
Big Belliott |

I'll climb that one
red-faced, he tries to brush off the catastrophic failure, brushes the others aside, and tries to climb the rope.
climb: 1d20 + 7 ⇒ (2) + 7 = 9
climb: 1d20 + 7 ⇒ (9) + 7 = 16
climb: 1d20 + 7 ⇒ (5) + 7 = 12
climb: 1d20 + 7 ⇒ (3) + 7 = 10
come on!!!!
He slips and becomes visibly angry

xeyed-jack |

throw: 1d20 + 6 - 6 ⇒ (18) + 6 - 6 = 18
Heaving a sign, Jack steadies his hand and throws. The hook lands with a clang over the edge of the deck. Easy now.... Jack pulls gently until there is no longer any slack. Now for the climb.
climb: 1d20 + 3 ⇒ (20) + 3 = 23
Jack grabs hold, and lifts himself up, his wiry frame straining with the effort.
climb: 1d20 + 3 ⇒ (17) + 3 = 20
Jack does not pause, and continues to climb.
climb: 1d20 + 3 ⇒ (20) + 3 = 23
He pulls himself higher and higher. The deck is almost within reach!
climb: 1d20 + 3 ⇒ (14) + 3 = 17
With a final twist, Jack swings his feet over the edge of the ship. Ha!! Jack turns around to face his comrades, and to take a bow, but slips, and falls backwards over board. Immediately, Jack recovers and turns his fall into a beautiful sommersault dive into the sea. No splash left a mark where he entered.
acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12
reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Somehow my dice rolls for acrobatics and reflex switched. I failed the reflex roll.

TapTap |

hook: 1d20 + 5 - 6 ⇒ (3) + 5 - 6 = 2
Tap tosses the hook into the sea and sits down in disgust.

GM Nayr |

Hilariously entertaining attempts both of you
Krine watches Jack's somersault and nods in approval. She glances down at Taptap in dismissive disgust. Alright, next group!
She takes in Tap and Jack, and heads back out with Kerruk, Arden, and Belliott. Alright, you know what to do!
The ropes were dunked in the seawater, removing the slick surface - no reflex save needed yet

TapTap |

If this is how these pirates board ships may I suggest just asking their captain? Twould work more often.

TapTap |

Watching Belliott fall into the sea with a splash, Tap quips
No wonder we got conscripted boys..the last crew drowned.

GM Nayr |

Arden tries twice more, alas she never gets past the first ten feet, as rotting vegetation hurled by her fellows takes her down.
Hook: 1d20 - 1 ⇒ (15) - 1 = 14
climb: 1d20 + 6 ⇒ (1) + 6 = 7
climb: 1d20 + 6 ⇒ (15) + 6 = 21
climb: 1d20 + 6 ⇒ (16) + 6 = 22
climb: 1d20 + 6 ⇒ (5) + 6 = 11
Hook: 1d20 - 1 ⇒ (4) - 1 = 3
climb: 1d20 + 6 ⇒ (6) + 6 = 12
climb: 1d20 + 6 ⇒ (14) + 6 = 20
climb: 1d20 + 6 ⇒ (18) + 6 = 24
climb: 1d20 + 6 ⇒ (14) + 6 = 20
One more try for Belliott, then all three for Kerruk

TapTap |

Taptap suddenly burst out laughing.
Real pirates are we. There has to be a better way.

GM Nayr |

Krine shakes her head at the failures, a permanent scowl set upon her face. Pathetic. It'll be rope bashes for the lot of ya tonight. Not a one of ya' 'as what it takes ta be a boarder. Good ta' know that if we find another ship, we'll have some fine recruits ta' keep the sharks' bellies full.
After the exercise, the group is given moderate tasks on board until evening. At the bloody hour, Scourge gleefully calls the potential boarders up, one by one, to submit to punishment. The rope bash is an attack with the hefty, sealed end of one of the ship's heavy rope. It hurts and bruises sure, but is seen as little more than an admonishment among piratical punishments.
let me know if you don't submit for any reason, otherwise, it's 3 damage nonlethal each. You have to go to the main mast and put your chest against it, thus showing your bare back to Scourge

TapTap |

Do we begin ourinsurrection at this moment? Nay, twould appear a tantrum of a kid among his betters. No take the pain with dignity, and a glare, and use it as a seed for tomorrow's uprising.
Taptap glares at Scourge with a deadly look, but the glances at the captain, his back slightly turned.
or am I a coward?
Taptap steps up; lowers the cloth from his back.
With grit loudly announces Don't miss.

TapTap |

Tap looks at this Belliott fellow. he seems none too perturbed. Well this was light punishment..
Taptap wanders over to Big Belliott and reintroduces himself.
Well, it ain't the keel hauling we watched the first day we were pressed into service. Why don't you join my friends and me this evening...but don't you be loud about it
Looking at the man's bulging muscles..added
I have a plan where we might earn some gold.

