
Dingus Mack |

Frustrated and tangled Dingus begins to twist about, hiss and spit like a alley cat with Tanglefoot bags on his paws.
1d20 - 1 ⇒ (19) - 1 = 18 Strength check
1d20 + 3 ⇒ (12) + 3 = 15 Acid spit
1d3 ⇒ 1 Acid damage
I think escaping is a full round action, but if not I'll roll another set of attacks. About all he can do except escape and go for help...which he'll do if necessary
1d20 + 3 ⇒ (18) + 3 = 21 Acid spit
1d3 ⇒ 3 Acid damage

James "Madman Jim" Patterson |

Round 7:
Status:
HP: 18/23 AC: 15 Conditions: Entangled (-2 to hit, move at half speed, -4 DEX)
Trailing tendrils and moving like he's walking on glue, Jim moves up to support Kaul (to O-9), and chops at the wounded spearplant at P-8 with his sap-stained kukri. "Stay with us, mate...we'll get these critters sorted!"
To hit: 1d20 + 4 + 1 - 2 ⇒ (13) + 4 + 1 - 2 = 16
Damage, assuming that hits: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Edited to correct AC for DEX penalty.

"Keelhaul" Kaul |

Yup - would make a nice change, staying upright for a whole scrap :) Methinks Toughness next level lol
Stabilise Attempt: 1d20 ⇒ 15
Round 7
HP: -5/18 CONDITIONS: Pizened, Entangled but Stable....

Dingus Mack |

Round 8
HP 10/18, AC17
Since the Mighty Dingus broke the entangle last round, does he need to keep making some kind of save to move?
Dingus cringes in horror as his mighty companion falls once again. I must really come up with a healthy diet and exercise regimen for Kaul. He seems to go down way to easy for someone so fierce :-)
He then moves forward against the wall to get within spitting distance. He can't leave his companions here no matter how dangerous...unless they're all dead or something.

Cap'n Voodoo |

The mounds o' mold are heaped up above the bilge sloshing at the bottom of the boat so no need to worry about drowning for the moment...
yes, new save each round you are within the very angry mold patch or gain the entangled condition, which still allows half speed (i'll overlap the movement penalties for difficult terrain and tangles).
With the danger prone half-orc KOed, the stout sprout moves in on Jim. The skullcapped morningstar smashes into the sailor's leg nearly knocking him over. Jim-6 hp A hooting laugh comes from the voice of the altar.
Round 8.
Dibbets
Jim
Dingus
Kaul
the Groom
the Last Sprout Standing

"Keelhaul" Kaul |

Great feat Dibb's - that's you sorted... think this should be a crew-wide effort tho :)
Jimmer been thinking perhaps something like "Take One for the Thug" (enables you to interpose yourself between damage and Kaul)...
Groom (Besmara's Fickle Favour?) - allows you to link yourself with a fellow follower of ol' briney teats (cough-Kaul-cough) and selflessly suffer their negative effects...
Mighty Dingus... Wakey Wakey Hands Off Snakey - allows you to channel arcane magic to awake Kaul should he ever be (perish the thought!) be knocked unconcious...
Cap'n reckon this has sea legs?
Round 8
Kaul tries his unwitting best to get in the Uber-sprout's way...

the Groom |

Round 7
Reflex -> 1d20 + 3 ⇒ (1) + 3 = 4
the Groom fights against the tendrils to move (double move 20'-half speed to N-9).
Round 8
Reflex -> 1d20 + 3 ⇒ (6) + 3 = 9
Still wrapped in seaweed it doesn't stop the Groom from giving Kaul a curative slap in the face. When the Half-orc's eyes open, the Groom yells down at him, "Yer letting these cabbages outsmart cha' Kaul!"
Cure Light Wounds -> 1d8 + 2 ⇒ (6) + 2 = 8

James "Madman Jim" Patterson |

Round 8:
Status:
HP: 12/23 AC: 17 Conditions: None
Standing toe to toe with the terrible tuber, Jim attempts to regain his footing before going carving.
Strength check: 1d20 + 2 ⇒ (16) + 2 = 18
He tears himself free of the clinging tendrils and aims a chop at the moldman.
To hit: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Nice! To confirm: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Not bloody likely....
Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
End of round Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
At least he'll stay unentangled for the Last Sprout's attack this round.

