
"Carpenter" Nerine Waverider |

Will Save(vs Fear):1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
"Nature's Wrath.." Nerine whispers as the sky literally start to fall. She removes the net as fast as she can and just bundles it up as she moves to the railing and starts yelling something down at the water in a strange language as she gestures rapidly. She's yelling(in Druidic) and motioning for Waveflier to dive as deep as he can and stay under the ship.
She looks to the sky again and begins plotting out the path of all the falling rocks she can see and yelling out directions.
Spot:1d20 + 6 ⇒ (10) + 6 = 16
If even one rock hits the ship, Nerine will be right about having work to do after the storm...

"Suny" |

Suny, being in the rigging and high off the deck will make Spot checks.
Will Save:1d20 + 0 ⇒ (19) + 0 = 19(Vs fear of falling rocks)
Gripping the ropes tightly, Suny watches out for how the great chunks of falling rock are smashing into the sea around them and yells down to Kai and Finn how many points to turn the ship's wheel.
Spot:1d20 + 4 ⇒ (4) + 4 = 8 (Oops, glad the Kobold is up here with me)
Waves to Kyre Sannah =)

Kyre Sannah |

Will save vs Fear: 1d20 + 2 ⇒ (14) + 2 = 16
Kyre looks as if awestruck up at the tumult in the skies, murmuring We didn't escape. The end of all things followed us here. But then she shakes her head as if to clear it, and says in a voice clearer and stronger than any she's been heard speaking with before Looks like we have another chance to save the world!
Kyre hastens to the side of the ship, ascends the rigging just enough to get a clear view, then turns her fey-blessed eyes upward to try to help the others find the safe course.
Spot check, +ranks, WIS bonus and racial bonus: 1d20 + 1 + 2 + 1 ⇒ (14) + 1 + 2 + 1 = 18

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DM: Round 1 Rocks seen thus far that require sailing checks to avoid:
DM: 1 of X amount of rocks seen so far.
Partially blinded, shaken, and now critically distracted, Grunge doesn't see in time a huge impact so close to him it blasts him with a gout of super heated water and steam. He cannot get out of the way in time to take the brunt of the damage.
Balance Check: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 (Success)
Grunge manages to keep his balance, but is burned by the scalding steam. He takes 1d4 ⇒ 1 point/s of damage.

"Quartermaster" Kai'itza |

The memory of his dying chieftain fighting alone, against the forces of darkness, inspires Kai'itza to roar in challenge at this epic event of celestial magnitude. As the debris falls from the sky, great spouts of super-heated water blast from all around the ship and several stand blinded on deck, Kai finds himself calm as what needs to be done fills him with resolve.
Portal defender = Fearless >=D
Will Save (Just in case you wanted it ^^; ) = 1d20 + 3 ⇒ (9) + 3 = 12
Kai continues to follow the Captains orders as fast as he can, steering alongside Finn to avoid the following debris as the shouts from the spotters are relayed to the Captain and from there to the helmsmen.
Didn't know which one you thought applied, so i rolled both and if i'm not supposed to be rolling then you can just negate the rolls below lol. =)
Seaworthiness: The ships overall sturdiness, a ships ability to avoid floundering or other hazards that a larger vessel can shake off compared to smaller vessels.
Shiphandling: Agility and nimbleness of the ship to avoid collosions and such.
Profession Sailor: Skill, Assist, Assist, Seaworthiness1d20 + 2 + 2 + 2 + 4 ⇒ (15) + 2 + 2 + 2 + 4 = 25
or
Profession Sailor: Skill, Assist, Assist, Shiphandling1d20 + 2 + 2 + 2 + 2 ⇒ (18) + 2 + 2 + 2 + 2 = 26
Profession Sailor: Skill, Assist, Assist, Seaworthiness1d20 + 2 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 2 + 4 = 16
or
Profession Sailor: Skill, Assist, Assist, Shiphandling1d20 + 2 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 + 2 = 18
Profession Sailor: Skill, Assist, Assist, Seaworthiness1d20 + 2 + 2 + 2 + 4 ⇒ (9) + 2 + 2 + 2 + 4 = 19
or
Profession Sailor: Skill, Assist, Assist, Shiphandling1d20 + 2 + 2 + 2 + 2 ⇒ (20) + 2 + 2 + 2 + 2 = 28
Can't wait for the Captain to get back so he can totally smoke these rolls of mine >.>;

