
Sir Percival de Looupe |

Sir Percival spends most of his time with Urol, learning more about ships navigation and ships charts, the use of the starts in navigation and the course to the various destinations en route. In the evenings he spends equal time with Morgrym and Marcus, with Morgrym he will discuss and help in anything to determine the motivations and plans of Skald, Otuma and Erio and maybe a bit about Morgrym's beliefs. With Markus it will be general chit-chat and fun, probably loosing at cards to him or something equally relaxing.
During mealtimes he will watch to see the behaviour of the 3 suspicious crew members. He will actively help if requested to by Morgrym.

GM Eoin |

At the end of the first week of travel you arrive in the pirate-owned supply settlement of Ollo, little more than a shanty town and warehouses above the spray of the sea.
I'd like everyone to tell me what they do in Ollo, whether it's keeping an eye on the first mate and his pals, shopping (5,000 gp limit, 80% to find specific item), staying on the ship, drinking in the tavern, etc.
I'm away this weekend so I'll check up if I get the chance, otherwise we go again on monday, with your departure from Ollo and the beginning of your journey across the Arcadian Ocean.

Gerain the Huntsman |

Gerain also is happy to depart the vessel, if only for a short period of time. He keeps Rasputn close to him, knowing the small village has probably never seen an ape, let alone one that was fairly domesticated. He keeps Ras out of the more populated area, taking his friend to as close to a wooded area as existed in the town, so he could get some exercise.
Are rations provided to us on the boat or do we have to worry about getting our own grub? If the latter, I need to find somewhere to stock up on rations for Gerain and Ras.

Fantast Retnuh |

Fantast and Grudge stay on the ship watching the in and outs. He suspects that their is something a miss and wants to know what it is. He keeps a particular eye on the trio of wicked folk what they leave with and what they come back with. He does ask any of those to return with word of any game to be had. Paticularly problems with livestock being harassed. picking off poachers is an old favorite.
At some point during the day both Fantast and grudge dive off the side attacking and slaying a huge fish. They draw it to the end of the dock so they can keep an eye on the coming and going of the ship, but they also fillet and cook the giant fish sharing it with any who want some.

Halstadt Morgrym |

Hal will keep an eye on any suspicious characters near the ship. He is simply not skilled enough at stealth to shadow the first mate and requests that his companions who are able to do so follow them. I will amke some rolls in cas they are called for.
Perception - 1d20 + 7 ⇒ (14) + 7 = 21
Sense Motive - 1d20 + 8 ⇒ (3) + 8 = 11
As the sun's rays first break on the horizon Hal will pray for his spells. I will stay with the list as is in my character description.

GM Eoin |

After your shore leave, the three ships are restocked. As with last time you gather on the docks after the other two ships have departed. Captain Venkalie shouts orders from the deck as numerous dockhands load cargo. You are loitering on either the wharf or ship's deck when a scream rings out from the village up the trail.
You see unidnetifiable beings fighting the townsfolk above, but are only distracted by this for a few moments as other humanoid figures become visible beneath the waves, fast approaching.
Please roll initiative, state your position on the map and take any one action you would like. Blue square is Captain, blue dots are crewmen.

Sir Percival de Looupe |

Init 1d20 + 6 ⇒ (6) + 6 = 12
Sir Percival will be with Urol, or be up near the D7. He is busying himself at the wheel, understanding the way it works and the instruments around. He is disturbed by the fighting and then the calls about the creatures in the water, he waits ready to see what might happen and cast mage armour on himself if these creatures are in aggressive intent to the ship.

Fantast Retnuh |

1d20 ⇒ 5
Fantast and Grudge are still down at the end of the doc, passing out fillets of fish and as they spy the fighting up in town, they are about to take arms to the fools that would attack commoners. but as they spy others coming up from the ocean they are more inclined to protect their monetary interests first and clean up town later. He calls to a shop keep to signal the town guard and runs for the ship trying to intercept any they can.
Fantast grabs his spear and climbs onto grudges back Grudge sprints down the dock running all out, his six legged gait lending him extra speed and power.
fast mount1d20 + 8 ⇒ (14) + 8 = 22
The pair moves from H1 toward the ship ending at I11.

Gerain the Huntsman |

Gerain moves to the closest fish-man, to I 7and swings his scimitar at the beast.
Scimitar with Power Attack 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1d6 + 9 ⇒ (6) + 9 = 15
Rasputin snarls with anger and also moves to engage to J 6 the enemy.
Bite Attack w/ Power Attack 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1d8 + 8 ⇒ (5) + 8 = 13

Halstadt Morgrym |

Halstadt will pray to Angradd to summon fire to smite his foes on the docks.
I want to launch a Fireball at a grouping that will not hit any of my allies. I believe the foes at J8 and J9 wouold be good candidates. Fireball on a ship is probably NOT a good idea not that fireball on a dock is a great idea either...
Fireball Damage - 5d6 ⇒ (3, 3, 5, 5, 5) = 21