Cap'n Voodoo |

Possibly Kaul, although I’d rather not think about Wakey Wakey, Hands off Snakey.
Momentarily wrenching himself free of the groping vegetation, Jim hacks a chip out of the terrific Tuber and parries its next swing. Pushing through to Kaul, the Groom plays sawbones and channels a bit of Besmara’s favor to revive the fallen thug.
A shriek comes from the altar, ”No playin’ fair. You stay down dere!”
Dingus will need to catch up, but onto the next round.
Round 9.
Dibbets
Jim
Dingus
Kaul
the Groom
the Last Sprout Standing

James "Madman Jim" Patterson |

Round 9:
Jim again attempts to tear himself loose from the grasping vines, but doesn't quite manage it this time.
Strength check: 1d20 + 2 ⇒ (9) + 2 = 11
Status:
HP: 12/23 AC: 16 Conditions: Entangled (-2 to hit, move at half speed, -4 DEX)
Seeing Kaul struggling back to consciousness, Jim switches to a more defensive stance as he executes his attack. If I can stay up long enough, Kaul can carve this melon from behind.... Using Combat Expertise: -1 to hit, +1 AC.
To hit: 1d20 + 4 - 2 + 1 - 1 ⇒ (3) + 4 - 2 + 1 - 1 = 5
Gotta work on that whole fighting defensively thing, I guess.

Dingus Mack |

Dingus acted in Round 8...see above. Just moved, unless he can get off a spit.
Round 8
HP 10/18, AC17
1d20 + 2 ⇒ (18) + 2 = 20 Reflex Save
1d20 + 3 ⇒ (18) + 3 = 21 Spit
1d3 ⇒ 2
And if I still have an action use this. If not use for round 10
1d20 + 3 ⇒ (20) + 3 = 23 More Spit
1d3 ⇒ 2
1d20 + 3 ⇒ (14) + 3 = 17 Spit in the eye confirmation
1d3 ⇒ 1

"Keelhaul" Kaul |

Reflex DC 14: 1d20 + 6 ⇒ (15) + 6 = 21
Round 9
HP: 3/18 AC: 13 CONDITIONS: Pizened (-2 STR), Prone (-4 to hit, -4 AC) but back in tha fight...
Kaul's beady eyes focus on the moldy basterd that almost croaked him... he frantically grasps for Bess, grinning as his paw finds her familiar curves in the muck...
Rather than stand, Kaul arcs the cleaver up at the ubermold's tender root...
Bess tuber chop: 1d20 - 1 ⇒ (18) - 1 = 17
Bess Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
Bess Critical threat: 1d20 - 1 ⇒ (11) - 1 = 10 Nope!
Edit: Cap'n not sure if Kaul can " 5ft slide" to P7 - if he can he'll also be able to use Sneak Attack as he'll be flanking...
Sneak Attack (if allowed): 1d6 + 1 ⇒ (5) + 1 = 6 and would do +1 extra damage with Bess above... :)

the Groom |

Round 9
Reflex -> 1d20 + 3 ⇒ (5) + 3 = 8
"Damnall these vines!" the Groom struggles to reach O-7. Double Move 1) to try to break free, 2) to move 10'
Status: 14/15 HP; 16/18 AC; Entangled -2 to hit, +2 Dex halfspeed, conc. check to cast.

Cap'n Voodoo |

Kaul- you can crawl 5 feet as a move action, but that provokes an AoO.
Kaul revives at the Groom's touch and immediately grabs Bess and shoves it deep into the Stud Spud's heart. If it had a heart, it would surely be dead, but the mold man lingers with the falchion stuck through its chest and executes a dire blow to Kaul's head in return sending the bloody thug back to oblivion. Kaul-8 hp.
"Hee-hee! Heal dat, preacherman!" the voice gloats, but is interrupted by an ominous creaking of the hull and a dull crack from beneath the frenzied vegetation.
Epic Round 10.
Dibbets
Jim
Dingus
Kaul
the Groom
Stud Spud

James "Madman Jim" Patterson |

Round 10:
Status:
HP: 12/23 AC: 17 Conditions: None
Strength check: 1d20 + 2 ⇒ (17) + 2 = 19
As the moldman is distracted swatting Kaul, Jim tears himself loose from the surrounding vegetation and goes back on full offense.
To hit: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Assuming that hits: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
"Will you lie down and die, y'soddin' weed! An' that goes for you, too, talkin' chest!"

Cap'n Voodoo |

In a burst of fury, Jim tears himself from the tenacious tendrils and hacks into the final plantman which finally collapses. Dingus adds a long arc of sizzling spittle as insult to injury.
You hear a short "Eep!" from the altar and then quiet except the thrashing of the mold and increasingly worrying groans from the distresses hull.
Beyond the fallen moldmen you see a wall of reddish brown fungus embedded with about a dozen skulls. Front and center is a medium-sized sea chest with a collection of items atop it.
Dibbets' light reflects from scattered coins and sailor's jewelry including hoop earrings and gaudy armbands. There are a pair of stiff leather bracers decorated with tribal designs and an amulet of polished turtle shell. Also atop the makeshift altar is a chain of tropical bird feathers and apparently a coconut carved in the image of an ape's head.

