
Dingus Mack |

Weakened, and with his head hurting from expending so much magic, Dingus draws on his rare reserves to keep pummeling the creature with magic.
3d4 + 3 ⇒ (4, 3, 3) + 3 = 13 Vapor Viper (Drawn from 2nd level slot)

Cap'n Voodoo |

Dingus calls upon his dwindling resources to send another round of missiles. CL: 1d20 + 6 ⇒ (7) + 6 = 13 This time however, the arcane bolts fizzle as they hit the mudman without leaving a mark. Jim dances through the ankle deep sludge though and jabs deep just as Kaul bursts back out with a bellow. Dibbets trudges through the mud, but has a hard time pushing through the muck with his gimp leg. He barely reaches Kaul, but can't lay a finger on Kaul before the clumpy clod clobbers him again. Dibbs-difficult terrain = movex2 to reach
It pound the stout thug sending him reeling sideways. Kaul-10 bludge
R5
Dingus
Jim
Kaul
R6
Dibbets
Mudpie

James "Madman Jim" Patterson |

Stick it again: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
And again: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (3) = 11
The Taldan continues to dance around the creature, trying to maintain the flank, while stabbing it again. Got the Nimble Steps feat, so I can take a 5' step if necessary.

"Keelhaul" Kaul |

Round 5
As Jim plays sticker-the-mud (Gettit? Wacka-wacka-wacka!) a mauled and mucky Kaul lines up to plough a furrow in their sludgey foe:
Melee (Flanking? Power Attack): Lopper (+1 Keen Adamantine Boarding Ax): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Clod-Lopper (War Axe Power Attack Damage): 1d10 + 8 ⇒ (5) + 8 = 13
(Flanking-Stein's Monster?): 3d6 + 1 ⇒ (5, 3, 3) + 1 = 12

James "Madman Jim" Patterson |

"Here's hoping it was guarding something worthwhile, hey?" While Dibbets delivers indifference, Jim looks around the area.
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Dingus Mack |

Dingus looks at his hands like there is something wrong with them.
1d20 + 8 ⇒ (20) + 8 = 28 Knowledge: Arcana (+2 if spellcraft)
"I don't understand. Vapor Vipers never miss their mark".

Cap'n Voodoo |

The stone lids of the sarcophagi prove exceptionally heavy though whatever made the big muddy claw prints on them didn't seem to have any trouble.
let's see some muscle

Cap'n Voodoo |

Kaul puts his back into it and doesn't achieve much until Jim joins in and between the two of them, the heavy slab slides off the tomb. Meanwhile, Dingus opens the twin with but a touch.
One crypt holds a disarticulated skeleton with bones that have been pretty much placed in the right position. It was probably male, you think, due to the bits of beard remaining on the dried flesh stretched over the skull. A pile of gold and silver coins lies at the foot and a golden key on a chain between skull and rib cage.
The other corpse is quite different. The skeleton is still complete though less flesh remains. A few scraps of long hair hint at a woman and the tattered remains of pirate finery hint that this was Captain Zara "Storm-eyes" Dahoath. No sword is found as that is likely in Jim's possession now, but there is a thick black leather belt stamped with the repeating image of a whale along its length and a diamond in its steel buckle that has withstood the ravages of time and tide. A gray bag remains at her side and along with it a sealed bone tube about a foot long.

"Keelhaul" Kaul |

Kaul eyes the crypts with baleful expectancy;
"Reckon we go tamperin' they'll come shuffling out at us?"
The brute belays any action afore the more magically bent in the group have something to offer...

James "Madman Jim" Patterson |

"All we need's a finger bone from the Captain, there. Say, didn't Lanteri say that Storm-Eyes was a man?" He peers at the key on the other skeleton. "Wonder if that opens anything interesting?"

Dingus Mack |
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"Interesting. That bag there is kind of fun. I've heard you can reach in and pull small animals out. Not a fancy hat or anything, but might be of use to someone". Too bad Dingus would cut quite the figure in a colorful silk robes and a black top hat.
Dingus pulls out the scroll tube and investigates it. If it opens he does so to see what's inside. Then he searches the inside of the coffin for any secret compartments.
Take 20 for a 23

James "Madman Jim" Patterson |

The Taldan eyes the tracks around the room with a frown. "We might want to finish up here soon, hey? I don't fancy another fight if there's nothing in it for us."

Cap'n Voodoo |
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Too bad Dingus would cut quite the figure in a colorful silk robes and a black top hat.
you could think of it as Richard's lunch bag though : )
Dingus finds that the end of the tube unscrews and contains a piece of parchment with a map on it. He then takes his time investigating the insides of the tombs despite Jim's nervousness.

Cap'n Voodoo |

The map shows a tower marked with an eye symbol on a small island north of an chain of islands.
Further inspection of the skeleton with the key's sarcophagus does indeed find a small keyhole concealed with plaster in the bottom of the tomb.

