
brvheart |

One Sahuagin attacks Nuts
trident: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d8 + 3 ⇒ (4) + 3 = 7
the other Rosie
trident: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 1d8 + 3 ⇒ (7) + 3 = 10

brvheart |

Initiative Order Round Two
Capricia
Callum
Emmy
Rosie
Manny
Nuts
sahuagin

Vikla Ragnardottir |

perception: 1d20 + 4 ⇒ (16) + 4 = 20
Vikla waits up, grabbing her rapier.
init: 1d20 + 1 ⇒ (8) + 1 = 9
init: 1d20 + 1 ⇒ (16) + 1 = 17
Init of 17
Vikla does not have a way to sleep in medium armor without exhaustion, so she would currently be unarmored

Capricia the Pirate |

Sorry; thought I has posted yesterday, but apparently not.
Capricia hears Manny's yells of alert and awakens, grabbing her falcata and buckler while awakening Vikla. "All hands on deck!" the captain yells at the top of her lungs to awaken any other crew who might still be asleep.
I think that's all she can do, but it should open up an action for Vikla.

Callum Carnvegas |

Taking advantage of Rosie's positioning and lashes out with his cutlass and axe.
TWF: Cutlass Attack w flanking: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage + sneak: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10
TWF: Boarding axe Attack w flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage + sneak: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

Nutѕ |
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5 ft step, full attack action, defensively
Flurry: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Flurry: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Hah! Alright, then.
Nuts steps to snap the attention of one of the creatures. He swings wildly with his fists, but it seems he is still fighting creatures in his dreams. Again.
AC 22, HP 25

brvheart |

Callum kills one, Nuts trips over his own feet.
Rosie attacks the last
handaxe: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 damage: 1d4 + 3 ⇒ (4) + 3 = 7

Capricia the Pirate |

Capricia finally makes it on deck, falcata and buckler at the ready...and naught but a nightgown for armor. Looking around at the creatures' corpses, she turns to the ship's defenders and says, "Well done! I guess Kroop and Sandara knew what they were talking about when they suggested having a good night crew!" The captain looks at the corpses again and almost orders them tossed overboard; then she reconsiders.
"Let's sail for another half hour or so before dumping those creatures' bodies into the sea...just in case there's a sahuagin lair nearby. No telling how many of them might be lurking a few fathoms down."

brvheart |

Manny works on making more Alchemist Fires!
[dice=Alchemy]1d20+11
How many does that make?

Capricia the Pirate |

Capricia immediately calls out to Nuts, "Can you see her colors or name, Master Nuts? Make use of the spyglass we found affixed to the wall of that homestead we visited right before we rid ourselves of Plugg, Scourge, and a bushel of other bad apples."
I believe Emma initially snagged it.

Nutѕ |

Nuts looks at the rigging, seeing Samms Toppin. "Sorry, man. Didn't mean to call you a ho. Just a figure of speech." then shifts his attention to look at the ship, shrugs, and shouts at Capricia. "Beats me, Captain. Does it matter?" his gaze changes into a more inquisitive one. "Dog eat dog, and all that? What's the policy?"

Capricia the Pirate |

"We've got to be careful with our targets," Capricia replies. "We don't want a Free Captain after us--we're not ready for that kind of challenge yet. Plus, some Free Captains lead small fleets under their banner. Let's focus on merchant vessels and the like for now."

Capricia the Pirate |

Capricia takes a deep breath before answering Manny. Whether it's out of excitement or apprehension is anyone's guess. "Man your posts! We're going after her!"

brvheart |

Callum, you are going to have to make a number of opposed Profession sailor checks so you might as well post at least four. The actions you can take Capricia are listed in the Players Guide on pages 12-13.
I suggest everyone download a free copy of they do not have it already.

Capricia the Pirate |

I'm not entirely sure what actions Capricia can take--most of the actions listed seem to mention the pilot, not the captain. "Full Ahead" seems to be the way to go for a check or three as we try to chase down the other ship. I notice that the Aid Another action can be used, so if Capricia doesn't have anything to do besides barking orders, she could use an Aid Another on Callum's checks. In any event, I'll also roll 4 Profession (sailor) checks now as well.
Capricia the Pirate Profession (sailor) Check #1: 1d20 + 8 ⇒ (15) + 8 = 23
Capricia the Pirate Profession (sailor) Check #2: 1d20 + 8 ⇒ (15) + 8 = 23
Capricia the Pirate Profession (sailor) Check #3: 1d20 + 8 ⇒ (9) + 8 = 17
Capricia the Pirate Profession (sailor) Check #4: 1d20 + 8 ⇒ (7) + 8 = 15

brvheart |

That works for me. Roll initiative for your group.
init Absolam ship: 1d20 + 1 ⇒ (7) + 1 = 8

