
James "Madman Jim" Patterson |


"Keelhaul" Kaul |

Brilliant imagery of Richard the periscope snake :)
Kaul mugs a mean grin at the notion of reinforcements;
"Hur. Will 'ave Lopps back soon enough... then it's red 'anded deeds ahoy!"

Corliss Blackboots |

Corliss gives Jim a welcoming wave. When the four shipmates are reunited, he presses Jim for as many details of what awaits. "Gotta make a plan o' attack, ya know!"

James "Madman Jim" Patterson |
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The Taldan scratches his head, ignoring the corpse floating in the water next to him. "It's going to be a bit of a challenge, hey? Most of the folks guarding the gadget are like this fellow, here, but there's at least two will take more handling. There's a fencer who might be as good as me, but he's not the best of the lot. The lead gladiator--Jaravo's his name--he could be trouble. Maybe he just talks a good game, but he sounds like he's been places and done things, if you take my meaning." Jim then describes the deck layout.
"Now, that fencer's got some fancy moves, but I get the idea he's an arena-trained duelist. He's used to crossing blades with people like him, not fighting witchery or thuggery. He's sort of a whiner, too--used to being the star pupil and best of the lot, so I don't think he's exactly acquainted with losing. But I'm thinking that maybe our best bet is to not fight them at all. Dingus, if you can make Kaul invisible, I'd bet he can pull the thing out of there 'fore anyone notices it's gone. The only hitch would be the approach--holes in the water tend to draw the eye, and I don't think Jaravo would be fooled.
"Or we could go in hot. If we do that, I'm thinking Dingus throws everything he can at Jaravo, Corliss keeps the mooks occupied, and Kaul and I will take apart the fencer. Your thoughts?"

Corliss Blackboots |

Corliss nods and cocks his head a bit; apparently either plan works for him. Then he frowns and asks Jim, ""Are ye 100% sure the potion or whatever it is we're to steal be here? Have ye actually seen it?"

"Keelhaul" Kaul |

Kaul nods his no-neck in agreement;
"Hur. Light-fingered or bloody 'anded... Iffin' it gets Lopps back quicker Ol' Kauly's for it."

Corliss Blackboots |
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"I guess we'd best follow a ways back from ol' Kaulie, eh?" he nervously asks Jim and Dingus. Turning to the former, the Besmaran priest asks, "How should we do this, Jim? Ye knows best what we're in fer an' might have some idea as to how to go at this problem."
My general understanding of this plan is for three of us to engage the potion carriers (either in melee or discussion) while Kaul sneaks up to unleash bloody mayhem upon them. That sound about right?

James "Madman Jim" Patterson |

"Got me an idea, mates--something to keep their eyes off of Kaul. Dingus, you take my sword, float up so they can see you. Then you show 'em the sword and tell them you killed me and the fellow I iced, and they'd better turn the fancy thing over or you'll kill them, too." Are any of the smugglers or gladiators carrying bows?

"Keelhaul" Kaul |
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Invisikaul: 1d20 + 11 + 20 ⇒ (7) + 11 + 20 = 38
Magically obscured Kaul moves forward purposefully, keen to exact larceny or mayhem should either opportunity present.
Hur. Easy does it Kauly. Lopps is waitin'... then we paint the town red as Bloodgrog...

Cap'n Voodoo |

With barely a slosh or a gurgle, Kaul eases through the marsh toward the target. He sees three figures on the grounded fishing schooner about 30 to 40 feet long as he draws nearer. Their attention seems focused on the pillar of smoke rising from the growing conflagration where Kaul's mates wait.
Kaul sees a rope ladder up to the deck on the near side- port, where the figures watch as they stand outside of the cabin: a tall middle-aged and scarred Garundi man with a spear and bow, a northern swordsman, and a gladiator with trident, shield, and javelins.

