
James "Madman Jim" Patterson |

"I'm not seeing any signs of our wayward crew, nor of any clawfooted beast. Let's to the spire, though--we can at least get a hint of the lay of the land from higher up."

"Keelhaul" Kaul |

Kaul shoots a baleful gaze toward his helmsman and moves to'ward where he can get a purchase to climb upward;
"Iffen yer staying onboard fer the climb, best hold tight matey..."
Climb?: 1d20 + 10 ⇒ (10) + 10 = 20

Dibbets |

Don't think Kaul qualifies as a 'ship'... so:
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Dibbs squeezes hard down on Kaul's neck before leaning as close as a fervent lover to his ear. He whispers "Hold steady eh... feckin bat there. I'll try an blow tha feck outta it." before bracing and taking aim with the musket...

"Keelhaul" Kaul |

Perception DC21: 1d20 + 6 ⇒ (10) + 6 = 16
Unable to see high enough to spot the bat, Kaul trusts his helmsman's words - nodding with a grin, afore bracing himself for the impending blastlash;
Climb (Brace?): 1d20 + 10 ⇒ (13) + 10 = 23

Cap'n Voodoo |

Keelhaul Kaul- 1d20 + 2 ⇒ (10) + 2 = 12
Madman Jim- 1d20 + 3 ⇒ (9) + 3 = 12
Dingus- 1d20 + 2 ⇒ (17) + 2 = 19
foe- 1d20 ⇒ 18
Surprise
'wall'y bloodbat
Dibbets
Kaul-2 pierce and fort DC 15 or paralyzed
From this vantage point Dibbets can tell that there is something off about the thing. It emanates the stink of carrion and the wings are so tattered that he wonders how it can fly. Its skin is leathery and gray and drawn tight across its back, eight pincer-like legs and long needle-like snout. Its eyes glow pale blue.

Cap'n Voodoo |

going with stated action to get this party started. might be time for Dobbits.
fire!: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
damage: 1d10 + 4 ⇒ (9) + 4 = 13
Down below, Jim and Dingus can see Kaul clinging to the side of the angular tower near a hole in the top. They hear Dibbets fire off his musket again and then he seems to be playing with a cape or something. Their attention is drawn back to the stagnant green water however, as a somewhat oddly out of place dark triangular fin breaks the surface near the temple entrance. It races toward the coracle hovering just above the surface!
Round 1
Dingus
Dibbets
Jim
Kaul
others

Dibbets |

Not sure where the extra +4 damage came from Cap'n?
Realising that he needs to get off his steed a mite so the big bastard can get to wrecking, Dibbs dives off to one side...
Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29 To avoid AoO
Climb: 1d20 + 8 ⇒ (17) + 8 = 25 To cling onto whatever he grabs
...lithely flipping off the half-orc's back and getting a solid hand hold. Growling he exhorts "Hook tha fecker matey" as he gets into a position where he might ably assist as well...
Would he have been able to achieve above in a move action? - leaving him a standard or no?

Cap'n Voodoo |

Not sure where the extra +4 damage came from Cap'n?
I was applying Deadly Aim feat, but on second reading I see that it doesn't apply to touch attacks, so never mind...
Would he have been able to achieve above in a move action? - leaving him a standard or no?
hmmmm... Could go either way, but I'm going to call that a double move, I think.

James "Madman Jim" Patterson |

Deadly Aim does apply to firearms:
When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim.

"Keelhaul" Kaul |

Round 1
Unburdened by his helmsman, Kaul takes his wee shipmates advice and brings his hook to bear, whilst attempting to cling like a big, scarred limpet to the tower;
MW Hook Hand: 1d20 + 8 ⇒ (15) + 8 = 23
Batter Up: 1d4 + 3 ⇒ (4) + 3 = 7
Climb? Hold Station: 1d20 + 10 ⇒ (11) + 10 = 21

Dingus Mack |

Dingus raises the Coracle to about 10' above the water, and uses the anchor to hold it in place... (Placing it in the bottom of the boat?).
He then raises the crusty old hand from where it hangs around his neck, and holds it into the air. "Let there be light". hoping to get a better view of things.

