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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.
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Re: Meeting the smugglers

Post by Breila »

To make decisions easier for you, I made a map of the positions of everybody after round 2.
Party members have their initials in black, crew in blue. Green signals sleeping or held people, red fallen people.

New arrivals are the sailors S1 and S2 who have climbed up the anchor chain, thus making the party complete. L1 to L3 are the lizard men.
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Re: Meeting the smugglers

Post by Stik »

[OOC] I didn't notice a scale anywhere, and I could have missed it, but from the size of the doors, and of the jolly boat, I am guessing these are 5' squares, not 10'. Am I right? (Sorry, there's a civil engineer in the house :) ) [/OOC]
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Re: Meeting the smugglers

Post by Breila »

[ooc@Stik: you are right]
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Re: Meeting the smugglers

Post by Kafen »

Init 3
Reller stabs at the nearest pirate!


1d4 → [4] = (4) Damage with a 1d20 → [10] = (10) to hit the bad guy
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Re: Meeting the smugglers

Post by Robbo »

Gunter will snooze blissfully :-)
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Re: Meeting the smugglers

Post by Breila »

Geraldine races down the stairs to engage lizardman #1 with her broad sword. Her well-aimed blow hits him on the shield arm and draws blood despite the reptilian scales. Smuggler #1, enraged by Martin's taunts, runs towards the jester and attacks him with his broadsword. Once again, rage is poor counsel, and he misses the nimble jester widely. Smuggler #3, the ship's mate, decides to attack the already wounded Searos, even if it means turning his back to Brax. But somehow, he turns badly, twists his ankle and drops his sword. Smuggler 4 had momentarily forgotten his pain from the acid on his arms and started to charge towards Martin, but his wounds are so severe that he simply drops to the deck.
Reller sees his chance when the mate fumbles and stabs at him, but his blow with the dagger is too weak to pierce the chain mail. The sailor #1 runs down the stairs as well and engages lizardman #2, but his blow glances off the reptilian hide.
Khchk strikes at the Captain again, but the man is too well protected by his chain mail. Lizard man #2 retaliates against the sailor, but misses him as well. His companion casually strolls over to Khchk, challenging the gnoll into a match of battle axes, but the gnoll is nimble enough to evade it.
Puketah orders the smuggler with him (#5), gesturing to Gunter and Vee: "Leave them, they're harmless now!" and walks along the wall of the sterncastle to get an overview of the enemies, deciding the dark elf in chain mail was probably the most dangerous foe, he releases a bolt of energy against her, taking 3 HP.
Captain Sigurd attacks Krtk with his bastard sword in a two-handed attack, but the combat against two enemies makes his aim poor, and he misses the gnoll. Smuggler #5 decides he does not want to tackle a monster like a gnoll when no one watches. Instead, he takes a long look at Vee, pondering even to lift her skirt, but then walks on to open the door next to the jolly boat.
Brax deals smuggler #3 a heavy blow in the back. Searos's attack follows, but the man is hindered by his wound and misses. Krtk strikes at the captain, but misses widely. Martin retaliates the attack of smuggler#1, his rapier slices into the man's body, and he drops off it, unmoving.
Kim had surveyed the scene from the forecastle railing, a bolt of magical energy hits the sailor who wanted to enter below deck, stopping him in his tracks. "Stop him from going below deck!" Kim shouts at sailor#2 who is on his way downstairs, pointing to the man. The sailor does his best to weave his way through the melee and be ready to attack the shocked sailor first thing next round.
Lizardman #1 strikes at Geraldine and scores a direct hit, his axe penetrating between two joints of her armor, wounding her.

Action and initiative for round 4?

