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Garrick will make a move up and over the railing and forward to be flank blue. He hopes his armor and faith help him through. (take any AoO that needs to be made.)
Garrick takes a swing at blue:
attack with flanking: 1d20 + 8 ⇒ (17) + 8 = 25
damage?: 1d8 + 3 ⇒ (1) + 3 = 4

GMTrex |

AoO @ Garrick: 1d20 + 6 ⇒ (14) + 6 = 20 HIT Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Garrick swings aboard, getting stabbed but giving nearly as good as he gets! One pirate falls.
Far in the distance atop the quarterdeck, the grippli fires his crossbow at Taerel. The bolt richochets on his armor and skips off to sea.
Bolt @ Taerel: 1d20 + 10 ⇒ (6) + 10 = 16 MISS
Round III -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [2]), Hingle (22/26 hp), Werner, Chip
3. Deckhands (Purple @ 20 dmg)
4. Garrick (7 dmg), Brak (15/34 hp)

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"Zipper, get the other one!"
Non Action
Chip steps up into position.
Free Action
He quick draws his short sword in his off hand.
Full Attack
He attacks the Purple deckhand.
Longsword Attack (TWF, Power Attack): 1d20 + 11 - 2 - 2 ⇒ (3) + 11 - 2 - 2 = 10
Longsword Damage (Power Attack): 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Short Sword Attack (TWF, Power Attack): 1d20 + 11 - 2 - 2 ⇒ (19) + 11 - 2 - 2 = 26
Short Sword Damage (Power Attack): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Critical
Crit Short Sword Attack (TWF, Power Attack): 1d20 + 11 - 2 - 2 ⇒ (10) + 11 - 2 - 2 = 17
Crit Short Sword Damage (Power Attack): 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Zipper |

Full Attack
Zipper obeys Chip's command and attacks the Red enemy.
Bite Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Bite Damage: 1d4 ⇒ 2
Claw Attack 1: 1d20 + 6 ⇒ (18) + 6 = 24
Claw Damage 1: 1d3 ⇒ 1
Claw Attack 2: 1d20 + 6 ⇒ (13) + 6 = 19
Claw Damage 2: 1d3 ⇒ 3

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Taerel steps away from melee to deal with the crossbow shooter.
5'step then cast scorching ray.
Ranged Attack vs Touch AC: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 4d6 ⇒ (3, 3, 3, 3) = 12

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Werner takes a step to flank with Chip, and swings his greatsword at the pirate (purple)
Attack w/Greatsword: 1d20 + 8 ⇒ (1) + 8 = 9
... and his swing lacks finesse, professionalism and, any kind of accuracy.

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Werner takes a step to flank with Chip, and swings his greatsword at the pirate (purple)
[dice=Attack w/Greatsword]1d20+8
... and his swing lacks finesse, professionalism and, any kind of accuracy.
While I don't believe in superstition or the supernatural, I suggest you get yourself a dice-exorcism.

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Another crewman gurgles on Chip's sword lodged in his throat. Zipper leaps into the face of another, scratching madly. "GR-OFF! GER-OFF!!!"
Taerel fires a blast of flame that is deftly ducked by the grinning grippli. A sail behind him catches fire.
Jeff jeffs by rolling a Jeff.
Round III -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [2]), Hingle (22/26 hp), Werner, Chip
3. Deckhands (Red @ 4 dmg)
4. Garrick (7 dmg), Brak (15/34 hp)

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Golly! Wands are useful! Hingle thinks to himself. I wonder what happens when one is used up. Does it smoke? Explode? Ooh! That might be neat...
Fourth verse, same as the first! :-): 1d4 + 1 ⇒ (1) + 1 = 2

GMTrex |

Hingle continues to plug away happily at the pirates. The nearest pirate is none too happy about it and he does his best to stab Hingle in the mouth.
Cutlass @ Hingle: 1d20 + 6 ⇒ (18) + 6 = 24 THREAT Confirm: 1d20 + 6 ⇒ (8) + 6 = 14 nope Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Round III -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [2]), Hingle (16/26 hp), Werner, Chip
3. Deckhands (Red @ 6 dmg)
4. Garrick (7 dmg), Brak (15/34 hp)

