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Segray, yes - a Knowledge Arcana check would do the trick.
Round 4!
The Precursor fires on Remmy again, provoking a lashing attack!
Remmy, you may take an AoO on the cornered ship.

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Remmy slashes out with a claw, ripping away at wood and cloth as the heavily-fortified Precursor fires!
Ranged Attack on Remmy: 1d20 + 11 ⇒ (9) + 11 = 201d6 ⇒ 5 HIT! - 5 hp dmg, Remmy
Remmy, bleeding from a number of wounds, takes another shot in the side of his cheek.
Chelk, Remmy, and Segray may act!

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Chelk strides forward, sword in hand. Absent his usual shield, he grips the weapon two handed and brings it crashing down on the floating ship.
longsword: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d8 + 8 ⇒ (6) + 8 = 14
If this destroys the target he will then move to stand next to his fallen comrade, otherwise he'll stay where he is covering Remmy's retreat.

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GM, by my count, that puts Remmy down for the count at -3, even with the con bonus from accepting the song. :( Unless perhaps, Segray can save me before I fall over? *Big ratty pathetic wibble eyes*

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Darn it; you're right, Remmy. I missed a -4 hp blow there a few rounds back.
Remmy's big ratty eyes roll up in his head and he crumbles to a heap on the floor. As Chelk carves a huge chunk out of the Precursor, but still the floating ship remains intact!
Kita, I'm sorry - you're outside and the front door to the Chandlery is closed. No particularly loud noises have emanated from it yet to distract you...Segray may act!

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First things first: Knowledge Arcana: 1d20 + 5 ⇒ (13) + 5 = 18
Special attacks, vulnerabilities
Segray comes into the room and lays a wand on the rat.
"Raise, Remmy! Work to do." she calmly says.
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 Noice

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Remmy blinks his eyes open for a moment and shakes his head.
OOOOOww... T-that hurt!
He stands as quickly as he can, and swipes at the boat again before stepping back some.
Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
T-that t-thing t-turned me into s-swiss cheese! B-be c-careful!
He stammers out.

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"Into what-cheese?" says Segray blinking several times.
*Swiss-mode enabled* real swiss cheese doesn't have holes ^_^ *Swiss-mode unabled*

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Remmy rolls his big eyes behind his glasses.
In common it would be more accurately referred to as Linnormn King's Cheese, which due to particulates forms large holes during the fermenting process, which is most commonly, but erroneously believed....
A particularly large particulate from one of the ships flies by and he squeaks in surprise.
You know? Maybe a c-c-culinary lesson would be b-best s-saved for l-later!
And now I know more about swiss cheeses than I ever wanted to. Damn my need for accurate character knowledge!

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Remmy, I'm going to move you to the end of the combat round given that you were just healed; I'll still allow you to use your above action this round (if it's not moot), but other things/people will go first.
The Successor floats back in space a few feet and continues to fire on its chosen target, the rising Remmy!
Ranged Attack on Remmy: 1d20 + 11 ⇒ (7) + 11 = 181d6 ⇒ 3 MISS!
"In common it would be more accurately referred to as Linnormn King's Cheese, which due to particulates forms large holes during the fermenting process, which is most commonly, but erroneously believed...."
A particularly large particulate from one of the ships flies by and {Remmy} squeaks in surprise.
Now that bit of text just looks prophetic...
"You know? Maybe a c-c-culinary lesson would be b-best s-saved for l-later!"
Remmy lashes out at the Precursor as he gets to his feet, but misses.
Mercutio may act!

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Knowledge (Arcana): 1d20 + 7 ⇒ (8) + 7 = 15
Mercutio unsheathes his formidable sword, and takes an awkward stab through the doorway....
masterwork estoc, Blood Music: 1d20 + 7 ⇒ (2) + 7 = 9 minus whatever penalties for awkward angle
damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

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Mercutio's blade slips between the door jamb and Chelk, but waves ineffectually in the air without contacting the ship.
Round 5!
Random GM roll: 1d6 + 1 ⇒ (2) + 1 = 3
The Precursor fires again on Remmy!
Remmy and Chelk - this provokes an AoO from both of you. Go for it!

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Chelk and Remmy's reactive blows both score hits, destroying the ship before it can fire its ballistae on Remmy.
Chelk, Segray, and Remmy may take their turns!

