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Jack continues to try to swim out but the rope seems to be at its limit. There is still no sign of Rosie surfacing.

Aishe Kaleja |

There's a chance that you could make it to her with those last rolls, but yeah, I think we're better off not risking it and dealing with whatever fallout there is as it comes up.

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The rope was already at it's limit in the post before Jack rolled the additional swim checks.
As Jack makes it back to the ship Conchobar hurls his foppish purple hat at him. HOW IN THE HELLS COULD YOU LET HER GO! YOU LET ROSIE DIE. I Won't FORGIVE THIS! Conchobar storms off in a fury as as Mister Plugg hastily approaches Jack and slams a knotted rope into his face 1 point non-lethalIf you ever endanger yourself or anyone else on this crew by throwing yourself into the waters I will kill you myself! Do I make myself clear? Rosie dead. Conchobar's attitude is reduced to unfriendly
Day 9
As the event begins to settle the group notices that it is now dawn and that the storm has begun to dissipate. Mister Plugg looks to all on board. You managed not to kill the whole ship. He says with a smile There will be no rest now get back to work!
rigger: 1d6 ⇒ 6
swab: 1d6 ⇒ 6
Cook's Mate: 1d6 ⇒ 2
Ambrose: 1d100 ⇒ 98

Aishe Kaleja |

Day 9 rolls
Aishe works diligently on splicing ropes together, silently cursing the fact that this wasn't done before yesterday. She seemed to be an encouragement to the crew...and now, on top of losing her, it seems this group has angered that foppish gnome.
Daytime job: Profession (Sailor): 1d20 + 7 ⇒ (15) + 7 = 22
She finds time during the day to approach Conchobar. "I saw your reaction to the events yesterday; I'm so sorry that you have lost someone that you cared so much about. Surely, however, you can understand that we did all that we could, even to the point of endangering our own lives. I do hope that you will find it in your heart to forgive us, in time, for not being able to save her."
Daytime Ship Action: Influence Conchobar
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
That night, she does her best to entertain the crew with a vocal performance. She begins with a mournful dirge, lamenting the loss of one of their own, but the next few songs become progressively faster, more entertaining. By the end, several of the crew are dancing small jigs and clapping along.
Nighttime Ship Action: Entertain
Perform (Song): 1d20 + 7 ⇒ (18) + 7 = 25

Jack Handsome |

Besmara, queen of plunder, scourge of the sea, take the young rosie and let her join you crew of eternal journeys of plunder. She is worthy of your attention!
Profession cook: 1d20 + 7 ⇒ (9) + 7 = 16
Unhappy Jack approaches Sandara and asks her if she can do a requim for rosie. Approaching Conchobar he says that he nearly drowned himself, and he would have fought on, but his line to the ship was at it´s limit. That rosie was very special and he feels her loss deeply. That he asked Sandara for a requim. And that he will also prayed to Besmara to invite her to her crew.
PDiplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
In the evening he will approach barefoot and tries to win her finally over
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

Sarrien |

Sarrien gets back to work repairing the ship without a moments sleep. Ugh... I'll feed you to the sharks one of these days Plugg...
Dex: 1d20 + 3 ⇒ (3) + 3 = 6

Viviana Masters |

Viviana works hard with the mainsails. Shes so tired though, that she works diligently to ensure that the job is done right
Profession Sailor: 1d20 + 8 ⇒ (1) + 8 = 9
(working diligently for a +4(?), as her daily ship action)
Constitution check: 1d20 + 1 ⇒ (4) + 1 = 5
She goes to bed early as a night action, as shes left utterly exhausted.