Cap'n Voodoo |

Dibbets expertly leaps from his mount and grabs onto the old masonry as easily as navigating a ratline. Freed of his burden, Kaul twists and gigs the big bugbat. The creature writhes on the hook and rams its poker through the ape-like thug's meaty bicep. Kaul-6 pierce and DC 13 fort or paralyzed
Just within the busted door below, Dingus quickly raises the rotten coracle and lights up the chamber. Now the extents of the slimy hall are revealed and Dingus notes a portal at the far end some fifty feet away.
Of more immediate concern are the waters and the weeds below which suddenly whorl and rush and a thing bursts from the waters; a gray shark-like creature, but with too many elbows and joints. Powerful arms carry a trident and it has a cap of dreaded black hair upon its head above the gaping mouth of serrated teeth that yawns greedily. It has enough momentum to carry it nearly out of the water and it jabs the old hide boat jiggling it.
Jim can fire and all aboard need a DC 13 ref save or fall through the boat.
Round 2
Dingus
Dibbets
Jim
Kaul
others

James "Madman Jim" Patterson |

Jim puts an arrow into the raging attacker, then expertly keeps his footing as the coracle rocks. He glares at the odd creature and prepares to draw on it.
Arrow to attacker: 1d20 + 9 ⇒ (18) + 9 = 27
Arrow damage: 1d8 ⇒ 5
Reflex save: 1d20 + 7 ⇒ (19) + 7 = 26

Dingus Mack |

1d20 + 5 ⇒ (9) + 5 = 14 Reflex save Dingus almost loses his balance, then regains it at the last second.
Dingus starts to breath out his new Electric forked tongue spell, then remembers his mates are in the water as well, and might get a charge out of it. Instead he twists on his ring, and send forth his most terrible Vapor Viper.
5d4 + 5 ⇒ (3, 4, 2, 3, 1) + 5 = 18 VV

"Keelhaul" Kaul |

Round 2
DC13 Ref Save: 1d20 + 10 ⇒ (15) + 10 = 25
The rotten bugbat's perforations only anger the thug further and he swings his hook to tear at the creature;
"Feckin' freak! Hook off!"
MW Hook Hand: 1d20 + 8 ⇒ (12) + 8 = 20
Damage The Dead: 1d4 + 3 ⇒ (3) + 3 = 6

Cap'n Voodoo |

A sizable chunk of mangy hide sticks to Kaul's hook and a cascade of rotting guts drop from the breach as the angry thug tears the bloated deadish bugbat apart. Dibbets hops back aboard and orders his gondola to descend to what sounds like more trouble below. Dingus' round of magical missiles definitely leave a bigger mark than the arrow, but the manshark isn't done yet.
Jim up.

James "Madman Jim" Patterson |

The Taldan tries to use a silvered arrow on the creature instead.
Silver arrow to sharkboy: 1d20 + 9 ⇒ (20) + 9 = 29
Silver arrow to sharkboy, confirm: 1d20 + 9 ⇒ (13) + 9 = 22
Base damage: 1d8 - 1 ⇒ (4) - 1 = 3
Crit damage, if applicable: 2d8 - 2 ⇒ (4, 8) - 2 = 10

James "Madman Jim" Patterson |
1 person marked this as a favorite. |

"Oh, that won't likely come back to bite us, hey?" Jim gives a rueful grin. "Dingus, mate, let's see about getting us inside and onto something solid. I'm not liking--" Better not put it that way! "--being so obvious out here."

Dibbets |

Grinning maniacally and quite enjoying the sport and theater Dibbets croaks "Feck me lads... bit o' action out ere eh? Dinnae know iffin it's got feck all tae do wi tha crew n that... but bit o' worthy biff. We could gae up as well? Big bug bit like tha one tha first sucked ye up back Freeport Jimmer... but we snotted tha bastard."
London plus travel with parents plus 20,000 steps a day plus two kids means tiredness and awesomeness combined. I appreciate the DMing and will pop in when I can.

