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