Cap'n Voodoo's Freebooter PBP

Game Master voodoo chili

est. 2011
PF6 Fun and Plunder in Green Ronin's Freeport, around the Shackles, and Beyond
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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

So the Ring of Fangs works just like Dingus cast the spell?

I guess he'll just cast the spell

Man this game REALLY makes me appreciate the 3-action economy Pathfinder 2e. I just don't miss the more complicated mystery of earlier editions at all.


Dingus Mack wrote:
So the Ring of Fangs works just like Dingus cast the spell?

My bad. Using a ring is a standard action. I was reviewing the spell and forgot you were using the ring. Nevermind. Just waiting on Corliss.


Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

"Gaa! What's in the water??!!" The discombobulated Besmaran starts stabbing away at the fishy south of Kaul.

Corliss Blackboots cold iron dagger (prayer): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 for cold iron, piercing, slashing damage (prayer): 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Kaul clubs the last fish as Corlisses finishes off the wounded one that flails in the water. Dingus sends a spinning cloud of fangs at the two gangsters as he descends. The final fish floats on the surface feebly nipping at anything that comes close.

Speaking of nips, shrieks of pain rise from overhead for a moment and then the squeaks retreat behind the whirring of the fangs.

Round 5- prayer 2
Kaul (swim spd)
Dingus
R6
Corliss
Z's crew


Jim:
Jaravo points a thumb at one of the smugglers. "Go have a look and take Jim with you. He seems concerned."


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

ROUND FIVE

In the murky bloody water, Kaul mugs a jigsaw grin at Corliss' question;

"Hur! I is mate... Bloody Ol' Kauly... Makin' friends with the locals! HUR!"

As the final swamp barracuda snaps, the brute batters it;

Melee Prayer Power Attack - Red Claw: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24

Prayer Power Attack Damage - Red Claw; +1 Mace: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14


Kaul pounds the last fish into pate. The chamber above has a whirlwind of fangs but the two gang members are not in sight.

Combat over for now.


Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

"We givin' chase or headin' back the way we came?" Corliss asks the others in a loud whisper. "Iff'n we be chasin', I'll need ya to go an' recover me rapier what I dropped when I faced off with the ratman, Dingus."

If Dingus will recover his dropped rapier, Corliss will go along with whatever plan he or Kaul can come up with.

Not sure how Kaul and Corliss are getting out of the water pit; maybe Corliss could lock his fingers together and make a raised foothold to give Kaul a boost and/or use guidance to give him a +1 on a Climb check.


The walls of the pit are old rotten wood which is slick and crumbly but offers plenty of hand holds. Climb DC 15 but not high enough for injury so handwave it


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

A sodden but happy Kaul drags himself out of the pit and offers Corliss a claw if needed.

Once on drier land he mugs a grin;

"Hur. That be the start... Let's get 'em ratters... Maybes they know more than they're lettin' on... "

The brute snaps his claw and chuckles;

"Maybes they can be o' use iffin' we can persuades them... Leastways afore we kill 'em."


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

Dingus floats up, and uses his anchoring rod to give them a final boost onto the upper level.

He then peers into the area he sent the munchy snakes to dine.


The smell of smoke and flicker of fire is detected down the passage that Dingus sent a lightning bolt. In the other direction, the cloud of fangs continues spinning in place like a hungry tornado. in the far corner past the fangs is a hole in the rough timber wall about two feet in diameter.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Cap'n:
The Taldan nods. "Lead on, mate."


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Kaul stands sniffing the smoke and admiring the mayhem wrought by the sorcerer;

"Hur. I likes 'em biter spells Ding. Nasty like. Lightin' too... that'll wake ye up in the mornin'... Hur-hur-hur..."


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

Dingus gives a haughty look to Kaul and acknowledges his praise.

He then directs the swarm of fangs to proceed them through the hole.

Might as well use them while I can.


Dingus Mack wrote:
He then directs the swarm of fangs to proceed them through the hole.

I was thinking that there was a spell shape metamagic feat but maybe that was back in 3.5? I'll offer it next level- basically selective spell metamagic feat but can shape however you like. Swarm of fangs is a 10x10 so not going to fit through a 2x2 hole.

Dingus sends his whirling fang vortex at the small hole and it produces a 10-foot diameter cloud of sawdust.


Jim:
The smuggler shrugs and disembarks the stranded ship to reenter the waist-deep water of the marsh and begins wading toward the smoking shipwreck back toward the interior.


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Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

Ooh...this could work out well for us three clown-pirates! If the swarm chases our attackers out of the shipwreck and into the view of Jim and his compatriots, they might assume they were the ones who made all the noise trying to fight off the swarm.


