View Full Version : Group 3: Adventure 8 (Smuggler Ship)
DinbinFanfoom
10th November 2008, 10:00 AM
Brun's cunning plan:
1) Figure out the code. Plant someone on shore to give the appropriate code while the others board our boat (silently) or get set up with waterwalk.
2) Hopefully the ship will dispatch a boat. While it's heading to shore, we attack the ship (fewer targets onboard)
3) Clean up the rest when they return.
4) Profit!
Lycos
10th November 2008, 10:13 AM
Yeah, Brun's plan sounds about right.
I would prefer that the heavy armor wearers get the walk on water first. I would hate to drown in my armor. :eek!: I think Brun would agree with me. :D It really depends on how close they are to shore and how long it takes for their boat to get to shore.
Does Michael know how the offloading used to go? Would the ship send a boat or would they go out to meet the ship? He should know about that part of the operation.
Shiz
10th November 2008, 10:58 AM
How do we board the ship? It seems a stupid question, but if you were the smugglers on the ship, how long would it take you to figure out something about these new guys wasn't right?
We should talk to Michael about the process. Could be that they load up without bringing anyone aboard. If we get out there in our boat and get discovered, we are sitting ducks.
I am leaning towards leaving the smugglers to the Baron's "navy" and gong after the goblins, but I can be convinced to try anything as long as the plan is sound.
DinbinFanfoom
10th November 2008, 11:02 AM
How do we board the ship?
Hooks and ropes from the opposite side from the shore. It helps if we're water walking (not throwing from a pitching boat). Do any of our casters have any fly/levitate yet?
Shiz
10th November 2008, 11:06 AM
No but amaril can teleport several times a battle. That could be fun. So the boat is purely a decoy. Fandango dresses up like a smuggler and rows out there with Michael? I think we need a recognizable face. There is at least some chance Sanbalet has contacted them.
DinbinFanfoom
10th November 2008, 11:13 AM
No but amaril can teleport several times a battle. That could be fun. So the boat is purely a decoy. Fandango dresses up like a smuggler and rows out there with Michael? I think we need a recognizable face. There is at least some chance Sanbalet has contacted them.
Well, that depends. Maybe Michael knows what the protocol was... if a ship boat usually comes IN, then that would be great (we can attack when 2 or 3 of them are on their way to shore). If the protocol has OUR boat going out, then yeah, it could be diversionary. While they are flummoxed with Fandango's chain of bluff/fast-talking, we scale the other side. Harder than option 1, but still fun.
Asharad
10th November 2008, 11:30 AM
While they are flummoxed with Fandango's chain of bluff/fast-talking, we scale the other side.
****, why should they be any different than anyone else? This plan is doomed!
It doesn't help that I am sympathetic to smugglers.
DinbinFanfoom
10th November 2008, 11:36 AM
****, why should they be any different than anyone else? This plan is doomed!
It doesn't help that I am sympathetic to smugglers.
Maybe just not screaming about dragons or warwargs this time. You're like the John Lithgow / Jon Lovitz of rogues. :D Maybe it'll help if we load up your boat with whatever you're supposed to bring them... (did the brandy/silk come in, or go out?)
Asharad
10th November 2008, 12:11 PM
Hey, I'm usually very persuasive and realistic!
Sagar
10th November 2008, 02:41 PM
Michael tells you that the goods come ashore here and are taken into town to be sold. Usually, the boat signals and a counter signal is given. He doesn't know what they are 'cause he never did it. The ship anchors about away out in the water - it takes about half an hour of rowing to get to it.
They drop one boat and send in a crew and the smugglers in the house send 2 guys in a boat out. They alternate back and forth until the ship is unloaded.
Sagar
10th November 2008, 02:43 PM
Tom and Will say that, if they were smuggling, they would come in the dark of the moon or very nearly dark. They say that could be as early as 3 days or as late as 7 days away. They suggest keeping watch from the house.
Michael asks if the party wants work done on the outside of the house or wait until the boat comes. "We can also work on the side away from the water," he suggests.
Asharad
10th November 2008, 02:46 PM
I am sorta for letting the smugglers go.
However, if everyone else feels the need I won't turn down an opportunity to kill something...my heart just isn't in it. These poor saps, trying to make a living the best they can, and we're going to go slaughter them.
Poor smugglers. :(
EricStratton
10th November 2008, 02:50 PM
Amaril agrees w/ Fandango but differs in reasoning. He feels that there's no real point in trying to take on the smugglers. He doesn't see much of an upside.
DinbinFanfoom
10th November 2008, 02:54 PM
Poor smugglers. :(
Well, we COULD come alongside in our little boat and shout (through a hastily constructed megaphone) "Coast Guard! Stand fast and prepare to be boarded for customs inspection!", but I'm pretty sure they'd respond with lethal force.
Which of course would lead to us slaughtering them anyway, so why make it complicated? I suppoooose we could go onboard with the express instruction to each and every one of us (and Sagar) that we will render unconscious at 0 hp instead of killing everyone outright. Then we can sail this sucker into port (Is there a port? We need a port. Do we have a port?) and turn everyone in. That would certainly be pretty sporting of us, and rendered completely doable by (ahem) game mechanics.
That is... assuming we live and stuff.
My guess for signalling is that if they start with the first pattern, we respond with the second. If they respond with the third, we're golden.
Asharad
10th November 2008, 03:15 PM
I'd like to stay home and have a nice dinner, maybe a couple of drinks, maybe Mike's wife can sing a bit and the kid and Alfred can lead us in a round of charades...let the smugglers go about their business elsewhere.
If we go after the smugglers I'm all for killing them just because it is simpler. I just don't really have much of an issue with smugglers to begin with.
Lycos
10th November 2008, 03:18 PM
Amaril agrees w/ Fandango but differs in reasoning. He feels that there's no real point in trying to take on the smugglers. He doesn't see much of an upside.
I can think of one huge upside PROFIT! With the sale of the ship and the goods and who knows what, we can finish the house renovations.
Yeah, I know. I'm the paladin, and probably should not be looking at that, but we aren't going to get the cash we need for this place by killing a few goblins. And I would prefer not to go hunting for hippogryph eggs.
Lycos
10th November 2008, 03:20 PM
If we go after the smugglers I'm all for killing them just because it is simpler. I just don't really have much of an issue with smugglers to begin with.
We don't kill them unless they don't want to give up. Well, then there is the exception of the ones who already tried to kill us.
EricStratton
10th November 2008, 03:23 PM
I can think of one huge upside PROFIT! With the sale of the ship and the goods and who knows what, we can finish the house renovations.
Yeah, I know. I'm the paladin, and probably should not be looking at that, but we aren't going to get the cash we need for this place by killing a few goblins. And I would prefer not to go hunting for hippogryph eggs.
Amaril isn't convinced.
Lycos
10th November 2008, 03:24 PM
Amaril isn't convinced.
What will it take to convince Amaril?
Sagar
10th November 2008, 03:33 PM
While you are talking, there is a knock on the door. Alfred comes in and says, "The Mayor of Saltmarsh to see you, Sirs and Madame."
Shiz
10th November 2008, 03:33 PM
I am decidedly undecided. I would rather hunt goblins.
Shiz
10th November 2008, 03:34 PM
I will answer the door, greet the Mayor and lead him to whatever room we happen to be hanging out in.
Lycos
10th November 2008, 03:34 PM
While you are talking, there is a knock on the door. Alfred comes in and says, "The Mayor of Saltmarsh to see you, Sirs and Madame."
I assume everyone goes to see the mayor at the door. We'll invite him in and offer him food and drink. Then we'll ask what we can do for him.
Asharad
10th November 2008, 03:42 PM
"You guys have got to do something about these damned smugglers! Their smuggling is just getting out of control!"
:)
DinbinFanfoom
10th November 2008, 03:45 PM
I can think of one huge upside PROFIT! With the sale of the ship and the goods and who knows what, we can finish the house renovations.
ooc: LOL! We're contemplating taking to the high seas, boarding a ship run by criminals under cover of darkness and slaying everyone onboard and pillaging and looting to... hang some curtains and perhaps fix that rickety staircase? :D We're like Martha Stewart and Rambo rolled into one.
Lycos
10th November 2008, 03:46 PM
"You guys have got to do something about these damned smugglers! Their smuggling is just getting out of control!"
:)
Nah, I hope it's Hollywood style. Michael's son gets kidnapped by the smugglers and killed in a horrible way. Then Michael puts on the headband with the bare chest and the M-60 machine gun and starts laying waste to the smugglers on the ship.
"They drew first blood."
:D
Lycos
10th November 2008, 03:47 PM
ooc: LOL! We're contemplating taking to the high seas, boarding a ship run by criminals under cover of darkness and slaying everyone onboard and pillaging and looting to... hang some curtains and perhaps fix that rickety staircase? :D We're like Martha Stewart and Rambo rolled into one.
And we're enforcing the law! :D We're the good guys.
Asharad
10th November 2008, 03:53 PM
Micheal's son is going to have the most awesome skill set of any kid in his fifth grade class.
"Uncle Amaril taught me how to blow things up, Uncle Fandango taught me how to talk to girls and Uncle Brun taught me how to punch stuff."
"Uncle Brun?"
"Yeah...don't confuse the kid."
DinbinFanfoom
10th November 2008, 03:55 PM
:D Nice.
Only reason the smugglers idea is foremost for Brun is it's the only one with a time element... the smuggler's WILL be back. If they don't see a countersign, they'll probably sail off and set up elsewhere, though they might send a boat to investigate, you never know.
