| Belinna |
Dingus didn't see any sailors beyond the base and ship. There did appear to be a good number of sailors though- maybe fifty or so split between the ship and base.
Belinna frowns. "We're already at a skeleton crew, Jim. With the officers off ship, that leaves eleven including myself. We can do some basic sailing, but we're not going to be very maneuverable or be able to do much fighting. If we can take them in port, maybe, but I'm not thinking we're going to take them if they get underway."
"We really need more crew."
| James "Madman Jim" Patterson |
The Taldan ponders a moment. "Success breeds success, they say, and if we take the base down we might be able to recruit from among Drava's crew. Or...Corliss! Does Besmara's favor extend to telling whether someone's lying? Because I've got an idea. It'll maybe mean a little less bloodshed on the front end--sorry, Kaul--but if we can kill the officers how about offering quarter to the swabbies who swear honestly to serve aboard Fortune?"
| "Keelhaul" Kaul |
Kaul shrugs his no-neck;
"Hur. Some killin's better than none killins."
The axehead of Lopper bobs into view like a glovepuppet and nods in agreement, eliciting a chuckle from the bosun;
"Lopps 'grees... Officers get red an' dead. Swabs get a choice"
| James "Madman Jim" Patterson |
That's most of it--give the sailors quarter and take them on if we're sure that they're swearing to serve on Fortune. Basically, recruiting surrendered crew members from Scourge.
| James "Madman Jim" Patterson |
"Aye, that's what I was thinking. After; I don't want to put Fortune in harm's way unless things really go into the sh1tter. Won't be easy--" He grins. "--but the fun ones never are."
| Belinna |
Belinna points out a saddle at the north end of the island that ascends about 200 feet above sea level between the steep volcanic stone peaks that range from 600 to over a 1,000 feet in altitude. "That looks to be the easiest pass to the interior. Lola and Onzu will row you over. We can wait here until you call us in."
| Cap'n Voodoo |
It is at sunset that the crew reach the shore and clamber off the boat, maintaining a grip on the rough rock that that rises at over a fifty degree angle. Lola gives a low growl to "give them hell" while the mute Onzu presents a gap tooth smile and shakes his fist in agreement. Grabbing the oars of the jolly boat, they row back to the ship leaving the officers to ascend the rock. It isn't too difficult to reach the pass which offers a level spot about 30 feet wide and 50 feet long before it drops down the opposite side. A smelly, steaming pool of undetermined depth is in the center of the gap. The birds on the peaks above grow quiet as they settle for the night.
| "Keelhaul" Kaul |
Kaul grins menacingly at the encouragement, tapping Lopper with his claw.
Upon reaching the pass, the brute bosun defers to Ding, who'll no-doubt have some magical method of conveyance for the raiding party...
| Cap'n Voodoo |
Would Levitate work to lower us down? Hate to have to use that many spells, but can if necessary.
The inner slope is actually less steep. There is a map up with current location marked.
The base is about a mile south. The crew can see a couple routes. Hiking down to the shore here isn't difficult though going south will require navigating around a very narrow section of beach along a cliff. Keeping to the high path require some clambering below the peaks and then a descent that doesn't look much steeper than what the crew just navigated. Either way might be slightly trickier for anyone other than Kaul with the moon not providing any light worth mentioning.
| "Keelhaul" Kaul |
Kaul vaguely recalls his last solo scouting foray and how well it went...
He mugs a grin of bravado at the snake-hipped sorcerer;
"Hur. That'll work mate... more the merrier... High Road?"
| Cap'n Voodoo |
Kaul quickly leads the way up the slope of rough black rock. The slope is steep enough that he has to use his hands to climb at several points. Dingus is quite a bit slower, hampered by having to hold a lantern with one hand which provides a narrow beam of light directly ahead of him. After about 200 feet of altitude, the slope ends in a broad terrace that skirts the north side of the highest peaks of the island.
