
Lagrin |

"Kinda nice to be on the other side of this, innit? Nice hit." Grin trots past Myrsko, responding to his fellow former pirate, and then he swings at the surrounded soon-to-be-former-pirate.
Nodachi Attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d10 + 4 ⇒ (7) + 4 = 11
The injured Barrett follows along dutifully behind, grumbling all the way.

Oxnard Kettlebeak |

Round 32
Grin slashes the pirate, who looks severely wounded after that blow.
While under the deck, a deep stab from Heskavar's trident finishes another pirate, and Heskavar tosses the limp body over the railing.
Turn Order:
1. Shad 25
2. Grin 22
3. Sailor Shipmates, Smugglers, Pirate Sailors, Veteran Buccaneers
4. Heskavar 15
5. Billigup 17
6. Munrir
7. Myrsko
8. Cordellia
Status:
Biligup: 12/12,
Grin:
Barrett: 4/13
Heskavar: 10/10
Markus: 11/11
Myrsko: 3/8
Munrir: 6/11
Shad: 10/12
Damage Done:
Smuggler on deck: -20, bless
That brings up round 33; Heskavar- the next pirate will get to you before your action

Shad Ogroshk'ik |

seeing the Priest drop Shad thanks Munrir for the healing and turns to go in search of more prey. He heads down the stairs and around to the cabins and entering it he moves around behind the mast to come up on the far side of the buccaneer Heskevar was engaged with.

Myrsko |

Encouraged by his first successful attack, Myrsko thrusts the wand at the pirate again as he replied to Grin. Yes, the reversal is quite shocking!
Wand attack v. touch: 1d20 + 2 ⇒ (5) + 2 = 71d6 ⇒ 2
In honor of Nathaniel’s puns.

Heskavar Stormswimmer |

Assuming Heskavar doesn't get dropped before his turn:
Heskavar grunts a greeting at Shad as he enters the cabin with him. In his gravelly voice he says "Here to join in on the fun?" He then bites at the pirate who has rushed up at him, before stabbing down at them with his trident.
Bite: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -1
Trident: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
.
If Heskavar is dropped:
Stabilization Check: 1d20 ⇒ 1 Failure, so he would drop another hp if this happens

Biligup Deepcroak |

Billigup watches as others join him against the pirate, striking and attacking where they could to defeat the man. The pirate was still standing after Lagrin's strike but Billy had hoped to capitalize on an opening from behind.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Oxnard Kettlebeak |

Round 33
Shad moves into the cabin with Heskavar.
The next pirate rushes up to Heskavar:
Scimitar: 1d20 + 2 ⇒ (11) + 2 = 13 miss!
On on the deck, the smuggler swings at Myrsko:
Scimitar: 1d20 + 3 ⇒ (1) + 3 = 4 miss!
Heskavar stabs his trident deep into the pirate's side!
On deck, a stab from Biligup drops the final pirate fighting there! Regen 1 panache for KB
Turn Order:
1. Shad 25
2. Grin 22
3. Sailor Shipmates, Smugglers, Pirate Sailors, Veteran Buccaneers
4. Heskavar 15
5. Billigup 17
6. Munrir
7. Myrsko
8. Cordellia
Status:
Biligup: 12/12,
Grin:
Barrett: 4/13
Heskavar: 10/10
Markus: 11/11
Myrsko: 3/8
Munrir: 6/11
Shad: 10/12
Damage Done:
shipmate fighting Heskavar: -7
Only the one fighting Heskavar and the two more in the hold are currently hostile; pending Grin and Munrir this round and Myrsko can switch to a move action since his target dropped before his turn

Myrsko |

Nice blow,[b] Myrsko says to the frog man. [b]Um, Billy, right? Let’s see if we can’t stop the runner. He follows Shad’s steps after the priest.
I’ll move as far as I can, and attack if I can get to him. Sorry, I can’t quiet tell on the map.

Munir |

At this point are we aware of the two pirates belowdecks on the other ship?