Finn Mackool |

Okay here we go
By Odins spear muspelhiem has cracked
Will save
1d20 ⇒ 12
Sailing checks
1. 1d20 + 4 ⇒ (15) + 4 = 19
2. 1d20 + 4 ⇒ (14) + 4 = 18
3. 1d20 + 4 ⇒ (13) + 4 = 17
If I messed up the numbers cause I'm shake please adjust got to run my aunt just got in a bad wreck

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Technically you are "assisting" the captain, and can grant him a +4 total to his rolls, however that's if you choose to follow his orders. Once I get everyone's round 'jobs' locked in I will advance to round 2. So Technically the 2 helmsman have the choice to follow orders, disobey orders and take their own heading, or go to a different station this round.
The only 'station' this particular round is "spotter", or "other" which is defined by the player.

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Okay here we go
By Odins spear muspelhiem has cracked
Will save
1d20Sailing checks
1. 1d20+42. 1d20+4
3. 1d20+4
If I messed up the numbers cause I'm shake please adjust got to run my aunt just got in a bad wreck
DM: Eek, priorities bro, do what ya got to do. Rolls unneeded ATM, so I'll assume your gonna do what Kai does (once he gets captains rolls.)If need be, I'll roll dice for you.
DM: Kai and Finn, You will have a secondary roll as helmsman that may also come into play later if you stay at the wheel, so don't think I'm just going to make you guys a meager +2/+2 bonus to The Captains orders the whole encounter.
Kai'Itza: Yes, you are immune to all fear effects I call for this encounter. That feat will come into play quite often.

"Captain" Devannis Pantera |

With the suns' eclipsing, he looked away for a mere moment before he heard calls around the deck - he moved to the center of the ship and took a gander when his eyes could handle such a sight - and they widened dearly.
Will Save vs Fear = Success (Fearless, from Portal Defender)
"All men, cover up! Spread out amongst the deck! Take us to port, then starboard not 15 yards after!"
He was never tied off - he learned in his days that may as well end your life in some storms, for you may never be able to undo it in time to not drown!.. not that that mattered to him.
Shiphandling:
Profession(Sailor)(Skill, Assists, Shipworthiness) : 1d20 + 8 + 4 + 4 ⇒ (8) + 8 + 4 + 4 = 24

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With the suns' eclipsing, he looked away for a mere moment before he heard calls around the deck - he moved to the center of the ship and took a gander when his eyes could handle such a sight - and they widened dearly.
Will Save vs Fear = Success (Fearless, from Portal Defender)
"All men, cover up! Spread out amongst the deck! Take us to port, then starboard not 15 yards after!"
He was never tied off - he learned in his days that may as well end your life in some storms, for you may never be able to undo it in time to not drown!.. not that that mattered to him.
Shiphandling:
Profession(Sailor)(Skill, Assists, Shipworthiness) : 1d20 + 8 + 4 + 4
The ship creaks and moans as it pull it's weight out of harms way. The rock would of indeed hit if it were not for Krye's keen eye, the captain's careful plotted path through the churning waves, and the strength or arm required to pull of this maneuver.
There was only 1 rock this round in danger of hitting.
Aftermath of round 1:
Casualties: 0
Wounded: 1
Ship Damage: 0
Due to the sudden maneureving everyone on deck needs to roll a balance check DC 12 or lose footing and fall prone. Critical failures are worse. Critical Successes would be beneficial if anyone team member manages to fumble/fail the roll.
Special: If you have secured your self in some way, or are holding onto rigging etc, you get to add a +4 bonus to the roll.
Spot Checks for something hidden that is happening. This is separate from round 1 or 2 boulders coming afterwords.

"Quartermaster" Kai'itza |

With the suns' eclipsing, he looked away for a mere moment before he heard calls around the deck - he moved to the center of the ship and took a gander when his eyes could handle such a sight - and they widened dearly.
"All men, cover up! Spread out amongst the deck! Take us to port, then starboard not 15 yards after!"
He was never tied off - he learned in his days that may as well end your life in some storms, for you may never be able to undo it in time to not drown!.. not that that mattered to him.
[/ooc]
Hearing the Captains command, Kai responds and steers the ship as best he can. Seeing the first part of their danger is past, he releases a tense breath. A good day indeed He scans the surrounding waters while keeping a wary eye out for the Captains next quick command.
Balance 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Spot 1d20 + 2 ⇒ (15) + 2 = 17

