ship. Would you lead the way? The game will be Bastard's Fool. The dealer will be Mags Swiftdig, a respected dealer by all here in Port Peril." He waves toward a tall, slender woman with long black hair coiled atop her head like a turban. "Again, choose one of your officers to play. I will be the sole opponent."
You have heard of "Bastard's Fool," which is sort of an odd cross between blackjack and poker--in that it is in part a counting game, but also requires midway bids and bluffing. It is so called because the decks are "bastards"--mixed together sets of cards from multiple decks, which makes it impossible to count cards (but by the same token, easy to palm cards because nobody is sure of what's in your deck). Mechanically we'll actually play this out with die rolls, the rules of which I'll get to in another post.
Pausing here for reactions and preparation, and to choose your card player. You can get ahead to your ship slightly before the others to set up the table--but do note you only have so much prep time, so any preparation you do cannot be terribly elaborate.

Chakam |

Chakam, silently and almost immediately, turns around and goes straight to the ship. He just holds his steps to make sure he's grouped with his crewmates, but other than that he tries to make as much fast as he can.
That gotta be interesting, mates. - says the druid, scratching his badly shaven face - And while 'ah do love playin' mah' chances, I must admit I ain't probably the luckiest or most skilled player 'round. Are we gonna be usin' Mags bastards, or our own bastards?
All I can think is that we'd need someone either specialized on these games, or with sleight of hand/stealth/perception/sense motive/this kind of skill, I don't know. I can do visualization of the body on myself only, but I'm not trained in these skills so I don't think I'm a good fit.

Threnody 'Thren' Nocturne |

Thren jauntily leads the way back to the ship, her tail twitching back and forth happily. "I took the first challenge, someone else can take the second." The bard does look at Sandara as she gets moving. "I'd like that new hat in red please." Before the Besmaran can get in a cutting reply the bard all but skips off. "This is just a great day," she says to no one in particular, smiling.
Full up on hero points already but thanks anyway. The impression alone and the chance to do it were worth it!

Kahuranga |

Kahuranga is obviously not the character to being playing a game of skill and chance, though maybe he can manage to Misfortune whoever opposes us. Unlikely, but maybe.
"You continue to give performances that bring the house down, Threnody. It is an honor to serve with such a talent."
Kahuranga continues to live in amazement at this woman.
Just to be clear, Special K has a huge crush on Threnody. But I, as a player, know that that is going nowhere.

Threnody 'Thren' Nocturne |

"You're too kind, Kahuranga. I do my humble best." Our bard laughs, enjoying how her day is going, the wind in her hair, and praise from her peers.

GMDQ |

"You will provide your own deck, and I will provide mine," Tsadok answers Chakam's question."[/b]
Meanwhile Sandara quips at Thren with a twinkle in her eyes, "I want to congratulate you as well, but I fear your head will swell so there will be no hats to fit you, horns or no."
As the group moves toward the Fearsome Tide you also hear Conchobar's voice in the crowed--there he is, still riding Owlbear's shoulders. "Captain, Ms Nocturne, Master Wassen... shall I set up a table?"

Threnody 'Thren' Nocturne |

Thren laughs at Sandara's counter. "That's the secret: the horns are there to make sure that can't happen. That's why I was upset when I broke one. My head was going to swell on that side and look silly. So find the hat and hope my horns don't break." She laughs.
When she sees Conchobar and Owlbear, she waves at a spot, open and good for people to gather around. "A table for the captain and our guest. We'll need a deck of cards too. The captain desires to play a few hands of Bastard's Fool with our guest. I'd also like some drinks to be on hand, something suitable for pirates at play."

Lark Greenwood |

"It won't be a show like Threnody's, but I can give Tsadok a good game." Lark tells the group that he'll take on this challenge.
Once Owlbear is sent to fetch the table Lark pulls Conchobar aside and asks to borrow a deck of cards suitable for this contest. "I've an idea for balancing whatever trick Tsadok plans here, but only if you're willing, it's not an order." He fans through the deck, sorting out a few cards. "I'd have you pocket a couple of high cards and then serve drinks during the game. If I need one of those cards, I'll call for a drink and then pick your pocket. What do you say? Either way, I'd also appreciate any pointers you have for this particular game."
While they talk Lark will continue examining the deck, looking and feeling for wear marks that might help him identify a card later.