Oxnard Kettlebeak |

Yes- Heskavar is on the stairs down in the cabin that is below where you are standing; those other two pirates are on this ship down below- the two white spiral staircases connect
There is one other cabin which has not yet been opened which you do not know what is behind on the other ship the right side cabin

Munir |

Round 32 - Against The Blood Queen
"What should we do about this tengu, friend Biligup?" the gnoll muses.
"What god do you serve? *YIP!*YIP!*" he calls out to the pirate priest perched upon the prow.

Oxnard Kettlebeak |

The Tengu priest, quite unconscious currently, does not reply to Munrir's question.
Assuming everyone else moves or consolidates on the deck, we can move on to Round 33 actions for those going into the cabin to fight the final few pirates

Biligup Deepcroak |

"Let his god sort him out, I say. We'll see if he is still alive when the battle is over." Biligup says, wiping dirt from his brow as he follows the others down below under the deck with his rapier ready. He crawls in and out of portholes, trying to quicken his descent in if at all possible.
If I am able to move and attack, I will do so. Otherwise, I just double move.
Critical Confirm: 1d20 + 6 ⇒ (10) + 6 = 16Critical Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Munir |

Round 33 - Against The Blood Queen
Peering through the thinning fog, Munir realizes the sahuagin has left the tengu priest quite unable to respond. Rushing belowdecks he joins Shad and Heskavar in menacing their foe.
I'm pretty sure it's a double move for Munir to reach the melee; have updated position on slides.

Oxnard Kettlebeak |

Round 33
Grin double moves.
The pirate on the stairs and swings at Heskavar:
Scimitar: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 5
miss!
Biligup stabs the pirate, and a steep cut drops him! This is both a confirmed critical and a killing blow, so you get back two panache
Myrsko moves to the stairs, and down below the final two pirate throw down their weapons!
End of combat
Status:
Barrett: 4/13
Myrsko: 3/8
Munrir: 6/11
Shad: 10/12

Biligup Deepcroak |

The final pirate is taken down and the other foes that remained finally surrender. A sense of exhaustion rushes over the Grippli as he sits back on his haunches and lets out a small chuckle.
"Well I'll be...we did it." At Myrsko's words, the swashbuckler gathers rope and quickly ties the prisoners up before leading them upstairs to the deck properly. He awaits the others to send the signal to Prince Cadmael while he looks over the damage his comrades took.

Oxnard Kettlebeak |

There is the one unopened cabin still remaining.
As you are discussing it in front of them, one of the two- the fat one with the apron speaks up, "Eh- I am but a humble cook. I will cook on any ship and serve any master of that ship. Why should I care whether its you or the Blood Queen I cook for?"

Myrsko |

Leave it for the prince to decide. They wouldn’t be the first pirates he has worked with. He gives Shad a knowing look before continuing on. Besides, they seem to have few means to seek revenge. Now, will someone tell me what the heck went on while I decided to take a nap in my own blood?” He looks around at the rest of the team speaking with a little edge in his voice. They may have won the day, but it felt like it was only by the skin of their teeth.
Since he was unconscious, Myrsko doesn’t think to check the rest of the ship, assuming it’s all been done. I don’t actually need anyone to summarize anything; I read along. But maybe this will nudge someone into thinking about the unexplored cabin.

Oxnard Kettlebeak |

You strip the two living pirates of their weapons and secure them, then check the bodies of the fallen for gear. Will summarize findings slightly later on
Any healing you want to accomplish before opening that last door go ahead and post

Munir |

Munir uses the wand on Myrsko and himself.
"There's one more cabin to check," he tells Myrsko. "Best we hurry now before Grin and Biligup *YIP!* open it by themselves!"
The gnoll lopes back up the stairs to the main deck.
"Come, friends! Best we make sure the last cabin is clear before the Prince comes aboard!"
cure light wounds, Myrsko: 1d8 + 1 ⇒ (5) + 1 = 6
cure light wounds, Munir: 1d8 + 1 ⇒ (1) + 1 = 2

