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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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AD&D 2nd Edition.
PHB and Complete Books are Acceptable.
Mages Can use the Spell compendium.

4d6, drop lowest arrange to taste.
One +1 Weapon/Armor, 1 Misc Item.

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Breila
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Re: Meeting the smugglers

Post by Breila »

The fight between the gnolls and the Captain goes on unaffected by what else is going on on board, with snarls and growls and quite a lot of movement, but the Captain is a skilled enough fighter to keep it between mast and jolly boat that give him at least partial cover. Both gnolls lunge at him but miss, and this time he succeeds in hitting Khchk with his long sword, causing a gash in the gnoll's tigh and a fierce howl of pain as the gnoll falls to the ground, then stops moving, suddenly silent.

Reller calmly searche's the fallen mage. He finds that the man is wearing a robe and a cloak that feels quite heavy for the balmy early summer night. He has a broad silver ring on his left thumb. In the spell component pouch of his girdle is, apart from spell components, a small wand.

Of the smugglers that came out of the door, two are wearing leather armor and one chain mail and helmet. This one seems to assess the situation, deciding on action. The one who's still in the doorstep (and hiding the view inside) is the first to react. "Frithoff, they do look foreign" he says. The one most in front gribs his short sword faster, looking at the man in chain mail for directions. From over everybody's head comes the call "They killed everybody except the Captain, even the Lizardmen! And only two of them are dead!" The voice of the man with the lantern sounds shaken.
SeaGhost6.jpg
SeaGhost6.jpg (75.17 KiB) Viewed 8251 times

I rolled initiative for the smugglers to decide if the rank-and file or the officer Frithoff react first to the party.

INIT rolls for smugglers 6,7,8,9: 1d10=4, 1d10=2, 1d10=6, 1d10=1
INIT roll for smuggler Frithoff: 1d10=7
INIT roll for Captain: 1d10=9
INIT rolls for Krtk and Khchk: 1d10=7, 1d10=6

Attack and damage for Khchk: 1d20, 2d4=[14], [2, 2]
Attack and damage for Krtk: 1d20, 2d4=[11], [3, 1]
Attack and damage for Captain Sigurd (1-3 on d6 hits Khchk): 1d6, 1d20, 1d8=[1], [12], [7]
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Re: Meeting the smugglers

Post by Jenara »

"Do you surrender?" Brax asks, silver hair flying as she stands legs apart, mace at the ready. "Your mage is dead, the captain will fall soon. Those not resisting arrest will be treated with compassion."
" 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 »

Seeing Frick go down, Martin assesses the situation. Frick could still be alive, barely, but needs help quickly if he's to be saved.
And with him down, there's nobody between the captain and Geraldine and the sailor, who are both still alive. Can't let the captain find that out, lest he use it against us.
Which means he needs to be distracted.
I can do distraction, Martin muses. It's kind of my thing.
But I can't turn my back on these three sea-dogs, so they need to be handled first.

"You worms drop your weapons, NOW! and you will live. Otherwise, I will cut you down and feed you to the fish. And your gods will laugh at you in the afterlife - for getting killed by a clown." Martin growls at the sailors, his skull-hilted rapier raised to eye level, and pointing directly at Frithoff's face. His hand weaves slightly, like a snake about to strike, but the tip always points directly at the man's eyes. He's putting every ounce of his big personality and his acting ability into this, trying to appear as intimidating as possible.
While he talks, Martin advances obliquely. He wants to be in a position to hop onto, and roll over, the jolly boat if he has to.
"No matter where you go, there you are."
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Re: Meeting the smugglers

Post by Kafen »

Reller maintains a ready combat stance and observes the reply with a wary look as he stands ready to continue the fight.
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Re: Meeting the smugglers

Post by LittleLuna »

"I have to agree to my friend the clown, and to add that you might be also killed by a little girl on what your gods may laugh too."

Vee grins and lett her staff slap in her hand
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Re: Meeting the smugglers

Post by Stik »

Martin allows a tiny sidelong glance at Vee. "Well played," he says, quietly, grinning in appreciation.