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Segray boldly comes in and pokes the laying elf with her feel-good stick.
"Uzziah, rise."
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4

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Chelk moves over to the other floating ship. Realizing he needs tp distract it from his comrades, he attempts to taunt it, something he has never been terribly good at.
”Er, avast, ye scurvy garbage scow. Hove, er, to, afore I splice yer mainbrace off!”
Sighing, he bring his blade to bear..
longsword: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 1d8 + 8 ⇒ (4) + 8 = 12

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Segray moves to heal the fallen elf as Remmy scampers out of the room and Chelk successfully attacks (and unsuccessfully taunts) hee-hee the Successor. In response, the floating ship floats back a tick and fires both of its ballistae on the normally-heavily-armoured warrior.
Ranged Attack #1 on Chelk: 1d20 + 11 ⇒ (11) + 11 = 221d6 ⇒ 3 HIT! - 3 hp dmg, Chelk
Ranged Attack #2 on Chelk: 1d20 + 11 ⇒ (19) + 11 = 301d6 ⇒ 5 HIT! - 5 hp dmg, Chelk
Both ballistae blast into Chelk, one lodging in his upper right thigh while the other injures his left shoulder. Segray notes that the elf is still unconscious.
Mercutio may act!

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Mercutio lunges across the room at the remaining curio.
masterwork estoc, Blood Music: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

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Mercutio's attack glances off the fortified wood of the Successor, failing to score a blow.
Round 6!
Chelk, Segray, and Remmy can act!

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Chelk successfully connects with the Successor, bits of wood splintering away. The floating ship still remains floating, however.
Segray and Remmy may act!

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Outside, Remmy pulls out his own wand, wincing as he holds it up and taps it to his own nose.
UMD: 1d20 + 8 ⇒ (16) + 8 = 24
Heal: 1d8 + 1 ⇒ (6) + 1 = 7
He sighs in relief as a few wounds close up.
T-t-t-that's a bit b-b-better...

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My, they sure are taking a long time in there. I wonder if they had problems getting past that guard? He did seem to be a loyal fellow.
Segray and Uzziah are smooth talkers though. I'm sure they won't have trouble for long. Certainly they would have come to get me if there were trouble

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Segray stays where she is and heals Uzziah some more.
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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The Successor floats away from Chelk and fires its two ballistae at the unarmoured warrior.
Ranged Attack #1 on Chelk: 1d20 + 11 ⇒ (15) + 11 = 261d6 ⇒ 1 HIT! - 1 hp dmg, Chelk
Ranged Attack #2 on Chelk: 1d20 + 11 ⇒ (9) + 11 = 201d6 ⇒ 3 HIT! - 3 hp dmg, Chelk
Both ballistae score tiny wounds on the warrior's arms.
Uzziah comes back to consciousness with a gasp. You are prone, Uzziah.
Uzziah and Mercutio, you may both act!

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Mercutio maneuvers around the table and takes another jab.
masterwork estoc, Blood Music: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Critical threat!: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

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The dhampir's piercing blow finally proves too much for the tiny floating ship, and the Successor breaks into pieces and falls to the ground.
COMBAT END!
Now that the imminent danger has passed, the new arrivals to the room can glance around. Like the front room, the back office is decorated with a nautical theme. A shelf along the south wall holds a collection of ships in bottles - two spaces notably absent - and other sailing collectables decorated in the Taldor’s blue and green shades. A desk stands in the middle of the room, and on the wall behind it is a glass-fronted shadow box containing a shattered shield.

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Mercutio becomes more subdued (for him) as the enchanted model crashes to the floor, and he picks up the fragments to contemplate them.
"A pity, really..."
Knowledge (History): 1d20 + 7 ⇒ (11) + 7 = 18
He turns around and notices the shield on the wall.
"...what is this? The 'break-room'? Interesting. Slightly. That looks like the Shield of Aroden, of Shining Crusade fame."