Kaul surveys the area while he waits for Dingus and sees a number of fumaroles and boiling pools ahead as the terrace narrows about a quarter mile to the southwest.
| Cap'n Voodoo |
Dingus eventually makes it up and Kaul leads the way forward. The cliff drops more precipitously on the right and the sound of surf echoes distantly from below. Moving inland a bit, the air grows heavy with condensation and a sulfur stink. Through the thickening fog, a heavy bubbling can be heard ahead.
| "Keelhaul" Kaul |
Perception DC29: 1d20 + 10 ⇒ (13) + 10 = 23 ...
Kaul snorts in the sulphurous stench, taking a moment to reminisce o'er Dibbs at his flatulant prime.
Mugging a grin he presses on...
| Cap'n Voodoo |
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It was low probability but I wanted to give you a chance.
Over the bubbling in the fog ahead comes a high-pitched shriek like a tea kettle and a boiling rain falls on Kaul and Dingus. More whistles and shrieks are heard as five ghostly figures swarm around the two sailors. They look really similar to the little flying devils at the Gold Goblin Gambling Hall in Riddleport but bigger, ghostly, and with no poison stingers. Instead, their bodies fade into the mist below the waist. Kaul and Dingus-5 fire and Fort save DC 14 or sickened for 3 rounds (-2 att, dam, saves, skills)
Keelhaul Kaul- 1d20 + 2 ⇒ (19) + 2 = 21
Dingus-1d20 + 3 ⇒ (3) + 3 = 6
foe- 1d20 ⇒ 20
R1
Impish
Kaul
Dingus
Three of the boiling bullies dive at Kaul, slashing and spitting but only one claw slash breaks skin. Kaul-4 slash Two more take on Dingus - one clawing at him while the other blows out a gust of scalding steam. Dingus- 2 slash; steam breath-5 fire, Ref save DC 13 for half (2 fire).
| Dingus Mack |
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"Help! Help! We have split the party"! As he opens his mouth to yell for help, he is interrupted by a bout of projectile vomiting.
1d20 + 5 ⇒ (3) + 5 = 8 FORT Save (+2 if vs. Poison)
1d20 + 5 ⇒ (13) + 5 = 18 REF Save (-2 For sickened I assume)
| Corliss Blackboots |
OFFS!!!
I'm back, though you'd never know it!
Corliss Blackboots Perception Check: 1d20 + 3 ⇒ (1) + 3 = 4
| Cap'n Voodoo |
Kaul lets Lopper have a word with the offending fog fiend.
Lopp PA: 1d20 + 8 ⇒ (14) + 8 = 22 for damage: 1d10 + 9 ⇒ (1) + 9 = 10
The sharp edge cuts deeply into the misty mobster leaving a gaping hole with water spouting out. It shrieks as it flutters irregularly.
No planar knowledge, Dingus?
R1
Dingus
R2
Impish mob
Kaul
| Corliss Blackboots |
"Garn! It be quiet...too quiet," Corliss grumbles to Jim and the captain.
Corliss Blackboots Perception Check (continued listening): 1d20 + 3 ⇒ (10) + 3 = 13
| Ding the Serpent King |
"Where's my umbrella?!" Dingus shouts. He then sends a trio of glowing snake hissiles 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10, exploding the creature Kaul wounded in a spray of hot water. "We need the others!" he yells and retreats back through the foggy night.
The remaining spirits don't pursue but turn on Kaul slahing with burning claws. Kaul bats them away but one gets close enough to leave a particularly deep slash. Kaul- 7 slash
R2
Kaul (-16)
Dingus (-9)
R3
Impish
| "Keelhaul" Kaul |
Sorry Skipper - could have sworn I'd posted...