GMDQ |

Conchobhar brightens and whispers, "I am delighted you would want to include me in this. However, I am well familiar with Miss Mags' tables, and I am certain she will not allow anyone close to the table save herself and you and Tsadok. However, since you've asked... " He plucks something from the brim of his hat. It looks like a round slip of thin waxed paper. "Lick this and press your thumb against it. It will make it easier for you to palm cards--I trust, indeed, you can manipulate cards well enough without me, but this will assist--helps you sort through your hand quickly and quietly. It wears out eventually but it will last you the game I am sure. It is alchemically created, not magical, so cannot be detected as supernatural cheating. I got this off a cheater, and it does not fit my fingers. Not! Of course that I would cheat." The dapper gnome smiles broadly.
The "thumbprint" will give you a +2 bonus to the next three Sleight of Hand checks with the cards only.
"I think the game itself is fairly straightforward... your hand must not exceed 20, and certain cards might count in a few ways," he extends into some bit of explanation of the cards' point values here. "What I'd be more concerned with is they are undoubtedly going to use Port Peril rules, which means the winner of the round must drink a shot of strong rum. With all due respect, Tsadok is rather more all around larger than you... you might quietly take... precautions."
In addition to applying the "thumbprint" you can prep about a round's worth of assistance; surreptitiousness is likely called for.
Everyone gets ready for the game, and the card table is set up on the poop deck. This means there's no obvious and non-cheaty way that observers will be able to see the cards. Tsadok finishes laying out the parameters that indeed explained that
1) only Mags, Lark, and Tsadok are allowed on the deck, so neither Lark nor Tsadok can be aided by their crews (not with ease, anyway). There is mention of no flying to get a better view, with a pointed look at Kahuranga and his familiar.
2) You are indeed playing by "Port Peril" rules and the winner will drink a shot of "Gutburn Rum" after each round. They accept your offer that you supply the drink however, but the cask of Gutburn, offered from Beryl's experimental ingredient supply, is handed to Mags, and she will pour the shots to the winner. The ration cups used to serve are your ration cups. Mags does nothing unusual with the cask once it is handed to her--indeed she puts it down on the table, out in the open and away from where anyone could easily tamper with it.
The buy-in/stake is 100 pp (equivalent to 1000 gp). A money changer is available to convert whatever coinage or plunder to platinum pieces.
The Rules
A single round proceeds like this
1: You ante 1 pp into the pot.
2: Roll 1d20. This represents your starting hand's value. Usually, the higher the better.
3: Either fold now, or add to your bet based on your hand, anywhere from 1 pp to what remains in your stake
4: AFTER this bet is made, you may choose to keep your hand as it is, or discard and draw a card in hopes it will improve the result. If you opt to draw, roll any one die of your choice (d4, d6, d8, d10, d12, or d20). Add the total of your first and second roll. If the score exceeds 20, then you can only keep the value of ONE of the two die roll results (this means you got a poor hand). If the total is 20 or less, this is the total value of your hand.
5: OPTIONAL: now that you have your final value, you may choose to make one of the following skill checks to further improve your hand (this represents anything from good bluffing to outright cheating):
--- DC 15 Bluff OR Profession (gambler) OR Sense Motive for a +1 to the value of your hand. Success by every factor of 5 beyond this adds an additional +1. Failure reduces your score by 1, and which again compounds with degree of failure by 5.
--- DC 20 Sleight of Hand check to add a +4 to the value of your hand. Failure means you get caught and get to see what the consequences are.
THESE ROLLS CAN SAFELY MAKE YOUR HAND EXCEED 20. It's not so much that your hand literally exceeds the score but your gambling skill helps you win.
[ooc]6: Bet again or fold.
7: If you have not folded, show your cards. The highest hand value, including additions from step 5, wins, and you receive the pot. On a tie, the pot stays on the table and becomes the starting value of the pot for the next round.
If you win, you drink a shot of Gutburn. Attempt a DC 10 Fortitude save; failure means you take a -1 penalty on all skill checks; this accumulates per each failure. Further, each time you fail this saving throw, the DC increases by +1 the next time you have to drink.
The game goes on until one player loses his entire stake. It is possible to go all in at any time (and full disclosure, I don't plan for this to go on for too too long so will push for an all in bet if and when need be).
Please let me know if any questions, then we'll proceed with the first round.