Initiative order: Geraldine and smuggler 1; smuggler 3 and smuggler 4; Reller and Sailor 1; Khchk, lizard men 2 and 3, mage Punketah; Captain Sigurd and smuggler 5; Brax; Searos and Krtk; Martin; Kim, Sailor 2 and Lizardman 1
1d20+1, 2d4=[7, 1], [2, 1]
Initiative values: Brax 6, Martin 9, Reller 3
rolls for Geraldine, Kim, Sailor1 and Sailor 2: 1d10, 1d10, 1d10, 1d10=[1], [10], [3], [10]
rolls for Searos, Krtk, Khchk: 1d10, 1d10, 1d10=[8], [8], [4]
rolls for the lizard men: 1d10, 1d10, 1d10=[10], [4], [4]
rolls for captain Sigurd and mage Punketah: 1d10, 1d10=[5], [4]
rolls for smugglers 1,3,4 and 5: 1d10, 1d10, 1d10, 1d10=[1], [2], [2], [5]
1d4+1=2

second-round damage to smuggler 4: 2d4=4
Hit and damage for Geraldine: 1d20, 1d8=[17], [6] hit for 6 damage
Hit and damage for smuggler 1: 1d20, 1d8=[2], [4], miss1d20, 1d8=[20], [2]: 1d8=5
Hit and damage for smuggler 3: 1d20+1, 1d8=[1, 1], [6], fumble
Hit and damage for Reller: 10, miss
Hit and damage for Sailor 1: 1d20, 1d8=[9], [1], miss
Hit and damage for KhchK: 1d20, 1d8=[8], [8], miss
Hit and damage for Lizardman 2: 1d20, 1d8=[10], [6], miss
Hit and damage for Lizardman 3: 1d20, 1d8=[4], [6], miss
damage magic missile from Punketah: 1d4+1=3
Hit and damage for Captain Sigurd: 1d20+1, 2d4=[7, 1], [2, 1], miss
Hit and damage for Brax: Hits AC1 for 7 damage1d20, 1d8=[20], [2]
Hit and damage for Searos: 1d20, 1d8=[6], [1], miss
Hit and damage for Krtk: 1d20, 1d8=[2], [4], miss
damage magic missile from Kim: 1d4+1=2add. damage: 1d8=5
Hit and damage for Lizardman 1: 1d20, 1d8=[20], [2], critical! sec. attack: 1d20=10, miss
Last edited by Breila on Tue May 14, 2013 3:26 pm, edited 1 time in total.
Reason: corrected crit hit procedure (complete roll, not just damage)
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Re: Meeting the smugglers

Post by Jenara »

Brax takes her opportunity to strike the man as he turns around and drops his blade, bringing her Mace down on his head she hits him hard.

1d10, 1d20+1, 1d6+1=[1], [17, 1], [5, 1]

Init 1, hit Ac 0 (or -4 because he is prone) for 6 damage.

Can she see the advancing mage?
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Re: Meeting the smugglers

Post by Stik »

Using the space gained by taking down his foe seconds earlier, Martin raises his hand, sprinkling sand in the air while saying, in a rapid, singsong voice, something barely intelligible which ends with: "Bold as Love." (Casting Color Spray)
His goal is to catch the three lizardmen in its area of effect. If that is not possible, he will catch as many of the three as possible and whatever other foes he can, while trying not to catch any friendlies.

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

[OOC] Not sure what rolls you'll want from me, so here's all the ones the spell description asks for:
1d10-1=7, 1d6+1=6, 2d4+1=7, 1d4+1=5
(Dice for: Initiative, number of opponents affected, rounds of unconsciousness for creatures of 3 or fewer levels/hit dice (no save allowed), and rounds of blindness creatures 4th -5th level that fail their save.)

And here's the spell description, to save you having to look it up. (Only because I wish people would do this for me). :)
Players Handbook wrote:Color Spray
(Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5 x 20 x 20 ft. wedge
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.
The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.
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Re: Meeting the smugglers

Post by Kafen »

Reller lunges at one of the pirates and misses horribly while avoiding the spray of colorful magic! (( 11 to hit, no real desire to link it )) Wielding his dagger, he attempts to cut the nearest pirate down.
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Re: Meeting the smugglers

Post by Breila »