Dibbets |

Taking a moment to refresh our half-orc companion "On yer feet agin Kauly" Cure Light for 1d8 + 2 ⇒ (8) + 2 = 10 Dibbets then turns his eyes to the treasure.
Still struggling against the moldy protuberences it takes some time, but he bears up before the chest. Spitting in his palms he rubs them together and then holds them out in front of his body as though warming them at a fire.
Casting detect magic purely to see what is and isn't

James "Madman Jim" Patterson |

Jim casts a wary eye around the hold. "Best we be moving sharpish, for I can't tell how long we might have 'fore she heads to the bottom."
Profession (Sailor) check to estimate how long until the hull fails: 1d20 + 6 ⇒ (2) + 6 = 8

Cap'n Voodoo |

Dibs- you'll need a concentration check to cast while tangled so you might want to wait until you are out of the restless rot before casting the cure (you can keep the roll).
i think Dingus is up for another reflex save. but I'll give you guys the detect magic:
Round 1- Yes, there is magic!
Jim- you're not certain how rotty the hull already is, but it sounds pretty bad.

the Groom |

the Groom gives the alter a lookover, trying to see beyond the treasure and looking for anything that might be rigged to it.
Perception -> 1d20 + 8 ⇒ (18) + 8 = 26

Dibbets |

Since Dingus is taking the detection duties, I'll give Kaul the slap n tickle after tearing free of the fungus momentarily
Strength: 1d20 ⇒ 10 - move action Round 1
Strength 2: 1d20 ⇒ 11 - second move Round 1
Strength 3: 1d20 ⇒ 6 - move action Round 2
Stength 4: 1d20 ⇒ 2 - second move Round 2
Strength 5: 1d20 ⇒ 15 - move action Round 3, followed by unentangled heal on Kaul

James "Madman Jim" Patterson |

Reflex save: 1d20 + 3 ⇒ (14) + 3 = 17
Feeling a bit foolish as he nimbly avoids the grasping shoots, Jim calls out, "Ahoy, talking thing! We've killed your servants...what now? We leave you here while the ship sinks around you?"

Cap'n Voodoo |

Round 3-
Kaul is HEALED! Dingus can barely make out from his seat in the balcony that there are 3 faint magical auras surrounding the feathers, leather bracers, and amulet.
There is a crack and water sprays from the two places on the port side behind Jim! You hear the voice of the altar shriek.

Dibbets |

Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Struck quiet a moment by the impending doom, Dibbs blurts "Lets get mobile mateys, less we want a short trip and a chat with the Drowner"
To Jim: "What says what? I thought we'da killed all the mold men? Bloody hell, less just grab tha loot and worry bout that up topsides."
Dibbs moves to grab what he can and start stumping out of there... not too keen on round 2 with the hissing creepy crawlies.

the Groom |

Round 2
Perception -> 1d20 + 8 ⇒ (8) + 8 = 16
"I don't know what is up with the voice, but that monkey head won't stop looking at me."
Reflex -> 1d20 + 3 ⇒ (17) + 3 = 20
the Groom moves up to the alter and helps Dibbits scoop up the loose items. He looks at the monkey head and pauses, "Already got a talking head."

"Keelhaul" Kaul |

Bloody 'ell lads - hit the sack in Scotia and wake tae find 22 new posts!!!! Kaul is dead (again) and risen (again-again)...
Kaul rubs his noggin and nods to Dibbs and the Groom;
"Much abliged gents... was sure I was a suckler on Ol'Briney teats this time..."
At the sound of the voice, Kaul's beadies narrow and he pauses in his grabbing of gear and valuables;
Perception DC25: 1d20 + 7 ⇒ (9) + 7 = 16
"Tom who? I'm one fer any ways outta this mess... If it means kissing the nut-monkey's arse I'll pucker up good and proper!"
Consider Kaul a convert :)

Cap'n Voodoo |

Upon Kaul's vow of questionable dedication the coconut monkey chortles, "See big dumb oaf smartest of you all!" The wooden monkey gives a command in Mwangi and the mold settles down freeing everyone from the clinging tendrils. However, the ship continues to take on water fast.
As Dibbets leads the way in scooping up the loot he gets a burst of spores in the face from the mold the color of dried blood on the back wall. Tumbobo howls with delight, "Tief! Infidel! You die soon and become plantman! HA-ha!" The monkey rolls off the chest altar to Kaul's feet. "Big dumb orc stay back. Now carry Tum-Bobo to safety!"
Dibbets- fort save DC 15. take a +2 bonus for the beard filter.

Dibbets |

Fort Save: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 Booyah!
Spitting moldy spores back into the briny sea Dibbets shoots a glare at Kaul's new friend "Feh, I've eaten crustier bread and gnarlier meat than that pish." taking only a moment to wipe the worst of the remnants from his beard before continuing with the looting.

"Keelhaul" Kaul |

Kaul scoops up his new mascot (ahem) diety and eyes it curiously;
"Lets get this straight from the offin Tum... I ain't yer slave... we're partners in this... my brawn and savvy... your monkey ju-ju...Deal?"
He adds with a trademark mako grin:
"No deal? No carryin you anywhere..."

the Groom |

"That'll be a tough teat to dangle from when you take a wet dream in our next fight." the Groom growls as he sets to heft the chest. "Come on. Grab your better half and help with this chest....and see if it can do anything about the bugs."