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Remmy stands outside and continues to hit himself with the wand a few times to get back up to snuff.
UMD: 1d20 + 8 ⇒ (6) + 8 = 14
UMD: 1d20 + 8 ⇒ (4) + 8 = 12
UMD: 1d20 + 8 ⇒ (20) + 8 = 28
UMD: 1d20 + 8 ⇒ (19) + 8 = 27
He sighs with relief at the healing magic.
heal: 1d8 + 1 ⇒ (6) + 1 = 7
heal: 1d8 + 1 ⇒ (3) + 1 = 4
and puts the wand away.
Good enough for now... l-l-lousey ships...

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Remmy will be busy for the next few minutes healing himself while the others go about their perusals.
As he stands there with his wand, the half-orc Kusk sticks his head around the corner.
"Is all well, good master?" the night watchman calls to Remmy, a little concern tinging his voice and his expression. "I normally don't let more than two folks in the room at once without the earl's direct guidance..."
Remmy, please give me a Bluff check.

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Remmy twitches a bit and glares at him, sharp fangs and blood coating the little vermin.
Do you often attempt to have g-g-guests murdered?!?! If I hadn't been there, my master might have been s-s-slaughtered! I nearly was as well! B-b-blast it, were you t-t-told not t-to give us the p-passcode, is that it?!?!
bluff: 1d20 - 2 ⇒ (15) - 2 = 13

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"Sir?" Kusk looks alarmed at Remmy's words. "Passcode? What are you ---?"
The large half-orc moves quickly over to Remmy's side, peering into the back room.
What's everyone else doing while this is unfolding? (Remmy's scene happens a bit after the immediate aftermath of the fight in the back room.)

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Remmy, not reading the situation very well glares at him.
I'M FULL OF HOLES! FLYING S-SHIPS S-SHOT ME! HOW WHERE YOU NOT AWARE OF THIS?! I S-SHOULD COOK YOU IN A S-S-STEW!

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Chelk tries to calm things down. "Come, good sir," he says, plucking mini balista bolts from his shoulder, "it seems that my young companion here has got himself into mischief, and caused a little trouble. Don't worry on his behalf, he looks fine. What a story we will have to tell the Earl later, haha what? We are sorry to have caused you such commotion - perhaps, um.."
He pats at his belt for a moment, before coming up with a hipflask. "A little snifter to ward off the cold on these long nights, perhaps? Settle our nerves while our young friends finish the business they came for
He brightens. "Perhaps we can raise a toast to General Arnisant, who died so long ago back in thirty-eight twenty-seven, you know, three eight two seven, perhaps."
He drapes an arm around the half-orc and attempts to lead him back to the other room.

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Mercutio dashes to the doorframe, using his formidable stature, formidable personality, and formidable gentleman's finery to block as much of the mess inside from view as he is able. "No need to concern yourself, goodman. What are friends for if not to help one another out of trouble when they get into it, and get into trouble when they are out of it?"
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12 additional +1 if the night watchman happens to 'swing that way', and/or +2 if he happens to worship Sarenrae

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Uzziah slowly stands up, with much apparent effort. He then makes to dust himself off and straighten his, now torn, extravagant wear. "My compatriots!" Uzziah begins forcefully, "There was an unfortunate happenstance but, now that it is over, there are rules here. Only two inside," as he says this he begins trying to pass back into the main room. Uzziah pauses in front of Remmy and stares at him for a moment expectantly, "Why are you speaking to this gentleman!? You have a job to do! Get in there and find it!" After this he goes to sit in the most comfortable chair in the main room.

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"Perhaps we can raise a toast to General Arnisant, who died so long ago back in thirty-eight twenty-seven, you know, three eight two seven, perhaps."
Kusk's furrowed brow turns upside-down at Chelk's suggestion of a drink. "A shared toast, you say?" the half-orc repeats, allowing himself to be led to a nearby easy chair. "Let no man say that Rusmonya Kusk isn't a good patriotic Taldan! Pour away, sir!" Kusk seems particularly pleased.
A few moments later, Uzziah wanders out from the back room and chastises Remmy, coming over to plop down next to Kusk and Chelk.
A Bluff check from you, please, Uzziah.

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Remmy pouts, but understanding what he's required to do goes back in and gets to where the safe is and to work on cracking the safe open.
Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22

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Because I'm a dope and forgot he gave it to me, that's why. :P
Remmy, remembering the combination he was given because it was literally seconds ago in game time, instead opens the lock, grumbling about how his talents are wasted on insanity like this.