Brax wastes no time and attacks the prone smuggler, dealing him a heavy blow that sends him staggering. Geraldine swings at lizardman #1, but he parries. Khchk does not manage to strike lizardman #3 either.
Kim picks up the second capstan arm and drops it on smuggler # 5, scoring 2 points of damage. The man lunges at the sailor challenging him (#2) and hits, but the blow is glancing and does not to much damage. Searos takes excellent aim at the fallen smuggler and deals him so much damage that the man doesn't move any more, making Reller's attack obsolete.
Punketah the mage throws a dart at Reller, but it hits the railing instead.
A spray of vivid color issues forth from Martin's hand, dazzling all people close to him. The three lizardmen, Geraldine and the sailor fighting the lizardman all drop to the deck, unconscious.
The Captain tries to strike at Krtk, but an unfamiliar foe like a gnoll is hard to hit, and he fails.
Sailor #2, surprised by the capstan arm raining down from above, hits only thin air with his strike.
Likewise, Krtk, surprised by the color spell, lands his battle axe in the jolly boat.
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Initiative and actions for round #5?


initiative order: Brax, Geraldine, Khchk; Kim, smuggler 5, Punketah; Searos; Reller; Martin; Sailor 1, lizardman1, lizardman 3, Captain Sigurd, smuggler 3; sailor 2, Krtk, lizardman 2

initiatives:
Brax 1, Martin 7
roll for Reller, Searos, Kim: 1d10=4, 1d10=3, 1d10=2
roll for Geraldine, Sailor 1, Sailor 2: 1d10=1, 1d10=9, 1d10=10
roll for Khchk and Krtk: 1d10=1, 1d10=10
roll for lizardmen 1,2,3: 1d10=9, 1d10=10, 1d10=9
roll for Captain Sigurd and Punketah: 1d10=9, 1d10=2
roll for smugglers 3 and 5: 1d10=9, 1d10=2

attack and damage Brax: hit for 6 damage
attack and damage Geraldine: 1d20, 1d8=[6], [8], fail
attack and damage Khchk: 1d20, 1d8=[4], [6], fail
attack and damage Kim: 1d20, 1d6=[17], [2], bare hit (17-5 hits AC 8 ) for 2 dmg
attack and damage smuggler #5: 1d20, 1d6=[15], [1], hits AC 5 for 1 damage
attack and damage Punketah: 1d20, 1d3=[8], [2]
attack and damage Searos: 1d20, 1d6=[20], [1], critical hit for 1 dmge, 1d20, 1d6=[17], [3]
attack and damage Reller: 11, fail
spell effect roll for Martin: 6 closest people affected: all lizardmen, Geraldine, and Sailor 1 are unconscious for 7 rounds
sailor 1 and the lizardmen are unconscious
attack and damage for Captain Sigurd: 1d20, 1d8=[11], [1], fail
smuggler 3 has fallen
attack and damge Sailor 2: 1d20, 1d8=[3], [7], fail
attack and damage for Krtk: 1d20, 1d8=[1], [3], critical fumble
Last edited by Breila on Fri May 17, 2013 3:36 pm, edited 3 times in total.
Reason: modified area of effect to better meet Martin's intention
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Re: Meeting the smugglers

Post by Jenara »

Raising her Mace Brax advances on the Cloaked figure, Recognising one of her own people she shouts a warning in Drow and goes to strike him.

1d10, 1d20+1, 1d6+1=[10], [6, 1], [2, 1]
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Re: Meeting the smugglers

Post by Stik »

"Maybe I should have yelled 'Fore!'" mutters Martin, under his breath.

So, mixed results. On the minus side, Geraldine and the sailor are down. On the plus side, there are now three lizard men who are not a threat for the time being. Call it a net victory for now, especially considering how dangerous the lizard men are.

Of course, it's important to make sure the lizard men remain not a threat, and permanently at that. But killing them while they are unconscious might give the sailors similar ideas about Gunter and Miss Vee and Geraldine and Able Seaman What's-His-Name. Martin scans the deck. It looks like there are friendlies between the enemy and all of our unconscious folk, and it's still pretty dark on deck. Have to take the chance.