"Keelhaul" Kaul |

Kaul grins at the swag;
"Hur. She gets the bone we take the rest, eh Jimmer hur-hur..."
The brute starts to scrape up the coin at the foot of the beardy bones.

Dingus Mack |
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"Aha! Look what I have found! Do you think this is safe to open Kaul"?
Not really paying much attention to the answer, Dingus asks for the key to try in the newly uncovered keyhole.
If the key is handed over, Dingus will attempt to use "Mage Hand" (Since Snakes don't have hands) to open the lock.

Cap'n Voodoo |

If the key is handed over, Dingus will attempt to use "Mage Hand" (Since Snakes don't have hands) to open the lock.
I don't think thug's have that skill set thus Kaul's solution is usually smash it to bits. Also, mage hand can't finesse actually using a key, you'd need invisble servant. No traps though so I'll just move along.
After Dingus fumbles around a few minutes with mage hand, Kaul just grabs the key and opens the secret compartment hidden in the Abadarian crypt. Inside are a small cache of gems. coins+gems = +1 plunder

James "Madman Jim" Patterson |

The Taldan whistles slowly as he looks over the map. "You know, I think this is what Lanteri is really after. Redclaw? As in the treasure we're supposed to be looking for?"

Dingus Mack |

Dingus tosses the squirming rat to Richard, then tucks the bag into his belt. I wonder if the rat disappears after you eat it?
"Looks like it's getting dark. We'd better find some place to stay... or do we want to head back now"?

"Keelhaul" Kaul |

Kaul leers at Dingus' suggestion;
"Hur... Reckon Dingus has the right o' it. We take the treasure. We take the map. We take the ship... Who'll stand against us out'o those sorry swabs?"
The thug casts his beady eyes over the rest of the swag;
"Belt. An' gems. Who wants what? Jimmer ye looking tae get more muscle on that frame mate?"

Cap'n Voodoo |

Surprisingly, only Dingus has kept dry and mostly muck free as the crew make their way out of the temple to the God of Civilization which has now fallen back into vine draped wildness. While rinsing off, Dibbets notices that his kilt seems stained a mucky brown rather than the normal blues and greens even after multiple rinsings.
The full moon is rising over the sea to the east even as the sun disappears beyond the forested highlands. It occurs to you that returning now will entail passing again through the apeman haunted jungle on an overgrown trace of a trail in the dark.

James "Madman Jim" Patterson |

Jim shakes his head. "You take it, Kaul. I just got this fine piece of steel--" He pats the hilt of Storm Eyes' rapier. "--so I'm feeling all generous-like." I figure Kaul could use the extra +1 to hit when he's power attacking.

"Keelhaul" Kaul |

True. Mind that while your pin-sticker is decent... Lopps became a Keen weapon not so long ago... Am happy to take the belt but wanted to check if anyone else fancied it?
Kaul eyes Jim's rapier then taps his own axe's handle with a grin;
"Hur... Reckon these sum us up good and proper Jimmer. One's a beautiful weapon o' finesse and precision... an' then there's yer rapier! Hur-hur-hur..."
The thug's hacking laugh echoes through the foreboding jungle as he straps on the whale embossed belt.

Dingus Mack |

Dingus walks second from the back, humming to himself, and hoping that nothing happens to cause him to have to use magic, as he feels drained.
"Perhaps we should wait till morning before staging our coup"?

Cap'n Voodoo |

Jim leads the way confidently over the wooden bridge and into the jungle. The ascending light of the full moon is quickly quashed by the heavy vegetation and Dibbets and Dingus are required to call up their respective magical lights: musket mounted wisp and hanbo-glo stick. Kaul looks a bit apprehensive about the occasional chittering in the tall trees and now and then the croaking of the frogs sounds something like the mad dead thing that seems to yet lurk in the foggy corners of his mind.
After about an hour though, it becomes apparent to all that they are off the old trail and can't find the rope bridge. Oddly, Dibbets' little light fades away and he can't rekindle it though Dingus' glowstick is unaffected. Not helping the halfling is the feeling of dis-ease afflicting the oracle since the crew left the temple.
Dibbets- sickened
The situation only gets worse when booming calls of the apemen are heard not far away in the dark and threatening jungle.

"Keelhaul" Kaul |

As the group traipse further in the exotic jungle, Kaul looks to alternative routes;
Survival: 1d20 + 11 ⇒ (8) + 11 = 19
Survival: 1d20 + 11 ⇒ (12) + 11 = 23
The brute lumbers to his ailing wee mate, creases of concern playing across his scarred brow;
"You alright Dibbs? Looking a wee bit green around the gills matey..."

Dibbets |

Gritting his teeth and sweating o'erheavy for the conditions Dibbs scowls at Kaul's words "I'll survive... jus need some spray 'cross the bow like."
On the topic of the diminished lights, the halfling calls his protective winds to gird his form in something akin to being enrobed and portends "Now this ain't good like... blades out an ready lads. Feckin ape feckers could feckin try tae feck us... we gots be ready tae rodger tha feckers back harder."