The swarm being a swarm, it has no problem squeezing through the hole. You hear further shreiks ahead.

yeah. multitasking fail. O.o


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Cap'n:
Jim follows, and if the smuggler has a weapon drawn the Taldan will do likewise.


Jim:
The smuggler, Jim think that he heard called Tivral, does have a dagger in hand as he finds a shallower stretch to cross toward the smoking boat. As they approach, they spot two figures rapidly slide down ropes from about a dozen feet up on the pile of beached ships. The figures immediately round the back of the shipwrecks heading in the opposite direction from the smuggler and the mercenary.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Cap'n:
Jim eyes the pair. "Any idea who they are?"


Jim:
"I'd guess more of Ziphras' ratboys. Caught a pair casing our cache last night."

Dingus hears the fang swarm buzzing in the hole as it stops once it is out of his sight. Corliss coughs as the smoke from the opposite end of the shipwreck seems to be getting worse. And then the buzzing ahead is counterpointed by a chittering from behind as a wave of fleeing rats come running right toward the crew!


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

So is the swarm of fangs gone or just stalled because Dingus didn't direct it? If it's still there looks like a good thing to sick on the rats.


Dingus Mack wrote:
So is the swarm of fangs gone or just stalled because Dingus didn't direct it? If it's still there looks like a good thing to sick on the rats.

The spell has thrown me a bit since it is a summoning but not a creature. I guess I've settled on treating it like flaming sphere or maybe spiritual weapon kinda, so it sits if not directed. Yes, still up and a great idea to pit swarm against swarm.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Cap'n:
"Huh. Not the brightest, I'm guessing. How many groups squat in the wrecks here?"


The snake familiar pokes out his head from beneath Dingus' ensemble to taste the air. Mmmm. I smell rats. Then as a wall of rats erupts from the passage behind them, Richard ducks back beneath the fine clothing. Too many rats! Too many rats!

Initiative rolls:

Keelhaul Kaul- 1d20 + 2 ⇒ (17) + 2 = 19
Dingus-1d20 + 3 ⇒ (6) + 3 = 9
Corliss-1d20 + 6 ⇒ (20) + 6 = 26
swarms of rats- 1d20 + 6 ⇒ (5) + 6 = 11

Round 1
Corliss
Kaul
Rats
Dingus


Jim:
Tivral shrugs. "It can be dangerous. Don't think there are many permanent groups here but a couple gangs have been known to engage in occasional smuggling and scavenging around the Boneyard."


Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

Corliss starts moving away from the incoming rats, trying to recall what sort of weapon is most appropriate for battling hordes of teeny creatures. In the end he decides on his silver mace, sheathing his newly-recovered rapier while hoping that Dingus's swarm can make short work of the rat swarm...without also messing with the crew!

Moving away and sheathing a weapon rather than just dropping it; that should finish Corliss's turn.


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

ROUND 1

As Corliss draws a bludgeon, Kaul follows suit moving to mash the mass o' ratters with his claw;

Melee Power Attack - Red Claw: 1d20 + 9 ⇒ (3) + 9 = 12

Power Attack Damage - Red Claw; +1 Mace: 1d8 + 9 ⇒ (3) + 9 = 12

Aaaaannnd normal service has resumed lol


Twin Corlisses back away from the rats and toward the rattling hole near Dingus. Kaul remains on the barricade bracing for the tide of rats. They hit suddenly nipping and squealing in a disorienting wave causing Kaul to swing wildly. Kaul- 8 hp bites, fort DC 12 or nauseated, fort DC 12 or diseased

Round 1
Dingus
R2
Corliss
Kaul
Rats


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Fort 12 (Nauseated): 1d20 + 5 ⇒ (20) + 5 = 25
Fort 12 (Nauseated): 1d20 + 5 ⇒ (15) + 5 = 20

ROUND 2

Nibbled round the edges, Kaul shrugs off the rat packs worst and follows the twin Corliss' best he can...

"Feck this..."

Can you Withdraw from a swarm?


"Keelhaul" Kaul wrote:
Can you Withdraw from a swarm?

Tiny creatures don't threaten so you can move out without the potential of taking a hit.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

Once Kaul is clear of the rats Dingus gleefully claps his hands and sends his fangoria to engage the rodents.


Kaul decides maybe he should let the spell do its work and retreats. Dingus claps and the vortex of viper fangs spins out of the hole flying between Corliss and Kaul to puree 2d6 ⇒ (6, 3) = 9 swarming rats! It is not enough to stop the swarm though and gore-covered rodents leap upon the Kaul who is in the rear.

