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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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Stik
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Re: Meeting the smugglers

Post by Stik »

"Were it not for our scaly friends here, I'd have done so already. But better Nate than lever," says Martin to Kim, and so saying heads off, away from lizard men, springing onto the overturned jolly boat. Standing there, he pauses for a second, looking at the captain engaged with Frik and Frak, and weighs the value of waking Gunter and Vee against the sheer coolness of standing atop an overturned ship's boat and fencing with a smuggler captain. With an effort of will, and a roll of eyes, he hops down the other side of the boat and gives each of his slumbering allies a kick in the pants. "Wake up, slackers. You're missing the climactic battle scene."

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

Dice Rolls:
Intiative = 6
Dex Check for tumbling over the jolly boat = 15
The "other" d20 you asked for = 21 (I added Martin's Fool's Luck bonus to the roll, figuring it was a saving throw for something. If it's an ability check of some sort, the bonus would be subtracted - not that it matters - a 19 still blows any ability check)

1d10-1=6, 1d20-1=15, 1d20 +1=21
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Re: Meeting the smugglers

Post by LittleLuna »

"Ouch. Keep youf feet on your side of the bed, darling" Vee mumbles and turns rund sleep again.

A second later she jumps on her feet "Where? Why? What happened?" she asks looking at the battle round her with confusion.
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Re: Meeting the smugglers

Post by Robbo »

Gunter gawks at the stunningly gorgeous nymph as she approaches him, long blonde hair just barely covering her voluptuous alabaster curves. Her hands reach out for his and she opens her mouth for a kiss. His heart racing Gunter leans in.......just as the nymph fades from view and turns into Martin, the slumbering ranger feels a sharp kick in his ribs.

He awakes to the sounds of chaos on the deck and looks up at the man.

"Remind me to punch you in the face after this is all over..."
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Re: Meeting the smugglers

Post by Stik »

Stik wrote: (Martin) gives each of his slumbering allies a kick in the pants. "Wake up, slackers. You're missing the climactic battle scene."
Robbo wrote:...just as the nymph fades from view and turns into Martin, the slumbering ranger feels a sharp kick in his ribs.
He awakes to the sounds of chaos on the deck and looks up at the man.
"Remind me to punch you in the face after this is all over..."
Kick in the ribs? How high does Gunter wear his pants? :)

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

"Remind you to punch me? What do I look like, a fool?" asks Martin, his tone dead serious. "Besides, you'd have to catch me first." he says, smiling.
"Any road, there is no time for explanations, but I daresay we seem to be slightly ahead at this point. With you two back, we might be able to bring this home. So put your war faces on, and let's kick some.
"By the way, I believe that gentleman there is the one who laid the whammy on you two."
"No matter where you go, there you are."
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Re: Meeting the smugglers

Post by Robbo »

(it's trail-chic! rangers tend to fancy their suspenders and knee-socks. don't ask...it's weird)

Gunter takes Martin's hand and hauls himself up off of the deck, blinking and shaking his head to clear it. He looks in the direction of Martin's gaze and focuses on the mage.

"Then I shall have to return the favor."

With a low growl he picks up his axes and stalks off towards his target.
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Re: Meeting the smugglers

Post by Jenara »

(Where Brax is busy missing her attack on him)
" 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 »

Reller stabs at the mage. He is trying to stop the caster from getting off any spells.

1d10 → [3] = (3) Init
http://invisiblecastle.com/roller/view/4061806/
1d4 → [3] = (3) Dagger
http://invisiblecastle.com/roller/view/4061807/
1d20 → [12] = (12) To Hit
http://invisiblecastle.com/roller/view/4061808/
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Re: Meeting the smugglers

Post by Breila »

While Gunter runs towards the mage already surrounded by Brax, Searos and Reller, followed by Vee, Martin and Kim, the sailor walks towards Geraldine and his comrade to protect them.