Capricia the Pirate |

It looks like ship's initiative is another thing rolled by the pilot. I'll have Capricia roll it this one time; that should keep things moving along and also give Callum some additional info to strategize with.
Capricia the Pirate Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

Callum Carnvegas |

"Arr! Now we be makin' a test o' the new ship," he continues caressing the wheel before gripping and turning it easily and beginning to track their prey, the Truewind.
Profession (sailor)+skilled driver +Caprica's aid #1: 1d20 + 9 + 4 + 2 ⇒ (8) + 9 + 4 + 2 = 23
Profession (sailor)+skilled driver +Caprica's aid #2: 1d20 + 9 + 4 + 2 ⇒ (16) + 9 + 4 + 2 = 31
Profession (sailor)+skilled driver +Caprica's aid #3: 1d20 + 9 + 4 + 2 ⇒ (8) + 9 + 4 + 2 = 23
Profession (sailor)+skilled driver +Caprica's aid #4: 1d20 + 9 + 4 + 2 ⇒ (9) + 9 + 4 + 2 = 24
Note re Expert Driver: You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.

brvheart |

profession sailor Truewind: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17

brvheart |

The Truewind has deployed rapid deploy sails and is a 4 master, but you are still gaining on her, currently 60 to her stern.

brvheart |

You need to go another round, but are close enough for siege artillery if it is ready.

Capricia the Pirate |

Sorry--I meant to post these rolls earlier.
Capricia the Pirate Profession (sailor) Check (Aid Another--Callum): 1d20 + 8 ⇒ (15) + 8 = 23
Capricia the Pirate Profession (sailor) Check (Aid Another--Callum): 1d20 + 8 ⇒ (17) + 8 = 25
Capricia the Pirate Profession (sailor) Check (Aid Another--Callum): 1d20 + 8 ⇒ (13) + 8 = 21
Capricia the Pirate Profession (sailor) Check (Aid Another--Callum): 1d20 + 8 ⇒ (4) + 8 = 12
All successes!

Capricia the Pirate |

While she's offering opinions and advice to Callum as to how to close on their prey, the captain realizes she's neglected a couple of her other duties.
"Ready the ballistae!" she calls. "And raise the colors--whatever crappy flag Plugg was using while he was captain!"
She makes a mental note to have a more personalized flag commissioned for the vessel: perhaps the traditional skull-and-crossbones that is Besmara's holy symbol...but with a golden crown atop the skull.

Vikla Ragnardottir |

I should get to making fake flags of a bunch of different nations, although the next qlippoth gets to kiss me if I ever sail willingy under a chelish flag.
Vikla mutters to herself as she aids as readies herself to unleash a burst of radiance at whatever artillery the other ship is packing.

Callum Carnvegas |

Callum smiles as the ship approaches their prey.
Profession (sailor)+skilled driver +Caprica's aid #1: 1d20 + 9 + 4 + 2 ⇒ (7) + 9 + 4 + 2 = 22
Profession (sailor)+skilled driver +Caprica's aid #2: 1d20 + 9 + 4 + 2 ⇒ (18) + 9 + 4 + 2 = 33
Profession (sailor)+skilled driver +Caprica's aid #3: 1d20 + 9 + 4 + 2 ⇒ (16) + 9 + 4 + 2 = 31
Profession (sailor)+skilled driver +Caprica's aid #4: 1d20 + 9 + 4 + 2 ⇒ (16) + 9 + 4 + 2 = 31
Note re Expert Driver: Callum can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, he can subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.

brvheart |

profession sailor Truewind: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
profession sailor Truewind: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25

brvheart |

The Queen's Grace has 2 light ballista if someone will man them. Need one each.

Vikla Ragnardottir |

Vikla mans the other one
LOAD THE SPECIAL AMMUNITION! She bluffs as she calls light on a Ballista bolt, plotting to cast burst of radiance on the impact the moment it hits to make the foe think the ship has magical ballistas.
bluff: 1d20 + 8 ⇒ (2) + 8 = 10
Do everything normal, I will just make the bolt have some extra oomph

brvheart |

Siege Engines Cost Dmg Critical Range Type Crew Aim Load
Large Direct-Fire Siege Engines
Ballista, light 500 gp 3d8 19–20/×2 120 ft P 1 0 2
So it takes 2 rounds to load. What about the other ballista?

brvheart |

Callum, roll at least twice more while they load the light ballistas.