I'm assuming Corliss would jump in the hole as soon as it is clear of fangs and Dingus can follow. Kaul would have to move before the hole was clear though so he'll prob take another round of nibblings. Kaul- 11 hp bite, bite, bite! fort DC 12 x2

Round 3
Corliss
Kaul
Dingus
Rats


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Fort DC12: 1d20 + 5 ⇒ (9) + 5 = 14
Fort DC12: 1d20 + 5 ⇒ (2) + 5 = 7

Kaul gets nibbled and a little more nobbled this time... before dunking out as Ding's swarm of fangs does the business.


The Corlisses lead the way out of the crawl hole and into the cool white light of the winter afternoon. Dingus and Kaul follow to find themselves on an about 10-foot section of sloped deck about twenty feet above the marsh. A rope is tied to a broken section of railing and drops down to the swamp. The sound of chittering and scrabbling claws is heard from the hole behind them.


What are yall doing?

Round 3
Corliss
Kaul
Dingus
Rats


Male Half Orc Rogue (Thug) 6+5 | HP 43/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

ROUND 3

Sorry Skipper. Work gobbled me up tail end o' the week.

Kaul mugs a grin at his shipmates as mayhem ensues above them. Nodding toward the rope his grin becomes a jagged leer;

"Reckon there's sumthin' interestin' on the end o' the rope lads?"


Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

Corliss shrugs at Kaul's words, sighs, and eyeballs the length of rope. "Should be able to make a short climb like this," he mutters quietly, perhaps trying to convince himself.

Corliss Blackboots Climb Check: 1d20 - 1 ⇒ (8) - 1 = 7 (Not when dice are involved!)

"Mayhaps I ought go last--guard 'gainst further rat incursions an' the like," the Besmaran whispers trying to make his poor climbing look instead like he reconsidered.

Corliss Blackboots Bluff Check: 1d20 + 7 ⇒ (3) + 7 = 10

Maybe I should change his name to Corliss Clownshoes.


Male Human Cleric 6+5 of Besmara | hp -20- 55/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 2/6 | Insanity 3 (DC 10 Will) | Conditions:

"Uh...an' heal us all a bit afore we goes lookin' fer a bit more trouble," Corliss adds before channeling energy to heal himself and the crew.

Corliss Blackboots channel positive energy #1 of 3: 4d6 + 1 ⇒ (3, 4, 4, 1) + 1 = 13


Corlisses give a healing burst mending most of Kaul's wounds. The burly thug easily coasts down the rope and manages to step away before Corliss Clownshoes slip and plummet into the marsh beside him. Fortunately, nothing appears wounded except his pride. Dingus calls the fangstorm toward him through the tunnel leading to a slurry of rat guts and fur dribbling from the end of the passage. Dingus steps off the ship to levitate above his companions.

Jim:
Jim and his companion spot activity at the end of the grounded shipwrecks. A familiar burly form appears at the top of the far side of the jumble and coasts down a rope to the ground. He is followed by a pair of slighter figures that slip and plummet into the marsh. Jim recognizes Corlisses oft heard shout of dismay. Finally, an even slighter figure appears and floats down toward the others.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Cap'n:
Showtime. Jim stabs the smuggler.

Rapier PA: 1d20 + 11 ⇒ (16) + 11 = 27
Rapier PA damage: 1d6 + 11 ⇒ (1) + 11 = 12

Let me know if he's still up. I figure that was a surprise round, so I only get the one attack.


Jim-Give me a Stealth or Bluff check to get the drop on him.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Bluff check: 1d20 + 5 ⇒ (17) + 5 = 22


In a sudden but inevitable betrayal, Jim runs his blade through his companion's heart killing him instantly!


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/1+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +7

Sorry, mate. Wrong place, wrong time. The Taldan casually cleans his blade and resheathes it before sloshing through the muck towards the rest of the motley crew.


Kaul, Corliss, and Dingus don't see the fleeing wererats at the moment but they hear someone sloshing through the muck around the other side of the wrecked ships.


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/3, 2:7/6, 1:7/5) IP-17

Dingus takes the opportunity to rises up and look on the other side of the ships.

1d20 + 3 ⇒ (6) + 3 = 9 Perception

Richard takes the opportunity to rise up like a periscope above Dingus's shoulders to look as well.

1d20 + 9 ⇒ (20) + 9 = 29


Dingus easily spots Jim coming around the corner of the ship. Richard's slightly higher perch and greater focus also reveals the ratmen fleeing inland several hundred feet away and in the opposite direction, toward sea, a small grounded boat a hundred yards or more past Jim. Richard spots a couple figures on the boat staring his way, likely due to the thick smoke pouring out of the burning wreckage ignited by the lightning strike.

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