"Captain" Devannis Pantera |

With much to do still, the captain would make an attempt to move, but he knew even with his commands the effort would be rough. He sighed, and began to issue another command.
"If you can't stay on your feet, get down below! We don' need anyone t' be slidin' off this boat now! That's an order!"
As his desire to get things done goes out of his mouth, one could tell with a keen ear that his accent wasn't real, most likely after the fact. In fact, he sounded more sophisticated than he did a sailor. But, with that out of the way, Devannis looks around, a keen eye as always.
Balance1d20 + 9 ⇒ (1) + 9 = 10
Spot 1d20 + 4 ⇒ (5) + 4 = 9

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With much to do still, the captain would make an attempt to move, but he knew even with his commands the effort would be rough. He sighed, and began to issue another command.
"If you can't stay on your feet, get down below! We don' need anyone t' be slidin' off this boat now! That's an order!"
As his desire to get things done goes out of his mouth, one could tell with a keen ear that his accent wasn't real, most likely after the fact. In fact, he sounded more sophisticated than he did a sailor. But, with that out of the way, Devannis looks around, a keen eye as always.
Balance 1d20+9
Spot 1d20+4
DM:
Captain Pantera is knocked off his feet, and will begin round two prone. You(he) also need/s to make a successful balance check to stand back up and steady himself. Another failure results in possible 'overboard' status. Ironic that he just mentioned this very likely scenario.EDIT: Ops! Almost missed that critical failure, lets take care of that in round 2! Unless a PC member makes a Critical Success that is, you got chances still.
DM NOTE:
There will be a penalty to navigation rolls next round due to the chain of command being compromised. Though if he regains footing it is still possible.
Balance: You lose your footing due to the sharp turns. Only your pride is hurt however.
Spot: Unsuccessful.

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"Captain" Devannis Pantera wrote:With the suns' eclipsing, he looked away for a mere moment before he heard calls around the deck - he moved to the center of the ship and took a gander when his eyes could handle such a sight - and they widened dearly.
"All men, cover up! Spread out amongst the deck! Take us to port, then starboard not 15 yards after!"
He was never tied off - he learned in his days that may as well end your life in some storms, for you may never be able to undo it in time to not drown!.. not that that mattered to him.
[/ooc]Hearing the Captains command, Kai responds and steers the ship as best he can. Seeing the first part of their danger is past, he releases a tense breath. A good day indeed He scans the surrounding waters while keeping a wary eye out for the Captains next quick command.
Balance 1d20 + 9 + 4
Spot 1d20 + 2
DM Narration:
Kai and Finn, who only moments before may have looked funny standing ready at a calm wheel, showed amazing insight and readiness. For that wheel was indeed difficult to control for those hairpin turns that were just quickly ordered. They indeed avoided the rock Kyre warned tham about by inches.Keeping his ground, and both fists on the wheel Kai'itza stands ready for round 2.
You could of sworn you saw a lining of green light on the rigging and sails.

"Quartermaster" Kai'itza |

Seeing the strange lighting on the rigging he reacts with the utmost haste by warning the crew, especially those stationed in the rigging. Whether or not his eyes were playing tricks on him he wouldn't take the risk of keeping his mouth shut. Seeing the Captain hit the deck Kai grimaces at the impact, perhaps the maneuvers were... too quick. He was sure to hear about this later. ;)
Thinking hard on the strange event he decides to pass the command to have some of the crew to be ready to combat fire, especially because of the burning debris raining down. He knew they had some repair kits in storage below but that wouldn't save them if the entire ship went up in a blaze. But those who were to pass the gear up stay below deck and await the signal before bringing it on deck. Couldn't be too careful, we could manage broken bones and bumped heads more then someone going overboard.
Diplomacy 1d20 + 11 ⇒ (11) + 11 = 22 Hopefully the command is heard, and the Captain doesn't have any qualms with it ^^;
Ready anti-fire gear, stay below deck until signaled otherwise, remain as secured as possible to avoid injury. Something along those lines ^^;

"Carpenter" Nerine Waverider |

Hearing Kai's call for anti-fire gear, Nerine almost cries in despair! Fire? She couldn't fix damage like that, not without extra wood! She stares fiercely into the sky, watching with wide eyes as she prepares to shout out warnings...
Balance(if needed)1d20 + 4 ⇒ (19) + 4 = 23
Spot(for more flying rocks):1d20 + 6 ⇒ (7) + 6 = 13
We've been lucky so far, only one person has gotten hurt.