Cap'n Voodoo |

With Dingus' spell soon to expire, Jim's suggestion is well considered. Kaul paddles below with his hairy little kilt-clad passenger mounted bareback and bare buttocked below the coracle.
Past the far portal, a narrower hall runs perpendicular. The light of the glory hand reveals a dead end to the left. To the right, the floor abruptly buckles up out of the water nearly reaching the roof thirty feet above, making for a narrow squeeze under the ceiling, if such a decaying and broken structure is worthy of the name. Between you and that lofty spot is a slick tilted floor with many cracks. At least it is out of the water.

"Keelhaul" Kaul |

Gingerly Kaul eases through the narrow rent - mindful of not knocking his helmsman too much as he goes;
Take 10 on Climb and Escape Artist for 20 and 18 respectively
Once through, the thug scans the area of further threats;
Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Cap'n Voodoo |

Jim manages to pole the decrepit craft to the sloped and slimy upthrust floor before the flying coracle descends into the water and quickly disappears beneath the algal carpet. Kaul leaves the three scrabbling on the slick surface to scoot up to the peak. He pushes through the pinch and peers into the darkness beyond.

"Keelhaul" Kaul |

Kaul grins like a jigsaw and tells all what his eyes have seen;
"Lads - reckon there's a couple o' sharky mooks in the water about 30 odd feet fae us... They're under now... so ain't certain what they is... but they is there..."
The brute taps Lopper's handle and breathes in smelling the musty air;
"Hur... Reckons I'll need tae get wet... blood an' water like! Hur-hur-hur! Dibb's ye might want tae climb down matey..."
Not sure if Dibbs wants to provide artillery from above or leave Kauly to go ax vs tooth on the sharkboys?

Cap'n Voodoo |

Dibbets reloads his musket (exactly how many shots does he have left anyway?) trying to brace himself on a slippery corner. "Go ahead Kaul, flush out those gull eaters. I'll plug 'em from here."
Jim scoots up beside the halfling and there's a grunt from behind them as the skinny Tian somehow manages to get stuck in the crack. Upon hearing Jim's warning, Dibbets considers a change of plan. "You reckon lightning will do if I'm short of silver, Jim?"

"Keelhaul" Kaul |

Kaul grins back at Jimmer with his trademark mako smile as he waves his ax;
"Hur. Or Lopps 'ere... Chop em intae chum... chum! hur-hur-hur!"
The thug rumbles a laugh at the mayhem to come and starts to skirt down the slippery slope toward the water's edge;
Acrobatics fer balance ?: 1d20 + 10 ⇒ (19) + 10 = 29
Not yet entering the water Skipper - hoping to lure them out... if dragged in he can activate his Shark Totem

Cap'n Voodoo |

Hook and ax held high on approach, Kaul skates down on his heels to expertly stop just shy of the tide line. The sharkmen rise, but not to the bait as hoped. Instead, they keep their distance and draw short bows though the wet strings will likely foul their shots.
Keelhaul Kaul- 1d20 + 2 ⇒ (11) + 2 = 13
Madman Jim- 1d20 + 3 ⇒ (13) + 3 = 16
Dingus- 1d20 + 2 ⇒ (19) + 2 = 21
foe 1d20 ⇒ 16
Dingus slithers free of his predicament as the arrows fly harmlessly falling short of the crew, but perhaps jarring them from their perches.
In combat, so climb check DC 10 now required to stay on the slickly tilted floor ( no taking 10)
Round 1
Jim
Kaul
Dibbs
R2
Dingus
Sharkskins

