
Rush: Weather Wise |

I don't know what the ships 'base CMB' score is, so I'm just going to roll for the grapple with my piloting and let you add it on after.
Rush tries to line up and slow down for a quick and easy boarding action as the crossbow bolt whizzes past him and sticks quivering into the planks behind him.
Profession (Sailor): 1d20 + 8 ⇒ (3) + 8 = 11
And back to the low rolls.

GM Nayr |

Jack's arrow flies out, but misses its target on the opposing ship. As the rest of the pirates on the Oncoming Storm ready their hooks to grapple the Chelish ship, the opposing captain looks around in anger, seeming to be silently cursing her men for their own unfortunate position. Prepare to repel, to arms, to arms! She roars as she pulls her own sword and drinks a potion as she waits for the attack.

TapTap |

Tap continues his inspire courage jaunty and fires off arrows.
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (4) + 8 + 2 + 2 - 2 = 14
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8
Fire: 1d6 ⇒ 5
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (8) + 8 + 2 + 2 - 2 = 18
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Fire: 1d6 ⇒ 5
Inspire courage is at +2/+2 for all his mates

GM Nayr |

Tap lets fly with his arrows and, though the first one flies wide, the second hits center mass, and one of the pirates sprawls back, his chest scorched and burning.
As the captain looses his arrows, he turns to see Rush expertly guide the Oncoming Storm into place, side to side with the Chelish ship. Once in place, the pirates hurl their grapples over and hook the railing, then pull the ship tight!
Nice, successful grapple!
With the ship held tight, the pirates of the Oncoming Storm prepare to leap over!
Malvessa is up!

Malvessa Aroll |

Malvessa moves up to the rail across from the Chellish ship, and focuses her power on the enemy closest to the gang plank.
The others should handle him quickly enough, but maybe I can speed things up . .
Use Slumber Hex. Will save vs DC 18 or he's asleep for 5 rounds as per the sleep spell except with no HD limit.
Sorry about the delay. In the future if I haven't posted after 48 hours of my turn, please feel free to bot me. I think I posted a rough outline of her typical actions in the discussion thread.
Actions:
Free -
Swift -
Move - Move 10 feet up to rail
Standard - Use Slumber Hex on the left side center enemy.
Current Status:
HP 31/31
AC 17, Touch 13 (17 vs Incorporeal), Flat Footed 15 (+3 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 4/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor
Conditions:

GM Nayr |

Will: 1d20 + 2 ⇒ (10) + 2 = 12
No worries at all! I was, in fact fairly busy as well, so just didn't get around to it. I hope all is well!
Malvessa works her peculiar magic on the man across from her at the gangplank, and he slumps to the ground almost immediately.
The opposing pirates move to act, two moving to the ganplanks, cutlasses high and ready. One other, his crossbow still out, takes a shot at Tap, hoping to down the opposing captain.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 ⇒ 5
He actually hit Tap! He'll be cheering for the next 3 seconds before he dies. 5 damage to Tap
As you look at the ganplanks, ready to move along to the opposite ship, you can hear the cries of those on the far ship, which is now wreathed in flames.
Malvessa
Opposing pirates
Jack
Rush
Opposing captain and the Chelish ship

Rush: Weather Wise |

Rush breaths deeply as he successfully maneuvers the ship into a grapple, this battle marking his first time piloting a ship in combat. Feeling secure in his invisibility, he summons up a helper to fight, whispering as he does so, Right, you've had your break. Now it is time to serve again.
Rush summons up a small lightning elemental on the opposing ship and sends it crashing into their crew.
Slam attack: 1d20 + 5 ⇒ (5) + 5 = 10
It brings its static-y arms down towards the opposing captain and misses greatly.

xeyed-jack |

Dropping his bow, Jack rushes across the gangplank, shouting. Treasure, blood and glory!
He puts aside honor, puts aside shame, and stabs the sleeping pirate.
don't think i can a coup de grace since i'm rushing over
attack: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 an extra +4 since helpless
damage: 1d6 + 10 + 1d6 ⇒ (3) + 10 + (1) = 14

