[sblock=Darksteed]I’ll say you are hidden behind the wheel lock[/sblock]
   
  [sblock=Treex]You can’t cast light, as your only available actions are to double move the ready yourself I’ll say there is some illumination, dim light on the Salty Dog. I’ll place you at F6[/sblock]
   
  Like an army of ants, the motley crew swarms near  the bulwark. A hinged plank is pushed over and slams with a crunch, bridging the gap between the ships, its metal spikes sinking in the Salty Dog’s wooden railing, locking into place. Almost immediately, the pirates jump across and move within striking distance. Two archers, one fore, the other aft,  start firing on one not from their ship. A smallish man begins to chant, and a radiant bolt leaps from his hand.
   
  [sblock=Enemy Actions] Motley crew 1: moves to k11
  Motley crew 2: move to K7
  Motley crew 3: k11 (hiding behind bulwark) set gangplank
  Motley crew 4: L11 (hiding behind bulwark) set gangplank
  Motley crew 5: moves to h8
  Motley crew 6: moves to j9
  Motley crew 7: moves to L9
  Motley crew 8: moves to j13
  Elf archer 1: stands and fires and hits Damien (
archer 1 attacks damien (1d20+7=16, 1d10+4=11)) for 11 damage
  Elf archer 2: moves to i12; misses Jesse
  Gnome arcanist: fires a scintillating bolt at Jesse and hits 
attacks Jesse vs. Fort. if hits, Jesse is dazed (save ends). (1d20+6=25, 1d6+4=10)
  Pirate Captain: moves to upper deck, moves to j14[/sblock]
   
  [sblock=Terrain, please read]The Salty Dog
  Rogar keeps a tight ship, everything is secured and tidy.
  Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks.
  Masts (E5:E6 and L5:L6): You must squeeze into these squares  (Except small sized creatures); provides cover against ranged attacks.
  Stairs (N4 and N8): difficult terrain; ascend 5 feet to stern castle; bulwarks ring the perimeter. 
  Booby hatch (H5:J6): Considered difficult terrain to avoid tripping.
   
  Pirate Ship
  (*NOTE: disregard catapults!)
  Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks.
  Mast (H12 not really shown): provides cover against ranged attacks. 
  Stairs (H11 and H14): ascends 5 feet to fo’csle.
Gangplank: challenging terrain; Acrobatics DC 15 or Athletics DC 15 to cross
  [/sblock]
   
  [sblock=Map] 
		
		
	
	
[/sblock]
   
  [sblock=Combatants]
  Rogar: Captain’s quarters
  Jack: below deck in cabin
  Damien: F6
  Cyrus: P7
  Ardens: below deck
  Finnean: C6
  Jesse: G6
  Ixenvalignat: below deck
   
  Motley crew 1: k11
  Motley crew 2: k7
  Motley crew 3: k11 (hiding behind bulwark)
  Motley crew 4: L11 (hiding behind bulwark)
  Motley crew 5: h8
  Motley crew 6: j9
  Motley crew 7: L9
  Motley crew 8: i14
  Elf archer 1: f12 (hiding behind bulwark)
  Elf archer 2: i12 (hiding behind pirate at i11)
  Gnome arcanist: L13 (hiding behind crate)
  Pirate Captain: j14
   
  Motley crew: AC 15; Fort 13; Ref 11; Will 11; MBA cutlass: +6 vs. AC; 5 damage.
  Elf archer: AC 15, Fort 11; Ref 13; Will 12; RBA  shortbow: +7 vs. AC; 1d10+4 damage; MBA cutlass: +5 vs. AC; 1d6+4 damage.
  Gnome Arcanist: AC 16; Fort 13; Ref 15; Will 13; MBA dagger: +6 vs. AC; 1d4 damage.
  Pirate Captain: AC 19; Fort 15; Ref 15; Will 15; MBA cutlass: +10 vs. AC; 2d6+3 damage, and the target is slowed (save ends).
   
  Ardens: 26/26; HS 9 (+1)/9; AP 1; Benefit: +1 healing surge; Status
  Cyrus:  26/26; HS 9/9; AP 1; Benefit: Special; Status
  Damien: 18/28; HS 9/9; AP 1; Benefit: +1 bonus to some attacks; Status Aspect of Pouncing Lynx
  Finnean: 24/24; HS 7/7; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status
  Ixenvalignat: 22/22; HS 8/8; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status
  Jesse: 18/23; HS 7/7; AP 1; Benefit: 
+5 temp hp; Status DAZED (save ends)
   
  Salty crew 1: non-combatant; Asleep in galley
  Salty crew 2: non-combatant; Asleep in galley
  Salty crew 3: non-combatant; Asleep in galley
  Salty crew 4: non-combatant; Asleep in galley
  Salty crew 5: non-combatant; manning wheel and rudder
  Braedin: non-combatant; Asleep in galley
  Jack the Skipper: 31/31; AC 18; Fort 18; Ref 14; Will 14; MBA Footwork Lure: +9 vs. AC; 1d8+7 damage, and Jack can shift 1 square then slide the target into that vacated square.
  Rogar: 34/34; AC 18; Fort 15; Ref 18; Will 12; MBA Clever Strike: +8 vs. AC; 1d10+7 damage; If an ally is adjacent to the enemy, Rogar gains CA for this attack.
  Whiggans: non-combatant; hiding in crow’s nest
  Aziim: non-combatant; hiding below in cabin shared with Jack
  [/sblock]
[sblock=ooc]So Jesse, Damien, and pirates have posted their turns. Everyone else can take their actions. I'll catch up tonight.[/sblock]