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As the crew works all throughout the day. Most complete their assigned tasks aboard the ship. Viviana passes out from exhaustion as she is ripped from her post and thrown in her cot by Master Scourge. The only thing that she is able to remember is something about six lashes awaiting her.
Jack and Aishe speak with Conchbar during the day in an attempt to offer their condolences. I am sorry! I was speaking out of rage for losing Rosie.I know it is not yer fault. Conchobar is back to indifferent
As the day winds down Jack is brought forth to the main mast as he is tied to it. Mister Plugg makes a short announcement. First I shall make an example of the crow to kick o this fine evening! Nicpic is brought forth from below deck as it looks lie he has been starved the past 2 days. Ropes are wrapped all around Nicpic as he is quickly thrown over the side f the ship. A small group of the crew pull on a set of ropes on the opposite side of the ship. It seems as if Nicpic is under the ship for hours but I is in fact a few minutes. Finally the rope gives a small tug and the body is brought back to the deck. Nic pic is missing most of his feathers and it looks as if something ripped the majority of the beak from his face as he is bttered and bleeding all over the deck. Get this piece of s*#& off of the Cap'n ship! Mister Plugg waves the body away as Mister Scourge turns and cracks the whip right across Jack's bare back six times. A small group on the ship roars with delight.
six lashes: 6d3 ⇒ (1, 2, 1, 1, 2, 3) = 10
During the rest f the evening Jack speaks with Barefoot a bit more as Aishe sings valiant songs of grandeur to the crew throughout the night. You receive +2 to Charisma-based skills for 24 hours
Day 10
rigger: 1d6 ⇒ 6
swab: 1d6 ⇒ 6
Cook's Mate: 1d6 ⇒ 3
Ambrose: 1d100 ⇒ 72
Mainsail Duties. Tough work raising and lowering the mainsails. DC 10 Profession (Sailor) or strength check followed by a DC 10 Con check or be fatigued (exhausted if already fatigued)-2 to Rigger checks due to dissipating storm
Repairs- The ship needs repairs, whether sewing sails of splicing rope all day. DC 10 Profession (Sailor) or Dex check
Go ahead and post your ship actions for each day also
In the evening Viviana is tied to the mast and receives six lashes for falling asleep on the job yesterday.
Day 11
rigger: 1d6 ⇒ 1
swab: 1d6 ⇒ 6
Cook's Mate: 1d6 ⇒ 1
Ambrose: 1d100 ⇒ 80
Repairs- The ship needs repairs, whether sewing sails of splicing rope all day. DC 10 Profession (Sailor) or Dex check
As the afternoon stretches on the waters become shallow and navigation is tricky. Soon Mister Plugg begins to yell for the four of you to get to the deck immediately. As soon as you arrive there seem to be four large crab pots lying at his feet. The Cap'n wants fresh crab for supper. Mister Plugg points towards the reef some 200 feet North of the ship. You four and Conchobar swim to the reef, fill these pots with crab and swim back. MIster Plugg begins to walk away but soon turns his head slightly Oh...and try not to have anyone else drown like that whore a few nights ago as he glares at Aishe and Jack.
DC 10 Swim checks the 200 feet to the reef

Jack Handsome |

Day 10
JobSurvival: 1d20 + 6 ⇒ (15) + 6 = 21
Daytime activity assist Aishe with diplomacy
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Daytime activity assist Aishe with diplomacy
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
Day 11
JobProfCook: 1d20 + 6 ⇒ (4) + 6 = 10
Hearing Mister Plugg command him to swim over responds "AYE,AYE Mister Plugg, Sir!.Jack undresses to his breaches and just straps 2 Daggers to his belt. Grabbing a piece of wood to hold the pots over water he throws it overboard and lowers the pots onto it.
Taking 10 to reach the reef in 2 under minutes.

Viviana Masters |

Day 10
Profession Sailor: 1d20 + 8 ⇒ (10) + 8 = 18
Con check: 1d20 + 1 ⇒ (20) + 1 = 21
Day Ship Action to aid Aishe in diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18
Night Ship Action to aid Aishe in diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
Day 11
Climb #1: 1d20 + 6 ⇒ (2) + 6 = 8
Climb #1: 1d20 + 6 ⇒ (9) + 6 = 15
Climb #2: 1d20 + 6 ⇒ (10) + 6 = 16
Climb #2: 1d20 + 6 ⇒ (1) + 6 = 7
Climb #3: 1d20 + 6 ⇒ (19) + 6 = 25
Climb #3: 1d20 + 6 ⇒ (5) + 6 = 11
Climb #4: 1d20 + 6 ⇒ (13) + 6 = 19
Climb #4: 1d20 + 6 ⇒ (10) + 6 = 16
Climb #5: 1d20 + 6 ⇒ (19) + 6 = 25
Climb #5: 1d20 + 6 ⇒ (6) + 6 = 12
Profession Sailor: 1d20 + 8 ⇒ (9) + 8 = 17
Day Ship Action to aid Aishe in diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4
Night Ship Action to aid Aishe in diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19
Taking 10 on swim checks for 17 to get to the reef