Oxnard Kettlebeak |

FYI- I am not going to track each set of armor/ordinary weapons individually to sell for gold- presumably these will be used up by "extras"/sailors in the fleet, but instead will list the types of weapons which are available to acquire if you plan to use/carry them
Available to acquire-
Arrows (up to 20 each)
Bolts (up to 10 each)
Boarding Pike
Composite Long Bow (+1 STR) (up to 2)
Cutlass
Dagger
MWK Dagger (up to 4)
Falchion
Hand Axe
Heavy Crossbow
MWK Heavy Crossbow (up to 5)
Rapier
MWK Rapier (up to 4)
Sap
MWK Scimitar (up to 7)
Shortbow
Throwing Axe
Chain Shirt
Hide Armor
Studded Leather Armor
MWK Studded Leather (up to 4)
Lute (up to 2)
Alchemist's Fire x5
Cure Light Wounds x17
Cure Moderate Wounds x2
Bull's Strength x3
Eagle's Splendour x5
Elixer of Swimming x5
Holy Water x2
Invisibility x11
Scroll (Magic Missile written at 1st level 3 times, and once at 3rd level)
+1 Chain Shirt x2
+1 Studded Leather Armor x2
Magus Spellbook containing- Burning Hands, Mage Armor, Magic Missile, Shield, Shocking Grasp, True Strike
Wand of Bull's Strength (5 charges)
Wand of Bull's Strength (7 charges)
Wand of Cure Moderate Wounds (7 Charges)
Status after healing:
Barrett: 4/13
Munrir: 8/11
Shad: 10/12
The final room here is behind the yellow sun; I've filtered everyone back to that spot- when you open the door I will populate the pirates on that map, but keep in mind they are behind the door (not up the steps)

Biligup Deepcroak |

Damn all these "normal" sized people with their "normal" equipment! :P
Biligup gathers with the others, two of the weaker potions now dangling from his hip. He takes a deep breath and gives a nod to Lagrin, lifting his rapier up in a defensive posture.

Munir |

Munir retrieves his longspear and puts several potions in his backpack before forming up behind Biligup, ready to strike with the reach weapon over his short friend.
Munir will take the following potions: cure light wounds x2, invisibility x2, eagle's splendor, elixir of swimming. He'll also grab the wand of cure moderate wounds.

Oxnard Kettlebeak |

Shad flings the door open, to reveal the final four pirates-- the infamous Blood Queen, and three others!
Cordelia Init: 1d20 + 1 ⇒ (14) + 1 = 15
Biligup Init: 1d20 + 3 ⇒ (18) + 3 = 21
Grin Init: 1d20 + 2 ⇒ (6) + 2 = 8
Heskavar Init: 1d20 + 0 ⇒ (19) + 0 = 19
Myrsko Init: 1d20 + 5 ⇒ (14) + 5 = 19
Shad Init: 1d20 + 7 ⇒ (4) + 7 = 11
Munir Init: 1d20 + 1 ⇒ (7) + 1 = 8
Blood Queen, Smuggler Init: 1d20 + 6 ⇒ (8) + 6 = 14
Pirate Buccaneer, Officer: 1d20 + 3 ⇒ (20) + 3 = 23
Round 1
Waiting for your arrival so long, the pirates spring into action-- the Officer begins Inspiring Courage.
The Buccaneer fires his heavy crossbow at Shad:
Heavy Crossbow: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d10 ⇒ 1
Confirm?: 1d20 + 8 ⇒ (11) + 8 = 19
Extra Damage: 1d10 ⇒ 6 And a well aimed shot sticks a bolt into the Sahuagin's neck, greatly wounding him!
Turn order:
1. Pirate Officers & Buccaneer
2. Biligup
3. Myrsko
4. Heskavar
5. Cordelia
6. Blood Queen & Smuggler
7. Shad
8. Grin & Barrett
9. Munrir
Barrett: 12/13
Munrir: 8/11
Shad: 3/12
Biligup, Myrsko, Heskavar, and Cordelia will go before the pirates-- if you have any other actions you would have taken just before combat started post them on your first round's action.