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Hearing Kai's call for anti-fire gear, Nerine almost cries in despair! Fire? She couldn't fix damage like that, not without extra wood! She stares fiercely into the sky, watching with wide eyes as she prepares to shout out warnings...
Balance(if needed)1d20+4
Spot(for more flying rocks):1d20+6We've been lucky so far, only one person has gotten hurt.
I'm saving these rolls for your round 2 actions. :)

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Using his critical success to counter the critical fumble, something I allow in game from time to time.
Garth's muscles already coiled and ready for action, snap out and latch onto the center mast. Swinging it slightly counterclockwise he positioned a wooden crosspiece and rigging directly behind the stumbling captain, giving him a lifeline to grab on to instead of tumbling into the sea. It wasn't graceful, but it did keep the captain on his feet, if a little bit dazzled.
End Result: Garth burns his 'karma' point earned for rolling a natural 20, to negate Captain Pantera's natural 1. There's still a minor penalty to navagation rolls next round, but it isn't as bad as having your captain overboard.
Special: For RP reasons, it was clear to all involved the Captain would have gone over if not for this intervention. Just in case you had reason to doubt the actions of this move, or suspected foul play.

"Botanist" Olek Molotva |

Olek Moltova watches in awe as the smaller sun splits in two. He doesn't even register what Kyre is saying.
Will save1d20 + 7 ⇒ (4) + 7 = 11
"Cursed!" He mumbles. He holds on to the railing while he watches the happening on the sky.
Spot to see fireball1d20 + 5 ⇒ (19) + 5 = 24
Spot to see hidden1d20 + 5 ⇒ (10) + 5 = 15
Balance1d20 + 4 ⇒ (10) + 4 = 14

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Spot:1d20+4
T' be seein' whut's happenin' aroun' th' place.
Use Rope:1d20+6
Though it would be more appropriate, since it's what I'm up amongst. =)
Um, whut round am I in? >_>
You are soon to be in round 2. If you got skipped in round 1 it's OK I assumed those skipped were on spot duty last round. Olek is catching up, and he can start in round 2 as well.
If I ask for balance checks, I want your balance roll, not a use rope. They are two different skills, and it's not appropriate to try and use a skill your trained in over the one I ask for.
So Suny: Please roll a balance check at the end of round 1 for me.

"Suny" |

You are soon to be in round 2. If you got skipped in round 1 it's OK I assumed those skipped were on spot duty last round.
If I ask for balance checks, I want your balance roll, not a use rope. They are two different skills, and it's not appropriate to try and use a skill your trained in over the one I ask for.
So Suny: Please roll a balance check at the end of round 1 for me.
Okeys, is jus' whut me bein' up in'a riggin' an' all I thought holdin' on't th' ropes an' such would be th' order o' th' day. (^_^)
Balance:1d20 + 4 ⇒ (14) + 4 = 18 (Untrained)
"Wheeeeeeee!" Swinging in'a rigging!(^_^)

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Suny's confidence fades when she realizes the thin footing that is rigging is not conducive to keeping proper footing and she begins to fall. She will hit the deck at the end of round 1, and I will need a minute to research how high she most likely was and determine damage for the fall. Unless you have some slow fall ability, or cat's grace ability?
Looks like the masts are 20m-30m high, or 60'-90'. So I'll give you the benefit of the doubt and put you at 1d4x10 feet high.
DM: Falling Damage 1d4 ⇒ 4 * 10 = 40' high which is 4d6 in lethal damage.
ow.
@Suny
DM: Damage from the fall is 4d6 ⇒ (6, 1, 4, 3) = 14 (ooph!)
DM: Assuming max HP per dice you should have 25hp - 14hp = 11hp left. (please update your character sheet to reflect this.)
DM: Also, you start round 2 sprawled on the deck, prone, and need a balance action to stand, failure means your in danger of going overboard.