Aishe Kaleja |

Day 10 rolls
Aishe spends her day mending sails. The needle flies through the sailcloth as if she was born to the work.
Daytime job: Profession (Sailor): 1d20 + 7 ⇒ (15) + 7 = 22
Aishe walks over to Jack Scrimshaw during the day, admiring his handiwork. "You've done some fine carvings aboard this ship. I've seen a number of them since I came aboard; you've a great talent, and I'm very impressed. Tell me, would you carve something for me?"
Daytime Ship Action: Influence Jack Scrimshaw
Diplomacy (24 hr bonus, Jack assist, Viviana assist): 1d20 + 7 + 2 + 2 + 2 ⇒ (5) + 7 + 2 + 2 + 2 = 18
Again, she spends the evening trying to entertain the crew. Unfortunately, her voice begins cracking shortly after she starts, causing her to have to stop abruptly.
Nighttime Ship Action: Entertain
Perform (Song) (24 hr bonus): 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Day 11 rolls
Aishe spends this day with the ropes again, splicing them together the entire day. She works tirelessly, her nimble fingers threading the strands together with a practiced hand.
Daytime job: Profession (Sailor): 1d20 + 7 ⇒ (17) + 7 = 24
When she has a free moment, she approaches Conchobar again. She tries, perhaps unsuccessfully, to draw him out of his depression and help him to realize that there are, so to speak, other fish in the sea.
Daytime Ship Action: Influence Conchobar
Diplomacy (Jack assist): 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Holding off on nighttime action until after the current mission...
Take 10 for 14 to swim

Sarrien |

Such a pitty. One friend down, perhaps two if Conchobar didn't come around. He had tried to do what he could, but he was one of the most average swimmers here. Not even caring to stay after the bloody hour, Nicpic was a mess, fool bird, he went right to bed.
Day 10
Dex + work diligently: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23More repairs were to be done but after a whole nights rest he was far more capable of paying attention to the little details. Today he prepares a different spell in preparation for this afternoon, Infernal Healing. After her lashes he helps Viviana to get back on her feet.
Day 11
Dex + work diligently: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Still the damage from the storm was there and he spent another day repairing, ropes, sails, it never ended. He was rather glad for the excursion to the reef. Catching a few crabs seemed easy enough, he called Xavier to come and he flew above as Sarrien swam.
Take 10 on swim for... 10!

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i will have to post tomorrow. Big storm rolling through and I am without power. The boarding pike is fine.

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As the party continued to work, with little regard for rest, the next few days almost seemed like a break from the torturous life of a pirate. Aishe, assisted by Viviana and Jack talk to Conchobar a bit more, as the gnome seems to open up a bit more about his life and Rosie. Even Jack Scrimshaw opens up a little more to Aishe as he makes her a sculpture of a mermaid. Increase Scrimshaw and Conchobar to Friendly.
As the party makes their way out to the reef with Conchobar. They ook about the calm waters to catch crabs for the Captain's supper.
DC 10 Perception Check followed by a DC 10 Swim check to find a crab and swim down into the reef (Just under the surface of the water) and catch he crab

Jack Handsome |

Feeling free from mr plugg and master scourge for the first time jacks spirit lifts and he enjoys the warm sun on his skin. Then with keen eye and a deft stroke he starts to gather crabs. Taking 10 for booth. If not possible Perception: 1d20 + 7 ⇒ (14) + 7 = 21 ; swim: 1d20 + 6 ⇒ (2) + 6 = 8

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The party spends most of the afternoon in the sun's rays ducking below the ocean's coo waters and are able to catch a few crabs from the colorful reef below. After a few moments of reaching into the reef the party feels a rush come forth from the reef as a couple of creatures surface in the water. Two creatures who have blood red spines that run the length of their backs, which resembls a lobster in the front and an eel in the back.
The creatures rush forward as they advance the attack.
Viviana: 1d20 + 1 ⇒ (2) + 1 = 3
Sarrien: 1d20 + 5 ⇒ (14) + 5 = 19
Jack: 1d20 + 3 ⇒ (3) + 3 = 6
Aishe: 1d20 + 4 ⇒ (14) + 4 = 18
Monsters[/dice: 1d20 + 5 ⇒ (1) + 5 = 6
Sarrien
Aishe
Jack
--------------
Monster 1 (E)
Monster 2 (W)
--------------
Viviana
It will just take me a minute to build a map

Aishe Kaleja |

Is it unreasonable of me to assume that they would have to spend their first round advancing on us, or we would have gotten perception rolls to notice them? Either they had surprise (in which case, they can advance in the surprise round), or they didn't (in which case, we would be able to do some preparing before they're right on top of us...). I only ask because I built Aishe to take advantage of reach, and having the whatever-it-is show up right next to her completely defeats the purpose.