GMDQ |

I expect your abilities will considerably come in handy during the next test. :)

Chad Wassen |

Chad gives Lark a clap on the shoulder as they clear off away from the table.
"Luck Captain. Besmara and Desna smile upon you."

Threnody 'Thren' Nocturne |

Don't worry about it Kahuranga. No one's the perfect pirate on our ship. Thren can't exactly play games well either. And any time luck is involved, well....

Chakam |

Chakam smiles, from the back, agreeing with Chad - before stepping back to the shadows. He truly enjoyed the spirituous pirate competitions, but was aware he had little to contribute on the matter.
We will hopefully see our usefulness in some other manner... Even if these matters actually come at the sea itself. :)

GMDQ |

You most definitely will!!! I also encourage any and all shenanigans you can come up with during these scenes. You can't get caught climbing on or observing the poop deck. Anything else is up to you.

Chad Wassen |

Chad isn't a gambler. He has known QMs to gamble... and to get caught gambling with the ship's stores... and to subsequently get keel hauled... and he thinks to himself, "no thank you." ;)

Lark Greenwood |

Lark oversees bringing up cash from the ship's treasury and takes it to the money changer for platinum pieces.
The captain has removed his coat in favor of just a fine, white shirt. Before settling opposite Tsadok he ostentatiously rolls up his sleeves. "I don't want to make this too easy on myself." With a grin he flips his first ante to the pot.

GMDQ |

Tsadok antes up and the dealer deals.
I'm going to go ahead and roll your first d20 just to get us moving
Lark's Hand: 1d20 ⇒ 18
1d20 ⇒ 17
Tsadok nods slightly and slides 2 platinum pieces into the pot.
Fold, bet, or raise the bet, and then it's onto discard and draw
Current Pot: 1 from Lark (prebet), 3 from Tsadok (including bet)

Lark Greenwood |

Lark raises his brow at Tsadok's small bet. "A littler early maneuvering to get our feet wet? Ok, I'll raise." He slides 7 pieces into the pot.
call 2, raise 5, current pot = 11
Lark's Hoard: 92 platinum
If Tsadok calls or raises Lark will probably continue the hand, drawing then bluffing to improve his total. This is a strong starting hand, so Lark will call up to half his stake, and maybe more.
Draw: 1d4 ⇒ 3
Bluff, DC 15: 1d20 + 13 ⇒ (18) + 13 = 31
Let me know if I'm moving too far ahead in the hand. I'm trying to get a feel for how much to include in each post. If this is all good then I'll skip the spoiler tag next time.

GMDQ |

I think you're doing fine.
The large pirate shrugs, and does not directly answer Lark, but simply says, "I fold." He lays down his hand.
Mags announces, "Tsadok folds, pot goes to Lark." She pours him a ration cup of rum and slides it over.
Lark, I'm not going to roll your fort save in case you decide to do anything like say try to spill a little with Sleight of Hand. Otherwise it's a DC 10 Fort save or -1 to skill checks, and the DC to save versus drinks .
In the meantime on the main deck, having heard a call for drinks and hospitality, your cook Beryl serves grog to the officers of both your and Tsadok's crew. A broad-shouldered woman with calloused hands grabs Beryl's wrist. "Is that all?"
Lark's hoard increases by 3
The next round begins. You ante 1. Mags deals.
Lark's Initial Hand: 1d20 ⇒ 2
1d20 ⇒ 8
Tsadok bets 2 again.

Threnody 'Thren' Nocturne |

Thren sees what's happening with Beryl and decides to intervene immediately. She strides over to the woman giving the cook grief. "If you've got a problem," the bard begins, her tone still light, "then you are more than welcome to leave. You're also more than welcome to wait for another round to go around. You're not welcome to give my cook problems." Thren's light smile has changed to something more sinister in nature and her tail is beginning to lash back and forth a bit, rising up towards her back, then down. "You're guests. I know we are all pirates here. That doesn't mean we have to make asses of ourselves. We did you that much courtesy on your ship. Do it here. Or leave. Am I understood?" Thren finishes with a hard stare.
Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25

Chad Wassen |

Chad walks up to the woman and shrugs. "What she said," nodding to Thren. "This look like a tavern to you, lass? You want more than what is bein' provided to you free o' charge, I suggest you scurry yer brawny buttocks off to fetch yourself a cask fer your own use."
Aid other: Intimidate: 1d20 + 1 ⇒ (12) + 1 = 13
As he says this, Chad begins mentally picking out places on the woman where an arrow would do damage but not kill her.
Preparing to declare her my enemy and call her out, should things escalate.