Fantast Retnuh |

Fantast and grudge greet the fish creatures with all the diplomatic courtesy of a black dragon in a territory conflict. " So fish, do you care to die today? That is the answer to such foolish actions."
Fantast's Spear to Sahgin 121d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 5
Grudge's attack
Electric claw to Sahgin 111d20 + 7 ⇒ (5) + 7 = 122d6 + 3 ⇒ (5, 4) + 3 = 12
Electric claw to Sahgin 111d20 + 7 ⇒ (20) + 7 = 272d6 + 3 ⇒ (4, 1) + 3 = 8
Electric claw to Sahgin 111d20 + 7 ⇒ (1) + 7 = 82d6 + 3 ⇒ (2, 4) + 3 = 9
Electric claw to Sahgin 111d20 + 7 ⇒ (2) + 7 = 92d6 + 3 ⇒ (6, 1) + 3 = 10
If Sahgin 11 falls grudge will focus the remainder of his attacks on Sahgin 12
crit confirm for attack2 = Electric claw to Sahgin 111d20 + 7 ⇒ (2) + 7 = 92d6 + 3 ⇒ (3, 4) + 3 = 10
" Come on now Grudge, I know you are full, but let them have it!"The gnome yells at the beast from its back.
THe beast replies. "They are slippery fish!"

Sir Percival de Looupe |

Watching the sea creature appear with destructive intent, Sir Percival starts to chant, dancing from side to side. The next moment he disappears from view.
Casts defensively, Invisibility on himself
Cast Defensively1d20 + 16 ⇒ (20) + 16 = 36 against DC 19 = 15 + (2 x 2)

GM Eoin |

ROUND 1
Gerain steps forth and buries his scimitar in the nearest sahugin, though greivously injured, it stays standing. Rasputin follows suit, tearing at the adjacent sahugin.
"Captain! We are besieged!" Marcus yells as he follows suit but narrowly misses, his rapier removing on of the thinds shark tooth fetishes without scratching it.
Percival, stunned by the creatures arrival casts a spell while avoiding a jab of it's trident, becoming invisible.
'Forward you dogs, for the Wyvern!' Captain Venkalie herself steps forward and following the distraction provided by Marcus staps the monster with her own rapier.
With a prayer to Angradd, Halstadt points at the pier and three sahugin are engulfed, one is badly burned while the others are incinerated and fall into the sea.
Fantast jabs at on of the sahugin, drawing blood, while Grudge rakes and damages the adjacent one.
Sahugin attack Marcus and Captain Venkalie, but both evade the jabs. Around you the battle rages on the ship and one of the shipmates goes down. Sahugin then swarm Rasputin dealing 21 damage. However the one Gerain had stabbed collapses from the effort. Finally two attack Fantast and Grudge with tridents and bites, the the duo resist the assault.
The shipmates fight back to the best of the thier ability, some haring it for the pier edge calling for help, having forgotten in their shock that the town too is equally beseiged.

Sir Percival de Looupe |

Unseen to the naked eye, the creaking of the boards are not heard above the sounds of fighting, as Sir Percival moves 5ft back next to the sailor on the upper deck. A chanting is heard in the air as the air seems to dance. From without the space where the chanting originates, a stream of brownish black gas shoots forth and landing on the decking in front of the creatures attacking Mouse and the Captain.
Cast Defensively Grease taking in monster 2,3 1d20 + 16 ⇒ (11) + 16 = 27 DC 17 15 + (2 x 1)
Creatures have Reflex save DC 17 = 10 + 5(int) + 1 (spell) +1(spell focus conjuration)

Halstadt Morgrym |

Round 2.
Hal will draw his weapon and advance towards the Sahugin swarming onto the ship. If there is a shipmate down but obviously alive I will step in and strike at the Sahugin that hit him/her.
"Back to the depths foul creatures!"
Melee Attack - 1d20 + 5 ⇒ (2) + 5 = 7
Greataxe Damage - 1d12 + 3 ⇒ (5) + 3 = 8
I can't open the map at work for some reason.

Gerain the Huntsman |

Gerain and his ape friend move up to attack the closest target. #9
Gerain Scimitar attack 1d20 + 9 ⇒ (20) + 9 = 29
Damage 1d6 + 6 ⇒ (5) + 6 = 11
Possible Crit confirmation 1d20 + 9 ⇒ (11) + 9 = 20
Damage 1d6 + 6 ⇒ (2) + 6 = 8
Assuming that was enough to drop #9, then Rasputin will move up to enemy #11.
Rasputin bite attack with power attack 1d20 + 8 ⇒ (6) + 8 = 14
Damage 1d8 + 8 ⇒ (2) + 8 = 10

Fantast Retnuh |

Fantast and grudge seem happy to be alive in general, but when they are fighting they seem to be at their best, as if life has meaning, as if by dealing death and having their own lives threatend is the only time that being alive is worth it.
Joyously the pair strike out again moving to a new target when nessacary.
Fantast's Spear to Sahgin1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 5
Grudge's attack
Electric claw to Sahgin 1d20 + 7 ⇒ (14) + 7 = 212d6 + 3 ⇒ (3, 2) + 3 = 8
Electric claw to Sahgin 1d20 + 7 ⇒ (8) + 7 = 152d6 + 3 ⇒ (2, 1) + 3 = 6
Electric claw to Sahgin 1d20 + 7 ⇒ (14) + 7 = 212d6 + 3 ⇒ (2, 2) + 3 = 7
Electric claw to Sahgin 1d20 + 7 ⇒ (6) + 7 = 132d6 + 3 ⇒ (5, 1) + 3 = 9