Cap'n Voodoo |

"Keelhaul" Kaul |

Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Kaul eyes the arrows with disdain but scowls at something under the murky depths thats gives him pause;
"Ho-ho! Lads them little biters have hooks an' barbs waiting under fer anyone who slips... leave the filleting tae me!"
ROUND 1
The thug springs o'er the trap and joins the sharkmen in combat;
Acrobatics (Standing Jump): 1d20 + 10 ⇒ (15) + 10 = 25
Skipper can Kaul make a jumping melee attack? If so...
ARRGHHHHH! FILLET O' FISHMAN!"
Lopper (+1 Adamantine Waraxe): 1d20 + 8 ⇒ (20) + 8 = 28
Critical Threat: 1d20 + 8 ⇒ (20) + 8 = 28
BOOOOOOOOOOOOOOOOOOOOOOOOOOM!
Fillet the Fins: 1d10 + 4 ⇒ (3) + 4 = 7
Shank the Sharks: 2d10 + 8 ⇒ (8, 1) + 8 = 17
EDIT: If not... please use above for Round 2 ;)

James "Madman Jim" Patterson |

Thanks, Cap'n. I think Jim goes before Kaul, and he's got +10 to his Climb check so I don't think he can miss the roll to keep his footing.
The Taldan easily finds a place to stand on the slick floor. Just before the rampaging half-orc can leap into the fray, Jim aims another argent arrow at the adversary.
Silver arrow to left shark: 1d20 + 9 ⇒ (18) + 9 = 27
Arrow damage: 1d8 - 1 ⇒ (4) - 1 = 3
Also--Kaul, you rock!

Cap'n Voodoo |
1 person marked this as a favorite. |

epic rolls cannot be ignored.
Like an avenging anchovy, there's a little flash of silver as Jim's silver arrow flies into the lycanthrope. The victim hardly has a moment to yell out at the burn of the gleaming metal as Kaul hurls himself over the hidden hooks and lands ax first. Had the fusillade shaped fishman had a neck, the heavy blade would have severed it. Instead, the conical upper end is abruptly truncated and the murky green water takes a turn toward brown.
Lopper quivers in the half-orc's bloody hand as if recalling bygone days aboard the gore slicked decks of its former master's ship and the heavy blade's edge gleams even more dangerously.
awaken a keen enhancement for the legendary weapon.
Round 1
Dibbs
R2
Dingus
Sharkskins
Jim
Kaul

Dingus Mack |

Round 2
1d20 - 2 ⇒ (12) - 2 = 10 Climb (Hopefully the anchor can be used as a brace to make this easier, for the frail sorcerer.
Weaving, and lurching the Tian is able to keep his feet, and sends one of his own personal Vapor Vipers towards the remaining enemy.
3d4 + 3 ⇒ (1, 3, 1) + 3 = 8

Cap'n Voodoo |

The Vapor Vipers once again do their job injuring the manshark. He fumbles around with switching from bow to cutlass as the blood splattered half-orc turns on him. Dibbets takes his time drying and loading his musket. Likely, he won't even need to waste a bullet.
Round 2
Jim
Kaul
Dibbs
R2
Dingus
Sharkskin

James "Madman Jim" Patterson |

Jim coolly puts one of his last few silver arrows into the sharkman, but the soft metal fails to penetrate the creature's tough hide. I bought these long before running into the cold iron arrow/silver weapon blanch trick, unfortunately.
Arrow to last (subtract 4 if it's in melee yet): 1d20 + 9 ⇒ (17) + 9 = 26
Arrow damage: 1d8 - 1 ⇒ (1) - 1 = 0

"Keelhaul" Kaul |

Round 2
Bloody and belligerent Kaul rounds on the wounded man-shark and belays bringing his red handed ax to bear;
"Time fer you tae spill yer secrets, or I spill yer guts fish-face! Who are ye? Where's the crew o' our ship?? Talk or I chop ye flukes tae tail fin!"
The thug raises a thirsty Lopper as he threatens the were-fish;
Intimidate: 1d20 + 15 ⇒ (7) + 15 = 22