Jack Handsome |

Paint my beard green where did those come from?
Is Conchobar with us?
"Besmara, holy scourge of the ocean, hear my call, give us your bloodlust to kill our enemys!
With those words Jack blesses his companions. Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Drawing his dagger Jack moves 5 foot to the reefclaw under aishe, so that she can start flanking with him, hoping viviana can help Sarrien!

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Aishe yes it was advance on surprise round only since the shot out of the nooks and crannies of the reef suddenly.
Forgive me I did forget perception checks last night and conchobar (He is behind the party) I was up late last night as the wife drove through the garage door lol. I will fix the map once I get off of work.
Aishe perception: 1d20 + 5 ⇒ (6) + 5 = 11
Sarrien Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Jack Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Viviana Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Conchobar init: 1d20 + 2 ⇒ (20) + 2 = 22
conchobar perception: 1d20 + 3 ⇒ (2) + 3 = 5
Viviana gets to act in the surprise round.
Surprise Round
Monster 1
Monster 2
Viviana
Normal Round
Conchobar
Sarrien-5 foot step / mage armor
Aishe
Jack- bless / dagger / 5 foot step
--------------
Monster 1 (E)
Monster 2 (W)
--------------
Viviana

Aishe Kaleja |

As the creature approaches, Aishe reacts quickly, bringing her boarding pike to bear against the thing; it is, unfortunately, past the point before she can set her weapon against its advance.
Attack of Opportunity (Combat Reflexes)
Attack (Boarding Pike): 1d20 + 2 ⇒ (7) + 2 = 9
Damage (Boarding Pike): 1d8 + 3 ⇒ (2) + 3 = 5
Recovered from her initial surprise, Aishe steps back a pace and stabs once more with her pike.
Not an action: 5' step NE
Standard action: Attack reefclaw
Attack (Boarding Pike): 1d20 + 2 ⇒ (17) + 2 = 19
Damage (Boarding Pike): 1d8 + 3 ⇒ (8) + 3 = 11

Aishe Kaleja |

Viviana moves so that she is flanking with Sarrien
(I'd move myself on the map but it won't let me)
I don't see how you could make that move (assuming a move speed of 30') without incurring an AoO (or rolling Acrobatics to avoid). Perhaps if we want to move, we should specify the steps that are taken (e.g., SE, S, S, SW)?

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Yes I do it that way in case there are traps then I am aware of you route of movement through the trapped area, when and if there is one of course.

Viviana Masters |

Can I even use Acrobatics underwater?
Assuming I can, then I'll simply move south two squares. If I cannot, then I'll simply move South one square and end
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
Apologies about earlier, I misread and thought Viviana moved first in the surprise round, ergo avoiding an AoO (unless they have combat reflexes.)

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Surprise Round Viviana moves closer to Sarrien.
Viviana swim is at half speed so you can only move 15 feet. So I will move you S 2 squares so as not to provoke AoO. If you wished to move further let me know. No acrobatics checks while in the water. I think a swim check would make more sense against their CMD for quarter movement speed and CMD +10 for normal half speed.
Conchobar begins to sing a rousing sea chantey as the fight begins.
Bardic Inspire Courage +1
Sarrien steps back as a glimmer of armor forms around him as Aishe prepared for the creatures advance slams a boarding pike into the water, splashing water all over the area, missing the creature.
Aishe stabs the pike at the eel-like creatures, puncturing the crustaceous shell as blood seeps into the oceans waters.
Jack blesses the party a he draws his dagger advancing on the monsterous eel.
The creatures snap their claws at Viviana and Jack as a claw grabs at Viviana, pinching down on her leg. Viviana is able to rip her leg lose from the creatures grasp. as she begins to feel weaker from the creatures claws.
Monster (N) Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Monster (N) Claw 2: 1d20 + 2 ⇒ (3) + 2 = 5
Monster (S) Claw 1: 1d20 + 2 ⇒ (2) + 2 = 4
Monster (S) Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 ⇒ 2 + Grab + Poison
Grab: 1d20 + 8 ⇒ (7) + 8 = 15
Viviana
Conchobar
Sarrien-
Aishe -
Jack-
--------------
Monster 1 (N)(-11 HP)
Monster 2 (S)
--------------

Sarrien |

"Fickle fate, I call you. Visit this creature." Sarrien sends a misfortune hex at the creature. DC 16 With a flash of movement a cold iron dagger appears in his hands out of his sheath and he moves to flank with Viviana.