EricStratton
10th November 2008, 04:59 PM
What will it take to convince Amaril?
I'm thinking very little will. First, Amaril's an Eladrin meaning that he thinks little of the goings on of humans in general. Add to that his assumption that taking out one smugglers ship won't stop the operation, it'll only make them mad possibly causing retrobution again him, his friends and maybe even the towns people. Finally, his belief that the smugglers aren't any direct threat to the people here while the goblins are.
He will, of course, back his friends if they decide to go for the smugglers, but he'd rather focus on a more obvious threat.
Sagar
10th November 2008, 05:38 PM
The mayor comes in accompanied by Scorpio. Scorpio brings the items you wanted from Diert and he has the funds from selling the items he took with him.
The Mayor has a rolled up scroll.
The Mayor speaks, "I gave Scorpio a report for the Baron on what you found here. This," he holds up the scroll," is his response." The Mayor reads...
"To Strom Turnbull
Mayor of Saltmarsh
Greetings.
I hope this missive finds you and you town well.
I must say that I found your report disturbing. Not in and off itself, but when taken with other information from that area.
I am not generally concerned with isolated smugglers. Most feel that they are mearly cleverly attempting to circumvent taxes and duties. They are, in the romantic notion, "sticking it to the man".
Unfortunately, it has been my experience that smuggling is generally used to finance other, less savory, occupations. Slavery, weapons, and drugs are often transported by such organizations in addition to the more prosaic merchandise.
Please attempt to end this smuggling operation. If you believe the town militia to be ill prepared for such an endeavor, please ask the Young Heros to take on the task. You are authorized to offer them 1000 gold to take on the task - the monies to be reimbursed to Saltmarsh from my treasury. They are to be allowed to keep all that they recover without duty.
Yours Faithfully,
Alexander Manchester
Baron of Diert
Shiz
10th November 2008, 05:43 PM
"So Mr Mayor, how prepared is the town militia to take care of this?"
/whisper to Solak "Wouldn't it be grand to see a boat on fire from our second story window?"
/ooc everyone get your Athletics check ready...
Sagar
10th November 2008, 06:41 PM
"Not very, I am afraid," says the Mayor. "While we do have a few good men, they are almost entirely men at arms and lack the support disciplines to be effective anywhere other than in a straightforward land skirmish.
Would you guys be willing to do this? The rewards could be great. If you can take the ship intact, it could be worth 1500-2500g. That doesn't count whatever contraband you find on board.
EricStratton
10th November 2008, 06:52 PM
If we're to end the smuggling operation as the Baron requests, we'll more than likely need to capture the ship intact and at least one crew member alive to tell us from where the ship came. Then we'll need to track it back to its origin and destroy whatever smuggling we see there. Of course, if that's just an outpost we'll need to continue farther into the operation.
This might take a while.
DinbinFanfoom
10th November 2008, 07:02 PM
This might take a while.
"You haf za pressink appointment?" Brun raises an eyebrow at Amaril.
Zyzzyx
10th November 2008, 07:14 PM
/whisper to Solak "Wouldn't it be grand to see a boat on fire from our second story window?"
/whispers back, "Not as impressive as watching all the crew abandoning a perfectly good ship and leaving it intact."
EricStratton
10th November 2008, 08:43 PM
"You haf za pressink appointment?" Brun raises an eyebrow at Amaril.
"Only the goblins that you didn't finish off."
Shiz
11th November 2008, 08:59 AM
Would you guys be willing to do this? The rewards could be great. If you can take the ship intact, it could be worth 1500-2500g. That doesn't count whatever contraband you find on board.
/ooc We are willing to try but there are logistical issues like if we take the ship intact, who is going to sail it to wherever it needs to go? Tactically I think we can do it.
Well it looks like the Baron is asking us to do this, so we have to try. Someone needs to decide what we are doing with the lantern signal.
"Mayor, we found this note from the smugglers when we cleared the house. <shows the Mayor Sanbalet's page> Are there any ex-cons or sailor types in Saltmarsh that might help us figure out how we are supposed to signal the smugglers?"
Lycos
11th November 2008, 10:13 AM
/ooc We are willing to try but there are logistical issues like if we take the ship intact, who is going to sail it to wherever it needs to go? Tactically I think we can do it.
Not that Fandango and I are expert sailors, but since this is a port town. I'm thinking we can get some experienced help from the population once we clear the ship of smugglers.
EricStratton
11th November 2008, 11:04 AM
/ooc We are willing to try but there are logistical issues like if we take the ship intact, who is going to sail it to wherever it needs to go? Tactically I think we can do it.
Well it looks like the Baron is asking us to do this, so we have to try. Someone needs to decide what we are doing with the lantern signal.
"Mayor, we found this note from the smugglers when we cleared the house. <shows the Mayor Sanbalet's page> Are there any ex-cons or sailor types in Saltmarsh that might help us figure out how we are supposed to signal the smugglers?"
"Or anyone that happened to see the house on a night that the smuggler ship showed up and happens to remember the signals they saw?"
Lycos
11th November 2008, 11:34 AM
So from what we have been discussing there seems to be some ideas that we should make sure everyone knows.
1. We don't want to set the ship on fire. It's worth 2K in gold.
2. We need to keep one of the smugglers alive for information.
3. We don't want anyone raising the anchor. Staying anchored would be good. Drifting into rocks or any type of land would be bad.
4. We'll get help from some local sailors or ex-sailors to take the boat to the closest port which I assume is Salt Marsh.
Did I cover it all?
Sagar, I would like us all to practice climbing ropes to the height of around 16'. Just to get everyone used to the idea. We can do it by using a tree or even the outside of the house to a second story balcony or window. We'll help the ones who have more difficulty. We need to know who is going to have a problem now.
Sagar
11th November 2008, 12:12 PM
Will Stoutly looks at the parchment and says, "Well, there is better brains than mine around the table here, but if it was me, I'd watch for the first signal and use that to figure out what the marks mean."
So how do you guys want to do this?
You all want to go out hidden in the smuggler's boat?
You want us to get a second boat from Saltmarsh to bring you in on the seaward side?
You want Me and Tom to stay here with Michael and subdue the guys what come in on their boat?
Who is gonna watch for signals?
Oh, and most any of us in Saltmarsh can bring a ship like they'd likely use inta port.
Shiz
11th November 2008, 12:14 PM
Very good idea on rope/grappling practice. Everyone who gets to water walk (the strike force) should have a grappling hook and rope.
Now, on board tactics:
1) Amaril's new ability immobilizes.
2) I can Fear someone which hopefully means they fall in the water and can be captured more easily.
3) Solak can sleep 'em
Should be pretty decent strike as long as we can approach without being seen, but all eyes should be on the house.
"Alfred, can you manage the lantern signals for us if we tell you what to do?"
Shiz
11th November 2008, 12:17 PM
Will Stoutly looks at the parchment and says, "Well, there is better brains than mine around the table here, but if it was me, I'd watch for the first signal and use that to figure out what the marks mean."
So how do you guys want to do this?
You all want to go out hidden in the smuggler's boat?
You want us to get a second boat from Saltmarsh to bring you in on the seaward side?
You want Me and Tom to stay here with Michael and subdue the guys what come in on their boat?
Who is gonna watch for signals?
Oh, and most any of us in Saltmarsh can bring a ship like they'd likely use inta port.
So one of us has to stay in the house to make the signal.
That person can tell Alfred to tell the boat crew (Fan and Michael?) to start rowing when the signal is accepted.
The lantern guy then runs out to whereever the strike force is gathering so everyone can get Water walked.
The boat people will need money to pay the smugglers maybe. We don't know how Sanbalet worked things, but I imagine he paid cash up front and took the resale risk himself.
Sagar
11th November 2008, 12:26 PM
Michael says they never transferred money to the boat - at least, not on any trip he ever took.
And he says there is plenty of time to signal the ship and get downstairs.
They usually didn't get the boat out until about 10 minutes after the signal.
Lycos
11th November 2008, 12:34 PM
I'm thinking something like this. I'm just throwing this out to be discussed. We have Amaril and Solak start the signaling process, and figure that part out up at the house. When we see their boat coming down, we all meet on the shore, except for Michael and Fandango, they will be in the cave area with the boat. The local militia can be with them as well.
When the boat from the ship gets into the cave, the militia men while capture the men there and Michael and Fandango will head to the ship. This will buy us some time too.
The two casters cast Walk on Water onto themselves. Then cast it onto Brun and I. The rest of us with Walk On Water will go wide to the seaward side of the boat. If there are ropes already there for use in climbing onto the boat, we use them. If not, then we use Amaril to teleport up to the boat deck in an isolated area, and he can tie the rope to the ship and drop the ropes down to me, Brun, and Trask. It would be quieter than us throwing hooks up to the boat. The key would be for us to time it so that we can reach the ship so that when Michael and Fandango make it to the ship, we can begin attacking at the same time. If we can keep the attack quiet, we should try to do that as long as possible.
Also, it would probably be to our benefit to have some militia on shore in case someone tries to jump ship and make it to land. That should increase the chances of us in getting some captured smugglers. The militia can grab whoever shows up on shore while all this is going on.
Also, if we can determine where the smugglers are coming from below deck. We should try and shut off their entrance to the top deck for as long as possible.
And once all hell breaks loose, we should all yell, "In the name of the Baron, we order you to surrender or else." "Else" being the easier way to deal with things.
From there, we'll have to play it by ear. :mrgreen:
EricStratton
11th November 2008, 12:56 PM
Couple things (re: Lycos' idea). Amaril doesn't have Water Walk. I think that's Solak and Trask (IIRC).