GM Nayr |

Jack leaps to, expertly crossing the gangplank to drive his sword down deep into the sleeping pirate. The man dies with only a bleary eyed gasp, his body pinned to the deck by Jack's weapon.
Rush's elemental doesn't seem to draw too much of the Chelish captain's attention, as perhaps she sees it as a potentially fatal distraction. Instead, she rushes past, and charges at Jack, sword held high! She slices down with the heavy sword, cleaving into Jack's shoulder before passing through to cast his blood on the deck.
Rush, the elemental would get an AOO as she moves away
Attack: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
crit confirm: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d10 + 7 ⇒ (3) + 7 = 10
Malvessa
Opposing pirates
Jack
Rush
Opposing captain and the Chelish ship

TapTap |

Tap fires two precisely aimed arrows at the pirate at Jack's northern flank!
Get yourselves over there and fight you lubbers! Tap orders his crew to cross.
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (6) + 8 + 2 + 2 - 2 = 16
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Fire: 1d6 ⇒ 5
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (17) + 8 + 2 + 2 - 2 = 27
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Fire: 1d6 ⇒ 6
Reminder 1, Tap now has precise shot, no -4 for firing into melee.
Reminder 2: Remember to use inspire courage +2/+2

Malvessa Aroll |

Watching the fight unfold, Malvessa smiles as the first mate dispatches the sleeping enemy only to be attacked by the Chellish captain.
He doesn't need to deal with two of them, lets even the odds. she thinks before focusing on the enemy at Jack's back.
Use Slumber Hex. Will save vs DC 18 or he's asleep for 5 rounds as per the sleep spell except with no HD limit.
Actions:
Free -
Swift -
Move -
Standard - Use Slumber Hex on the adjacent enemy to the North side of Jack's token.
Current Status:
HP 31/31
AC 17, Touch 13 (17 vs Incorporeal), Flat Footed 15 (+3 armor, +2 Dex, + 1 Deflection)
Spells Remaining: (Lvl 1) 4/5, (Lvl 2) 4/4, (Lvl 3) 2/2
Current Buffs: Mage Armor, Flight Hex
Conditions: None.

GM Nayr |

Awesome, thanks Jack! Been a looong few rounds
Tap looses two arrows, and they both thud into the torso of the man to Jack's flank. Both begin to burn away at the man's flesh, and he falls to the deck, fairly dead.
Malvessa, seeing her target fall under Tap's precision shots, instead focuses on the pirate who had just shot at the captain. He looks into Malvessa's eyes, then slumps down to the ground in a heap.
Will save: 1d20 + 2 ⇒ (3) + 2 = 5
The lone remaining crewman besides the captain rushes in to strike at Jack with his cutlass! Jack grins as he easily ducks under the clumsy blow. Indeed, the First Mate seems to be in his element.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Miss chance low: 1d100 ⇒ 24
Jack and Rush...and elemental...are up!

Rush: Weather Wise |

Elemental's attack of opportunity.
Slam AoO: 1d20 + 5 ⇒ (5) + 5 = 10
Actual Turn
The small bundle of lightning narrows its "eyes" as the captain ignores it and moves to attack the pirate. It moves around to continue its assault. (Flanking with Jack)
Slam Attack: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Slam Damage: 1d4 + 2 ⇒ (4) + 2 = 6 and Electricity: 1d3 ⇒ 2
(Round 2 of 5)
Rush moves up behind Jack (double move) to cover his back and heal him next round.

xeyed-jack |

Jack's arm bleeds horribly, but Jack grins savagely, and leaps in to attack the Captain, but slips on his own blood, and his swing goes wide.
attack: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
damage: 1d6 + 10 + 1d6 + 2 ⇒ (2) + 10 + (5) + 2 = 19
Jack spins around, and readies to parry and riposte the Captain's inevitable counter attack.
if attacked by captain will expend 1 panache to do a parry/riposte, with following rolls
parry: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
riposte: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
damage: 1d6 + 10 + 1d6 + 2 ⇒ (6) + 10 + (5) + 2 = 23
critconfirm: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
critdamage: 1d6 + 10 + 10 + 2 ⇒ (3) + 10 + 10 + 2 = 25