Corliss Blackboots |

"Well, iff'n ol' Dingus don't want to offer 'imself up as a human target, mayhaps yer party cleric could risk his life instead. I gots a couple spells--communal protection from evil an' call lightnin' that I can cast before we confront these thugs. I can cast the protectin' spell on all three o' us, but it'll only last a couple minutes. Once I cast call lightnin', I gots 'bout six minutes an' can call down six bolts o' lightnin' on anyone I can see."

Dingus Mack |

"Sure. I'll float up there with old Richard waving about in dangerous poses and trying to get them to throw down their weapons and surrender. Maybe I can take on a Naga like appearance and really get them pooping their drawers. I can be right scary when I need to".
Dingus seems to relish the thought of getting in a little character acting.
So I'm thinking a levitate, a Beast Form 1, and an intimidate check GM?

Cap'n Voodoo |

So I'm thinking a levitate, a Beast Form 1, and an intimidate check GM?
Dingus- it's beast shape and nagas are aberrations so you could take the form of a six foot rattle snake floating in the air but not a naga, i don't think. That might be more confusing than terrifying depending on one's tolerance of snakes. They might not be able to see you anyway since you all are currently about 120 yards away from them. Sounded like Kaul moved up alone which is better for his stealthing.
Jim- ranged weapons described above

"Keelhaul" Kaul |
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Indeed Skip - Kauly is ahead without his noisy cohorts ;)
Kaul halts assessing if the soon to be dead trio are alert and watchful, or potentially dull to his sneakery...
Sense Motive: 1d20 - 1 ⇒ (3) - 1 = 2
Hurrr. They's o-blivious...

"Keelhaul" Kaul |

Smug that the trio of marks are fire watching, the invisibosun moves to the rope-ladder and attempts to scamper up it..
Stealth (Invisible): 1d20 + 11 + 20 ⇒ (2) + 11 + 20 = 33
Climb - Half Speed (15ft): 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16
Stealthy Climb (Invisible): 1d20 + 11 + 20 ⇒ (10) + 11 + 20 = 41

Cap'n Voodoo |


James "Madman Jim" Patterson |

"Dingus, can I borrow your cloak? That lot hasn't moved, so I figure they haven't spotted Kaul. He might need a bit of a distraction, though, and a couple of arrows would likely work. I'd rather they didn't know who's shooting at them, though."

Dingus Mack |

"What? This old thing. I've got much better if you want to look nice. Perhaps that Lavender and Green silk would really pop with your complexion. I can run back and get it for you... only take a bit".
Once it's made clear why he wants it Dingus will comply but is frustrated by Jim's poor fashion choices... after all style is everything.
"As far as distractions go... well that's right up my alley. What do you want and where do you want it".

"Keelhaul" Kaul |

Sorry gang - work and family visiting stymied any posting
Does the cabin have a physical door or just an entrance way? Thinking if things go south of locking myself in with the chest and duo and unleashing mayhem...
Regardless he's going in... trying to get behind the pair if I can
Invisikaul Man: 1d20 + 11 + 20 ⇒ (12) + 11 + 20 = 43

Cap'n Voodoo |

Straining their ears, the crew back by the burning ship hear a distant shout.
Madman Jim- 1d20 + 3 ⇒ (2) + 3 = 5
Dingus-1d20 + 3 ⇒ (8) + 3 = 11
Corliss-1d20 + 6 ⇒ (2) + 6 = 8
foe- 1d20 ⇒ 8
Round 1
Quick foe-x
Kaul
Slow foe
Dingus
Corliss
Jim

Corliss Blackboots |

When his turn comes around, Corliss suggests that Jim follow the same route Kaul took toward the wreck; he says he'll go around the other side and create enough noise that (hopefully) the bad guys will split their forces. Then he spends his turn casting a spell that takes up his turn.
Casting call lightning but not calling down any bolts just yet. If he can also take a 5-foot step, he'll start to hook around in the direction opposite the route Kaul took.