The combat between the Captain and the gnolls goes on unabated, the captain manages to keep it between jolly boat and mast so that on one else can enter the fray. He attacks the now unarmed Krtk, but misses, which proves a mistake because the gnoll's brother hits him full force with his battle axe, then again, until he stumbles in his rage and his axe gets imbedded in the mast, making a sizeable dent. Krtk uses the opprotunity to launch himself at the man and bites his leg savagely (total damage 19). The Captain is now severely wounded, but seems to be able to hold his ground for another while.

Punketah, seeing himself attacked by three people, acts swiftly and sends two magic bolts flying at the two more dangerous opponents, Brax and Searos. Brax takes 5 damage, but that doesn't deter her from hitting the man, sending him down with his skull broken and bloody.

Then suddenly, the whole scene is illuminated as the man with the lantern can move again and shines his powerful beacon on the carnage.
At the same time, the door to the deck is pushed open against the resistance of the limp body of the smuggler (#5) who had planned to alert his comrades, and people start pouring out.
SeaGhost5.jpg
SeaGhost5.jpg (74.61 KiB) Viewed 6955 times
Initiative order: Captain, Punketah, Reller and Searos, Krtk and Khchk, smuggler 6, smuggler group, Brax

Initiative for Brax: 10
Initiative for Reller: 3+2 (for dagger) =5
Initiative roll for Punketah: 1d10+1=4
Initiative roll for Searos: 1d10=5
Initiative roll for Krtk and Khchk: 1d10, 1d10=[7], [7]
Initiative roll for Captain: 1d10=2
Initiative roll for smuggler #6: 1d10=8
Initiative roll for smuggler group: 1d10=8

attack and damage for Captain: 1d20+1, 1d8=[4, 1], [4]
damage for Punketah: 1d4+1=5; 1d4+1=3
attack and damage for Khchk: 1d20, 1d8=[20], [8] (I confused the weapons of the gnolls, so the names in this roll is wrong), second roll for attack and damage: 1d20=201d8=8, 1d20, 1d8=[1], [7]
attack and damage for Krtk: 1d20, 2d4=[19], [2, 1]

(OOC: The party still has the luck of the dice on their side, mostly. The 1d20 I had asked from Martin was an INT check to see if he noticed the bolt of the door blocked by #5 being moved so he would be alerted to the arrival of more foes)
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Re: Meeting the smugglers

Post by Jenara »

"Reller, Check him. Gunter..." Brax blows him a little kiss, "Lets stop these guys!" Mace in hand she charges towards the Captain.

1d10, 1d20+1, 1d6+1=[5], [10, 1], [2, 1]
Init 5, Hit AC 9 (7 because she is charging), for 3 damage.

"Stop those guys." She shouts pointing to the sailors pouring out.
" 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 LittleLuna »

Vee turns round to the opened door with the crowd of sailors.

"are terhe still some left?"

she makes some steps toward them, holding her staff ready but don't strike yet.

"Do you really want to meet my staff? Last chance!"
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Re: Meeting the smugglers

Post by Kafen »

Reller nods his head and moves to inspect the man. He keeps his dagger handy. "On it!"
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Re: Meeting the smugglers

Post by Stik »

Martin steps smartly to Vee's side, skull-hilted rapier in one hand, plush mallard in the other. "Oyez! Listen up, you lot: By authority of the letters of marque in my pouch, this vessel has been impounded by the Duchy of Ulek. The captain will be placed into custody as soon as he is through resisting arrest.
"I am sure you men had no idea of the nefarious goings on on this vessel, so if you cooperate, and lay down your arms, you will be free to go as soon as we complete our inquiries. Or you can join the rest of these unfortunates on deck. It's your choice.
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Re: Meeting the smugglers

Post by Robbo »

Gunter will wait to see if Martin's words have any effect on the remaining crew, looking as big and menacing as possible. If the crew does not back down, he charges, making the captain his main target.
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Re: Meeting the smugglers

Post by Breila »

Before I resolve the round, please think again where you go. The Captain fights Krtk and Khchk who will not go away, and the three of them are between the mast and the jolly boat. Is there really room for Brax and Gunter, too? Please describe where you want to go.
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Re: Meeting the smugglers

Post by Jenara »

"They seem to have it covered." Brax suggests changing her path, she pauses, waits to see what the sailors do, and charges the closest if they don't stop.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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