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Round 2:
Stations available/occupied.
Captain: Captain Pantera (standing)
Helmsmen: Kai'itza, Finn (both standing.)
Spotters: Kyre, Nerine, Garth, Grunge(shaken), Gunny
Firecrew: Not needed this round.
Other: open
The sky darkens more as clouds begin to gather around you as if alive and curious. Waves crash against the ship with increased frequency. Small white caps on the tips of waves indicate that the sea is churning more violently.
More fiery rocks and debris rain down all around the ship, pockmarking the sails and landing on the deck of the ship. More boulder sized chunks threaten the ship and streak overhead. Some crash close to the ship with the force of cannon balls.
1d100 ⇒ 21 DM: 20% chance of OMITTED CONTENT. (>= 20, is bad.) No change.
The sails are still intact, and 100% functional at this time, the damage from debris is minimal at best. There is a new lining of what looks like green fire on the sails and rigging, that fade in and out of existence. If you have Knowledge:(nature) trained you may make a roll in regards to this phenomenon.
* Make sure to do the fear first, if you fail it's an additional -2 to all skill checks for being shaken.

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NPC Round 2 Checks:
DM:
The Half-Dragon is blown off his feet, and tumbles to the deck in a loud thud. He looks dazed and will be out of this round.
Grunge flees the deck with his tail between his legs, and heads below deck at top speed. Shortly afterward Vulpa and Hamish storm the deck with weapons ready, scanning the scene with a look of awe.
Hamish Fear Check: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (Passed)
Hamish: "Hachi Machi!" he yells, as he clutches his polished longswords.
Vulpa Fear Check: 1d20 ⇒ 16 (Immune)
Vulpa: Looks around to see where she may be needed, sheathing her longsword she grabs rigging(or rails) and steadies herself. She see's the wounded Suny and heads her way.
DC 11 WIL Saving Throw, Fear Check
DC 12 Balance Checks
DC 15 Spot(unusual)
DC 15 Listen
DC 15 Spot(Spotter Duty)

"Quartermaster" Kai'itza |

Round 2:
Stations available/occupied.
Captain: Captain Pantera (standing)
Helmsmen: Kai'itza, Finn (both standing.)
Spotters: Kyre, Nerine, Garth, Grunge(shaken), Gunny
Firecrew: Not needed this round.
Other: openThe sky darkens more as clouds begin to gather around you as if alive and curious. Waves crash against the ship with increased frequency. Small white caps on the tips of waves indicate that the sea is churning more violently.
More fiery rocks and debris rain down all around the ship, pockmarking the sails and landing on the deck of the ship. More boulder sized chunks threaten the ship and streak overhead. Some crash close to the ship with the force of cannon balls.
1d100 DM: 20% chance of OMITTED CONTENT. (>= 20, is bad.) No change.
The sails are still intact, and 100% functional at this time, the damage from debris is minimal at best. There is a new lining of what looks like green fire on the sails and rigging, that fade in and out of existence. If you have Knowledge:(nature) trained you may make a roll in regards to this phenomenon.
Fear check (DC 11 Wil saving throws: All make new fear effect saving throws, unless immune.)
Balance Check (DC12): Starting this round everyone will need to make a new balance check to remain on their feet.
Spot Check (DC15): This round roll a spot check to notice something unusual. (this can be made in addition to 'spotting' boulders.)
Listen Check (DC15): all on deck please roll me a listen check. * Make sure to do the fear first, if you fail it's an additional -2 to all skill checks for being shaken.
Fighting to keep the ship steady, while dodging falling debris, with Finn's help Kai continues to keep his eyes moving and wary of what could happen next.
Fear: Immune
Balance: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
Spot: 1d20 + 2 ⇒ (14) + 2 = 16
Listen: 1d20 + 2 ⇒ (15) + 2 = 17
Had enough time to post this will check again later, Good Luck Everyone! ( ^_^)-d

"Surgeon" Avion Merdiota |

[round 1]
1d20 + 8 ⇒ (20) + 8 = 28 vs Will
1d20 ⇒ 8 Spot
[round 2]
1d20 + 8 ⇒ (14) + 8 = 22 vs Will
1d20 ⇒ 2 Spot
1d20 ⇒ 18 Balance
1d20 ⇒ 3 Listen
Avion will just watchs with grim look in his face to horror in other people face. Laughing to himself, he helps those still in decks

"Suny" |

DM: Also, you start round 2 sprawled on the deck, prone.
With a loud and wet THUMP Suny slams into the deck and lays still.
"Oooo....some one's flip me over...I likes being on me sunny side up..." She moans
After that? I in't even thinkin' straight, let alone thinkin' o' standin' up.

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Willpower DM wrote:DM: Also, you start round 2 sprawled on the deck, prone.With a loud and wet THUMP Suny slams into the deck and lays still.
"Oooo....some one's flip me over...I likes being on me sunny side up..." She moans
After that? I in't even thinkin' straight, let alone thinkin' o' standin' up.
Fair enough, but due to the ship, and sea, there's still a balance check required this round, being prone could be hazardous.