Viviana Masters |

FORT: 1d20 + 3 ⇒ (12) + 3 = 15
Viviana 5 foots in, and unleashes a full attack with her fists, with a Stunning Fist on her first attack
Flurry: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 41d6 + 3 ⇒ (2) + 3 = 5
Flurry Confirmation: 1d20 + 2 ⇒ (20) + 2 = 22
Extra Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Stunning Fists DC is 14, if it succeeds he is stunned, with all the penalties that provides.

Jack Handsome |

Lady Besmara, lend my thy fury!
Judgement of Destruction +1Damage/ Attack +0Bab+1Str+2Flanking+1Bless+1MWDagger/Damage+1STr+1Trait+1Judgement
Moving to the west, so that he can still flank with Aishe Jack stabs deep into the Beast.
Attack: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 3 ⇒ (2) + 3 = 5

Aishe Kaleja |

Aishe swims around the creature to flank with Jack. Unfortunately, a wave washes over her just as she drives her pike at the thing once more, causing her to miss again.
Not an action: 5' step NW
Standard action: Attack reefclaw
Attack (Boarding Pike, Inspire Courage, Flanking): 1d20 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Damage (Boarding Pike, Inspire Courage): 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

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Viviana slams her fist hard into the reefclaws face. The creature seems to be stunned momentarily as blood oozes from it's battered face. One eye completely useless.
Fort Save: 1d20 + 2 ⇒ (8) + 2 = 10
Conchobar draws his shortbow as he fires an arrow at the northern Reefcaw while continuing to sing his chantey. The arrow sinks into the wounded cracked shell of the creature.
Shortbow: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2
As the arrow strikes the creature it falls into the water with a spasm as both claws reach out wildly for Jack! Death Frenzy
Claw 1: 1d20 + 2 ⇒ (12) + 2 = 14
Claw 2: 1d20 + 2 ⇒ (13) + 2 = 15
Both claws grasp at Jack's armor but are unable to hurt him. After a moment the reefclaw lets go and floats in the reef.
Sarrien casts misfortune on the southern reefclaw who seems to be stunned but the Reefclaw is currently feeling a bit lucky.
will save: 1d20 + 4 ⇒ (16) + 4 = 20
Aishe swims closer to the beast as Jack moves in to the southern creature and stabs it with his dagger causing the creature to spasm before it dies, clawing at Viviana. Both claws grasp at air.Death Frenzy
Claw 1: 1d20 + 2 ⇒ (12) + 2 = 14
Claw 2: 1d20 + 2 ⇒ (7) + 2 = 9
Combat Over

Sarrien |

Nature untrained: 1d20 + 4 ⇒ (2) + 4 = 6
"well. Perhaps we can put the reefclaws as part of our catch. Extracting their poison might be useful to us also."

Aishe Kaleja |

Aishe nods and smirks. "Maybe we shouldn't mention the poison at all..." She turns to Conchobar, then smiles broadly and says, "...and thank you for your help, as well, Conchobar."
She retrieves the two reefclaws with her boarding pike and puts them into the pots, then, if there is still room in the remaining pots, she gets back to work spearing more normal-size fare.

Jack Handsome |

Letting out a quick whoop Jack grasp Conchbars hand, pumping it. "Great teamwork indeed. And they will taste even better, as we killed them handily. But poison is dangerous, and we have not much time and neither the necessary tools. Or do you!
Happily he butchers the reefclaws and puts the unusable parts aways.Taking 10 prof cook or survival for the process. Then he helps the others to fill the pots and prepares to bring their catch bag to the ship, throwing the unused parts to the other side of the reef so that they are safe from sharks.

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The two reefclaws each fill a bucket, as the remaining party fills the last two buckets with crabs.
As the party gets back to the Wormwood Jack and Ambrose are able to extract the poison and unuseable portions from the Reefclaws before preparing them.
At dinner Captain Harrigan is extremely impressed by the Reefclaws that he presents Jack with a potion of Cure Light Wounds! As the Captain is making his speech Mister Plugg stares at Jack in utter disgust as he drinks his rum at the Captain's side.