GM Nayr |

Scourge grins wickedly at Jack, as if he had hoped that someone would speak out against the punishments. Well, well...above the rope, are ya'? An' what makes ya' so much better than the rest of us, eh? Fine then....not the rope...the Cat'll be a better match for ya'...grab 'im boys.
At his call, Fipps, Jape the mute half orc, the big Rahadoumi man, and Kipper, the gunner's mate, all come forth. Kipper holds a wicket looking cat-o-nine tails, and together the four of them grab Jack and hold him to the mast.
If you'd like to resist, please roll initiative and give me first round actions. There are four of them, plus Scourge, though who knows what the rest of the crew will do once battle begins.

TapTap |

Jack Jack Jack. We were not ready...and I'm not about to get stripes for backing stupid
Tap shakes his head in frustration

TapTap |

init: 1d20 + 5 ⇒ (4) + 5 = 9
Tap slips back into the shadows of some crates
stealth: 1d20 + 11 ⇒ (7) + 11 = 18
and softly hums a sleepy tune stealthily casting sleep on Scourge and friends
I was always taller that I was wise.

GM Nayr |

Jack breaks away before the pirates can grab a hold of him, turns, and stabs out with his cutlass. The blade scores a hit on the Boatswain, cutting a long gash along his side. Scourge curses and spits out a curse. Seeing the very real threat of Jack's blade, he drops his whip and takes out a notched handaxe.
No quarter, boys!
The pirates attack Jack with balled up fists.
Punch: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Punch: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d3 + 2 ⇒ (1) + 2 = 3
Punch: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Punch: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Scourge: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 2 ⇒ (1) + 2 = 3

GM Nayr |

Jack takes a heavy overhand right from Fipps, and Scourge scores a slice on Jack's arm.
Scourge will save: 1d20 + 3 ⇒ (11) + 3 = 14
Fipps will save: 1d20 - 1 ⇒ (19) - 1 = 18
jape will save: 1d20 - 1 ⇒ (12) - 1 = 11
Jape's eyes roll back in his head, and he falls back to the deck with a thud.
Jack's up, 5 nonlethal and 3 lethal damage

xeyed-jack |

Seeing how desperate a situation his folly has put him in and how slow his friends have been to stand by his side, Jack renews his attack with dark fury. Come all ye pirates; thou hatest this man! Not one of you has escaped his evil temper. Rise up!
attack: 1d20 + 7 ⇒ (12) + 7 = 19 attacking Scrouge
damage: 1d6 + 4 ⇒ (4) + 4 = 8

TapTap |

Jack. Desparate Jack. When has such a desperate cry inspired any whipped dog? No this might be up to you alone...and your secret friend in the shadows.

GM Nayr |

As Jape falls to the deck, Scourge glances to the side, and cries out. This dirty git ‘as help! Looks like another’ll be joinin’ ‘im in ‘is fate! The sycophants loyal to Scourge and the officers look about – of course targeting those that Jack is known to spend his time with. Only a matter of time before they point their fingers at the culprit.
Scourge roars in rage as Jack’s sword bites into his thigh deeply. Blood flows down the officer’s leg as he attacks back.
Scourge: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 2 ⇒ (3) + 2 = 5
His pirate companions continue their attack.
Punch: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Punch: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d3 + 2 ⇒ (2) + 2 = 4
Punch: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d3 + 2 ⇒ (3) + 2 = 5
The other pirates on board, including those friends of Jacks, look about, unsure of how to proceed. Heavy boots sound on the poop deck, where Captain Barnabas Harrigan himself has come out of his cabin to see what the commotion is about. His massive arms are crossed over his formidable chest as he glowers at the scene below.

TapTap |

Damn that Captain looks like he has indigestion.
Tap runs out Best not maim the captain's favorite cook Scourgy
intimidate: 1d20 + 7 ⇒ (3) + 7 = 10
but this was only a distraction from Tap's true intent as a small ball is flung from Tap's hand at Scourge.
tanglefoot bag: 1d20 + 5 ⇒ (12) + 5 = 17

TapTap |

Looking to his friends, Tap says sadly
We are all in it now my friends. We end Scourge, or he ends us

Kerruk Gahar |

Kerruk gives a supple shrug, breathes a great sigh and steps forward. If I remain to one side, I will still be deemed companion to rebels. Perhaps the stars are lucky today.
Don't know my initiative score, but on my next turn, it's time for Evil Eye on Scourge. Any sign of Plugg?.

TapTap |

we all rolled init separately. so I guess you can too. my init was 9 and I just went

Kerruk Gahar |

Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Evil Eye time. DC 14 Will Save for Scourge: if he fails, he's at -2 to Attack rolls for 6 rounds. If he succeeds, its just one round. Here's hoping...
Kerruk draws no particular attention to himself, merely staring fixedly at Scourge. This is just the beginning he sighs inwardly. May I take some of these fools with me 'ere I die

Big Belliott |

well, one less rotten first mate isn't so bad. These others seem to have honor. If I don't get beaten again. Yes. I can't...stand...that again!!
initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Enter rage first, and then try and charge scourge.
CMB(bull rush): 1d20 + 7 ⇒ (9) + 7 = 16
trying to push him off the boat into the sea

xeyed-jack |

His ears ringing, and his thigh bleeding, Jack presses his attack against the botswain, shouting Stand back. I have no quarrel, but with this man! With that, Jack brings down his blade on the sticky botwain. Hard.
attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Confirming crit (cutlass 18-20)
crit: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 4 ⇒ (6) + 4 = 10