
GM Nayr |

Miss in 1-50: 1d100 ⇒ 1
Return fire in 1-40: 1d100 ⇒ 3
Crossbow fire: 1d4 ⇒ 4
crossbow 1 target: 1d4 ⇒ 1
crossbow 1 attack: 1d20 + 1 ⇒ (20) + 1 = 21
crossbow 1 damage: 1d10 ⇒ 9
crossbow 2 target: 1d4 ⇒ 1
crossbow 2 damage: 1d10 ⇒ 10
crossbow 2 attack: 1d20 + 1 ⇒ (17) + 1 = 18
crossbow 3 target: 1d4 ⇒ 3
crossbow 3 attack: 1d20 + 1 ⇒ (7) + 1 = 8
crossbow 3 damage: 1d10 ⇒ 8
crossbow 4 target: 1d4 ⇒ 3
crossbow 4 attack: 1d20 + 1 ⇒ (2) + 1 = 3
crossbow 4 damage: 1d10 ⇒ 10
Crit confirm: 1d20 + 1 ⇒ (15) + 1 = 16
Additional damage: 1d10 ⇒ 3

GM Nayr |

Jack and Tap both miss their targets by wide margins, the nature of ship battle somewhat new to them both, Kerruk's shot is a bit more accurate, and it thuds into the railing of the sterncastle, only inches from a sailor's wide-eyed face.
The sailors on the enemy ship take note of the missiles, and they turn their attention to your group to return fire. Four bolts come flying in, and 2 slam into tap - one in his chest and the other in his shoulder. He hits the deck, down and bleeding out. The other two shots get lost in the fog, missing their marks.
22 damage to Tap!

xeyed-jack |

The bastards! Jack readies another quarrel into the crusty crossbow mounted to the gunwale. Aims at some shadows he thought he saw, and lets fly.
perception: 1d20 + 5 ⇒ (11) + 5 = 16 Hoping to see anything of advantage.
attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d10 ⇒ 3 (Not sure what the damage dice should be.

GM Nayr |

Belliott miss 1-50: 1d100 ⇒ 41
Jack miss 1-50: 1d100 ⇒ 16
return fire 1-40: 1d40 ⇒ 26
crossbows: 1d4 ⇒ 4
crossbow 1 target: 1d4 ⇒ 3
crossbow 1 attack: 1d20 + 1 ⇒ (15) + 1 = 16
crossbow 1 damage: 1d10 ⇒ 7
crossbow 2 target: 1d4 ⇒ 4
crossbow 2 attack: 1d20 + 1 ⇒ (17) + 1 = 18
crossbow 2 damage: 1d10 ⇒ 7
crossbow 3 target: 1d4 ⇒ 2
crossbow 3 attack: 1d20 + 1 ⇒ (14) + 1 = 15
crossbow 3 damage: 1d10 ⇒ 9
crossbow 4 target: 1d4 ⇒ 4
crossbow 4 attack: 1d20 + 1 ⇒ (13) + 1 = 14
crossbow 4 damage: 1d10 ⇒ 7

GM Nayr |

Kerruk 7 damage, Jack 9 damage, Belliott 14 damge - brutal! Belliott is up again in round 2. Tap is out round 2 but gets up round 3 and is at 2 HP. He can take 1 std action. Jack, Belliott, and Tap can act in round 3. You get the feeling that the return fire is targeting you due to your own attacks.
Belliott's bolt gets lost in the swirling mists, as does Jack's next shot. Kerruk spends quite a bit of time getting Taptap back up, while enemy bolts rain down upon the group!

TapTap |

Kerruk, friend, stay down. We are getting slaughtered.
Tap looks.blankly into the mists. In a moment I will gather the strength to cast a minor healing spell upon myself. I just fear that we will have little left for the upcoming boarding maneuver. Tap chuckles.

TapTap |

Tap stays prone to avoid bolts, and softly sings a light healing spell.
casting clw
clw: 1d8 + 1 ⇒ (3) + 1 = 4
three clw spells and i have 6 hp, lol

xeyed-jack |

How soon will the other ship be within range of our hooks?
Tap, I do not think that you will fare well boarding the ship in your condition. I would advise that you go below, except that no doubt it would be considered treasonous by our... captain. Instead, perhaps you can take the crossbows and cover us once we attempt to board. For now, let us stay low.
Jack takes cover as he can.

TapTap |

You can still shoot crossbows from prone position, with -4 penalty though

GM Nayr |

Though the second volleys fly out from Jack and Belliott, their trajectory is lost in the swirling fog, and no return fire comes forth. Sandara looks aside at Kerruk’s prompting, and rolls her eyes as if to say. “Really…already?” Nonetheless, she grips the ebony symbol of Besmara about her neck and focuses. Tap immediately begins to feel strength force its way back into his body.
The above concludes round 2 - Tap is healed 8 from Sandara
As the ships get even closer together, the fogs move to envelop both ships, and the scene of battle grows even more chaotic. Flashes of light and steel in the distance, the clattering of bolts on the decks, screams of men and even a splash or two sound out from the unnatural mists. Being this close to the railing, you can see in the churning waters down below the long, sleek bodies and telltale fins of sharks, who have come to answer their dinner bell.
Jack’s shot flies out into the mists and a shout of pain and vile curse ring out soon after. A shot is fired back, but it is lost in the mists, coming nowhere near Jack and his fellows.
Round 3; the ships are now 60’ apart. Remaining to act in round 3 – Tap, Belliott, Kerruk. Feel free to post both round 3 and 4 actions; after that, we’ll be rolling initiative for boarding action!