Also, I'm not sure we'll know where an isolated spot on the ship is for Amaril to teleport. We don't have any sort of flying eye, do we?
DinbinFanfoom
11th November 2008, 12:58 PM
"You brainy types make za plan", Brunhilde grunts, "...und I vill execute."
Asharad
11th November 2008, 01:00 PM
I'm not sure I want to haul our poor carpenter out to the smuggler boat. Also, like as been previously stated, we don't have to execute this all at once. We can signal the boat and then move out.
Lycos
11th November 2008, 02:40 PM
I'm not sure I want to haul our poor carpenter out to the smuggler boat. Also, like as been previously stated, we don't have to execute this all at once. We can signal the boat and then move out.
We'll need 20 minutes to cast 4 Walk on Water spells. Delaying our boat a little could give us more time to get the spells off, and it would be better if people were busy watching you guys coming rather than watching for other people like us.
As for Amaril not being able to cast Walk on Water, then make it Solak casting Walk on Water.
Lycos
11th November 2008, 02:43 PM
Also, I'm not sure we'll know where an isolated spot on the ship is for Amaril to teleport. We don't have any sort of flying eye, do we?
No, but its better than throwing big heavy hooks onto a wooden deck. Once we go up the ropes we are at their mercy not to cut them down. I prefer them not noticing that the ropes are there. Hopefully, if it is done quietly, they will be too busy offloading to Fandango and Michael.
Lycos
11th November 2008, 02:47 PM
I'm not sure I want to haul our poor carpenter out to the smuggler boat. Also, like as been previously stated, we don't have to execute this all at once. We can signal the boat and then move out.
Alternative ideas on who should go with you is always up for discussion.
Michael is a familiar face. They are more likely to trust you guys. Once the fight starts, you can offer to come up and help. That might tie up another person to help you get up into the ship to help. Michael could get some people to trust you. But then you turn on them quickly, attack, and move to our side of the battle quickly.
Sagar
11th November 2008, 03:24 PM
Tom Stoutly says they can bring another boat over from Saltmarsh and row out with muffled oars if you don't have enough magic to do the job.
Lycos
11th November 2008, 03:26 PM
Tom Stoutly says they can bring another boat over from Saltmarsh and row out with muffled oars if you don't have enough magic to do the job.
That sounds like a long row? What distances are we talking here?
Also, the Walk on Water spells give us heavy armor wearers a chance if we slip off the rope, or get pushed into the water, or a boat gets destroyed in a fight.
Sagar
11th November 2008, 04:37 PM
It's about a 30 minute row to the ship from shore.
Sagar
11th November 2008, 04:37 PM
/ooc Cast water walk on Baladir, tie him behind the boat, and let him waterski out to the ship :p
DinbinFanfoom
11th November 2008, 04:40 PM
Cast waterwalk on Brun and Bal and they'll pull the boat to the ship. :D
Shiz
11th November 2008, 04:42 PM
I'm thinking something like this. I'm just throwing this out to be discussed. We have Amaril and Solak start the signaling process, and figure that part out up at the house. When we see their boat coming down, we all meet on the shore, except for Michael and Fandango, they will be in the cave area with the boat. The local militia can be with them as well.
Fine.
When the boat from the ship gets into the cave, the militia men while capture the men there and Michael and Fandango will head to the ship. This will buy us some time too.
Don't agree. We want the smugglers to be totally absorbed in the loading and unloading when we attack. The guys on the boat will be suspicious if their guys vanish.
The two casters cast Walk on Water onto themselves. Then cast it onto Brun and I.
You forgot Amaril.
The rest of us with Walk On Water will go wide to the seaward side of the boat. If there are ropes already there for use in climbing onto the boat, we use them. If not, then we use Amaril to teleport up to the boat deck in an isolated area, and he can tie the rope to the ship and drop the ropes down to me, Brun, and Trask. It would be quieter than us throwing hooks up to the boat. The key would be for us to time it so that we can reach the ship so that when Michael and Fandango make it to the ship, we can begin attacking at the same time. If we can keep the attack quiet, we should try to do that as long as possible.
Keeping the attack quiet is a fantasy. I thinkn you overestimate the size of the boat. Amaril can Shadow Walk onto the boat. This makes him invisible. He can then hook a line (maybe two(?) that he has with him) for Brun, Bal, Trask and Solak to climb (in that order I think). Worst comes to worst, Amaril can fire his immmoblizing power and 'port to safety.
Also, it would probably be to our benefit to have some militia on shore in case someone tries to jump ship and make it to land. That should increase the chances of us in getting some captured smugglers. The militia can grab whoever shows up on shore while all this is going on.
We really need a map of the coastline. How craggy is it? Is the cavern the only real option for getting to sea level? If a bunch of water walking fools start filing out of the cave, we will likely be seen.
Also, if we can determine where the smugglers are coming from below deck. We should try and shut off their entrance to the top deck for as long as possible.
Agreed, but hard to plan that in advance.
And once all hell breaks loose, we should all yell, "In the name of the Baron, we order you to surrender or else." "Else" being the easier way to deal with things.
If the five of us can get on board without being noticed, it would actually make sense to start the fight this way. That will give Fandango a good chance to sneak attack if they decide to contest the situation.
Michael will have instructions to not participate in the fight if at all possible.
Lycos
11th November 2008, 04:57 PM
You forgot Amaril.
That's true. That now puts us up to 30 minutes of casting time. Unless we put Amaril into a boat and pull it out with us with him in it. That might work. And we are back down to 20 minutes of casting time again.
Lycos
11th November 2008, 05:02 PM
We really need a map of the coastline. How craggy is it? Is the cavern the only real option for getting to sea level? If a bunch of water walking fools start filing out of the cave, we will likely be seen.
If the five of us can get on board without being noticed, it would actually make sense to start the fight this way. That will give Fandango a good chance to sneak attack if they decide to contest the situation.
Michael will have instructions to not participate in the fight if at all possible.
I agree with the rest of what you said. If we have to walk out from the cavern, forget it.
Michael could be our first smuggler to surrender. That might help the others to do the same.
Asharad
11th November 2008, 05:08 PM
I'm sorry, I forget...
Do the smugglers offload stuff from the boat to the shore or do they take stuff from the shore to the boat?
I guess I am asking why we don't pretend to be a band of happy smuggler loader guys and row several boats out there. The water walk spell seems to be complicating things a bit.
DinbinFanfoom
11th November 2008, 05:21 PM
I guess I am asking why we don't pretend to be a band of happy smuggler loader guys and row several boats out there. The water walk spell seems to be complicating things a bit.
I agree, except they'll be suspicious if the boat is so full of... people, won't they? I say some on the boat, some by waterwalk. But I'll do whatever.
EricStratton
11th November 2008, 06:26 PM
I wonder if we might be able to save 10 minutes if Solak casts Tenser's Floating Disk at midday of each day we think they might come. Then instead of Water Walking someone that weighs less than 250 lbs, say Amaril, just gets on the disk and rides it behind Solak.
It'll up the component costs since we will more than likely be casting it on days we don't need it, but again it gives us an extra 10 minutes.
Shiz
11th November 2008, 06:33 PM
We can certainly run faster than a boat is rowed. The question is can we go unnoticed.
Sagar
11th November 2008, 09:13 PM
Will Stoutly points out that it will be almost completely dark. Not being seen is the whole idea. He doubts you could be seen past 30 yards from the boat.
As long as everyone is quiet. Or maybe the guys in the boat can argue. Maybe pretend to break an oar and cuss alot. That would stall for time.
He warns that sounds really travel on the water at night.
DinbinFanfoom
11th November 2008, 09:54 PM
Using the boat as a diversion would be great... like I said... fast talkers in the boat, shock troops come up the other side of the ship.
Shiz
11th November 2008, 11:51 PM
Ok. I think we have a plan. I have components for two casts. Solak has to study the ritual and get the same.
Sagar
12th November 2008, 02:35 PM
The morning after you return from killing the goblins, Wendy appears to continue her weapons training. With her are two more women from town. Wendy tells you that they too want to learn to fight and asks Baladir and Brunhilde to teach them as well.
(will you?)
Brunhilde asks Wendy to show her how she executed the cleave attack and then agrees that Wendy got lucky with the goblins. "This foot needs to be here so you can shift your weigh behind the weapon like this....."
Michael shows up at the house with his family and begins laying out materials for the rebuilding. A few hours later, several men from the village appear. Michael says he hired them as laborers. They begin to clear away the debris in the house.
Matthew follows Albert around "pestering" him with questions most of the morning, but oddly, Albert doesn't seem to mind.
Michael's wife seems to take it upon herself to clear out the kitchen and scullery. After a morning of weapons practice, Wendy joins her and they proceed with much clucking of tongues at the state of area.
What do you guys do today?
In the evening, Tom and Will Stoutly appear to watch the horizon for ships or signals during the night. Wendy, and the rest head out. Little Matthew comes up to you and gushes "Albert is like the smartest guy EVER! He knows EVERYTHING!"
What would you like to do over the next several days?
Also, what is your final plan for the ship?
1. Who will watch for signals?
2. Who will signal the ship?
3. Who is water walking out?
4. Who is going out on the boat?
5. What will you do about the smugglers coming in on the boat from the ship?
Lycos
12th November 2008, 02:41 PM
Ummm, it's Alfred. Like in the real batman movies.
Lycos
12th November 2008, 02:46 PM
The morning after you return from killing the goblins, Wendy appears to continue her weapons training. With her are two more women from town. Wendy tells you that they too want to learn to fight and asks Baladir and Brunhilde to teach them as well.
