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Meeting the smugglers

Desolate and abandoned, the evil alchemist’s mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumours of a fabulous forgotten treasure. What is its sinister secret?

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Robbo
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Re: Meeting the smugglers

Post by Robbo »

((Is the deck lit well enough that Gunter would be able to pick out targets with his bow?))
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Re: Meeting the smugglers

Post by Breila »

Brax probably forgot that Gunter doesn't have her night vision. He can see the smugglers gathering before the mast as dark figures. From the upper deck, he would have a -6 penalty to hit.
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Re: Meeting the smugglers

Post by Jenara »

(My bad)

"Stay back, I forget, you can't see." She shakes her head.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Meeting the smugglers

Post by Breila »

To clarify the situation, I have noted everybody's position on the map (the initials of the party are black, those of the smugglers blue)
SeaGhost2.jpg
SeaGhost2.jpg (72.58 KiB) Viewed 7561 times
The smugglers have regrouped near the mast, #1 is wounded by Searos's arrow, #3 by Reller's acid spell. #4 is the one who came down from the crow's nest, #5 and P have moved the held guy with the lantern away so they could come down the stairs.

The gnolls are approaching the smugglers. Martin blocks the door. Reller is preparing a spell. Brax arrived at the foot of the stairs, Vee, Gunter and Kim are reacy fo follow, Geraldine has just come aboard.

Action and initiative for everyone?
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Re: Meeting the smugglers

Post by Stik »

[OOC] Just a few questions:
The door behind Martin - does it have a bolt or lock of some sort on the outside, or some other means that it might be kept shut? If I'd been thinking this far ahead, Martin would have brought a few doorstops (note to self - buy doorstops) Would the capstan arm lying on the deck be of any help in this endeavour? Actually, if Martin had really been thinking ahead, he would have brough a gallon of olive oil to grease the deck. He'd be in just as much danger of a slip and fall as the crew. but he'd make a game out of it.

The deck is dark enough that Gunter can't pick out targets. That probably also means that the sailors can't se either, unless there are demihumans on the crew. So, are there any obvious demihumans sailors on board?

Are there any lamps visible on-deck? [OOC[
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Re: Meeting the smugglers

Post by Breila »

The only lamp is the one in the hand of the held sailor, on the poop deck, which shines mostly over the heads of those on the main deck.
So far, every member of the crew looked 100% human. No projectiles came flying out of the dark, so there does not seem to be an elven archer in the darkness.

The doors have simple hatches meant to prevent them from swinging in rough seas, but they would be no hindrance to anyone who whishes to force a way through. I can't see a way how the capstan arm could be used to block the door (the deck is smooth, and the hatch is not formed in a way that would allow the capstan arm to be fixed to it as a bolt) but maybe Martin surprises us all?
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Re: Meeting the smugglers

Post by Jenara »

Post retracted
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Meeting the smugglers

Post by Kafen »

http://invisiblecastle.com/roller/view/4042070/ Init 9

Reller steps back and casts another Melf's Acid Arrow at one of the pirates if they attack! (( He will target #4 if possible. 2d4 damage from acid, one additional round of damage unless neutralized ))
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Re: Meeting the smugglers

Post by Robbo »

Gunter will move down the steps in front of him, drawing both of his axes and move to the starboard side of the ship, making his way towards the stairs where "P" and #5 are, attacking them if possible.

Init: 9 http://invisiblecastle.com/roller/view/4043057/
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Re: Meeting the smugglers

Post by Jenara »

Brax moves to attack number 2 with her mace.

"You heard the man."

1d10, 1d20+2, 1d6+2=[7], [15, 2], [6, 2]
Init: 7, hit Ac 5, dam: 7
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Meeting the smugglers

Post by Stik »

Martin tucks his silk bouquet under his arm, and pulls out a throwing knife. He eyes the hatchway behind him, and shoves the knife down into the gap between the doorframe and the sill, speaking all the while. "As you ladies can see, I am having a very hard time keeping these people in check. It's only going to get harder once they smell blood."
Once he has secured the knife in the doorframe, he raps on the door twice and says, in a loud voice, to nobody: "Sergeant Cobb, put four spearmen on this hatch. Anybody comes through, send them back down with holes in them." The knife won't hold the hatch closed for very long if anyone pushes hard on it, but perhaps the threat of four spearmen will deter them from trying.

"Now, where was I?

"Oh, yes. Oi! Captain Ginger: are you done coddling your girlfriend there, or would you like us to get you a pillow and some scented candles? His looks are likely ruined, but if you love him, you'll get beyond that. Or you'll move on to another of these catamites. One way or another, you'll be fine. Now let's get this thing going."

Martin's tone is so far beyond condescending that new words will need to be invented, and is accompanied by some very expressive faces and, to the extent possible with one hand holding a rapier, rude gestures.