GM Nayr |

The captain responds with her own sword. Jack attempts to bat the strike aside, but the captain drives through it, and the sword slams into Jack's side.
Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d10 + 7 ⇒ (7) + 7 = 14
Miss chance low: 1d100 ⇒ 78
The captain then grits her teeth and shoves Jack off of her blade, then swipes across again.
Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 7 ⇒ (2) + 7 = 9
Miss chance low: 1d100 ⇒ 43
23 damage to Jack!
Malvessa
Opposing pirates
Jack
Rush
Opposing captain and the Chelish ship

xeyed-jack |

By my reckoning Jack has 40 - 23 - 13 = 4 hp left. With an AC of 20 I think the crit in previous round failed to confirm, was a 19 I think.
Jack stumbles backward in shock. He is strangely numb. On the horizon he sees the figure of Besmara. She seems to be wagging her finger at him.
I should have gone to temple more often. Jack thinks, blearily.

TapTap |

Tap fires off several arrows, but his vantage point is poor.
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (6) + 8 + 2 + 2 - 2 = 16
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8
Fire: 1d6 ⇒ 1
Attack 2: 1d20 + 8 + 2 + 2 - 2 ⇒ (2) + 8 + 2 + 2 - 2 = 12
Damage 2: 1d4 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Fire: 1d6 ⇒ 6

GM Nayr |

Tap fires two arrows, but both miss their mark. Malvessa looks at the next pirate in line and uses her mysterious power once again. This other pirate also falls down against the railing, sinking into a fitful snooze.
Slumber Hex on the last pirate that's not the captain.
Will save: 1d20 + 2 ⇒ (9) + 2 = 11
With both pirates asleep on the Chelish ship, the captain is the only one left standing. She's continuously hurling curses at her lazy men, but still grits her teeth and prepares again to lock blades with Jack.
Jack, Rush, elemental are up!

xeyed-jack |

Jack. Jack. What are you doin?
He'd sawed off his mom's limber bush to make wooden sword, and now he was in for it.
Ahh, well, nothing for it but press his attack.
attack: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
intimidate-as-swift-action: 1d20 + 10 ⇒ (3) + 10 = 13
parry: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Rush: Weather Wise |

With a series of 5 foot steps, Rush and his elemental are in place.
---Elemental---
Takes a 5 foot step, then does a coup d'grace attack on the sleeping pirate. (Full round action, provokes an attack of opportunity from the opposing captain.)
Auto Critical Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11 and Electricity damage: 1d3 ⇒ 3
So 14 damage to the sleeping one, DC 24 Fort save to avoid instant death (if it has that many hit points).
Round 3 of 5 for the elemental
---Rush---
Moving up behind Jack (5 foot step), Rush reaches out an invisible hand to push life and blood back into his body.
Cure Moderate Wounds: 2d8 + 5 ⇒ (7, 5) + 5 = 17

GM Nayr |

Captain AOO: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d10 + 7 ⇒ (7) + 7 = 14
The captain lashes out at the elemental as he attempts to put down one of the captains...or perhaps the...last remaining ally.
As the Captain moves to attack Jack again, other pirates from the Oncoming Storm rush over the gangplanks and charge down below, led by the fearsome Belliott.
This would be crazy cumbersome to roll for the entire ship vs. the other entire ship, so that's a cinematic element that is contingent upon your own successes.
The Captain sneers and slashes at Jack again, blade whipping back and forth.
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
Miss chance low: 1d100 ⇒ 98
Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d10 + 7 ⇒ (10) + 7 = 17
Miss chance low: 1d100 ⇒ 8
13 more damage to Jack! You're all up!