TapTap |

Tap stays prone for cover and aims his crossbow into the mists/
Round 3: attack/dmg: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 151d8 + 2 ⇒ (5) + 2 = 7
Round 4: attack/dmg: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 151d8 + 2 ⇒ (2) + 2 = 4

Kerruk Gahar |

Kerruk fires his crossbow whilst muttering a somewhat garbled prayer to the spirits of the heavens, something about slings and arrows and defying the stars, a muttering that modulates upwards to a wild yowl as his first bolt strikes home.
Round 3:Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 ⇒ 2
Round 4:Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 ⇒ 6
Round 3 crit confirm: 1d20 + 3 ⇒ (15) + 3 = 18
crit damage: 1d8 ⇒ 2

TapTap |

Looks like some good shooting there fellow pirates

GM Nayr |

Shots from Jack and Tap pepper the enemy, and cries can be heard from the blanket of fog. A few shots return, but are errant and fly by overhead. Kerruk's shots also get lost in the deepening, arcane gloom.
Just need 2 shots from Belliott then we can move on. I know it seems a futile exercise, but any you kill here means less you face onboard.

Big Belliott |

Belliott remains prone and launches bolts at the enemy. He is not enjoying this, and can be seen turning redder and redder.
I need to get on that ship! I need a real fight!
attack_ranged: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
attack_damage: 1d8 + 3 ⇒ (6) + 3 = 9
attack_ranged: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
attack_damage: 1d8 + 3 ⇒ (4) + 3 = 7

xeyed-jack |

Let's hope, dear Belliot, that we all have more luck with the grappling hook than the last time. For my part, I will do my best to become a pirate, if only to impress the captain and avoid a keel-hauling tomorrow. And you, Tap? The fates have not been kind. You are hurt sorely already, despite all our efforts to heal you. If it were not that tomorrow you will be keelhauled, I would suggest that oerhaps you ought to find a place to hide? Or better? Use the opportunity to make some useful investigation aboard this ship?

GM Nayr |

As the final bolts clatter on the decks of the opposing ships, they finally draw close enough for the real combat to begin. By now, the fog is so overwhelming that all once can see from the ship is the opposite railing.
A roar from Krine signals the start of boarding actions, and the Wormwood pirates begin to hurl grapples and lower planks to board the opposing ship. More grapples and set and drawn to keep the ships tightly bound
Taptap: 1d20 + 5 ⇒ (19) + 5 = 24
Jack: 1d20 + 6 ⇒ (10) + 6 = 16
Kerruk: 1d20 + 1 ⇒ (14) + 1 = 15
Belliott: 1d20 + 1 ⇒ (7) + 1 = 8
Begin the boarding action! The fog is so think that you can’t tell where anyone is on the other ship (the bigger one.) You can cast your grappling hooks from the poop deck, which is up the stairs behind you – to the right of Belliott. I marked the Sterncastle and Aft Decks on the opposite ship; note that the Sterncastle would count as higher ground against anyone on the Aft Deck. It’s a ranged attack roll VS AC5, with a -2 modifier for distance to hook the deck, then a single DC12 climb check.

Kerruk Gahar |

Although maintaining a - hopefully - safe distance from the eager Belliott, Kerruk follows him to the poop deck and grtabs a grappling hook, which he lobs towards the other vessel, without much hope or confidence.
1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
Although his throw isn't as bad as he'd anticipated, it still falls short.
By the stars...does this ordeal never get better?

xeyed-jack |

Jack gives Belliot a look, picks up Belliot's hook, and tosses it into the fog. It lands with a dull thud, and Jack quickly pulls it taut. He hands the rope to Belliot.
Belliot, climb!
The rest of you, throw! Its time to make some chaos.
throw: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15

TapTap |

Kerruk your throw was a hit. It was vs AC 5. Just need the climb check which is DC 12. Alternatively, let Belliott use his climb on your rope
Throw: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4

Kerruk Gahar |

Hmmm. had AC 15 in my head, for some reason.
Kerruk looks back at his hook, somewhat flummoxed. It landed? Well, how about that? Confounded mist.Maybe there is hope yet...
He turns to Jack with a snarling grin. Chaos it is, then!
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Kerruk struggles with the slick rope and teeters at the brink of disaster.
Uh-oh. I guess Monkey Fish wouldn't have helped much? It doesn't grant a bonus, just a Climb speed.