(will you?)
/ooc
What are we the local aerobics instructors? :D
*dressed in his Richard Simmons outfit*
Come on girls! Swing those swords!
I believe in you!
And hack... And hack... And hack...
Now parry... parry... parry...
:rotflmao:
But my real answer is yes. :mrgreen:
Lycos
12th November 2008, 02:49 PM
For today, I want everyone to work with the ropes at least for a little while, especially with weapons and armor on. I'm hoping to get some familiarity to the situation we will be dealing with in getting onto the ship. Better positions for weapons to be in, and getting a feel if we need to take gloves off to climb, etc.
DinbinFanfoom
12th November 2008, 02:54 PM
Brun will defintely help the townswomen out with their training. She'll attempt some subtlety and tactfully (haha!) inquire about why they're so interested in swordsplay...
ooc: They planning some kind of Amazon uprising? :D Or just want to help defend their town. Not that Brun has a problem with the latter. :D If the former, why? Are they being treated badly? Is Brun getting sucked into an "Enough" remake? :D
Right now we need some leadership on the smuggler boat issue. Can we just nominate and vote for "tactical mission lead" or something? That lead can get all the input and decide on a plan of attack that we can all respect and do our best to follow out. If that's OK, I nominate Trask.
Good or bad, we need to formulate a plan and stick to it.
If the mission is a go, Brun will do some climbing practice, though scaling a 10 foot wall on a rope doesn't seem too particularly challenging to someone with a double-digit athletics mod. :D
Asharad
12th November 2008, 03:24 PM
I'm going to talk to Matthew about Alfred and Alfred about Matthew. I ask Matthew what kind of things Alfred was telling him and then ask Alfred if he likes Matthew for any particular reason.
is the kid a descendant of someone or something?
Lycos
12th November 2008, 03:36 PM
I'll post more tonight.
Shiz, if you want to post the whole boat strategy, feel free.
Zyzzyx
12th November 2008, 03:44 PM
/ooc: I've been reading here, but have been rather confused about our 'boat strategy', as such I'm ready to tag along as needed.
/semi-ooc: Besides, Solak has been more to take care of himself in the past, maybe help folks out. But planning for a group is a bit new for him.
Sagar
12th November 2008, 04:50 PM
Ummm, it's Alfred. Like in the real batman movies.
I'm pretty sure the house is plenty big. Might wanna brace them for "Arthur" though...
I know it's Alfred. I was poking fun.
Though I meant to change the name each time I used it. bah
Sagar
12th November 2008, 04:55 PM
I'm going to talk to Matthew about Alfred and Alfred about Matthew. I ask Matthew what kind of things Alfred was telling him and then ask Alfred if he likes Matthew for any particular reason.
is the kid a descendant of someone or something?
You ask Matthew and he says Alfred knows everything like why is the sky blue and where do baby hippogriffs come from and how do fish breathe and what is magic and why did people think the baron's grandfather was silly and, well.. EVERYTHING!
You talk to Alfred and he says, "I find children... soothing, sir."
Lycos
12th November 2008, 04:57 PM
You talk to Alfred and he says, "I find children... soothing, sir."
I'm thinking "Undead Daycare"! :D
Sagar
12th November 2008, 04:58 PM
Brun will defintely help the townswomen out with their training. She'll attempt some subtlety and tactfully (haha!) inquire about why they're so interested in swordsplay...
Well, We want to be able to protect our families too! When we heard what Wendy did to those goblins.. and with our men out on the fishing boats most of the time.. and, you know, things just seem more dangerous these days..And with you being a woman AND a warrior...
Asharad
12th November 2008, 05:04 PM
Okay, I'm not sure we want to leave Alfred alone with Matt.
And why do people think the baron's grandfather is silly?
Lycos
12th November 2008, 05:12 PM
Well, We want to be able to protect our families too! When we heard what Wendy did to those goblins.. and with our men out on the fishing boats most of the time.. and, you know, things just seem more dangerous these days..And with you being a woman AND a warrior...
Brun, the Warrior Princess. :lowcool:
Shiz
12th November 2008, 06:58 PM
Goddamn it I just wrote out a whole script and lost it.
Sagar
12th November 2008, 07:17 PM
Goddamn it I just wrote out a whole script and lost it.
I hate that!
Shiz
12th November 2008, 07:18 PM
This assumes that our guys row out to the smuggler ship first before the smugglers come in.
1) Michael, Trask, Fan, Brun, Bal in the cavern with the boat. Amaril and Solak in the signal room. All shiny weapons, armor etc objects get charcoaled.
2) Amaril and Solak signal the smugglers and come down.
3) Michael and Fandango start rowing.
4) Trask casts Water Walk on himself, Amaril and Baladir. That takes 30 minutes and gives Trask 30 minutes, Amaril 40 minutes and Baladir 50 minutes. Solak casts on himself and Brun when Trask starts on Brun. The armored ones will have the most time this way just in case.
5) By this time, Fandango and Michael are at the smuggler ship loading up
6) The strike force heads for the ship, staying out of the way of the rowboats and gathering at the opposite end of where the loading is happening. There should be no lights on the ship so it should be easy to hide. There cannot be any talking because sound will carry. I don?t know if our steps will splash with the spell. Trask will lead the way.
7) When we get to the boat, Amaril Fey Steps to the deck and secures two grappling lines.
If he is not detected:
8) Solak and Brun climb up. Solak casts sleep on as many as he can and Brun challeneges ?surrender in the name of the baron or die? or some such and throws an axe at someone. She does not charge but covers the ropes. Amaril can Witchfire the captain for effect and shadow step or something like that. He should save his Immobilize and teleport move.
9) Trask and Baladir clamber up and attack if they can
10) Fandango?s action will depend where he is. If he is at the boat, he should accuse the smugglers of treachery and attack to confuse things. If he is in transit, he can try and fight boat to boat or whatever. Maybe we can have some militia hidden in the gnoll room to take the smugglers prisoner.
11) Brawl on the boat. The Stoutlies will know to come get us if they see Solak?s fire spell.
If Amaril is detected
8) uses his immobilize and teleport to stun and get off the boat by the ropes
9) Brun and Baladir climb up and engage
10) Trask and Solak follow
11) Amaril follows
Sagar
12th November 2008, 07:24 PM
And why do people think the baron's grandfather is silly?
Alfred say, "When judged against other countries, the Barony of Diert is considered more than a little liberal. The current baron's grandfather, Lord Vikrim Manchester, took the ideas to what is now considered ridiculous extremes. He is the one who declared that monsters were not really evil, just terribly misunderstood. He even created a place for monsters and "misunderstood" humanoids to be relocated and re-habilitated.
Unfortunately, the idealists who undertook the rehabilitation were, as far as we know, all eaten by their patients.
That place is now called Vikrim's Folley.
Lycos
13th November 2008, 08:29 AM
Shiz's plan sounds good. :D
Asharad
13th November 2008, 09:24 AM
Yeah...that's a good plan.
Shiz
13th November 2008, 11:24 AM
Sagar, can we get a few militia guys to spend the night until the event? We will make them as comfortable as possible.
Asharad
13th November 2008, 11:58 AM
I am down to 6 regular daggers. I'd like to grab two or four more if they are available anywhere.
Lycos
13th November 2008, 12:00 PM
I guess in the mean time, besides playing Richard Simmons with sword play for the local women, I'll try to get some more sailing lessons down at the docks, and try and hook up with someone who might be able to get a small crew together to sail the ship into port if we succeed.
EricStratton
13th November 2008, 12:02 PM
I like the plan.
Sagar
13th November 2008, 12:47 PM
Tom and Will tell you they can get a few extra guys from town. They can use crossbows to convice the people coming in the boat to give up without a battle, they think.
Tom also suggests that you might be able to climb up the anchor rope or chain. The ship will undoubtedly be anchored.
Scorpio has grappling hooks, rope and extra daggers.
Shiz
13th November 2008, 12:50 PM
Let me know what assault supplies will cost. I have 2 WWalk components on me but we will need more.
The anchor rope could work but we won't know where it starts from until we get out there so I want to have our own option ready. Sometimes the anchor is below decks and we don't want to be trapped.
Sagar
13th November 2008, 12:52 PM
The next few days go by quickly. Between sword practice, climbing practice (Tom suggests practicing with wet ropes since the ropes you climb will probably get that way at sea), sailing lessons, and house clean up, time seems to fly by.
Michael and his crew remove rotten flooring and begin shoring up the inside structures. The loadbearing beams are all in good shape, so it doesn't take long to get passable stairs up to the attic and rotten boards replaced in the rooms upstairs.
Michael suggests leaving the roof and outside alone until the smugglers ship is taken care of.
Question: Do you guys do anything in the first or second floors of the house at night?
Shiz
13th November 2008, 12:54 PM
The upstairs isn't really livable yet so I expect we are still down in the barracks area.
Lycos
13th November 2008, 12:56 PM
Question: Do you guys do anything in the first or second floors of the house at night?
Not intentionally like work up there or party. If we hear something up there we'll investigate, but for the most part, I assume we are in and out with stuff, and getting some fresh air, etc.
Lycos
13th November 2008, 01:08 PM
Wait, we have the Stoutly's watching for the ship, right? They're outside overlooking the ocean?
I would think that we would bring them non-alcoholic drinks and stuff while they are on watch. So, we would be out there from time to time.
Sagar
13th November 2008, 01:49 PM
Actually, they are watching from the rooms upstairs. And I would presume you would all be sleeping - at least for much of the night.