Chakam |

Chakam steps near Thren and Chad and puts his angriest face. He wasn't particularly threatening or charismatic at all, but hoped his ugliness would count in his favor in this matter.
Intimidate (Aid Another): 1d20 - 1 ⇒ (13) - 1 = 12

GMDQ |

Tsadok: 98, Lark 102
Tsadok gives a half smile, and scoops in the single coin. Mags announces him winner and pours him the drink, and he downs it in an instant.
Tsadok Fort Save: 1d20 + 17 ⇒ (5) + 17 = 22
Next hand while I'm here: 1d20 ⇒ 12
He reacts to the stuff as though it were water.
1 more ante in, and Mags deals the next round. I rolled Tsadok's above
Lark's hand: 1d20 ⇒ 6
===
The party makes a clear point to the roughhanded woman, who releases Beryl. Looking you up and down, she firms her jaw, clenches her fist, scowls.... and then as quickly bursts into a laugh. "My apologies." A gold coin appears in her hand, and she offers it to Beryl. "My thanks for the drink."
The woman then nods to Chad. "What a good idea." She reaches into what is likely a handy haversack or something similar, and withdraws a gallon sized keg. She places it on the ground at Beryl's feet. "A bit of Oldlaw. One gets sick of rum after awhile. Feel free to pass it 'round."
She then looks at Thren with a cocky smile. "If you remain offended, mate, we can settle our differences after the testing's over, if you like."
All of Tsadok's crew's eyes are on you--not threateningly. Just... interested in what you'll do next.

Threnody 'Thren' Nocturne |

Perception: 1d20 + 10 ⇒ (2) + 10 = 12
The tiefling woman sees the keg come out. She smiles back, every bit as cocky as the woman she's facing. "Not offended at all with such a good peace offering. Our differences are as none." She nods to the woman respectfully and looks to Beryl. "As you were, Beryl." She says with a smile. "And make sure that keg gets passed around to Tsadok's crew and ours compliments of...?" Thren trails off, looking at the other woman meaningfully.

Chad Wassen |

Chad smiles as the Oldlaw is set up and begins being distributed.
"Well... that was a quick trip. Color me impressed... both at your resourcefulness and your generosity."
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
As he speaks, the sylph glances around and sees the looks of her other crew members. This could get out of hand quickly...
He is relieved to hear Threnody de-escalate. "Aye, nothing like shared drink to mend sails and right rudders."

Kahuranga |

Kahuranga's fingers itch with the desire to twist the fate of the game, but such things would be easily detected. So he refrains.
"It seems everything here is a test of one form or another. I wonder if the gambling even matters, or if is just the way in which we regard guests and our crew. And if they care about how we treat our crew, how did Harrigan become a Free Captain. If half of what you all have said about him is true, he can't have cared about someone abusing his crewfolk."

Lark Greenwood |

Lark bets 5.
He'll continue the hand unless Tsadok makes a large counter raise.
Draw: 1d20 ⇒ 4
Bluff, DC 15: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Lark's final hand: 12
Lark's Hoard: 96 platinum
Lark's rum penalty: -1

GMDQ |

"They call me Stitch," the pirate replies to Threnody. Beryl takes the cask to tap--and it is indeed quite fine Oldlaw whiskey that soon gets distributed. "You change your mind, you let me know. I could do with a fair scrap."
====
Tsadok sees Lark's bet, and adds 5 to the pot. He also discards and draws.
1d8 ⇒ 8
The betting over, you both reveal your hands. "Tsadok wins with a perfect 20." Tsadok grins. Mags pours Tsadok another cup.
Fort Save: 1d20 + 17 ⇒ (19) + 17 = 36
He chugs it down and again it looks like he is largely unaffected.
Tsadok adds the 12 pp to his pot. Tsadok 104, Lark 96
The next round begins.
Larks Hand: 1d20 ⇒ 18
1d20 ⇒ 11

Threnody 'Thren' Nocturne |

"Then thanks for sharing the good drink, Stitch. Threnody." The bard says by way of introduction. "If I want a scrap in a bit, I know who's up for one," the bard nods and smiles before heading back to keep watch over the game and crews.