===========================================================================

[OOC] Martin is jesting with the intent of taunting the enemy into a rage. If it goes as intended, he'll need to make a hasty retreat to the forecastle quite soon. [/OOC]
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Re: Meeting the smugglers

Post by LittleLuna »

Vee runs down the stairs and stops looking arund what to do now, sees Drake and shouts "You've got to talk with your weapons!", then she decides to follow Gunter.

1d10=8
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Re: Meeting the smugglers

Post by Breila »

Krtk and Khchk greet Martin's earlier instruction to attack the captain with a gleeful hyena laughter and close in. Khchk has to shove aside smugglers 1 and 2 to get at the captain, perhaps that's why he fails to hit him with his battle axe. Krtk comes from behind and hits him, cracking ribs despite the chainmail (3 dmg). Smuggler 1, already injured by Searos's arrow, stumbles in confusion. Smuggler #2 drops to the deck and even stops clawing at his injured face.

Martin quickly blocks the door with a throwing knife, but his warning of spears does not seem to deter who is behind the door, it is pushed against forcefully enough to bend the knife somewhat, it will probalby give in at a more serious attempt.

The Captain strikes at Krtk with his long sword, but misses wildly. Smuggler #3, who seems to be one of the officers because he is wearing chain mail like the Captian, attacks Searos who is closest to him, with his bastard sword, and hits him on the chest for 4 dmg. Reller hits smuggler #4 with his acid arrow, causing 6 points of damage. The arrow he was going to fire goes off into the air as he drops his bow, furiously wiping his hands and arms at his trousers.
Cursing at his best, Searos strikes back at the officer who hit him, but misses.

Gunter runs down the stairs and around the jolly boat to approach smuggler #5 and his cloaked companion. After surveying the scene, Vee decides to follow him. Coming closer, they see that one of the men is wearing leather armor, the other one a cloak. The cloaked figure is waving his hands. Suddenly, Gunter and Vee feel drowsy, and before they can even yawn or wipe her eyes,they drop to the ground, fast asleep.

Brax finds that her initial target, #2, has already fallen, she moves on to help Searos with #3, and deals him 7 damage with her mace.

From the top of the stairs, Kim lets off a magic missile at the Captain for another 2 damage.

Martin's taunts and jesting make smugglers #1 and # 4 go after him. The two officers (Captain and #3) are engaged in combat against two enemies each and unable to look at him.

Suddenly, the knife Martin jammed into the door framegives way, and three lizard men burst out.


Actions for round 3?


[OOC:] Stik had written almost two actions (jamming the door, then jesting) so I allowed some of the combat action to take place before he could taunt the smugglers. Also, Gunter and Vee had quite some distance to cover, so I allowed the smuggler's mage to act before they could attack them despite their better initiative. I hope this way of modifing the intitative rolls is sound and OK for you as well.
Also, I chose a new target for Brax because the opponent she pointed out was already at her feet before she could even reach him.[/OOC]



Initiative order: Krtk, Gunter and smuggler 1, Martin and Khchk, lizardman 1 and Captain, smuggler 3, Reller, Searos and smugler 4, smuggler 5, Vee, Brax, smuggler 2 and the mysterious P, Kim acts last.


Initiative rolls for Martin, Reller and Searos: 1d10, 1d10, 1d10=[3], [6], [6]
Initiative rolls for Brax, Gunter, Vee and Kim: 1d10, 1d10, 1d10, 1d10=[9], [2], [8], [10]
Initiavive rolls for Krtk and Khchk: 1d10, 1d10=[1], [3]

Initiative roll for dragonman 1: 1d10=4
Initiative rolls for smugglers 1-4 and their Captain: 1d10, 1d10, 1d10, 1d10, 1d10=[2], [9], [5], [6], [4]
Initiative rolls for smuggler 5 and P: 1d10, 1d10=[7], [9]


damage acid arrow from previous round: 2d4=5
attack and damage gnolls: 1d20, 1d8=[10], [8], 1d20, 1d8=[17], [3]
attack and damage Captain: 1d20, 1d8=[4], [2]
attack and damage smuggler #3: 1d20, 1d8=[15], [4]
damage new acid arrow: 2d4=6
attack and damage Searos: 1d20, 2d4=[8], [3, 2]
Open doors roll: 1d20=7, enough for STR13
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Re: Meeting the smugglers

Post by Jenara »

Aiding Searos once more she strikes at #3 once more.

1d10, 1d20+1, 1d6+1=[6], [17, 1], [6, 1]
Init 6, Hit AC 1 for 7 damage.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Meeting the smugglers

Post by Stik »

Lizard men. Lovely. Time to move. "Seriously, El Capitan?? Lizard men? And you said I was strange?"
Martin moves away from the door and heads up the stair.
He will take a swing at Sailor #1 with his rapier as he goes by, saying "Bwah!" as he does so, but getting to the stairs is more important than fighting, he has no intention of sticking around to finish the fight, as this would only slow him down. (He needs room to cast a spell next round and wants his opponents in a neat line before him, such as they would be if coming up the stairs).


Init, To Hit and Dmg (THAC0 is 19):
1d10-1=9, 1d20+1=20, 1d6+1=5
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