xeyed-jack |

Jack feels a touch on his shoulder, and then a warmth surge through him, as his tissues magically rebind. Ignoring the throbbing pain that remained, Jack renews his attack.
For treasure! For glory! For legend!
With a ferocious yell, Jack wildly swings his blad, a blow that would have severed the captain's head had it landed, but the captain expertly dodged the blow. Evidently, Jack's skill alone will not be enough on this day.
attack: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
damage: 1d6 + 10 + 1d6 + 2 ⇒ (4) + 10 + (2) + 2 = 18
intimidate-as-swift: 1d20 + 10 ⇒ (19) + 10 = 29 finally a good roll!
Did he rattle the captain? Jack hoped so. Let bravado win the day!
Jack spins around, and readies to parry and riposte the Captain's inevitable counter attack.
if attacked by captain will expend another panache to do a parry/riposte, with following rolls
parry: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
riposte: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33
riposte-damage: 1d6 + 10 + 1d6 + 2 ⇒ (3) + 10 + (1) + 2 = 16
riposte-crit-confirm: 1d20 + 10 + 2 + 2 ⇒ (13) + 10 + 2 + 2 = 27
crit-damage-if-confirmed: 1d6 + 10 + 1d6 + 2 ⇒ (6) + 10 + (4) + 2 = 22

Malvessa Aroll |

Unless my math is off, the enemy captain is exactly 30 feet from Malvessa
She's tougher than the others. Lets see if I can speed this up.
Focusing on the enemy; she calls upon her powers to hinder the woman.
Evil Eye on the Captain. DC 18 Will save. If failed, -2 to all Saves for 5 rounds. On successful save the effect lasts for one round, unless extended with the Cackle Hex before the end of my next turn.

TapTap |

Tap dashes down the steps while continuing his bardic hymn of courage....butt briefly breaks out into an infectious hideous laughter!
Piling on the captain with hideous laughter DC 14...and Tap will, if necessary, delay his action for after Malvessa's hex.

GM Nayr |

The captain dodges aside Jack's swipe, but the swipe makes the captain second guess herself, and she seems a bit less comfortable in her chances. Still, she seems to shake off any effects of Tap's spell. Malvessa's gaze seems to rile her in addition to Jack's intimidation.
Will save Tap: 1d20 + 6 ⇒ (9) + 6 = 15
Will save Malvessa: 1d20 + 6 ⇒ (12) + 6 = 18
So, she's shaken for 1 round and -2 to saves for one round. We'll see what Rush has before the captain acts...but I have the feeling Jack is going to win with that parry!

GM Nayr |

As Rush continues to bring Jack back from the brink of oblivion, the captain swings at the First Mate again.
Attack: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
The captain, thinking she has Jack right where she wants him, swings across, but Jack deftly parries it, spins, and responds with a wicked slash that stretches from shoulder to hip. Stunned at the terrifying gash, the captain falls to her knees, dropping her sword in the process.
Your pirates rush onto the Chelish ship, and Captain Taptap leads them down into the lower quarters, where another short skirmish ensues, but the Oncoming Storm comes with overwhelming force. You have secured the Chelish ship.
The other ship still burns, and you continue to hear the yells from within the lower quarters.
That was a huge hit; given that she's now alone, she drops her sword and yields.

TapTap |

No mercy for slavers. Tap fires two arrows.
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (3) + 8 + 2 + 2 - 2 = 13
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Fire: 1d6 ⇒ 3
Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (16) + 8 + 2 + 2 - 2 = 26
Damage 1: 1d4 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Fire: 1d6 ⇒ 3

TapTap |

Kill the slaver captain. No quarter for their captain, or for their crew.
Tap orders forcefully. The last thing I want is my crew wondering if their captain killed the crew that had been actually trying to free the slaves, doubtful as that story would be

Rush: Weather Wise |

Rush ends his invisibility, starts spraying water from his finger tips 10 gallons every 6 seconds (create water), and responds to Jack. I can fix almost any damage with the right spell, but I can't replace things that are destroyed. A crack, yes. A hole, no.
This is presuming that the captain dies and we're out of combat.

GM Nayr |

The pirates fall upon the captain with savagery, Belliott finishing it with a rage-filled axe strike. She doesn't utter a word of protest, though she tries to fight back to the last breath. The Oncoming Storm pirates then take the command to heart and push any remaining crew of the Chelish ship overboard, where sharks no doubt already gather, smelling blood.
Out of combat, but if you want to save anyone on that ship, you'd better hurry!