Biligup Deepcroak |

When one of the potions on the ground is identified as a potion of invisibility, the little frog would happily take it with him and make his way down to the last door. Swigging it back before the door is slammed open, Biligup disappears out of sight before the faint sound of his feet could be heard scampering into the room.
He appears again nearby one of the pirates, leaping from the wall with his rapier aiming for the man's gut.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Shad Ogroshk'ik |

The crossbow bolts hit Shad in the gut he backed up a pace and glared at the buccaneer he pulled out a cure potion he'd taken out of the treasure pile and downed it. The wounds knitted quickly and Shad moved back to all the others to go forward.
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Shad would have picked up 2 cure light. 1. Cure Moderate. 1 invisibility. 1 bulls strength.

Munir |

Round 1 - Against the Queen of The Blood Queen
Momentarily confused by Biligup's disappearance, the gnoll hesitates while his companions act. Seeing the battle has gotten well under way without him, he steps forward with a cry.
"For Zailor!"
Munir steps forward into the doorway and sends a searing wind towards the pirate.
Touch Attack, Solar Wind: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 4 fire
Munir steps forward into the fray, maneuvering to stab at the singing pirate.
Attack, longspear: 1d20 + 2 ⇒ (1) + 2 = 3
Damage, longspear: 1d8 + 2 ⇒ (2) + 2 = 4
Munir drops his spear and draws a wand in his buckler-hand before moving to his wounded comrade.
If ally is still conscious, will draw cure light wand.
If ally is down, will draw cure moderate wand.

Cordelia Firth |

Cordelia uses the Magic Missile scroll, firing it at the Blood Queen.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Yay, still cannot seem to roll above a 10

Heskavar Stormswimmer |

Before opening the door, Heskavar would have picked up the wand of Bull's Strength with fewer charges left. He would have then used it on both himself and Shad, giving Shad the second casting so that it would last longer on him. If only one person could have had it cast on them, Heskavar would have cast it on Shad.
Once the doors are opened, Heskavar will charge into the room to one of the closer pirates, maneuvering towards the one that Biligup reappeared next to. Getting up next to the pirate, Heskavar will stab at him with his trident, hoping that his forward rush works to assist his strike.
Trident (+charge): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 +2 more if Bull's Strength
Crit Confirmation (+charge): 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 +2 more if Bull's Strength
Damage (P): 1d8 + 3 ⇒ (4) + 3 = 7 +2 more if Bull's Strength
Crit Damage (P): 1d8 + 3 ⇒ (8) + 3 = 11 +2 more if Bull's Strength
So 7/9 damage in not a crit, 18/22 damage if a crit

Oxnard Kettlebeak |

Round 1
Biligup moves in, but misses.
Heskavar charges in, stabbing the buccaneer, and only narrowly missing a key artery. Not critical
Cordelia fires a magic missile, hitting the Blood Queen!
The Blood Queen stares at Heskavar, and the Adaro feels his will and his attack ability sapped by her magic!
She steps up and stabs at him:
Cutlass: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9
A nasty hit, and Heskavar feels the effects of the Blood Queen's painful stare!
The smuggler steps up:
Scimitar: 1d20 + 3 ⇒ (3) + 3 = 6 and misses Heskavar!
Murnrir moves up behind Heskavar, drawing out a healing wand as he does!
Turn order:
1. Pirate Officers & Buccaneer
2. Biligup
3. Myrsko
4. Heskavar
5. Cordelia
6. Blood Queen & Smuggler
7. Shad
8. Grin & Barrett
9. Munrir
Barrett: 12/13
Munrir: 8/11
Shad: 3/12, Bull's Strength 10 rounds
Heskavar: 1/10, Bull's Strenth 9 rounds, Hypnotic Stare: -2 penalty on Will Saves and Attack Rolls
Blood Queen: -2
Veteran Buccaneer: -9
That will bring up Shad, Grinn/Barret and still pending Myrsko to close round 1

Oxnard Kettlebeak |

Round 1
Shad drinks a cure light wounds, bringing himself near full health.
Status:
Barrett: 12/13
Munrir: 8/11
Shad: 11/12, Bull's Strength 10 rounds
Heskavar: 1/10, Bull's Strenth 9 rounds, Hypnotic Stare: -2 penalty on Will Saves and Attack Rolls
Blood Queen: -2
Veteran Buccaneer: -9
Pending just Myrsko & Grin then

Munir |

I believe we need to bot Myrsko, using wand of shocking grasp and attacking most convenient target.