Lark Greenwood |

"Let's get this moving, we're not here just to drink." Lark pushes ten coins into the pot.
Draw: 1d4 ⇒ 2
Bluff, DC 15: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16
Lark's Hand: 21
Lark's Hoard: 85 platinum
Lark's rum penalty: -1

GMDQ |

Kahuranga, I keep forgetting to say--you can attempt your hex, but you'll need a Stealth or Bluff check to conceal it, or someone else's assistance
Tsadok pauses a moment, then pushes the 10 coins over and discards and draws.
1d10 ⇒ 9
He struggles to conceal a smile.
However, you beat him by a hair with a special value card and some savvy playing.
Tsadok's hand: 20, Lark's 21 with a skill!
Still his smile only slightly fades when Mags declares Lark the winner and another shot is pushed toward him.
Lark Fortitude Save! DC 11: 1d20 + 4 ⇒ (3) + 4 = 7
Lark is at a -2 and next DC will be 12
As the dealer deals from each of the pirates' decks, someone in the crowd shouts, "I'm bored!"
Tsadok nods toward Lark. "Indeed, I am itching to move on to more excitement, and there is still one more test for you and your crew after this--and it wouldn't be fair to have you in too rough a shape for that." He grins and his gold tusk gleams. "A proposal--each of us takes a shot, and then we go all in on this last hand. What say you?"

Chad Wassen |

Chad gives a little cheer at the news that Lark won the last round. With a smile, he turns to Stitch.
"I have certainly met folks under stranger circumstances and with more unusual names, Miss Stitch. I am Chad, quartermaster for Captain Greenwood and First Mate Threnody. The crews of both our vessels will sleep with pleasant dreams tonight after your generosity." His smile widens a bit. "Hells, though... what is the point of being in port if you don't live a little."

Lark Greenwood |

Lark gives Tsadok a slight nod and says, "Let's do it!" He kisses his knuckle and presses his hand to the wooden symbol of Besmara that hangs around his neck, then downs one last shot.
Fort, DC 12: 1d20 + 4 ⇒ (17) + 4 = 21
"Tastes like victory!"
Draw: 1d20 ⇒ 7
The young pirate keeps a fierce grin on his face as draws, taps his holy symbol again and reaches for his cards.
Second Draw: 1d20 ⇒ 1
Sleight of Hand, wax, hero point, DC 20: 1d20 + 9 + 2 + 8 - 2 ⇒ (18) + 9 + 2 + 8 - 2 = 35
I really hope the sleight of hand bonus increase for every 5 over the DC! I think my hand is either 12 or 24. Wow! ;)

GMDQ |

Tsadok nods and hefts his shot, and Mags deals.
Fort Save: 1d20 + 17 ⇒ (11) + 17 = 28
CARD ROLL SHENANIGANS=20
Lark Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Lark Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12
Lark, while heretofore everything seemed above board, you hear the cards hit the table with an odd rhythm--and realize that is from cards sliding out of Mags' sleeve. She is stacking the deck in Tsadok's favor.
You could call her out and see what happens--or play on, using enough discards and draws to mess up Tsadok's play before he is able to. (-6 to Tsadok's hand with a successful DC 20 Bluff check; this is in addition to the rolls you have made for your own discards and draws
As for your own hand, the DC 20 check doesn't specify incremental increase but to be consistent and using similar rules as basis, I'd say you get one +4, and for each increment of success by 5, you get an additional +1 to the total, so that's 7 + 1 + 4 + 1 + 1 + 1=15.