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Can a person even make a balance check while prone?
Balance Check:1d20+4
Are you confusing a balance check with a reflex saving throw? Yes, you can continue to make balance checks even while prone. The ship is in heavy waves, you can slide and move around whether your on two feet, or your bum.
Offical text: A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

Finn Mackool |

"Suny" wrote:Can a person even make a balance check while prone?
Balance Check:1d20+4
Are you confusing a balance check with a reflex saving throw? Yes, you can continue to make balance checks even while prone. The ship is in heavy waves, you can slide and move around whether your on two feet, or your bum.
Offical text: A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
okay so i'm mildly confused so please roll for me this round will and i will join in next as im in and out of the hospital with my aunt right now and have to work should return to normal tomorrow

"Captain" Devannis Pantera |

With a quick rescue, Devannis moved with haste to dodge the debris that followed - he moved towards the helm quickly and with eyes looking every direction.
"Come on! Get moving! We need that fire or whatever that is, out, now! We can make it through this!"
Balance 1d20 + 9 ⇒ (1) + 9 = 10
Spot 1d20 + 4 ⇒ (17) + 4 = 21
Listen 1d20 + 4 ⇒ (5) + 4 = 9

Kyre Sannah |

[ooc]Fear check: 1d20 + 2 ⇒ (16) + 2 = 18
Balance check: 1d20 + 3 ⇒ (17) + 3 = 20
Spot check for incoming boulders: 1d20 + 4 ⇒ (19) + 4 = 23
Spot check: 1d20 + 4 ⇒ (16) + 4 = 20
Listen check: 1d20 + 4 ⇒ (4) + 4 = 8
Nature: 1d20 + 2 ⇒ (20) + 2 = 22
Coiling her arm through the rigging to help keep herself secure, Kyre clings to her post and continues to scan the skies, this time with her eyes and her ears. Any sound not connected with the descending boulders flickers into her awareness without making any impression, but the eerie green glow in the upper rigging makes the corner of her mouth twitch in recognition...

"Quartermaster" Kai'itza |

As the captain approaches, Kai explains about the strange green lighting that was outlining the rigging and sails earlier. "That iss why I called to prepare for fire, I do not know what I ssaw but it wasssn't right~ I did not mean to exceed your authority Captain" He continues to battle the wheel, as the celestial debris rains down, with Finn's help and the Captains encouragement.

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Fear check: 1d20+2
Balance check: 1d20+3
Spot check for incoming boulders: 1d20+4
Spot check: 1d20+4
Listen check: 1d20+4
Nature: 1d20+2** spoiler omitted **
Coiling her arm through the rigging to help keep herself secure, Kyre clings to her post and continues to scan the skies, this time with her eyes and her ears. Any sound not connected with the descending boulders flickers into her awareness without making any impression, but the eerie green glow in the upper rigging makes the corner of her mouth twitch in recognition...
Don't worry about round 1, enough happened that it's OK I missed your balance roll

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With a quick rescue, Devannis moved with haste to dodge the debris that followed - he moved towards the helm quickly and with eyes looking every direction.
"Come on! Get moving! We need that fire or whatever that is, out, now! We can make it through this!"
Balance 1d20+9
Spot 1d20+4
Listen 1d20+4

Kyre Sannah |

Kyre finds herself torn - the Quartermaster stands ready to battle any incipient stormfire, so she dismisses that as not her concern. But there are still chunks of debris falling from the sky, and now creatures emerging from the depths. She shouts a warning of whatever boulders' course she can see, then abandons the post of spotter. Heading to a post amidships, she readies her bow and calls, "Prepare to repel boarders!"

"Carpenter" Nerine Waverider |

Will Save:1d20 + 7 ⇒ (4) + 7 = 11
Balance:1d20 + 4 ⇒ (3) + 4 = 7
Spot(Boulders):1d20 + 6 ⇒ (17) + 6 = 23
Spot:1d20 + 6 ⇒ (1) + 6 = 7
Listen:1d20 + 6 ⇒ (19) + 6 = 25
Knowledge(Nature) for the green fire:1d20 + 7 ⇒ (9) + 7 = 16
Nerine slips as she tries to figure out just what green fire means when it fades in and out like that.. perhaps she ate a sick fish?