GM Eoin |

ROUND 2
Gerain steps forward and with a mighty swing beheads the sahugin standing before him. Spurred on by his masters success, Rasputin moves to strike Grudge's opponent, but his unsteadiness on the pier allows the green scaled warrior to avoid his blow.
'Beauty and skill. Fair Captain, I think I am in love,' Marcus says as he continues his assault, lunging deep however the sahugin parries with his trident, saving himself yet again from the bite of Marcus' longsword.
Percival casts a spell from his unseen position, coating the deck with magicked grease, two of the sahugin slip and fall.
Taking advantage of her downed foe, Captain Venkalie runs her and Marcus' foe through.
Halstadt strides forth to face the sahugin, but he did not grow up a board a swaying deck and his blow does not land.
Fantast doesn't land his spear blow, but provides a distraction so that grudge can defeat another of the sahugin.
Sahugin take down the helmsman in front of invisible Percival, stab and injure more in the battle surrounding Halstadt one stabbing the dwarf with his trident, another landing a bite on him. 15 damage to Halstadt.
The crew fight back, but are beign bested by Sahugin on the ship.

Gerain the Huntsman |

Seeing that the gnome and his companion had the last sea creature on the deck well in hand, Gerain moves onto the ship to help the crew defend against those monsters. "Hold them off, we're coming!" he yells to the crew men. Like clockwork, and honed by much practice, the ape moves right behind the druid.
Double move to D/E10, with Ras behind.

Fantast Retnuh |

Quick dismount(dc20 for free action)1d20 + 8 ⇒ (8) + 8 = 16 Fantast clumsily disentangles himself from the saddle and slides off of grudges back. He then takes another shot at the Sahugin with spear in hand.
See if they need any help on board, will ya?
1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 2
Sure, have fun!the bear like creature grumbles.
The summoned beast turns and runs making his way into the thick of things.(E12 Attacking sah6)
Grudge's attack
Electric claw to Sahgin61d20 + 7 ⇒ (18) + 7 = 252d6 + 3 ⇒ (3, 6) + 3 = 12
Electric claw to Sahgin61d20 + 7 ⇒ (8) + 7 = 152d6 + 3 ⇒ (4, 1) + 3 = 8
Electric claw to Sahgin61d20 + 7 ⇒ (15) + 7 = 222d6 + 3 ⇒ (3, 4) + 3 = 10
Electric claw to Sahgin61d20 + 7 ⇒ (2) + 7 = 92d6 + 3 ⇒ (6, 1) + 3 = 10

Sir Percival de Looupe |

Sir Percival is torn between helping the helmsman in front of him, but sees that the crew on deck are in need of help, so once more starts his arcane chanting, sending a stream of brownish black gas shooting toward the mid deck.
Cast Defensively Grease taking in monster 4,5,6 1d20 + 16 ⇒ (3) + 16 = 19 DC 17 15 + (2 x 1)
Creatures have Reflex save DC 17 = 10 + 5(int) + 1 (spell) +1(spell focus conjuration)

GM Eoin |

ROUND 3
Gerain and Rasputin move sleekily onto and across the deck to back up the struggling sailors.
Marcus attempts to attack another Sahugin, but is fouled by the ship's rigging.
Percival creates yet another glob of grease, but miracoulously, only one sahugin falls prone. No. 5
Amella attacks, but like Marcus doesn't land a blow.
This time it is Haldstadt that takes advantage of the fallen foe and lands a mighty blow upon his target.
Fantast hits but doesn't finish off his opponent, while grudge mounts the deck and lands two mighty blows slaying his foe.
The sahuagin from the upper deck races down and stabs Rasputin in the back 10 damage, the one in front of Gerain attacks him, however it cannot hit him. One attacks Grudge biting him vicously 6 damage, while Halstadt's foe attempts to stand and is cut down by the dwarf.
Seeing the heroes come to their aid, the crew retreat to the back of the deck. Some are damaged, but all make it alive.

Gerain the Huntsman |

Gerain and Ras keep up the attack against the two sea creatures they are threatening. Gerain attacks 3, Rasputin attacks 1.
Scimitar Attack1d20 + 9 ⇒ (11) + 9 = 20
Damage 1d6 + 6 ⇒ (3) + 6 = 9
Ras's bite attack 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d8 + 8 ⇒ (3) + 8 = 11
Ras's Claw One 1d20 + 8 ⇒ (2) + 8 = 10
Damage 1d6 + 8 ⇒ (6) + 8 = 14
Ras's Claw Two 1d20 + 8 ⇒ (13) + 8 = 21
Damage 1d6 + 8 ⇒ (1) + 8 = 9