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GMTrex |

Just a crossbow for the moment.
Garrick and Brak get into position for a better strike next time. Mumbuckle adroitly steps deeper onto the quarterdeck and rips free his rapier. "If that's how it be, I'll stab you to death instead!" He does his best. It's not enough.
Rapier @ Brak: 1d20 + 4 ⇒ (11) + 4 = 15 MISS
Round IV -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [2]), Hingle (16/26 hp), Werner, Chip
3. Deckhands (Red @ 6 dmg)
4. Garrick (7 dmg), Brak (15/34 hp)

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Taerel moves a bit closer, and send a telekinetic blast at the grippli.
RTA: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 ⇒ 3

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Brak levels a toothy grin at the grippli. He accentuates it with a spin of his axe in hand, a habit he picked up from his brother Dorvhan.

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Double Move
Chip heads towards the grippli.

Zipper |

Full Attack
Zipper continues to attack the Red enemy.
Bite Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Bite Damage: 1d4 ⇒ 4
Claw Attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
Claw Damage 1: 1d3 ⇒ 2
Claw Attack 2: 1d20 + 6 ⇒ (13) + 6 = 19
Claw Damage 2: 1d3 ⇒ 1

GMTrex |

"Get it OFF! OFF! OW!!!" shouts the last remaining crewman, trying desperately to prevent the snarling badger from burrowing into his nostrils. He swings wildly. Hingle plugs away at him, aided by stronger magic than Taerel's force-punch -- which the grippli ducks.
Cutlass @ Zipper: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
Round IV -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [2]), Hingle (16/26 hp), Werner, Chip
3. Deckhands (Red @ 12 dmg)
4. Garrick (7 dmg), Brak (15/34 hp)

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Going to act since I assume the skipping of Werner is accidental.
Werner rushes the last crewman, chopping at him with his greatsword.
Charge w/Greatsword: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

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Werner nearly manages to finish of the crew, and Garrick completes the job.
Attack: 1d20 + 8 ⇒ (13) + 8 = 21 HIT Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Retreating backwards, the grippli fences with Brak to the best of his ability. Which is to say, not much. He is, however, uninjured as of yet, and the dwarf is quite bloodied.
Rapier @ Brak: 1d20 + 4 ⇒ (19) + 4 = 23 THREAT Confirm: 1d20 + 4 ⇒ (18) + 4 = 22 CONFIRMED Damage: 2d4 ⇒ (4, 2) = 6
Round V -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp, entangled [1]), Hingle (16/26 hp), Werner, Chip, Garrick (7 dmg), Brak (9/34 hp)

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Move Action
Chip heads up to the grippli, dropping his short sword next to the frog.
Standard Action
Twohanding his longsword, he tries to swipe the grippli.
Longsword Attack (Power Attack): 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Longsword Damage (Power Attack): 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
"Zipper, attack here!"

Zipper |

Double Move
Zipper heads over, following Chip's command.

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"You call that an attack! Bah! I'll not cuddle you grippli!"
Unfortunately Brak thinks too hard about his braggadocio, and not enough about his counter attack: Axe: 1d20 + 7 ⇒ (6) + 7 = 13

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Werner moves, then calls upon Cayden Cailean. He grasps his holy symbol, and a burst of controlled positive energy flows over his allies only.
Channel Positive to Heal w/Selective Channeling: 1d6 ⇒ 5

GMTrex |

Will: 1d20 ⇒ 14
The captain ignores the Pathfinders assault, swatting aside both Chip's blade and Brak's axe. He retreats further up the quarterdeck and hurls an explosive at Chip, risking Brak's fury! Provokes from Brak.
Ranged Touch @ Chip: 1d20 + 9 ⇒ (13) + 9 = 22 HIT Fire Damage: 3d6 + 3 ⇒ (4, 3, 4) + 3 = 14
Brak and Zipper are caught in the splash for 6 fire damage, or 3 on a DC 15 Reflex save
Meanwhile, the goo finally flakes off of Taerel!
Round VI -- bold may act!
1. Captain Mumbuckle
2. Taerel (7/28 hp), Hingle (16/26 hp), Werner, Chip (34/49 hp; Zipper 16[19]/22 hp, Reflex!), Garrick (7 dmg), Brak (3[6]/34 hp, Reflex!)
EDIT: looks like I skipped Hingle -- my bad! Feel free to act twice. He's got full HP left.