Finn Mackool |

Kai if they make it up here I'll hold them off you keep the wheel your better at it than I am but for now I will keep helping you out
Will save 1d20 ⇒ 16
Balance. 1d20 ⇒ 5
Sailor. If needed if cratures aproach then he pulls his sword and moves to meet
1d20 ⇒ 19
Other spot1d20 ⇒ 6
Never mind takes a move action to stand at the wheel to help kai

"Quartermaster" Kai'itza |

For round 3 ( I think ^^; ):
Balance 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Initiative 1d20 + 3 ⇒ (19) + 3 = 22
Hearing the call to repel boarders and seeing some of the crew scrambling to draw their weapons, Kai'itza's eyes narrow dangerously. As Finn finishes speaking Kia'itza nods his head in agreement, he spares a quick glance around watching warily for the possibility of the enemy appearing up behind them.
Spot 1d20 + 2 ⇒ (5) + 2 = 7
Speaking quickly to Finn over the excited din of voices coming from on deck. "No Matter what we cannot ssurrender the ssshipss wheel or allow them into the lower decksss. We have to do whatever it takesss to hold them if they try!" He adjusts his darkwood shield on his back and checks to see if his javelins are still there after so much jostling around.

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"Prepare to repel boarders!"
** spoiler omitted **
DM: You can hold off on Initiative until round 3, just so I can have it when needed. You can still ready your weapons and position now for round 3, and still use round 2 to spot if you wish.
Looking at the ship pics in the Stormwrack book as a reference it looks liek the ships main deck has a middle section and 2 elevated sections at the Fore and Aft. I'm going to assume that Kai'Itza and Finn are still at the wheel which is in the Quarterdeck(the raised Aft section), Suny is in the middle section of the main deck area, and that Kyre is on the Foc'S'le(the raised fore/front section.)
The NPCs, Gunny, Garth, Hamish, and Vulpa are all in the middle section as well, and are prepared to repel invaders.
If you want a visual reference you can turn to page 95-99 of Stormwrack, if need be I can get a pic if you don't have access to that book.

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End of Round 2 results:
No boulders where in danger of hitting this round, so any failed balance checks this round are not going to jeopardize your characters. The captains roll of a 1 still shakes him off his feet, but it is no worse than that, he can regain footing at the start of round 3 due to the ship stabilizing this round with no check. Anyone else that lost footing in round 2 can do the same.
@Suny: Vulpa spent her round attending to Suny's injuries, after checking her for broken bones or fractures she tries to help her to her feet. Channeling some of her inner reserves she also channels 7 points of healing energy into you.
Vulpa (to Suny): "On your feet lass, we got creatures incoming."
Hamish: "Get ready, there's a lot of them coming up the sides of the ship!" Hamish shouts, as he absent-mindfully fidgets with his twin blades.
Gunny picks up a wooden rod that was rolling around on the deck and readies himself at the edge of the deck in a diminutive fighting stance.
Gunny: "Ready!" he declares.
Garth regains his footing, a curse on his tongue at his misfortune, and readies himself for fighting.
Nafa pokes her head from the crows nest and readys a slingshot as she scans the deck below.

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Will Save:1d20+7
Balance:1d20+4
Spot(Boulders):1d20+6
Spot:1d20+6
Listen:1d20+6Knowledge(Nature) for the green fire:1d20+7
Nerine slips as she tries to figure out just what green fire means when it fades in and out like that.. perhaps she ate a sick fish?
DM: @Nerine does loose her balance this round, while she doesn't fall she is flat footed as the dark shape leaps at her from the railings. She is caught unaware and surprised as the dark shape lunges and connects. She will start round 3 grappling with a dark figure.

"Suny" |

@Suny: Vulpa spent her round attending to Suny's injuries, after checking her for broken bones or fractures she tries to help her to her feet.
Vulpa (to Suny): "On your feet lass, we got creatures incoming."
Suny stifles a groan again as Vulpa helps her to stand.
"Aye, an' I dun't know whut come over me. I in't never felled from th' ropes afore." She blushes, "Well, an' not gone over th' side an' in't th' water." she whispers.
Spot:1d20 + 4 ⇒ (13) + 4 = 17
Is at enough t' see th' plight o' Nerine?
As she looks around, she sighs,
"An' here I be with out me fightin' kit an' clobber on, t' boot!" She looks pulls one of her slim blades and heads towards the railing.
The railin' where poor Nerine be gettin' close an' personal with our new guests, if'n I can. (^_~)