Martin rushes down the stairs and, with rapier and dagger, proceeds to expedite three lizard men's trips to their final reward, singing to himself "And the hippo stepped on the lizard. And out shot the lizard's....gizzard."

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

[OOC] @ Breila: I don't remember the rules for striking an unconscious foe (and I don't have a book here), so I'll give you dice rolls as soon as I get to a book and figure out what they are. [/OOC]

[OOC] @ Jen: Your output from Invisible Castle looks odd. I think it's from putting commas between your dice rolls instead of semicolons. [/OOC]

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

[OOC] Edit - Looked it up. According to the PHB an attack on a sleeping or held opponent "automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically."
Are Martin and the lizard men far enough behind the lines that "no other fighting is going on" in their vicinity? [/OOC]
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Re: Meeting the smugglers

Post by Kafen »

Reller moves and lunges at the mage! He tries to put the mage down with a swipe of his dagger. "That's one of the problems with magic! You can sometimes go too wide with your spells."


1d20 → [19] = (19)
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1d4 → [2] = (2)
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Re: Meeting the smugglers

Post by Breila »

The brave Sailor swings his broad sword at smuggler #5 and brings him down, bleeding profusely from a wound in his tigh.
Martin quietly goes down the stairs and kills lizardman #2 with a well-placed rapier stab in the heart. When he moves to #1, he sees Kim there who stabs a dagger into the beast's throat with the routine of someone who did many hunts. Getting up, Kim passes Martin who goes to kill #3 and quietly says: "We should wake up Gunter and Vee."
Reller hits the mage with his dagger, Searos does likewise with his short sword. Whatever spell the man wanted to cast fizzles away, and he sways from the heavy wounds he just took. This also causes Brax's attack to miss him.
The gnolls continue to attack the Captain. Krtk forgoes his sword that is stuck in the jolly boat and relies on his teeth, but he doesn't get to bite the man. His brother is no more successful with his battle axe, on the contrary, he suffers 5 points of damage when the captain's counterattack hits him.

Actions and initiative for round 6?

Stik, whatever you decide Martin will do, I need an additional d20 from you.


Initiative order: Sailor 2; Martin; Reller and Searos, smuggler 5, Krtk and Khchk; Captain Sigurd; Mage Punketah and Kim, Brax

Initiative for Brax: 10
Inititative rolls for Reller and Searos: 1d10=5, 1d10=5
Initiative rolls for Martin and Kim: 1d10=3, 1d10=9
Initiative rolls for Krtk and Khchk: 1d10=6, 1d10=6
Initiative roll for Sailor 2: 1d10=2
Initiative roll for Captain Sigurd and Mage Punketah: 1d10=8, 1d10=9
Initiative roll for smuggler 5: 1d10=6

Attack and damage for sailor 2: 1d20, 1d8=[15], [8]
Martin needs no rolls
Attack and damage for Reller: hit for 2 damage
Attack and damage for Searos: 1d20, 1d6=[11], [4]
smuggler 5 has fallen
Attack and damage for Krtk: 1d20, 2d4=[6], [1, 3]
Attack and damage for Khchk: 1d20, 1d8=[5], [6]
Attack and damage for Captain Sigurd: 1-3 attacks Krtk, 4-6 attacks Khchk: 1d6, 1d20, 1d8=[6], [16], [5]
Mage Punketah's spell fizzles because he is hit by both Reller and Searos.
Kim needs no rolls
Brax' attack is unsucessful.


[OOC @Stik: I have the PHB right at my computer, and I read the same as you. The difficult decision was how many lizardmen could be killed by an attacker in one round. Since a precise kill with a dagger or rapier needs less time than driving in a stake, which is given as an example on p. 93, I decided that since the lizardmen are lying close together, it would be possible to kill two in one round.]
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Re: Meeting the smugglers

Post by Jenara »

Taking a moment Brax lines up her mace with the Mages head, swinging wide.

1d10, 1d20+1, 1d6+1=[10], [18, 1], [5, 1]
Init 10, hit AC -1 for 6 damage
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