Despite his calm demeanor, he is eager, anxious even, to get this business with the sailors over and done. He really really wants to be up on top of the jolly boat, dueling with the captain, complete with repartee. If he doesn't get the chance to do that, this whole night's work will be a disappointment.
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Re: Meeting the smugglers

Post by The_Muffin_Man »

Searos glances about with a bored expression at everything happening. "Can we please just kill them, dump their bodies overboard, and then loot the ship? They've got to have something valuable, right? Otherwise, what is the point of all this?" He also takes this opportunity to move to higher ground right behind him on the deck. "Seriously,what is the point of letting them live?"
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Re: Meeting the smugglers

Post by Jenara »

Brax shoots Searos a dark look, before advancing on the Sailors. "Get beaten by a clown and two girls! Or drop your weapons."
" 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 »

Having beaten down one of his opponents, the Captain now advances on Krtk and manages to hit at least a glancing blow on the gnoll's arm, who, having to change his movement to avoid getting hit harder, does not manage to sink his teeth into the man.
Gunter had used the time when Martin and the girls were taunting the captain to approach the man from behind, he hits him in the back with his battle axe. The chain mail Sigurd wears prevent the axe to cut in, but several ribs crack audibly, causing his worst wound so far. He won't be able to keep fighting much longer, but he's still on his legs for now.

The taunts seem to have been just what "Foul" Frithoff needed to come out of his indecision. He charges Martin and even though the jester tries to avoid him and using his nimbleness, he hits him in the leg, causing a deep bloody gash (6 HP damage). Martin tries to defend himself, but his rapier misses its target. The girls don't manage to make acts follow their words, both miss Frithoff widely. Brax's mace even makes a dent in the jolly boat which she had not seen as she was reaching back. This causes the smuggler standing near the rail to laugh out; "I knew girls can't fight!", but he is not really better, his attack misses Vee.

The smuggler who had been standing in the doorway had moved forward to let two more men out, speaking to them. All three men watch the fighting and have their weapons drawn, but do not attack.

Kim walks over to Searos and motions toward the man with the lantern on the poop deck: "Let's take the lights into our hands, shall we?"
situation after current round #8
situation after current round #8
SeaGhost7.jpg (75.84 KiB) Viewed 8172 times
Actions for round 9?


(Rolls for resolution of round #8)
Initiative order: Captain Sigurd, Gunter, Frithoff and smuggler 9, Krtk and Martin, Vee, Brax and smuggler 7, smuggler 9

Initiative rolls:
Captain: 1d10=1
Krtk: 1d10=6
Gunter: 1d10=4

Frithoff: 1d10=5
Martin: 1d10=8, -2 because Frithoff charges him
Vee: 1d10=8
Brax: 1d10=9
smugglers 7, 8 and 9: 1d10, 1d10, 1d10=[9], [10], [5]


Attack and damage Captain Sigurd: 1d20=13, hit for 1d8=2 dmg
Attack and damage Gunter: 1d20=12, +2 for attack from behind, hit for 1d8+3=11 dmg
Attack and damage Krtk: 1d20=11, miss

Attack and damage Frithoff: 1d20+2=16, hit, 1d8=6 dmg
Attack and damage Martin: 1d20=5
Attack and damage Vee: 1d20=2
Attack and damage Brax: 1d20=1
Attack and damage smuggler 7: 1d20=8
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Re: Meeting the smugglers

Post by Stik »

"I don't have time for this shite! I've got a duel to go to." Martin exclaims, taking a step forward and turning to attack Frithoff from behind with his rapier.

1d10-1=6, 1d20+3=15, 1d6+2=7
[OOC] Applied a +2 for attacking from the rear, and Martin's usual Fool's Luck bonus. [/OOC]
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Re: Meeting the smugglers

Post by Jenara »

"Take out the leader!" Brax shouts and changes direction, pausing to aid the fallen Gnoll. (Binds his wounds)
" 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 Robbo »

Seeing as that he has the slight advantage of surprise in his favor, Gunter will press the attack against Sigurd.

Init - 1d10+7 = 17

Attack: Hits AC 8 -- http://invisiblecastle.com/roller/view/4091875/
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Re: Meeting the smugglers

Post by Kafen »

Reller stands back and readies to cast a magical spell! He makes dramatic gestures as he gets about fifteen feet between him and the bad guys. (( Move to get fifteen feet away for next round ))
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Re: Meeting the smugglers

Post by The_Muffin_Man »

Searos rolls his eyes at the fresh round of fighting. "Nobody ever listens to me. If we they did, maybe we wouldn't have this mess."

With that he takes aim at the man with the lantern, and lets fly.

Attack: 12, 10
Damage: 4, 4
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Re: Meeting the smugglers

Post by LittleLuna »

Vee shouts a "girls CAN fight!" and swings her staff at the men woh tried to attac her.

1d20, 1d6=[16], [2]
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