Sagar
13th November 2008, 01:51 PM
Day 12 - this is the first mostly dark night since you took the house.
Three extra guards come from Saltmarsh. Tom and Will meet them and introduce them around. They seem more than a bit wary of Alfred.
The men set up in the boat cave. Tom and Will go back upstairs to watch.
Zyzzyx
13th November 2008, 01:54 PM
A few times during the days as time allows Solak will be heading out by himself for some walks. He would be heading away from town, towards open countryside if possible. No day long hikes, just enough to get out and be on his own for awhile.
Asharad
13th November 2008, 02:16 PM
It occurs to me Solak never told us what he was doing here in the first place.
Lycos
13th November 2008, 02:25 PM
Yeah.....
*looks over at Solak*
*puts his hand on the hilt of his broad sword*
:rolleyes1
Sagar
13th November 2008, 02:25 PM
During one outing, Solak fries a small goblin patrol that didn't see him hiding among the trees.
Lycos
13th November 2008, 02:28 PM
During one outing, Solak fries a small goblin patrol that didn't see him hiding among the trees.
WTF?
Can't we get a minutes peace around here? :lowcool:
Sounds like the goblins are next on the list of trash to take care of.
EricStratton
13th November 2008, 02:37 PM
I thought Solak did tell us what he was doing in the caves....
Shiz
13th November 2008, 02:46 PM
Solak was going to give us his life story after Zyz came back from China.
Shiz
14th November 2008, 11:18 AM
/ooc sagar must be furiously putting this enoucounter together. This will be a doozy to manage.
Sagar
14th November 2008, 12:09 PM
Sagar is trying to get a presentation together for a conference Monday.. and was out sick Monday and Tuesday and on vacation all last week so He's a bit behind :p
Lycos
14th November 2008, 12:35 PM
Hey, you still have 'til Sunday to do that.
So where's the map??? :confused:
;) jk
Sagar
19th November 2008, 10:06 AM
Your climbing practice initially is.. amusing. Wendy and Michael really really deserve Oscar nominations for keeping straight faces when Baladir tried to climb the rope in plate mail.
Baladir REALLY REALLY should consider going back to chain for this adventure.
On the 12th day after the house battles, The Stoutly's inform you that they think it could get dark enough for the smugglers.
EricStratton
19th November 2008, 10:21 AM
I know it's going to be dark anyway but would it make sense to rub our faces and exposed body parts down w/ soot from one of the fireplaces before we set out?
Also those of us wearing non-metal armor, we should purchase a dark dye if our clothes are too bright.
And the metal wearers should definitely rub their armor down w/ something non-reflective.
Lycos
19th November 2008, 10:57 AM
Your climbing practice initially is.. amusing. Wendy and Michael really really deserve Oscar nominations for keeping straight faces when Baladir tried to climb the rope in plate mail.
Baladir REALLY REALLY should consider going back to chain for this adventure.
On the 12th day after the house battles, The Stoutly's inform you that they think it could get dark enough for the smugglers.
I would think that magical plate would not necessarily have the weight issues. Where do I get chain mail that fits me within a day? Does Scorpio have some? Is there a chain mail tuxedo rental place around? :D
DinbinFanfoom
19th November 2008, 11:47 AM
I would think that magical plate would not necessarily have the weight issues. Where do I get chain mail that fits me within a day? Does Scorpio have some? Is there a chain mail tuxedo rental place around? :D
I thought he was talking noise issue?
Asharad
19th November 2008, 11:58 AM
I thought maybe it was a range of motion issue.
DinbinFanfoom
19th November 2008, 12:04 PM
Maybe a chafing issue?
Shiz
19th November 2008, 01:14 PM
I covered charcoaling our gear in my plan. Baladir's chain should be next to the corpse where he got the plate.
Lycos
19th November 2008, 01:26 PM
My old armor was scale, and I thought I sold that, but maybe not.
If I can get chain for a short time that's what I'll do.
Sagar
19th November 2008, 02:43 PM
I thought maybe it was a range of motion issue.
It is more range of motion. But he DOES have magic armor. I'll check on that.
Asharad
19th November 2008, 02:53 PM
<------ climbing expert (+10 to that sort of thing, yo!)
Asharad
19th November 2008, 02:53 PM
Actually...maybe I should be the one scaling the boat and dropping down lines and such
DinbinFanfoom
19th November 2008, 03:05 PM
+10 here too. Athletics is a ridiculously versatile skill in 4e. We could both go up and I could cover you, making sure nobody interferes if you're discovered (we NEED the rest to get up, regardless). Though your "stealth" might make it better if you go first? Not sure how stealth and climbing might combine...
Shiz
19th November 2008, 03:13 PM
No. Fandango is only one who can reliably not fall out of a rowboat.
DinbinFanfoom
19th November 2008, 03:24 PM
Brun is fine with sticking to our plan then. As much as she likes screaming at people, she silently hopes some of them resist.
Sagar
20th November 2008, 10:00 AM
I think I can guarantee that you'll get SOME resistance. :p
Lycos
20th November 2008, 10:19 AM
I think I can guarantee that you'll get SOME resistance. :p
Huh? They won't be effected by the shock and awe of our level threeishness??? :evileye:
Sagar
20th November 2008, 11:13 AM
No.. there are specific rules in the adventure on who will surrender and when.
I know these rules.
You guys will have to figure them out by trial and error. :p
Sagar
20th November 2008, 11:17 AM
During the early evening, a heavy mist flows in off the water. As the night progresses, the mist gets increasingly thicker until it's impossible to see even the ground from a window. Seeing anything out at sea is impossible.
The evening thus passes quietly. In the morning, Wendy and company show up for their lesson and the day passes much as the last several days have.
On the 13th night, however, the weather is clear. A few hours after dinner, Alfred appears before you and says, "The Mister's Stoutly asked me to inform you that they have spotted lights out in the bay."
EricStratton
20th November 2008, 11:58 AM
"Places everyone!"
DinbinFanfoom
20th November 2008, 12:34 PM
Brun charcoals her armour and axe and prepares to get all smacky-like.
Lycos
20th November 2008, 12:54 PM
I'll work on assembling Michael, Trask, Fan, Brun, and myself into the cavern. I'm assuming that the crossbow militia men will be there as well in order to capture the men coming from the ship. We'll check each other to prevent shiny objects.
DinbinFanfoom
20th November 2008, 01:00 PM
On the 13th night, however, the weather is clear. A few hours after dinner, Alfred appears before you and says, "The Mister's Stoutly asked me to inform you that they have spotted lights out in the bay."
Brun: "Vhat light pattern has been schpotted?"
Sagar
20th November 2008, 01:02 PM
I am afraid you shall have to ask Mister Stoutly. I did not see the light.
DinbinFanfoom
20th November 2008, 01:04 PM
I am afraid you shall have to ask Mister Stout. I did not see the light.
Brun asks Mr. Stout what pattern he saw.
Sagar
20th November 2008, 01:28 PM
Are you going upstairs to see the Stoutly's?
Is anyone else going?
Are you going to take a light or try to get up there in the dark?
(note: all the floors are safe, now.)
DinbinFanfoom
20th November 2008, 01:36 PM
Are you going upstairs to see the Stoutly's?
Since we haven't given them specific directions (have we?) one of us should. Can't we just have Alfred 'port between the Stoutly's and us and relay the info.
Is anyone else going?
Nobody has to if we send Alfred.
Are you going to take a light or try to get up there in the dark?
(note: all the floors are safe, now.)I don't think Alfred needs a light, and he can probably relay the info in seconds.
My intent is that if they signaled with the first code on the sheet, we reply with the second. If they didn't initially signal with any recognizable pattern, we start with the first one.
That OK, guys?
Asharad
20th November 2008, 01:55 PM
Makes sense
Sagar
20th November 2008, 03:07 PM
GM Ruling: One of the PC's must make any return signal. The PC must describe what (precisely) they signal and with what they make the signal.
I just checked. The Shiz plan was that Amaril and Solak make the return signal.
DinbinFanfoom
20th November 2008, 03:15 PM
OK... so Solak and Amaril head up and do what I said above via the lantern and shutter? How did this get complicated? :D
EricStratton
20th November 2008, 03:30 PM
I know that we (as in the players) are making the decisions behind what signals to show and whatnot but do we get any retries (or whatnot) b/c we've got the two smartest characters working the lantern?
Shiz
20th November 2008, 03:41 PM
We shouldn't have to do much once the Shiz plan starts unless Sagar has questions that his side of the scenario spurs. It is kind of on autopilot until we get to the boat.
Sagar
20th November 2008, 04:01 PM
I know that we (as in the players) are making the decisions behind what signals to show and whatnot but do we get any retries (or whatnot) b/c we've got the two smartest characters working the lantern?
You will have to decide what signal to send and see what happens, I guess.
Sagar
20th November 2008, 04:34 PM
Amaril and Solak go upstairs and question the Will Stoutly. He says a signal was flashed twice that they saw but it was kinda quick so they may have missed it before that.
The signal wsa a long flash that lasted 1-2 seconds followed by 3 quick flashes that lasted a fraction of a second. They saw the signal, then there was about a 20 second pause and the signal was repeated.
They didn't respond but they do have the bullseye lantern there in the room.
After about 8 minutes, you see the signal repeated: FLAAAAASSSSHHH.... flash..flash..flash..
Shiz
20th November 2008, 04:38 PM
From the Sanbalet note, that is probably I. See the Sanbalet threrad for the paper.