James "Madman Jim" Patterson |

I think we're out of range of call lightning--Corliss has a roughly 50 yard range with the spell, and we're about 150 yards away.
Cap'n, how deep is the water here? Can Jim use the Sea Pact ring to move faster by swimming?

Corliss Blackboots |

Dang--didn't realize we were that far away. And we've got no cover on our approach? Corliss will start chugging forward through the water toward Kaul and the bad guys.

"Keelhaul" Kaul |

As beefy draws and moves toward him Invisikaul mugs a grin
Hur. Jig is up... Time ta get bloody...
The brute bosun shifts into sight as his mechaniclaw is brought to bear on the tubby twin stabber;
The Red Claw (treat as +1 Heavy Mace): 1d20 + 9 ⇒ (6) + 9 = 15
Damage (Bludgeon, Magic): 1d8 + 5 ⇒ (4) + 5 = 9

Cap'n Voodoo |

Still Kaul-cealed from sight, the beefy thug sends his heavy claw at the gladiator's head. Though the man is over a head taller and nearly as broad as Kaul, he moves unbelievably fast. Intuiting the strike, the hardened pit fighter ducks away just before the red claw appears where his head was a moment ago. He bellows and responds with a flurry of stabs as Kaul goes on the defensive. His main weapon, a ruby-hilted gladius pierces Kaul leaving a bleeding wound. Kaul-9 pierce +2 bleeding
Dingus is confused why Jim picks this moment to up his fashion game by asking to borrow a cloak and Corliss is just confused as he begins closing the distance to Zilcher's gang's hideout across the saltwater marsh.
Sounds like Jim and Corliss sprint closer, what up Dingus?.
Round 1
Dingus
Corliss
Jim
R2
Quick foe-x
Kaul
Slow foe

Dingus Mack |

Well technically since Dingus acts before Corliss and Jim... and he's not close enough for a forked snakes tongue... he casts "Haste" giving Jim, Corliss and himself heightened speed and reactions.
"Hold your taters mates. Let me speed things up a bit.
HASTE
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
He then hikes up his robes to just above the Knee or a little higher, and dashes towards Kaul and his dance partners.

Cap'n Voodoo |

Dingus gives everyone the hurry up. Jim activates the ring for a flipper boost to swim through the marshy water. Corliss and Dingus run after though the mucky ground drags at their feet.
Jim-where is the pact ring and tattoo info on your character sheet? Jim can move his full 120 ft/round to get to the ship in 4 rounds. Corliss and Dingus will take 6 rounds though should close enough for call lightning in 4 rounds.
"Sveteski! Take care of this!" comes a deep voiced command from behind Kaul and Kaul hears a sharp whisk of a long blade unsheathed. Kaul catches a glimpse of a long sabre-like blade and an arrogant sneer on the face of a long haired blonde human of about Jim's build. Then Kaul feels terrible pain as the blade cleaves into muscle and bone at the junction of the claw and his arm. It leaves his arm crippled and blood spurts over the animated arm matching its crimson hue. Kaul- crit slash 27 hp, arm operates at -4 The smuggler with the box leaps past Kaul and out the door as Kaul favors his injured arm!
R2
Quick foes-x
Kaul
Slow foe
Dingus
Corliss
Jim

"Keelhaul" Kaul |

Kaul shoots a baleful look at the rivers of his own blood dripping from his claw... than chuckles manically as he turns to face the swordsman;
"Hur, hur, hur... Proper red claw now!"
Intimidate: 1d20 + 18 ⇒ (11) + 18 = 29 If successful Sabreboy is sickened
An' you be proper dead! HUR-HUR-HUR!"
Free Action - Enter Rage for 6 Rounds... (+2 Temp HP per level... so is it +12 or +22?)