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"Ah! I'm free!"
Taerel moves aft and casts his magic missile spell at the frogman.
Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

GMTrex |

The magical attack begins to wear on the grippli! Werner pulls several of his comrades from the brink of death.
Round VI -- bold may act!
1. Captain Mumbuckle (15 dmg)
2. Taerel (17/28 hp), Hingle, Werner, Chip (40/49 hp; Zipper 21[22]/22 hp, Reflex!), Garrick, Brak (13[16]/34 hp, Reflex!)

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Now Brak is REALLY mad. He tries his best to dodge the splash: REF: 1d20 + 1 ⇒ (17) + 1 = 18
As he returns himself to balance he aims for the top of the grippli's head with a downward chop:
ATK: 1d20 + 7 ⇒ (20) + 7 = 27 THREAT
CONFIRM: 1d20 + 7 ⇒ (9) + 7 = 16 for DMG: 1d12 + 8 ⇒ (1) + 8 = 9
Doh! 3d12+24 would have been nice, instead minimum damage.

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"Good golly that burns! You'll pay for that."
Move Action
Chip manuevers around back
Standard Action
He lets loose on the alchemist.
Longsword Attack (Power Attack): 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Longsword Damage (Power Attack): 1d6 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Zipper |

Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22
Zipper manages to avoid the blast entirely. Evasion
Full Attack
Zipper does what he knows best at the enemy in front of him.
Bite Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Bite Damage: 1d4 ⇒ 4
Claw Attack 1: 1d20 + 6 ⇒ (8) + 6 = 14
Claw Damage 1: 1d3 ⇒ 2
Claw Attack 2: 1d20 + 6 ⇒ (12) + 6 = 18
Claw Damage 2: 1d3 ⇒ 2

GMTrex |

Brak and Chip team up to cut the scallywag down!
Out of combat!
In the captain's cabin, the Pathfinders find correspondence with the pirate Alejia Netrav herself, which instructs Captain Mumbuckle to meet her at sundown one day hence at a small offshore island.

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Wand of Cure Light Wounds (x3): 3d8 + 3 ⇒ (2, 6, 4) + 3 = 15
Chip picks up his weapons and searches the crew for any useful gear they may have.

GMTrex |

Yes, and there are navigational directions on how to get there... if any of you can sail a ship.
There's also the matter of the pilot in the boat who you owe 5 gp to. Hint hint.

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"Ummmm. Werner. We need him to pilot this boat now."
-Posted with Wayfinder

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"Ah yes. A very good point. Vell then, good man. There's more coin for you if you'll pilot this thing." Werner smiles warmly. "And aftervards, ve have a drink. On me!"
This NPC pilot is getting some mileage. Does he have a name? :)

GMTrex |

She does!
The quiet dwarfwoman comes swiftly up the side with a nimbleness not often seen in dwarves, and quickly collects the coins. She steps over behind the ship's wheel and a long moment of silence breaks out. Then she barks orders like a mad dog.
"Up and at it! Get that boat stowed! Weigh anchor! C'mon you louts, are you in a hurry or not! Captain Gultrock will whip ye if need be!"
Before long, the ship is underway. The Lionfish arrives the next day as the noonday sun sets fire to the shining whitecaps. The only landing point on the rocky islet called Viper Cove seems to be through a cavern entrance that leads to a shallow cove concealed within the island itself. The walls of the cavern are lined intermittently with torch-adorned sconces, and another ship is already moored on the northeastern side of the embankment -- Topaz Titan is emblazoned across its hull in orange letters that shine brilliantly even in the limited light. Several hastily-sealed cans of paint, a wood rasp, and sandpaper are barely visible on the ship’s deck. On the eastern side of the large cavern, two exits lead further into the cave complex.

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Before resting, Werner will utter a number of prayers to the Lucky Drunk. Positive energy washes over his allies, healing them. All Remaining Channels: 3d6 ⇒ (6, 2, 6) = 14
The next day Werner thanks Captain Gultrock, collects his things, and asks, "Vell, vhat next? "