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Anyone still missing their starting gear? If so the Captain orders your gear to be returned to you for the reefclaws!
The crew seems to e pretty happy about the change of course with the two reefclaws instead of the normal soup, biscuit and rum.
That was a potion of Cure Moderate not Cure Light Wounds
Day 12
Rigger: 1d6 ⇒ 5
Swab: 1d6 ⇒ 1
Cook's Mate: 1d6 ⇒ 5
Ambrose: 1d100 ⇒ 15
Day 13
Rigger: 1d6 ⇒ 2
Swab: 1d6 ⇒ 6
Cook's Mate: 1d6 ⇒ 2
Ambrose: 1d100 ⇒ 41
Day 14
Upon waking up and reporting to Mister Plugg he states Today you four will not be working on the ship. As you are worthless with doing it anyways and I am always looking for a reason to beat you within an inch of your pathetic lives, so today you will be trained in the act of boarding another ship. As if commanded a tough looking female human steps forth, skin darkened from countless days under the sun aboard the deck, her nose has the appearance of being broken several times over. One of her legs has been replaced by a wooden pegleg.
This here is Riaris Krine! says Mister Plugg as he begins to walk off. Rairis begins with You better listen the f%*! up and listen fast or, if you are lucky, you will take a cannonball to the knee like I did! Worse yet you worthless excuse for scum aboard the Captain's ship with do the Captain a favor and become shark bait so he can get some real pirates. Riaris begins to point to the large stack of grappling hooks on the deck. Grappling Hooks are an essential part of boarding. If you don't draw the other ship in close then how do you expect o reach their ship to kill them!
Krine orders the jolly boat into the water. You will all enter the jolly boat and try to grapple the Wormwood, tie off your rope and board the Wormwood by climbing the rope. Upon hearing this Mister Plugg and Master Scourge return with Badger, Skivah, Jaundiced Jape and Maheem. Lets make this similar to a real attack. These four are going to throw and hurl the ship's garbage, junk and broken barrels at yo as you try to get back on the ship.
Throwing a grappling hook is a ranged touch attack roll. The grappling hook is a thrown weapon with a 10 foot range increment. The wormwood's rail is AC 5. At 40 feet you have a -6 on your attack roll. Once set you must tie off the rope as a move action then shimmy along the rope, requiring DC 15 climb checks.
Once the party is in the ship Krine yells at them to board the wormwood!
If struck with an object from the crew you must pass a DC 10 reflex save or lose your grip and fall into the water
Viviana: 1d20 + 1 ⇒ (8) + 1 = 9
Sarrien: 1d20 + 5 ⇒ (2) + 5 = 7
Jack: 1d20 + 3 ⇒ (11) + 3 = 14
Aishe: 1d20 + 4 ⇒ (6) + 4 = 10
Crew: 1d20 ⇒ 3
[b]Jack
Aishe
Viviana
Sarrien
----------------
Crew
----------------

Jack Handsome |

"To the Lord Captain, we, your loyal crew, we thank him for his kind words. And his generous gift!" Not adressing the captain personally, but as speaking to the wind, Jack thanks for the gift given.
In the evening he will "liberate" one of the better drinks from the galley to round his comrades, Sandara and especially Conchobar to celebrate this day.
AidAisheDipolomacytowinConchobar: 1d20 + 6 ⇒ (7) + 6 = 13
Day 12:
Drinking: 1d20 + 3 ⇒ (5) + 3 = 8
First Daytime action, meeting helping Aishe with her Diplomacy roll, no matter whom to win over.
AidAishe: 1d20 + 6 ⇒ (12) + 6 = 18
Second trying to get Ambrose to reason that he is a great cook and should be proud of himself
DiploAmbrose: 1d20 + 6 ⇒ (10) + 6 = 16
Evening Same
AidAishe: 1d20 + 6 ⇒ (14) + 6 = 20
Day 13:
ProfCook: 1d20 + 7 ⇒ (15) + 7 = 22
Daytime action, meeting helping Aishe with her Diplomacy roll, no matter whom to win over.
AidAishe: 1d20 + 6 ⇒ (2) + 6 = 8
Evening same
AidAishe: 1d20 + 6 ⇒ (4) + 6 = 10
Day 14
Throw the hook: 1d20 - 1 ⇒ (16) - 1 = 15
Trying to dodge the garbage
Reflex: 1d20 + 3 ⇒ (8) + 3 = 11