Oxnard Kettlebeak |

Round 1
Myrsko gets to the buccaneer and attempts to shocking grasp him:
Touch Attack: 1d20 + 2 ⇒ (2) + 2 = 4 but misses.
Grin begins to summon.
Round 2
Not wanting to become flanked, the buccaneer steps back and swings at Biligup:
Scimitar: 1d20 + 6 ⇒ (6) + 6 = 12 miss!
The Pirate officer begins casting a summoning spell!
Mysrko steps up and tries again to shock the buccaneer:
Touch Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm?: 1d20 + 2 ⇒ (12) + 2 = 14
Lightning Damage: 2d6 ⇒ (5, 2) = 7 A nasty and very effective zap!
Turn order:
1. Pirate Officers & Buccaneer
2. Biligup
3. Myrsko
4. Heskavar
5. Cordelia
6. Blood Queen & Smuggler
7. Shad
8. Grin & Barrett
9. Munrir
Barrett: 12/13
Munrir: 8/11
Shad: 3/12, Bull's Strength 10 rounds
Heskavar: 1/10, Bull's Strenth 9 rounds, Hypnotic Stare: -2 penalty on Will Saves and Attack Rolls
Buccaneer: -16
Blood Queen: -2
Pending Biligup, Heskavar, and Cordelia now

Biligup Deepcroak |

Biligup does what he does best, trying to manuever in a way to help his allies the best he can. Pouncing off of the wall and diving over small boxes, the Grippli trusts in his dramatic aerial acrobatics to protect him as he maneuvers to flank the nefarious Blood Queen.
I am going to attempt an Acrobatics check to move behind the Blood Queen without provoking AoO.
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Attacking the woman on the other side of Heskavar, the small frog man strikes at her flank.
Attack: 1d20 + 8 ⇒ (9) + 8 = 17Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Parry #2: 1d20 + 6 ⇒ (11) + 6 = 17Riposte #2: 1d20 + 6 ⇒ (2) + 6 = 8Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Parry #3: 1d20 + 6 ⇒ (2) + 6 = 8Riposte #3: 1d20 + 6 ⇒ (8) + 6 = 14Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Munir |

Round 2 - Against the Queen of The Blood Queen
Munir touches the wand to Heskavar and draws his warhammer.
wand of cure light wounds, Heskavar: 1d8 + 1 ⇒ (4) + 1 = 5

Cordelia Firth |

Cordelia attempts another Magic Missile scroll, firing another blast at the Blood Queen.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Oxnard Kettlebeak |

Round 2
Biligup successfully darts behind the Blood Queen, but misses his stab at her.
Cordelia fires another magic missile, wearing down the Blood Queen.
Seeing the grippli trying to flank her, the Blood Queen slashes at his:
1d20 + 8 ⇒ (14) + 8 = 22 hit!
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The smuggler tries to finish Heskavar:
1d20 + 3 ⇒ (9) + 3 = 12 miss!
Munrir heals Heskavar.
Turn order:
1. Pirate Officers & Buccaneer
2. Biligup
3. Myrsko
4. Heskavar
5. Cordelia
6. Blood Queen & Smuggler
7. Shad
8. Grin & Barrett
9. Munrir
Barrett: 12/13
Biligup: 6/12
Munrir: 8/11
Shad: 3/12, Bull's Strength 10 rounds
Heskavar: 6/10, Bull's Strenth 9 rounds, Hypnotic Stare: -2 penalty on Will Saves and Attack Rolls
Buccaneer: -16
Blood Queen: -6
Pending Shad, Heskavar, and Grin now- will bot Grin per his post in discussion this evening if he hasn't responded.

Shad Ogroshk'ik |

The crossbow bolts hit Shad in the gut he backed up a pace and glared at the buccaneer he pulled out a cure potion he'd taken out of the treasure pile and downed it. The wounds knitted quickly and Shad moved back to all the others to go forward.
[Dice=cure light wounds]1d8+1
Shad would have picked up 2 cure light. 1. Cure Moderate. 1 invisibility. 1 bulls strength.
please dont forget the above modification to shads hp for last rd.