ROUND 2
Belaying Lopper for once, the brute bosun meets claw with claw and swings at the little scratcher with the crimson claw;
Red by Tusk & Claw: 1d20 + 10 ⇒ (12) + 10 = 22 (Treated as Mace +1)
Bludgeon the Little Bugger: 1d8 + 5 ⇒ (7) + 5 = 12
| Cap'n Voodoo |
Kaul doesn't pause to consider the last time he ended up too far ahead of his mates and surrounded by foes. He returns the favor to the boiling creature that slashed him with a punch, gravely injuring it. It flits just out of reach and calls a heavy cloud of steam above Kaul that sends a scalding deluge over him again while the three others surround and slash at the burned sailor. Kaul-7 burn, -5 slash, Fort DC 14 or sickened.
R3
Kaul (-29)
R4
Impish
| "Keelhaul" Kaul |
ROUND 3
DC14 Fort: 1d20 + 5 ⇒ (7) + 5 = 12 Fer fecks sake...
Slashed and steamed like a blodd pudding Kaul staggers, with a blistered grimace.
He weakly chops at one of the little steamers with his ax;
Melee - Lopper: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Presuming that's a miss...
| Cap'n Voodoo |
The steam imps encircle Kaul, slashing from all direction and he suffers several scratches. Kaul- 2,2,5 slashing
R3
Kaul (-38)-sickened (2 rnds)
R4
4 boiling brats
Corliss hears something from the direction that Kaul and Dingus went. A whistle? No, just a bird.
| Corliss Blackboots |
"Damned quiet be gittin' to me. I'd almost welcome the sinister song o' a siren to this blasted nothin'ness...preferably a gorgeous sea witch with an ample bosom...." The priest's thoughts turn briefly to the fair Lady Heidmarch.
Corliss Blackboots Knowledge (nature) Check: 1d20 + 5 ⇒ (2) + 5 = 7
"Bird, bird, bird! Dice roller's a turd!"
| Corliss Blackboots |
Corliss returns Jim's grin. "Belinna be a fine lookin' woman...an' a damned fine cap'n, too," the priest says. "Not sure one could find better iff'n one sailed all these seas."
'Cept, mebbe, the fair Lady Heidmarch....
"Garn--I wish we hadn't let Kaulie an' Dingus explore ahead alone. This blasted fog makes one imagine the worst lurkin' just off the bow an' makes the call o' a gull sound like the shriek o' a wyvern."
Corliss beseeches Besmara's aid and casts guidance on himself before again peering into the impenetrable shroud of fog and listening for any sound.
Corliss Blackboots Perception Check (guidance): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
| Cap'n Voodoo |
Corliss hears the weird whistling cry grow nearer and then something circles in the fog overhead before dropping to the edge of the pool nearby. I look sort of like an eagle but with a featherless green-scaled head. It hops toward Corliss, gives a hiss, and then launches itself in the direction Kaul and Dingus took.
**************
One of the steaming imps hovers above the melee and calls another boiling rain down on the group. The other three seem reinvigorated and slash at Kaul from all directions, Kaul- 7 fire, 5 slash, Fort DC 14 or sickened 3 more rounds
R3
Kaul (-50)-sickened (1 rnd)
R4
4 boiling brats
| Ding the Serpent King |
Dingus pops back out of the fog near the scrum. "What are you doing, Kaul!" he hisses. "We're supposed to be spying on the base not making all this noise fighting these things!" He sends another volley of snake bolts at the most injured one. Hissiles: 4d4 + 4 ⇒ (3, 4, 3, 2) + 4 = 16
The most injured creature explodes in a spray of steaming mist, leaving three.
"You're making me waste my spells!" Dingus fumes.
| Corliss Blackboots |
"Garn, I think that be a call fer help...Dingus style!" Corliss comments to Jim, drawing his rapier before following the strange beastie.
| "Keelhaul" Kaul |
Fort DC14: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
ROUND 3 Cond: Sickened (4 Rounds)
Kaul grimaces as he boils inside and out. The bosun ignores the hissing Sorcerer and swings for one of the little steamers;
Swing & A Miss?: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16