EricStratton
20th November 2008, 06:04 PM
Ditto. Unless Solak disagrees, Amaril will go ahead and respond with:
flash..FLAAAAASH...flash..FLAAAAASH (pause) flash..FLAAAAASH...flash..FLAAAAASH
Sagar
21st November 2008, 10:18 AM
After a short pause, the light out on the water responds with FLAAAASH... FLAAAASH... FLAAAASH... and then goes dark.
DinbinFanfoom
21st November 2008, 10:30 AM
Brun looks around for someone to high-five but realizes that hasn't been invented yet.
Asharad
21st November 2008, 10:50 AM
Brun just invented the high five!
That's gotta be worth some experience.
I'm going to invent saying "NOT!" at the end of a sentence, as in "I want these goblins to kill us. NOT!"
DinbinFanfoom
21st November 2008, 10:55 AM
On with our cunning and dastardly plan! Can Shiz list just be followed until we hit a snag / find a projectile in our ribs? I assume we're just sticking to the script until something pops up that might make us change it, which Sagar will likely mention. :D
Shiz
21st November 2008, 11:21 AM
Those smugglers had an awfully complicated signal for what they were trying to do. Why II has to be done twice makes no sense. What are the odds of a random lantern doing it once?
EricStratton
21st November 2008, 12:29 PM
Amaril and I are unsure of what to do next. That was all three signals. I'm thinking I'll put the lamp out and then we can start the rest of the plan.
DinbinFanfoom
21st November 2008, 12:57 PM
Yes, maybe Shiz can repost, for easy access. I keep forgetting if there is a boat on the way from ship to shore now, or if our boat is to head out. I suspect the latter. Which means we should get cracking.
Shiz
21st November 2008, 01:11 PM
Everyone downstairs. Fandango and Michael start rowing out and Solak and Trask start casting WW.
Sagar
21st November 2008, 03:25 PM
Phase 2 of the plan goes into action.
Michael and Fandango climb into the boat and Michaels starts rowing out to sea.
Trask and Solak begin casting WW.
Tom and Will come down and, with 3 other guardsmen, take up crossbows in the boat cave.
On the way out, Michael whispers to Fandango, "You know, that part of bluffing the smugglers with the bit about the Baron. That might not work so well right at first. Now, if we were to take out one or two of the leaders, first, it might have a much better chance. They'll probably outnumber us 2-1 when we get there and numbers make a man confident, you know?"
He chuckles.
"It's a shame you can't put the guys on deck to sleep, tie them up, and dangle them over the side. When anyone else comes up, hold a knife to the rope holding the guys and say "Drop your weapon or these guys sleep with the fishes tonight!"
Visibility out on the water is about 20 feet.
Michael and Fandango pass a boat with 2 smugglers on it as they 3/4ths of the way to the boat. In all, it takes about 30 minutes to get to the ship.
Who all is getting WW'd? Baladir, Brunhilde, Trask, Solak and Amaril?
Shiz
21st November 2008, 03:38 PM
Who all is getting WW'd? Baladir, Brunhilde, Trask, Solak and Amaril?
Everyone in our group but Fandango. The armored ones will have 50 minutes, the robed ones 40 minutes and 30 minutes for me since I have no metal armor and am a stronger swimmer than the casters.
Sagar
21st November 2008, 04:03 PM
Are the robed ones heading out right away or are you all waiting to go together?
Did you make any arrangements to let the guys in the boat know when you are moving?
DinbinFanfoom
21st November 2008, 04:09 PM
Hey, we made a plan. We did not make a *PLAAAAAN*. :D
Sagar
21st November 2008, 04:18 PM
This assumes that our guys row out to the smuggler ship first before the smugglers come in.
1) Michael, Trask, Fan, Brun, Bal in the cavern with the boat. Amaril and Solak in the signal room. All shiny weapons, armor etc objects get charcoaled.
2) Amaril and Solak signal the smugglers and come down.
3) Michael and Fandango start rowing.
4) Trask casts Water Walk on himself, Amaril and Baladir. That takes 30 minutes and gives Trask 30 minutes, Amaril 40 minutes and Baladir 50 minutes. Solak casts on himself and Brun when Trask starts on Brun. The armored ones will have the most time this way just in case.
5) By this time, Fandango and Michael are at the smuggler ship loading up
6) The strike force heads for the ship, staying out of the way of the rowboats and gathering at the opposite end of where the loading is happening. There should be no lights on the ship so it should be easy to hide. There cannot be any talking because sound will carry. I don?t know if our steps will splash with the spell. Trask will lead the way.
7) When we get to the boat, Amaril Fey Steps to the deck and secures two grappling lines.
If he is not detected:
8) Solak and Brun climb up. Solak casts sleep on as many as he can and Brun challeneges ?surrender in the name of the baron or die? or some such and throws an axe at someone. She does not charge but covers the ropes. Amaril can Witchfire the captain for effect and shadow step or something like that. He should save his Immobilize and teleport move.
9) Trask and Baladir clamber up and attack if they can
10) Fandango?s action will depend where he is. If he is at the boat, he should accuse the smugglers of treachery and attack to confuse things. If he is in transit, he can try and fight boat to boat or whatever. Maybe we can have some militia hidden in the gnoll room to take the smugglers prisoner.
11) Brawl on the boat. The Stoutlies will know to come get us if they see Solak?s fire spell.
If Amaril is detected
8) uses his immobilize and teleport to stun and get off the boat by the ropes
9) Brun and Baladir climb up and engage
10) Trask and Solak follow
11) Amaril follows
Just moving this closer to the end of the thread.
Lycos
21st November 2008, 04:31 PM
Are the robed ones heading out right away or are you all waiting to go together?
Did you make any arrangements to let the guys in the boat know when you are moving?
No, we move out together.
I thought they were going to make excuses about not getting to the ship too quick (broken paddle or something like that). If it's dark enough, we can run behind the boat, let them know we are moving in and then they can just row towards the ship at that point. Then we wait until they get in view of the ship and make our approach on the ocean side of the ship.
Asharad
21st November 2008, 04:35 PM
No, we move out together.
I thought they were going to make excuses about not getting to the ship too quick (broken paddle or something like that). If it's dark enough, we can run behind the boat, let them know we are moving in and then they can just row towards the ship at that point. Then we wait until they get in view of the ship and make our approach on the ocean side of the ship.
That's the plan, as I understood it.
Shiz
21st November 2008, 04:59 PM
Fandango and Michael know nothing about where we are so that they don't look in our direction. The goal for the hit squad is to get to the boat while loading is happening. Remember that it took 30 minutes AFTER Fandango rowed away for us to move out.
Sagar
1st December 2008, 01:15 PM
Fandango, you and Michael approach the ship and you see
a good sized ship. The name of the ship, "Sea Ghost" is painted on the prow. The Sea Ghost is about 90' long and has a main deck - which is about 9' above the water line - and a forecastle and poop deck - each of which rise about 17' above the waterline.
As you near, Michael hails the ship. A rope is tossed down so you can secure the boat, then a rope ladder is tossed down and the two of you climb nimbly up.
The main deck area is about 35' long and 25' wide. The main mast rises in the center. Somewhat aft of the mast is a wooden grating that leads down into the hold. Just fore of the mast are what appear to be securing mounts for the boat that is heading to the caves.
Aft, there are stairs on the port side leading up to the poop deck and there are 4 doors in the poop deck wall. To the fore, stairs on the starboard side lead to the forecastle and there are 3 doors in the fore wall.
All the doors are 6' high and about 4' wide. The few portholes you saw on the way in were about 2' square with hinged wooden hatches.
Light on the deck is poor - about 20' visibility to humans.
On the deck, you meet 2 men. One is the ship's mate, 'Bloody Bjorn" and the other is just a smuggler grunt like you two. Michael introduces you as "the new guy". He says Sanbalet had to make a few 'personel changes' and you were recently added to the crew. You bluff your way as a new smuggler (13+10 Bluff vs Insight 12) and are accepted.
You see 1 human figure on the forecastle and 1 on the poop deck. To human figures are decending the ladder from the poop deck. One, apparently the captain, nods in your direction and orders the mate to begin unloading. He says he will be in his cabin. He then strides to the aft-starboard door, opens it, and disappears inside, closing the door behind him.
http://www.primeaxiom.com/rpgt/scene.asp?ID=kd31gik5soodx8asy6jw9qw255jqv2rmumz9y dtsgxbwpeh7ndcl1xq56ex3yfy2
DinbinFanfoom
1st December 2008, 01:20 PM
ooc: just for the record... if it at any point it appears as if Fandango is going to be held hostage with a knife to his throat/side/back/nads, she'll kill him preemptively and worry about raising money for a rez later. :D JK.
Sagar
1st December 2008, 01:37 PM
Fandango,
The Mate orders the two smugglers to open the hatch to the hold. He tells one of you to get in the boat and the other to help move goods into the boat. Michael punches you in the arm and says "you tote, newbie. I'll stack." and climbs back into the boat. You walk over to the cargo hold and peer in. Stair on the port side of the hatch lead down into dimness. Below, you see a 25x35' space much the same size as the main deck.
Through the center of the hold, you see the mast. Against the aft bulkhead, you see bolts of cloth stacked and lashed by ropes to brackets set in the wall. On each side are stacked a large number of small casks - also secured by ropes. Walking space is severely restricted, but the area is well organized. Also below, you see a large man with a hook for a left hand. He is obviously in charge of the men below. There are also 2 other smugglers below. The man with the hook, 'Foul Frith', tells you to stop gawking and start haulin'! One of the smugglers begins untieing the ropes and you and two others begin hauling casks up to the boat.