GMDQ |

I SWEAR TO GOD I posted Sunday night and was wondering why you guys weren't posting anything in the last few days. Can I blame the message board? I'm blaming the message board.
Lark plays it cool and just adapts to the opposition's last-ditch tactics. The final hands are revealed, and Tsadok suppresses a snarl as he see he has lost by a single point. Mags remains impassive as she ever was and simply announces, "Winner is Lark Greenwood."
Tsadok hesitates, then shoves the pot toward Lark with a nod and look of begrudging respect.
"But I am keeping the rum!" Standing, the huge man takes the cask and begins drinking several glugs. He then addressing the audience with a feral grin.
"All right! Our "Green-wood" and his swabs appear not so green as they first appear! They are quick, and can handle the ropes, and can hold onto their coin. But--especially in these days when the Chelish Navy breathes down our necks--" Tsadok pauses as the crowd boos loudly, "Any lout who wishes to claim a letter of marque from Bonefist must prove they can fight."
He waves to the party. "Senior officers of your crew only, but all of you at once this time. Unmoor your ship and move just a little ways into the harbor. You'll be repelling a very special boarder. He'll be arriving in a few moments. Everyone else off the ship!!! And I mean EVERYONE but those six!!!" He gestures at Lark, Thren, Sandara, Kahuranga (Taninwha is being counted with him), Chad, and Chakam.
The crowd begins pouring off the ship. In a few moments, Tsadok's crew will check to be sure no one, on their side or yours, has stowed away besides the party. You of course can also do such a sweep. You are then instructed to sail out just a little ways--just far enough to not be impeded by other ships. Because there will be only six of you plus a tiny dragon to move the ship, you'll have to put all your effort into the initial maneuvering, so time you have to prepare for any fight to come will be limited.
You have one round of prep before the boarder arrives. You may position yourselves anywhere you like on the ship. As of typing this, I need to set up the ship battle map, but you can discuss amongst yourselves buffs and plans in the meantime. My original post was just of the end of the card game but given the delay I want to push this along, with apologies for the wait.

GMDQ |

Also, forgot to make this clear: Tsadok announces this is the final test.

Chakam |

I will probably use the round to wild shape, I guess. I could buff, but it's probably more important to start the fight already on the right form. Ideally we would check the ship first (to make sure we don't have any... Extras... Around) but with the limited time...

Chad Wassen |

Chad pulls out his bow from his quiver, smiling.
"I can fight, alright... just hopin' your testing folks be expendable. Or yer providing blunted arrows failin' that." The freebooter pats his bow lovingly and adds, "Or do you have us some Chelish loyalists t' take shots at? That would make my day a right pleasant one."
As they head out, Chad takes position on one of the upper decks, bow ready to shoot at the first target they see.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
Which apparently might be the water... or under the water...
Ready: ranged attack, regular arrows.

Threnody 'Thren' Nocturne |

Thren helps make sure everyone's off the ship, keeping her blade in hand as she does so to emphasize to the crew there's a fight coming. When that's done, she helps get the ship moving and keeps an eye open for trouble. During this time, she mentions something to Kahuranga.
"If you've got a haste spell, put it to use. I'm going to cast a protective spell and start singing.
Assuming Kahuranga can oblige, Thren will use a spell to ward herself, sword at the ready, before beginning to inspire courage.
Standard action: casts displacement on self, 7 round duration
Move action: inspire courage.
Inspire courage: all allies in 30' get a +3 morale bonus on saves against charm and fear effects, as well as a +3 competence bonus on attack and weapon damage rolls.

Sandara |

Sandara helps sweep the ship and get her away from the dock. Once we're in position, she creates a duplicate of herself as she readies her crossbow.
Move action: load crossbow.
Standard action: copycat ability. 5 round duration. This acts as a single mirror image.

Chad Wassen |

Cat's grace would be beneficial to me, given I will be shooting at them. I will also call out specific enemies during combat. If you are within 30 FT of me when I do you will get +2 to attack and damage rolls on that person or thing (until it goes down or I pick a new target). And, unless I am much mistaken (which I am sure I will be corrected if so), this bonus stacks on top of that lovely bonus from Thren's IC.

GMDQ |

That's fine, I will assume you have an IC conversation about what spells you have that is not lengthy.
Chakam, I should have worded what I said differently--if you guys would have run a sweep you can assume you did so
Battlemap is cleared -- click on "ship battle map" in my statblock. Take your positions.
From something lowering into the water by the docks via a crane, the attack is likely to come from the starboard side of the ship, the way you are facing. In other words, where you see I left lots of water on the grid open, that's probably where the attack will come
Let me know when you are ready

Threnody 'Thren' Nocturne |

Learning Kahuranga doesn't have the spell ready, Thren casts haste on her allies and herself instead of displacement.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement.