
| Elenia Caledor | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Elenia goes to the hold and finds 6 hammocks, a needle and some thick thread and brings them back up to the deck. She looks at the bodies to see if there is anything unique about their clothing or on their persons. 
She also thinks about the appropriate rituals for the dead she can remember.. 
Knowledge religion 1d20 + 8 ⇒ (3) + 8 = 11
Perception 1d20 + 3 ⇒ (14) + 3 = 17

| DM_Judd | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Ms. Avalon raises a quizzical eyebrow at Joan. ”Sails, you say?” She then looks in the direction Joan is pointing and takes a spyglass out. She raises it to her eye, scanning the horizon. Just before Joan leaves, she says I can’t see any sign of sails, it doesn’t mean there are none there.” 
Mirandir gives the rites as Morven and Nayli untie the bodies. They finish just as Elenia returns to the deck with the spare hammocks. Respectfully, each body is placed inside of the hammocks, with the hammock wrapped around them and then sewn shut. 2 pieces of silver are placed on each body, in each right hand. 
As you work, word reaches the crew and many come out upon deck to pay their respects to their fellow seamen. 
As Elenia is sewing up one of the hammocks, she notices something strange about the clothing on the body. It appears to be of fine quality and seems to be an undershirt, similar to the ones worn by the officers of this very ship. It would be reasonable to then assume that these 6 were not your average crew members. Mirandir also notices this but studying the soft skins on the hands of the bodies, he is fairly sure that the deceased sailors are indeed persons who held some form of rank. 
With the rites for each body concluded, they are commended to the deep. The rowing boat is taken into the workshop for repair. 
The Captain watches the whole event without saying a word but, when the last body pops into the water, she speaks to Joan: ”Show me where you saw these sails, Ms Porter.” and with that, she hands Joan a spyglass. Joan looks through the spyglass but is unable to spot the sails. The Captain then goes on to say: ”I need your sharp eyes on watch more than I need you mending and folding my clothes. Get to the bridge and alert myself or Ms. Avalon at the first sign of another ship.    
You are all on edge for the rest of your watch. The wind drops noticeably, which does little to alleviate the situation or calm your nerves. Finally, on the horizon, Joan’s vigilance pays off as she spots once again, the 4 triangular blood-red sails with the aid of her spyglass. She calls to Ms. Avalon who takes the Captain’s spyglass from Joan and looks for herself.  She says: [b]”Keen eyes Ms.  Porter.  and hands the spyglass back to Joan. She moves to the ship’s bell ringing it vigorously, shouting ”All hands beat to quarters.” The cry is taken up by Mr. Winters who for some reason was standing on deck. 
You all rush to your stations on the main deck and await orders from the Captain, who issues them thusly:
”We have spotted a ship on the horizon and due to recent developments have decided to treat it as hostile. We will attempt to run from her, however now is the time to equip weapons and armour if you have it, do so by watch. Mr Gleambright, see if you can knock up some defensive screens. Mr Winter, take a work party and make the ballistae ready, Ms. Avalon, I want you to take the helm. Mr Stokes, would you see if you can provide us with some magical assistance please?  Everyone, double time please, this is not a drill.” 
You now need to go and don your armour, weapons etc. Let me know if you are helping each other, or just trying to do it yourself as quickly as possible. The initial part of this phase, we will run in an abstract way, so I don’t need initiative from you yet.  When you return, let me know which of the crew members you are going to assist: Sailing faster, preparing defences, preparing weapons, or something you might think of. If you wish to cast spells, know it could be hours before combat is fully joined, if it is at all, as you may get away  

| Nayli Belequa | 
 
	
 
                
                
              
            
            Ducking into the hold, Nayli pulls off the rough shirt and leggings she'd been wearing, not caring about drawing attention to herself, or to the whip marks across her own back (thinner than Salty's, but as numerous. She shrugs her leather-and-padding armor on, cinching the thick belt around her waist and deftly securing other straps across her chest and stomach. That done, she wraps her whip up tightly and slides it into its customary place on her belt. Finally, she grabs her bow and quiver and heads to the deck.
Once on deck, she looks around, seeing what needs done as far as readying defenses.

| Mirandir Waverider | 
 
	
 
                
                
              
            
            Mirandir quickly ducks below to get his combat gear, returning to the deck after a minute or so. Upon his return, he makes for his post, trying to assist the other sailors in their evasion. Should he get the chance, he'll let someone know he could create a small fog bank at the right moment on request.
Sailor: 1d20 + 6 ⇒ (17) + 6 = 23

| Joan Porter | 
 
	
 
                
                
              
            
            At the sighting of the most-likely-hostile red-sailed ship, a thrill runs through Joan's heart, and she bites her lip in excitement. Action!
She hurries down to don her leather armor and grab her weapons and equipment, running an almost-loving hand over the cutlass she sticks in her belt.
When Joan returns to the deck, she looks first in the direction the Lady Sue is sailing to make sure they're not headed into a trap, or worse. Then, she makes note of the current position of the unknown red-sailed ship, and, unless she sees an obvious need for help elsewhere on the Lady Sue deck (she could assist with sailing or ballistae, if necessary) or receives other orders from the Captain, she takes up a position crouched behind the rail facing the enemy, looking for a target to shoot with her shortbow, and racking her brain for any tales or information she may have heard about red-sailed ships like this, perhaps discussing it with the Captain. She also tries to observe the ship's movement pattern and any sailors or officers she might spy through the glass, if allowed, in order to better judge their intent.
Knowledge (Geography): 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 7 ⇒ (10) + 7 = 17 +1 vs. traps 
Profession (Porter): 1d20 + 5 ⇒ (15) + 5 = 20
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
Survival: 1d20 + 5 ⇒ (13) + 5 = 18 +1 track

| Elenia Caledor | 
 
	
 
                
                
              
            
            Elenia hurries down to the crew quarters and collects her crossbow and spellbook. 
@DM: She prepares Flare, Daze, Acid Splash, Hydraulic Push, Obsuring Mist, Mage Armour.  
When Elenia returns, she goes to help Mr Gleambright prepare the defensive structures.
She will cast mage armour on herself should it be needed if we are looking like a definite combat situation.

| DM_Judd | 
 
	
 
                
                
              
            
            The crew of the Lady Sue rush to action. There is a mixture of apprehension and excitement from amongst the crew.  With speed and effectiveness, the crew don armour, predominately consisting of loose leather jacks and in some cases, heavy waxed coats. Most  of the crew arm themselves with a variety of knives, hatchets, or shortblades. Many crew members also grab spare tholepins to use as clubs in the event they lose ownership of their weapons. 
Morven arms himself and assists other crew members with their armour at the same time. 
At the ballistae Toby greets Salty saying ”Salty, I’m glad you’re here. Give us a hand with this.” With that, Toby points to the covers, which Salty helps remove. Brayan then ensures that the mechanisms run free, without catching and that the sightings are aligned.
Mr Gleambright catches Nayli’s arm and points to a large plank of wood and 3 large metal brackets. He says: ”Attach these to the back of the board, then hang it over the guardrail at the side.” He is about to give Elenia a job when Mr Stokes calls for her by name. Elenia hurries over to Mr Stokes, who is standing with Errol and another sailor whom she had been introduced to as Fletch. ”Ms. Caledor, you know where the crates marked with the number B-2256 and B-2257 are. Please show Mr Fletcher and Mr Oakes where there are, and bring them up to deck, with a crowbar please. Elenia’s knowledge of the hold allows her to find the crates very quickly. Both crates have the same rough dimensions as a coffin but are substantially scaled up. Errol and Fletch struggle to haul the heavy crates back to the top deck but once on top, Elenia cracks the top of the crates open, revealing large ballistae bolts in once case and in the second, more ballistae bolts but instead of a sharp point, there is a glass looking globe containing a viscous green liquid.
On the bridge, the Captain calls Joan to her side. Captain Loophook has yet to don any armour or weaponry but is instead intently staring at the approaching red sails. She speaks out loud saying: ”By the Gods, she’s fast! She has a great blade as her prow  She hands Joan the spyglass and says: []b”Ms. Porter, tell me what you make of the boat. Looking through the offered spyglass, Joan can make out the opposing ship. It is a thin hulled agile ship, similar in size to the Lady Sue, but using four large triangular sails, one per mast. The ship has two thin outriggers that barely touch the water as the thin boat drives hard towards the Lady Sue. Joan conveys this to the Captain who says ”Thank you, please assist me with my armour in my quarters.” Once inside the quarters, Joan assists the Captain in tieing straps, holding weapon belts and ensures that the Captain’s armour is sufficiently fitted. The Captain looks at Joan’s cutlass and says: ”May I see it? holding her hand out.  She tests the weight and balance of the blade and puts it on her desk. ”in my weapons rack, you will find a better crafted version of this. Please use it for the battle should it be necessary.” 
Temporally equip a masterwork cutlass. 
As Ms Avalon has taken the helm, Mirandir takes to the lower deck and tightens sheets. The crew are wary of the elf due to his somewhat aloof nature until now. 
With the efforts of the crew the Lady Sue gathers momentum. The sailors work industriously to push every ounce of speed out of the heavy boat. However, it quickly becomes apparent that the other ship is gaining on the Lady Sue with every passing minute and will be within ballistae range within two hours. 
At certain places along the guard rail, the Lady Sue has large wooden sheets, which provide decent cover from conventional ranged attacks. Around each of the masts, there are boarding spears (martial weapons). On the deck there are also several racks of loaded heavy crossbows and piles of crossbow bolts neatly stacked. To use the ballistae requires a crew of 2 people per equipment. To fire it requires the feat: Weapon Proficiency, Siege Equipment but anyone can assist in loading them.  
Discuss what your plans and preparations are. The boat is closing fast – if you have any plans for long range combat please make them known. I am aware of the rules for naval combat but for this encounter, we will solve the battle in a narrative fashion when/if/until any potential boarding action occurs. The first phase is long range combat – ballistae only. 

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            Salty will help with the ballistae munitions. He takes the time to try and identify what the ones with a glass globe are.
Craft (Alchemy): 1d20 + 7 ⇒ (15) + 7 = 22

| Nayli Belequa | 
 
	
 
                
                
              
            
            Nayli rolls her eyes at the gnome. "What'll that half-sized piece of wood stop, anyways?" She starts to continue before realizing that he's already moved on to the next task. Looking apprehensively over the side, she remembers the dwarf's trip overboard and realizes that she doesn't swim much better. She unfurls her whip, snapping it around the rails on the edge of the ship, and gets to work.

| Mirandir Waverider | 
 
	
 
                
                
              
            
            K. Nature to see if there's a favorable wind to catch: 1d20 + 5 ⇒ (1) + 5 = 6
Survival for the same purpose: 1d20 + 2 ⇒ (1) + 2 = 3
Sailor: 1d20 + 6 ⇒ (16) + 6 = 22
Knowing he wasn't a good shot with the crossbow he posessed and not being able to figure out the wind due to the chaos on the deck, Mirandir focused on trying to push any speed he could out of the sails to help them evade the approaching ship. It didn't matter what the ultimate outcome was, if they engaged, people would die. That was something the elf was rather keen to avoid.

| Joan Porter | 
 
	
 
                
                
              
            
            Joan hesitates to part with her "souvenir" of her previous battle, but appreciates the usefulness of the masterwork weapon, accepts it, and thanks the Captain accordingly.
I don't have much to add other than repeating my previous post. My 20 profession check above should help Joan determine what is currently most needed, and she could help with either ballistae or sailing, until we get into shortbow range.

| DM_Judd | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            @salty: Your alchemical knowledge allows you to easily deduce that the liquid is a highly potent alchemist’s fire.
With all the crew at their stations the Lady Sue somehow picks up speed, holding the other ship at a constant distance. If there was any doubt left that the thin ship was friendly, this vanishes when a large red flag emblazoned with a pair of crossed flaming Scimitars is raised above the mast. The hopes of avoiding combat further decreases as smaller triangular sails are unfurled along the lines linking the main hull to the outriggers.  
Now under extra sail, the hostile ship begins to gain on the Lady Sue. Upon the Lady Sue, the stern ballistae crew aim the large equipment at the approaching ship but Captain Loophook stops them from firing saying ”Wait till they get closer when our shots will count.”
The hostile ship doesn’t seem to share the Captain’s view with regards to their weapons. As soon as the Captain gives the order to hold fire, a large iron bolt flies into the sea to the left of the Lady Sue. The enemy ship continues to send probing shots like this. For the most part, these have little impact on Lady Sue other than intimidation. A few hit the rear quarter of the ship with a resounding thud. 
Time passes in this manner and you start to see the hostile ship more clearly. It has a high prow with what previously looked like a ram actually revealed as being a reinforced metal prow. The main hull sweeps steeply down, meaning that the deck is very close to the water’s surface. However, over the top of this is a wooden lattice deck, upon which you can see the ship’s crew moving freely. The line of the hull sweeps up sharply at the back to where the bridge is presumed to be, but your vision of the precise nature of the bridge is obscured by the unfurled large red sails. At the top of the largest mast is a covered crow’s nest. The outriggers seem to be connected to each other by a sturdy wooden walkway without rails. This in turn is connected loosely to the main body of the ship, allowing both outriggers and hull to move independently for greater manoeuvrability. On top of the outriggers themselves, what looks like 8 crossbows fixed together into a form of siege machine can be seen.   
Captain Loophook finally gives the order for the rear ballistae to return fire. At this range, the first two bolts fired from the Lady Sue hit the armoured prow of the approaching ship but deflect off harmlessly into the sea.  She shouts: ”Aim high for the rigging and score me a hit, then use the fire shots to slow her down! This proves to be more difficult than it appears as the helmsman of the enemy ship is as skilled as Ms. Avalon and under evasive manoeuvres the ballistae crew of the Lady Sue struggle to land any direct hits. All the while the hostile ship closes in. The Captain bellows the order: ”Ms. Avalon, hold this course steady. Everyone else, prepare your ranged weapons. “
The approaching ship is around 200 foot away currently. You may have 5 shots each at it at this range before we go to a closer increment. you must specify who each shot aims at. Those without ranged weapons may use a heavy crossbow.
To hit outrigger crew AC 15 (no cover):  
To hit ballistae crew (i. cover) AC 23:    
To hit deck crew (s. cover) AC 19. 
If you wish to do something other than take 5 shots please let me know as you may also get the opportunity to shoot. At this stage, initiative is not required. Good luck: I will post the return fire tomorrow! 

| Elenia Caledor | 
 
	
 
                
                
              
            
            Elenia will use one of the heavy crossbows to fire at the enemy ship taking her time to line up her target with the crossbow sights.
1d20 ⇒ 18 To hit outrigger
Damage: 1d10 ⇒ 4
The bolt hits a crew member!
1d20 ⇒ 19 To hit outrigger
Damage: 1d10 ⇒ 9
The bolt hits the same crew member. Elenia smiles.
1d20 ⇒ 8 To hit outrigger
Damage: 1d10 ⇒ 8
1d20 ⇒ 12 To hit deck crew
Damage: 1d10 ⇒ 9
1d20 ⇒ 17 To hit deck crew

| Joan Porter | 
 
	
 
                
                
              
            
            In this situation, it makes sense to use one of the heavy crossbows. Considering the distance, Joan targets the outrigger crew until there are no more, then the deck crew.
Attack!: 1d20 + 2 ⇒ (18) + 2 = 20
Attack!: 1d20 + 2 ⇒ (14) + 2 = 16
Attack!: 1d20 + 2 ⇒ (19) + 2 = 21
Attack!: 1d20 + 2 ⇒ (13) + 2 = 15
Attack!: 1d20 + 2 ⇒ (8) + 2 = 10
With the distance as it is, I think we all actually take a -2 range penalty on those attacks. If so, only two would hit.
Damage: 1d10 ⇒ 8 ... +1 (See below!)
Damage: 1d10 ⇒ 8 ... +1 (See below!)
As mentioned before, Joan takes cover, as much as possible, behind the ship's rail as she shoots.
EDIT:
Actually, if possible, Joan also uses this ability: 
Joan calls out things like, "Hey, get that ugly one hanging way out to the left!"
This causes her and EVERYONE within 30 ft. of her, PC and NPC alike, who chooses to target that individual, to get a +1 attack AND damage against that target until that target drops or until Joan designates a new target. :)
So, I think at least one more of my shots above should hit, and both the damages rolled above should get +1.
Another Damage Roll: 1d10 ⇒ 10 ... +1!

| Mirandir Waverider | 
 
	
 
                
                
              
            
             Attack on Outrigger: 1d20 + 0 - 2 ⇒ (6) + 0 - 2 = 4
 Attack on Outrigger: 1d20 + 0 - 2 ⇒ (5) + 0 - 2 = 3
After taking two shots that go way wide, Mirandir decides to save his bolts and wait for the enemy to get closer. In the meantime he stays with the other sailors whilst keeping an eye out for anyone targeting the captain or Ms. Avalon. Should he spot someone doing so, he'll move to cast Shield of Faith on that individual.

| Nayli Belequa | 
 
	
 
                
                
              
            
            Longbow: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Longbow: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage?: 1d8 + 1 ⇒ (2) + 1 = 3
Longbow: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Longbow: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Longbow: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Nayli opens fire on the other ship as it approaches, only to shake her head in disappointment as most of her shots slam into wood instead of targets.
Sorry, my life got pretty chaotic over the last bit.

| Morven Greigor | 
 
	
 
                
                
              
            
            Crossbow Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Crossbow Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Crossbow Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Crossbow Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Crossbow Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Morven's enthusiasm was not matched by his accuracy and many foul curses could be heard muttered by the corsair as his best shot was a near-miss- the rest far, far worse.

| DM_Judd | 
 
	
 
                
                
              
            
            So I am assuming that you utilise the cover when you fire. 
Elenia:
1d3 - 1 ⇒ (2) - 1 = 1 
1d20 - 4 ⇒ (19) - 4 = 15 (Hit)
1d8 + 1 ⇒ (7) + 1 = 8 (Damage)
Joan:
1d3 - 1 ⇒ (1) - 1 = 0
Mirandir:
1d3 - 1 ⇒ (3) - 1 = 2
1d20 - 4 ⇒ (5) - 4 = 1 (Miss)
1d20 - 4 ⇒ (20) - 4 = 16 (Crit threat) 
1d20 - 4 ⇒ (3) - 4 = -1 (Not confirmed)
1d8 + 1 ⇒ (8) + 1 = 9 (Damage)
Morvan:
1d3 - 1 ⇒ (2) - 1 = 1
1d20 - 4 ⇒ (13) - 4 = 9 (Miss)
Nayli:
1d3 - 1 ⇒ (3) - 1 = 2
1d20 - 4 ⇒ (7) - 4 = 3 (Miss)
1d20 - 4 ⇒ (16) - 4 = 12 (Miss)
Salty:
1d3 - 1 ⇒ (3) - 1 = 2
1d20 - 4 ⇒ (17) - 4 = 13 (Miss)
1d20 - 4 ⇒ (18) - 4 = 14 (Miss)
The crew of the Lady Sue stood at the guardrail bows and crossbows readied. Captain Loophook gave the order ”Fire!”. The majority of the shots were aimed at the unprotected crew manning the outrigger. The long ranged volley takes a devastating toll on the assembled foes with many falling to the deck screaming as arrows and bolts pierce their light armour and flesh. After 5 waves of projectiles very few of the men and women who previously manned the outrigger were standing. First blood was struck by the merchant vessel but the crew of the faster ship hit back with disciplined volleys of longbow fire from the main deck. A steady hail of arrows thumped into the rear of the Lady Sue. Despite the relative force of the barrage very few missiles hit the crew, due in large part to the temporary barricades lining the ship’s rail. After 2 such waves of direct fire the enemy bowmen decided to change their tactics. With deadly precision despite the range, the longbow armed archers fired their arrows high into the air attempting to negate the protective boards attached to the ships rails. A hard rain of iron tipped arrows thudded into the deck sowing confusion and panic among the crew of the Lady Sue. Morvan sheltering next to Elenia was shocked as the half elf let out a muted shriek as one of the enemy arrows struck her in the neck burying itself deep and causing the woman to slump forward unconscious and bleeding. Likewise Mirandir, who was preoccupied with the condition of the officers was caught in the shoulder blade with a well placed arrow sending him sprawling to the deck. Still conscious, he managed to steel himself enough to slump against the thickest part of one of the boards attached to the ships rail, resulting in him breathing heavily. Salty found himself to be the only uninjured member of his ballista with his fellow crew having taken the brunt of the arrow storm. Feeling helpless as his shipmates were dying around him he was shaken to his senses by a familiar voice. Toby ducked next to the half orc his usual smile now replaced by a look of determination. ”Salty help me with this!” The Halfling holds up a and a wand, the bag is tossed to the cook which clinked as Salty caught it. ”Pour one of those down the throat of the most injured and I will use this wand on the bumps and scratches. Oh and keep your head down!” inside the bag was a large number of glass vials containing sparkling blue liquid.
Morvan tries desperately to stop the bleeding around Elenia’s neck tearing the sleeve off her robe and attempting in vain to apply pressure to the wound. ”Out of the way Mr Greigor” Mr Stokes kneels beside the dying clerk opening her mouth pouring a vial of blue liquid straight down her throat.
Heal:1d8 + 1 ⇒ (6) + 1 = 7
Elenia wakes coughing to find Morvan and Mr Stokes looking at her. ”Stupid woman”. The quartermaster thrusts her spellbook into her chest saying ”Mage Armour; cast it!”
Mirandir struggles to retain consciousness as Toby and Salty come upon him. The Halfling stooping and the Cook half crawling with one knee dragging behind him in a comical fashion. Toby looks at the elf turns to Salty and says ”Potion” Salty gives Mirandir a vial and moves on to the next casualty. Toby looks hard at the elf and waves the wand.
Heal:1d8 + 1 ⇒ (1) + 1 = 2
UMD:1d20 + 12 ⇒ (12) + 12 = 24
Heal:1d8 + 1 ⇒ (5) + 1 = 6
Having found an area that received relatively light fire Joan risks a quick peek at the enemy ship. On the outrigger a similar story to the one on the Lady sue was taking place injured sailors were being dragged or carried to the centre of the outrigger’s deck. As this happened from the main body of the ship a small figure clad in oilskins moves down the walkway and onto the outrigger. Standing in the centre of the wounded sailors the figure raises a rune etched shark’s jaw above their head. With a flash, a burst of salt spray emanates from the jaw covering the injured crewmen and women. Groggily the mass of bodies begins to move getting to their feet, their previous wounds now healed.
The ferocity of the bow fire suppresses the crew of the merchant vessel and those crew members not already doing so hunker down taking pot shots wherever possible. As a consequence the Lady Sue slows allowing the enemy ship, now revealed to be called ‘Bea’s Gambit.’, to close the distance quickly. At this range the siege ballistae become devastatingly accurate. 2 large fires erupt on the main deck of the Bea’s Gambit. In return a 6ft bolt trailing a light chain smashes into the workshop. Errol and Brayan lead a team trying to dislodge the bolt but their efforts are rendered useless as a second bolt drives itself into the deck. The chains tighten and begin to drag the 2 ships together. The volleys of arrow fire become single well aimed shots as the bulk of the archers ready boarding weapons. Captain Loophook draws her cutlass ”Crew to the guard rail! Stand by to repel borders!”
Initiative please along with any preparations you may want to do and where abouts you would like to stand (refer to the coordinates on Mirandir’s map use the side closest to the bottom of the screen for where the action will take place. Avoid standing on the bridge please the enemy cannot board this area directly at this time). I will need a post within 24hours of this post otherwise I will have to bot your character. (I know I have been slow with the posting of late for which I apologise, however I plan to pick up the pace going forward.) The first round combat will commence tomorrow.
NB. If you have any questions or actions regarding any of the above feel free to ask.

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            Initiative Roll: 1d20 + 1 ⇒ (7) + 1 = 8
After helping heal the crew, Valaravans grabs a couple of vials and quickly imbibes it's contents.
He drinks his mutagen (+4 STR / -2 INT, +2 natural armor, 10 minutes duration) and Enlarge Person (becomes a large creature, doubling its height and multiplying its weight by 8. +2 size bonus to Strength, a –2 size penalty to Dexterity, and a –1 penalty on attack rolls and AC due to its increased size.
Space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed, 1 minute duration).
Salty will stand in the closest place to the boarding place, so he can attack the boarding pirates using his reach. Column 18, maybe? The closest to the rail possible.

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            Let's try something, Salty has the Throw Anything feat, and as Large and Mutated can lift 1,400 lbs over his head (Strength 24). Is there a barrel or something he can grab and throw the bad guys as soon as they get near (ideally a barrel of something flammable ;) )? As soon as he does that he will grab his now large greataxe...
BTW, Team: Be ready to heal him, as he is not very durable...

| DM_Judd | 
 
	
 
                
                
              
            
            On your 1st turn you may make a thrown attack with the bolt. If you hit deal 4d6 damage to all squares 5 feet around the target space, DC15 reflex for half if they fail they are set on fire. Standard thrown attack rules apply. The most favorable square is 20ft away and will allow you to hit 8 targets you could hit more people but the shot would be 50ft away.

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            Ok, ranged touch attack vs AC 5 of the space he is aiming... he will go for the one 50ft. away, so its +1 throw anything, -1 size, -8 range penalty, for a total of -8.
Salty gets one of the ballista bolts, his muscles rippling under his green skin, foam flying from his bestial mouth while a roar is heard around the ship.
He lunges the bolt with all of his strength, as far as he is able, to the mass of attacking pirates.
Ranged Touch Attack vs. AC 5: 1d20 - 8 ⇒ (15) - 8 = 7
Misdirection where it falls if he fails: 1d8 ⇒ 7
Damage (Reflex DC 15 for half, +2 throw anything): 4d6 + 2 ⇒ (2, 2, 6, 5) + 2 = 17

| Mirandir Waverider | 
 
	
 
                
                
              
            
            Mirandir coughs up a small amount of blood as his wounds heal after pulling the arrow from his midsection. He then pulls himself together and prepares for the fight to come by casting Shield of Faith on himself. Readying his shield and trident, he gets ready to attack the first target that threatens him.
Init: 1d20 + 2 ⇒ (5) + 2 = 7
Unmodified Trident Attack when needed: 1d20 + 2 ⇒ (6) + 2 = 8
Looking for roughly (11,6)

| Joan Porter | 
 
	
 
                
                
              
            
            This is a super crazy time for me with work and life in the next week and a half, so if I miss things or can't post, please bot me appropriately I should be much more free to post after that. If you bot me, please remember to add +1 At for Mwk. cutlass on loan from Capt., and +1 At and Dam from Freebooter's Bane for me and allies w/in 30 ft.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17 +1 vs. traps
Profession (Porter): 1d20 + 5 ⇒ (15) + 5 = 20
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
Survival: 1d20 + 5 ⇒ (13) + 5 = 18 +1 track
Are the enemy standard races? What about the small figure with the healing shark's jaw? Any insignia or holy symbols? Any obvious leadership targets for my heavy crossbow?
Joan's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
It seems like it would be a good idea to stay at 10,6 on bridge at top of stairs and take pot-shots at those on the other ship attempting to board before switching to the cutlass when/if they board, but Joan would only do that if it didn't seem to be against the Capt.'s orders. She would continue to verbally indicate likely targets for Freebooter's Bane.
Joan's heart rushes and her focus intensifies at the thrill of battle.

| Nayli Belequa | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Nayli takes up a position at (11, 18) and casts Entropic Shield on herself and Magic Weapon on her whip. Cracking it a few times, she waits for the boarders to come into range.
Entropic Shield: Ranged attacks against me have a 20% miss chance. Magic Weapon: Whip gets a +1 enhancement bonus.

| Morven Greigor | 
 
	
 
                
                
              
            
            Morven moved behind the now massive fellow Half-Orc and began a furious tone just before the boarding action truly became a grim reality- it was a low humming growl tinged with Morven's magic and rage that seemed to grow in power as he started to snarl, compelling others among the crew to give in to the anger and fury the tone inspired...
Morven was fully clad in traditional hide armour and with the cover of the hulking Salty, had opted to heft his long-hafted Guisarme into the fray. His eyes blazed with excitement and fury, his rage emanating to those around him and inviting them to join the bloodlust...
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.
At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
Essentially, PC's and friendly NPC's can choose to gain a mini-rage with +2 morale bonus to strength and constitution, +1 morale bonus to will saves and -1 to AC. You are not fatigued when the song ends. Pretty sure you can't cast if you accept the effects, functions like a normal rage. Morven will of course be partaking in his own raging song :).
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            As will Valaravans.
At the sound of Morven's song Salty roar in rhythm, enjoying the infused rage on his body.
So +1 to STR, HP, Melee Attack and Damage, and Will Saves, -1 to AC

| DM_Judd | 
 
	
 
                
                
              
            
            House keeping: 
@Salty: I have your first turn thank you. Also to make that shot you will need to be standing at (22,6/23,6/22,7/23,7)
@Joan: With your rolls Knowledge (Geography): You would guess that you were still on the same course you and the captain plotted.
Perception: The crew of the ship seem to be of similar composition to that of your own a good mix of races etc. You the huge sails of the ship cast a great deal of shadow over the deck consequently you are unable to learn much more about its construction other than the stern sweeps up and tapers at the back. From this distance there are several people who could hold rank but what that rank is you cannot be sure. Looking up you see a single robed figure in the crow’s nest. Your eyes must be deceiving you could this be a fabled Drow?
Profession (Porter): Not relevant at this time.
Sense Motive: The overall feeling among the crew is one of fear and determination.
Survival: Not relevant at this time
Symbols on the shark jaw?: Yes plenty you would need ranks in Knowledge religion to understand them however. As for who the small figure is you are unsure but he clearly holds some rank.
Also I’m moving you to (12,6) the captain doesn’t want anyone other than the officers on the bridge.
@Mirandir: You also spot the robed figure and can identify it as a Dusk elf.
@Nayli: you may make a Knowledge religion check for the small figure with the shark jaw.
The chains connecting both ships tighten and drag the 2 vessels together a scattering of shots are fired from ship to ship however very few do any real harm to either crew. For the most part it seems that the crew of the Bea’s Gambit are preparing for a full scale assault. The outrigger is now empty of its previous occupants who line the decks facing you. A calm descends between the 2 boats which is only broken when a massive orc stripped to the waist steps forward and bellows ATTACK!!! with that the enemy crew surge towards the side of the Lady Sue Grappling ropes and Ladders in hand.
Battle For The Lady Sue (Round 1) 
Initiative:
P11d20 + 1 ⇒ (5) + 1 = 6
P21d20 + 2 ⇒ (18) + 2 = 20
??? 1d20 + 2 ⇒ (15) + 2 = 17
Elenia = 22 (13,06)
Errol and Brayan = 21 (28,07) – (24,07)
P2 = 20 (on the out rigger)
??? = 17 
Joan = 17 (12,06)
Morven = 10 (22,08 – on top of the workshop.)
Mirandir = 8 (11,06)
Salty = 8 (22,6/23,6/22,7/23,7)
P1 = 6
Nayli = 5 (11,18)
Example turn format: Move: 30ft to X,Y
Standard: Melee attack Club: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Swift: N/A
Free: N/A
HP:13/13
Active effects: Mage armour, Bless, Inspire courage. 
(Discription)
Climbing on top of the workshop Morvan stands up to his full height and begins to sing: 
Help me Bob, I'm bully in the alley,
Wey hey, Bully in the alley.
Help me Bob, I'm bully in the alley,
Bully down in Shinbone al.
The crew know the song well and join in with gusto, stamping their feet and slamming the hits of their weapons on the guard rail.  This visibly gives the pirates pause, not used to enemies who meet them face to face let alone sing. Errol stands at the rail towards the bow of the ship, a dull short sword in hand ready to cut any boarding lines that may be used for climbing. Brayan stands next to salty holding a hand axe and prepares to do the same. The Pirates carrying the boarding equipment react quickly surging down the ships ramps and onto the outrigger preparing the boarding equipment. 4 sailors are in a position to throw grappling ropes:
1d20 + 1 ⇒ (12) + 1 = 13 vs DC11
1d20 + 1 ⇒ (7) + 1 = 8 vs DC11
1d20 + 1 ⇒ (6) + 1 = 7 vs DC11
1d20 + 1 ⇒ (19) + 1 = 20 vs DC11
2 of the ropes attach firmly to the rails (at 14,6 and 28,6) Errol is ready however and chops at the rope:
Sunder Vs rope 1d20 + 11 ⇒ (4) + 11 = 15
Errol casually slices through the rope attached to the grappling hook tossing the now useless piece of curved iron over the side and into the sea.
Elenia, Joan, Morven & Mirandir you are up!
Salty hefts the iron bolt before expertly throwing it like a javelin into a large mass of waiting pirates including the muscle bound orc.
1d8 + 8 ⇒ (5) + 8 = 13 targets in the area.
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (11) + 2 = 13
The bolt flies true striking the deck of the ship the glass of the orb shattering hurling the viscous green oil in a wide splash. As it reacts with the air the liquid explodes into flame covering the poor knot of sailors in sticky fire. Due to the design of the ship and Salty’s forethought the now flaming liquid drips between the holes of the top deck and onto the unsuspecting crew below. Horrifying screams of pain erupt from the inferno as only 4 of the sailors hit remain standing the others crumple in a still burning heap. The Orc is fast enough to avoid the explosion leaping onto a low hanging sail rope and only sustaining light burns.

| Joan Porter | 
 
	
 
                
                
              
            
            Did Errol and Brayan succeed in chopping through both ropes? If not, which one remains? 
Are there any pirates in melee range of us? If not, how far away are they?
Thanks!

| Joan Porter | 
 
	
 
                
                
              
            
            Joan would try to slice the rope unless Elenia or someone else does so first. If that's not an option she would designate another target for freebooter's bane and shoot, then ready her cutlass.

| Elenia Caledor | 
 
	
 
                
                
              
            
            Elenia listens to Morven's song but isn't drawn in by it.
She aims her light crossbow at the enemy crew member closest to her on the rope.
1d20 + 2 ⇒ (4) + 2 = 6
The crossbow bolt falls short, clattering into the sea.
She hunkers back down against the cover and reloads her crossbow.

| Morven Greigor | 
 
	
 
                
                
              
            
            Not equipped for further ranged combat and fully expecting Salty to receive some fire, Morven held his guisarme one-handed as he prepared to add his own brand of magical healing to the Half-Orc once we was wounded.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

| Nayli Belequa | 
 
	
 
                
                
              
            
            Nayli blinks at the grappling ropes. Her whip won't cut through them, and they're a long bit away anyways, so hopefully someone else will take care of it. Instead, she focuses on the enemy, readying a whip-strike for the first one to come in range.
Readied Whip: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Unfortunately, it's a bad whip-lash. I'll be away until Friday of next week. Bot me as needed.

| DM_Judd | 
 
	
 
                
                
              
            
            Joan’s attack on the rope 1d20 + 4 ⇒ (3) + 4 = 7
Joan moves to the rail displacing a crewmember and chopping down on the rope. Which she severs neatly with strong downwards chop.
From the main deck the remainder of the pirates attempt to provide their comrades some cover. Longbow armed elven crewmembers fire their deadly weapons at the deck. 
1d4 + 1 ⇒ (1) + 1 = 2
Salty’s vicious attack had thinned the ranks of archers ready to fire so he only found 2 arrows aimed at him. 
1d20 + 2 ⇒ (2) + 2 = 4 1d8 + 1 ⇒ (1) + 1 = 2
1d20 + 2 ⇒ (6) + 2 = 8 1d8 + 1 ⇒ (8) + 1 = 9
The screams of burning sailors seem to unnerve the ranged attackers as the arrows aimed at salty fly harmlessly above the large cooks head. At the same time as the archers fire several pirates swing from ropes across the void between the 2 ships. The crew ready attacks against the aerial foe, but to everyone’s surprise they swing well short. Equally surprising is the aim of their manoeuvre at the apex of their swing the attackers who are mostly gnomes hurl a number of pouches at the deck of the lady sue. 
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (1) + 2 = 3  
1d20 + 2 ⇒ (19) + 2 = 21 
With a blinding flash the pouches explode as the hit the deck causing many of the crew to stumble backwards holding their eyes. (Everyone except Nayli please make a Fort Save DC13 or be blinded next round.)
Mirandir please take an action otherwise you will be readying to attack someone climbing.
Battle For The Lady Sue (Round 2) 
Initiative:
Elenia = 22 (13,06) 
Errol and Brayan = 21 (28,07) – (24,07) 
P2 = 20 (on the out rigger) 
??? = 17 
Joan = 17 (14,06) 
Morven = 10 (22,08 – on top of the workshop.) 
Mirandir = 8 (11,06) 
Salty = 8 (22,6/23,6/22,7/23,7) 
P1 = 6 
Nayli = 5 (18,06)
Recap: The pirates swarm the outrigger preparing to use ropes and ladders to board the Lady Sue. Salty disabled many of the attackers by hurling exploding siege equipment. There currently are no pirates aboard and no boarding lines attached.
Elenia your action.
Errol averts his eyes before the flash and readies an attack on the first pirate to come over the rail. Brayan is not so lucky but raises his hand axe ready to strike none the less. 
1d20 + 1 ⇒ (19) + 1 = 20 vs DC5 (14,06)
1d20 + 1 ⇒ (2) + 1 = 3 vs DC5 (18,06)
1d20 + 1 ⇒ (8) + 1 = 9 vs DC5 (20,06)
1d20 + 1 ⇒ (7) + 1 = 8 vs DC5 (23,06)
1d20 + 1 ⇒ (11) + 1 = 12 vs DC5 (25,06)
1d20 + 1 ⇒ (15) + 1 = 16 vs DC5 (28,06)
4 ladders are attached at:
(15,06) (19,06) (24,06) (29,07)
Ropes are once again hurled over the rails and pirates begin to scale the side of the ship.
If you can please make an AaO against a pirate. Everyone else is up. Please see discussion thread.

| Morven Greigor | 
 
	
 
                
                
              
            
            Fort: 1d20 + 8 ⇒ (12) + 8 = 20
The incredibly tough Morven was looking straight at the flash as it happened, but shrugged off the momentarily blindness as he maintained his raging song. He left his post behind Salty, amazed that the hulking figure was not already a pin-cushion, to move into the second rank where he could make use of his long-handled Guisarme to strike over those ahead of him.
Readied Action to Strike (Bless, Raging Song, Miss): 1d20 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
AOO (Bless, Raging Song, Hit): 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
Damage (Raging Song): 2d4 + 4 ⇒ (2, 2) + 4 = 8

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            Do we have Bless on? I am not counting it.
Attack of Opportunity:
Greataxe Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Greataxe Damage: 3d6 + 11 ⇒ (3, 4, 4) + 11 = 22
Active effects: Mutagen, Enlarge Person, Raging song.
--------
Round 2
Move: To attack the closest enemy
Standard: Greataxe Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Greataxe Damage: 3d6 + 11 ⇒ (3, 2, 6) + 11 = 22
Swift: N/A 
Free: N/A 
HP:11/11 
Active effects: Mutagen, Enlarge Person, Raging song. 
Salty moves to attack the closes enemy, his large greataxe shinning impressive over the heads of all the others combatants.
Too bad in his rage the hit is wide...
Note: He can attack 10' away for his AoO as he is large now.

| Valaravans Salt aka "Salty" | 
 
	
 
                
                
              
            
            I realize I didn't roll Salty's fortitude.
Fortitude Roll: 1d20 + 3 ⇒ (3) + 3 = 6
He is blinded too...
Salty screams in fury as the flash blinds him temporarily!
"Damn you! I'll rip your guts out!"
Miss Chance for AoO: 1d100 ⇒ 69
Miss Chance for Round 2 Attack: 1d100 ⇒ 24
 
	
 
     
     
    