Fandango, is there anything you want to do over the next 20 minutes or so besides what is described?
Asharad
1st December 2008, 02:04 PM
Yes, I have a scheme.
I guess I should spoiler this:
Okay, I'll spend the first 10 minutes or so hauling stuff.
Is there any way to lock the hatch from the cargo hold up to the main deck?
I've got other stuff to do as well, but that's my first question.
When the rest of the group is five or so minutes out
Sagar
1st December 2008, 02:15 PM
Fandango
not that you can tell. There are bars to secure it, but they can be opened from above or below. You don't really know when the group is going to show up. Just that they were leaving about 30 minutes after you.
Sagar
1st December 2008, 02:20 PM
Everyone but Fandango
You cast the spells and move out. You pass the smuggler's boat on the way, but they don't seem to notice you. The ocean is calm and you make very good time. It takes only 15 - 20 minutes to get to the boat. The light on the boat is dim, but you can see a few people moving about. One is on the tiller on the poop deck. One is on the forecastle near the capstan. There are several people on the main deck and Trask notices one up in the crow's nest.
The boat itself is a good sized ship. The name of the ship, "Sea Ghost" is painted on the prow. The Sea Ghost is about 90' long and has a main deck - which is about 9' above the water line - and a forecastle and poop deck - each of which rise about 17' above the waterline.
You go around the boat and approach from the seaward side. You pause about 50' away from the ship to give last instructions (if you want). You do not seem to have been noticed.
Asharad
1st December 2008, 02:39 PM
Okay Sagar:
After I've been on the boat about ten minutes I'll slip away and go see the captain. if stopped, I'll say that I have a message for the captain from Sanabelt and, to head off the argument, no I can't just give you the message because I was specifically told to just give it to the captain and if I don't Sanabelt will feed me to his pet skeletons.
Asharad
1st December 2008, 02:44 PM
More for Sagar:
Once I gain entry to the captain's quarters I'll need a good look around the place and all of this is contingent on that. Also, I can fill in details where needed...
I am going to explain that I generally do other, non-smuggling, type work for Mr. S. and that's why he gave me this job. He wanted to make sure I got the Captain alone and then told him that he (sanabelt) had heard through his network of informants (details of which he didn't share with me) that there was a traitor on board the ship. The details of the tercery were unclear other than they involved whoever it was wanting to be captain.
It was just a rumor, but it was solid enough that Sanabelt wanted to meet to discuss it. Also, Sanabelt's sources suggested that whoever it was who had turned was fairly high up in the ship's crew and so he (Sanabelt) suggested that the captain be careful of Bjorn and the Hook.
I emphasize that this is all by way of my boss, Mr. S., and that I am just the messenger. But Bjorn did give me a hard time about getting in here. Maybe just because that was his job...maybe not.
Mr. S is 100% sure we are safe tonight, via the same sources, but not so sure about the future. He defers to the captains judgement but suggests that the captain may want to consider locking up Bjorn and the Hook until the two of them can talk and figure out the details of the information he has received (details that weren't shared with me)
Shiz
1st December 2008, 07:02 PM
What can the strike crew see from where we are? Do we notice Fandango or Michael on board? We are on the opposite side from the loading correct?
Poopdeck? Forecastle? Are you trying to say bow and stern? Is the bow or stern clear?
Sagar
1st December 2008, 11:47 PM
The forecastle is the raised deck on the front of the ship. It contains the capstan - the big winch that raises / lowers the anchor. The anchor chain extends from this deck down into the water.
The poop deck is the elevated deck on the back of the ship. It contains the tiller.
There is a person on each deck.
Sagar
1st December 2008, 11:59 PM
You can't see Michael. You can tell there are some people moving on the main deck, but the lighting is poor at this distance. If you move closer, you be able to see over the railing enough to tell much.
Are you ready to move forward? And going with the plan?
Sagar
2nd December 2008, 08:44 AM
Fandango
It takes about 20 minutes total to get the boat loaded.
The Captain comes out on the deck and tells Michael to row back to the shore with one of the other smugglers. The Captain wants to keep you on board where he can keep an eye on you. The Captain hollars for the guy on the forecastle to come down and get in the boat with Michael.
Michael looks like he is going to protest. Do you let him or stop him and agree to stay?
Asharad
2nd December 2008, 08:56 AM
Naw, that's fine. Let's get Michael out of here and safe. Plus, that's one less smuggler.
I'll ask the captain's permission to tell Michael to let "Sanabelt" know that two of the ships officers are in custody and so its just the captain, thus safe for him to join us.
DinbinFanfoom
2nd December 2008, 10:33 AM
You can't see Michael. You can tell there are some people moving on the main deck, but the lighting is poor at this distance. If you move closer, you be able to see over the railing enough to tell much.
Are you ready to move forward? And going with the plan?
Hopefully the lighting is poor for them too. :D I assume we stick to the plan... and try to board where we don't see anyone obviously standing around. Trask?
Sagar
2nd December 2008, 10:40 AM
You hear some shouting and someone calls to the person on the forecastle. That person heads down some stairs and climbs over the far railing. You hear a thud of someone landing in a boat, and then oars slapping the water.
You hear someone bark, "Call me when the other boat get's back." A figure on the deck walks aft and disappears through a doorway.
DinbinFanfoom
2nd December 2008, 10:42 AM
Assuming we don't see anyone on the fo'castle anymore, I'd say there is a good place to land, though it's higher... Bonus: it's where the anchor chain is, so we have a second "rope".
Shiz
2nd December 2008, 10:51 AM
Right. Amaril will teleport up to the forecastle and attach his grapplings. That leaves 4 of us below. Brun, Bal and Trask will climb up (Trask on the anchor chain). Solak will follow one of us. Up to him. Chain is probably easier.
Plan engaged.
EricStratton
2nd December 2008, 11:05 AM
Ok, then. Let's do it.
Amaril will Fey Step (encounter power, teleport up to 5 squares) up to the forecastle and start attaching the two grapplings.
If the GM allows it, I'd like the teleport to trigger Shadow Walk.
Shadow Walk - On your turn, if you moved at least 3 squares away from where you started your turn, you gain concealment until the end of your turn.
Shiz
2nd December 2008, 11:13 AM
Just so we are clear, we position ourselves at the anchor chain before Amaril ports. Cross our fingers the crow's nest guy doesn't see us. He is going to be a problem, though, when the fighting starts.
DinbinFanfoom
2nd December 2008, 11:21 AM
Just so we are clear, we position ourselves at the anchor chain before Amaril ports. Cross our fingers the crow's nest guy doesn't see us. He is going to be a problem, though, when the fighting starts.
Meh, I think he'll be more trouble BEFORE it starts. :D Once it does, he'll either have to climb down or try to shoot/throw at us through all the rigging.
Sagar
2nd December 2008, 11:43 AM
Amaril steps up to the forecastle and attaches two grappling hooks (presumably, they have ropes attached.) It's about 17' up to the top of the forecastle railing from the water.
(Perception roll 5) Amaril is not seen by the crew who appear to be looking over the railing towards shore.
(perception 1) Amaril is also not seen by Fandango, who is on the deck, also looking towards shore.
http://www.primeaxiom.com/rpgt/scene.asp?ID=iox8qxbvnovwl44rp2o5ghor8jpedkr17mslu zxhj7rpr2y5g123g1iv4412gsbl
DinbinFanfoom
2nd December 2008, 11:46 AM
(perception 1) Amaril is also not seen by Fandango, who is on the deck, also looking towards shore.
That's probably good, or we'd have sea-dragons and war-sea-horses coming out of our poop-deck. :D
JK JK!
Sagar
2nd December 2008, 11:51 AM
You have two ropes. Who is going to climb them and in what order?
Shiz
2nd December 2008, 11:53 AM
Brun and Baladir up the ropes. Trask will try the anchor chain, followed by Solak.
DinbinFanfoom
2nd December 2008, 11:54 AM
Hold on, wasn't Solak heading up with me first to sleep people if he can? Though maybe sending up the tanks first will cause the smugglers to "clump" nicely. :D
Shiz
2nd December 2008, 11:57 AM
Amaril is unseen and we have 3 means of climbing. I think we are good this way. Amail still has his port and freeze power.
DinbinFanfoom
2nd December 2008, 12:00 PM
OK. Brun climbs a rope (+10 Athletics IIRC)
Sagar
2nd December 2008, 12:11 PM
All climbing the rope get +2 for practicing the last few days.
Baladir (5+2+12 vs DC 15) makes it up the rope.
Brunhilde (10+2+8) does also.
Trask (3+10 vs DC 15) finds the chain slow going since it's cold, wet and slippery. He gets about 3/4ths of the way up then loses his grip on the slick chain and falls into the water (no bonus for climbing the cold, slippery chain since that isn't what you practiced.)
Solak (1+2+13) also makes it up the rope. He followed immediately after Brun and makes it nearly to the top before Trask falls.
Fandango hears a slight clink from Baladir's armor (7+8 vs DC 15).
Unfortunately, so does the guy in the crow's nest (16+ vs DC 15).
Both look over at the forecastle just as Trask goes SPLASH and Solak's head peaks over the edge of the railing.
Asharad
2nd December 2008, 12:16 PM
I'll go alter the captain that there is trouble, as we discussed.
DinbinFanfoom
2nd December 2008, 12:23 PM
Brun thinks "boy it would be nice if the guy in the crow's nest were asleep before he can yell".