Cap'n Voodoo |

Kaul takes on a crazed look as he uses his hand to rub blood across his ugly face and flicks some at the sword sharp. Sveteski looks horrified and takes a step back. Kaul- since I allow 6+ hp bonuses, let's say +22 hp
Kaul barely has time to spin as the double gladii gladiator continues pincushioning Kaul. Kaul- 6,11,9 pierce +2 bleed Outside the cabin the leader yells at Sveteski for his cowardly retreat.
The rest of the crew race to close the distance!
I thought I typed something in about closing the distance for the rest of the party but apparently not. I think I just said over 100 yards between ships so let's call it 120 yards. Jim's swim and skim can move 40 yards/round, the others wading are 25 yards/round. Marked YTG-yards to go below so you can figure out spell range
This being vacation season, I'm cool with a couple weeks off. I promise not to poke folks until Aug 15 : )I assume all but Kaul are full moving this round so maybe we can move on to Round 3 then.
R2
Dingus-95 ytg
Corliss-95 ytg
Jim-80 ytg
R3
Sveteski (sick 3), smuggler
Kaul
Jaravo, gladiators

Dingus Mack |

Dingus seeing that Kaul is alone alters his approach.
Beast shape 1 into an eagle, and fly using Haste.
I remember getting a "Snake Bracelet" some time back, but not sure if it has been identified yet?

Cap'n Voodoo |

Nice. Dingus shifts only fly 60 though, but better. As for the shiny, shiny mystery bracelet, this was the result of your last study of it:
Dingus finds that the golden bracelet is very detailed and lifelike with ruby eyes that glitter even in the dimmest light. It is formed to curl tightly around the wrist regardless of the size of the wrist and bears a magical aura. Further, study reveals that the aura is transmutive, but Dingus can't quite figure out what specific enhancement or power it bears.

James "Madman Jim" Patterson |

The ring gives Jim a 30' swim speed, and I should really write that down.
Occasionally breaking the surface long enough to snatch a quick breath, Jim swims towards the wrecked ship at speed.

Cap'n Voodoo |

Hello, everybody. Welcome back. Stupid imperial units makes this distance calculating a PITA. I got Jim and Dingus at 120ft/rnd (40 yds/rnd), swim 30'x4 and fly 30'x4 running respectively. And Corliss slogging at half that so more like 20 yards but I'll give him a little motivation bonus.
Sveteski tries to steel himself for another go at the blood-mad orc in the cabin. While the leader orders the gladiators to finish off the intruder.
R3
Kaul
Jaravo, gladiators
Dingle(Dingus eagle+hasted)-55 ytg
Corliss (slog+hasted)-70 ytg
Jim(swimring+hasted)-40 ytg
R4
Sveteski(sick 2), smuggler

"Keelhaul" Kaul |

Am back(ish) shipmates. Between work, house hunting and now breaking in a new MacBook - likely will continue to be spotty in my posting this week.
ROUND 3
Skewered and stuck, Kaul grins as he springs some new crimson leaks in his scarred hull.
"H-Hur... Been stuck worse by worse..."
Gritting his chops he aims a mighty swing of his claw...
Melee: Raging Power Attack (Red Claw): 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
... but his appendage betrays him with n'er a twitch!

Cap'n Voodoo |

Kaul feels his arm bones grate and crack and realizes that the swordmaster's strike cut not only severed muscle and tendon but has weakened the bone connected to the Claw. The heavy metal implement twinges and falls back to his side. His foe takes advantage and stabs Kaul again with the ruby sword leaving a fresh wound that weeps blood. The offhand gladius also scores a scratch. Kaul 10, 6 pierce and 3 bleed The second gladiator appears at the cabin door and thrusts with a trident further injuring the blood-covered intruder. Kaul-13 pierce
R3
Dingle(Dingus eagle+hasted)-55 ytg
Corliss (slog+hasted)-70 ytg
Jim(swimring+hasted)-40 ytg
R4
Sveteski(sick 2), smuggler
Kaul
Jaravo, gladiators