Asharad
2nd December 2008, 12:25 PM
Brun thinks "boy it would be nice if the guy in the crow's nest were asleep before he can yell".
He's gotta be out of range, I'm afraid.
well, maybe not. Dunno.
DinbinFanfoom
2nd December 2008, 12:35 PM
He's gotta be out of range, I'm afraid.
well, maybe not. Dunno.
Casters have some sick (20?) range on their spells.
EricStratton
2nd December 2008, 12:38 PM
Casters have some sick (20?) range on their spells.
Sleep is 20 squares, yeah. So 100'. Might be in range depending on how big the ship is.
Asharad
2nd December 2008, 12:38 PM
Yeah, but then he's using an awesome aoe to take out one guy.
Sagar
2nd December 2008, 12:39 PM
The guy in the crow's nest starts yelling about intruders on the seaward side before Solak clears the railing and can possibly cast a spell.
Fandango runs toward the aft and opens the captains door.
DinbinFanfoom
2nd December 2008, 12:42 PM
The guy in the crow's nest starts yelling about intruders on the seaward sideGood, cuz we're at the front. :P Brun won't yell until they figure that out and hopefully more of us are aboard. :D
Sagar
2nd December 2008, 12:44 PM
The captain, having heard the alarm, wrenches the door open just as Fandango gets to it. Fandango tells the captain (bluff 17+10) he heard one intruder yell, as it came over the railing, "Find Bjorn and Frithoff and kill the captain!" The captain roars with anger and draws his weapon.
"Punk! Get out here!"
Sagar
2nd December 2008, 12:45 PM
Solak is on the deck now. It will take Trask at least 3 rounds to climb the rope.
DinbinFanfoom
2nd December 2008, 12:50 PM
Solak is on the deck now. It will take Trask at least 3 rounds to climb the rope.
On the up-side, "kill the healer first!" won't be a viable tactic for the smugglers. :D
Do they appear to be looking our way yet? Brun (and Bal, I assume) will move to shield Solak/Amaril behind us, leaving room for more to climb up and over the rail. (ooc: four on deck before being found out. Not as bad as I thought, really!)
Shiz
2nd December 2008, 01:02 PM
Fumblefingers = me! Did we get surprise or are you rollin init as I type this?
edit: question for later - does water walk mean I don't actually get wet and splash? maybe it only affects feet? how does it reposnd to falling in general?
DinbinFanfoom
2nd December 2008, 01:06 PM
Fumblefingers = me! Did we get surprise or are you rollin init as I type this?
edit: question for later - does water walk mean I don't actually get wet and splash? maybe it only affects feet? how does it reposnd to falling in general?
Shhh... maybe you'll have to take falling damage from a 17' fall! :D
Sagar
2nd December 2008, 01:27 PM
Shhh... maybe you'll have to take falling damage from a 17' fall! :D
12' fall.
Your choice. Do you want to just get wet or try to land feet first and stay drier?
Shiz
2nd December 2008, 01:50 PM
The goal was to avoid noise, but let's just play it as it was called.
Sagar
2nd December 2008, 02:38 PM
Trask falls butt first off the boat and lands with a splash (there would have been one, regardless). The water is cold, but he takes no significant damage from the fall.
Upper Decks:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iox8qxbvnovwl44rp2o5ghor8jpedkr17mslu zxhj7rpr2y5g123g1iv4412gsblMain Deck:
http://www.primeaxiom.com/rpgt/scene.asp?ID=kd31gik5soodx8asy6jw9qw255jqv2rmumz9y dtsgxbwpeh7ndcl1xq56ex3yfy2
Initiative:
Captain Sigurd (29)
Fandango (22)
Baladir (21)
Amaril (17)
Punketah (16)
Smuggler 8 (12)
Solak (10) (sorry, your combat card tried to hide).
Brunhilde (10)
Smuggler 5 (9)
Trask (8)
Smuggler 1 (6)
Since you were discovered before you all got aboard, there is no surprise.
The Captain moves first. He yells to the men "All to the main deck! Get them!." He then (I rolled randomly to see if he charged, gathered men, or turned) turns to Fandango to push him to the fore. Seeing Fandango about to attack, he whips his sword around in a Sure Strike (natural 20) hitting Fandango for 8+1 damage.
Fandango...
Shiz
2nd December 2008, 02:52 PM
Umm, didn't Fandago bluff him enough to be perceived as maybe an ally?
Zyzzyx
2nd December 2008, 02:52 PM
(do I not get initiative? does that mean I get to act whenever and as often as I like? :twisted:)
Asharad
2nd December 2008, 03:18 PM
Umm, didn't Fandago bluff him enough to be perceived as maybe an ally?
You have no idea...the asshead had to get initiative.
Although I would argue I should have had a surprise round. Also, how does he know I am attacking him and not helping out, as would be his natural expectation?
I'm going to tumble to N5.
I'm going to attack Punketah
Sly Flourish
To Hit: Ac vs +12 because I have combat advatage
damage:1d4+2d8+6
If he isn't dead I'll use and action point and do it again.
I'll also yell "Get the Captain!"
Shiz
2nd December 2008, 03:22 PM
Maybe his attack was a test, but you cannot risk it. Kill the mage.
Asharad
2nd December 2008, 03:23 PM
The captain and I are buddies at this point. I like to think he would be surprised and hurt by my betrayal.
of course, I totally played on the idea that he expects to be betrayed, so I guess that goes both ways!
Asharad
2nd December 2008, 03:26 PM
Fandango will also yell "Engage them! Careful men, they've poisoned the air below decks!"
Lycos
2nd December 2008, 04:00 PM
Question: Is Baladir able to help Trask at this point or is Trask still picking himself up from the fall?
My idea is to help Trask by having him tie the rope around himself and I just pull him up. If that can't work then I will go to F3 and ready my attack.
I'll talk to Brun, "Let's bottleneck them on the stairs if we can. Sounds good?"
Asharad
2nd December 2008, 04:03 PM
Screw that man, let Major Butterfingers climb the chain himself, or run over to the more easily scaled roped.
Kill the captain! :)
Lycos
2nd December 2008, 04:08 PM
Screw that man, let Major Butterfingers climb the chain himself, or run over to the more easily scaled roped.
Kill the captain! :)
In that case, I will move to F3 and then I would like to re-evaluate the situation at that point.
Asharad
2nd December 2008, 04:10 PM
I actually didn't see your suggestion.
Still, we're kind of in a fight here, I could use some help! :)
Lycos
2nd December 2008, 04:16 PM
I actually didn't see your suggestion.
Still, we're kind of in a fight here, I could use some help! :)
I'm working on it, but you are in a surrounded position. I would recommend killing the captain and getting out of there if you can. If I allow the smugglers to get to our casters, we're all dead.
DinbinFanfoom
2nd December 2008, 04:17 PM
Brun's init roll sucketh, so she see whateth transpires before her turn. :D
Asharad
2nd December 2008, 04:17 PM
I need to keep them out of the room that the spell caster is standing next too, so getting out of there won't work.
I've got the 2nd and 3rd ranking ship members tied up in there and I don't want them to get free.
Shiz
2nd December 2008, 04:34 PM
I need to keep them out of the room that the spell caster is standing next too, so getting out of there won't work.
I've got the 2nd and 3rd ranking ship members tied up in there and I don't want them to get free.
Nice. Trask will find his own way up. Just wreak mayhem and try to bluff the junior sailors into surrender...by killing half of them.
edit: and do we really need two maps? The poop and forecastle can see the deck.
Sagar
2nd December 2008, 05:04 PM
There are other rooms on the main level - below the poop and forecastle.
As for Fandango, Ash PM'd that he was going to attack the captain from behind. The captain gave orders, turned to tell Fan to attack, saw the dagger and the intent to attack (insight) and reacted. He has LOTS of initiative enhancements so it a lightning retaliation was totally in character for him.
Had Fandango gotten initiative, this whole fight would have turned out VERY differently.
EricStratton
2nd December 2008, 05:27 PM
Amaril will move to F6, curse Smuggler 5, and hit him w/ Eldritch Blast.
EB: +5 vs Reflex; 1d10 + 5 + 1d6 (curse).
Sagar
3rd December 2008, 09:52 AM
All on one map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iox8qxbvnovwl44rp2o5ghor8jpedkr17mslu zxhj7rpr2y5g123g1iv4412gsbl
Fandango tumbles away from the captain and towards the magic user. Rolling to a stand next to him, Fandango attacks with a sly flourish (17+12 vs AC 17), striking deeply into Punketah's side (3+9+6 damage). Punk is bloodied.
Acting quickly, Fandango attacks again (13+12 vs AC 17), driving his dagger deeply into the mages throat (4+5+6 damage), killing him.
Baladir moves to guard the top of the stairs and readies his attack.
Amaril moves to the railing, curses the lead smuggler, and casts and eldritch blast at him (8+5 vs ref 14) and JUST misses.
The smuggler in the crows nest shoots down at Fandango (5+7 vs AC 17) and misses.
Solak jumps onto the deck and ....
Zyzzyx
3rd December 2008, 10:36 AM
and... goes for the big gun.
Solak steps forward to F7 and casts Sleep towards K4 (area burst 2, 5x5 effect)
Sleep: +6 vs Will; Hit/Miss: target slowed; Fail first ST, unconscious.
Shiz
3rd December 2008, 10:56 AM
/ooc and the ruling on sleep, iirc, was that if you are unconscious and save to wake up you are not slowed and have to save again. Nothing in the description suggests that although it was a reasonable interpretation initially.
Lycos
3rd December 2008, 11:05 AM
Acting quickly, Fandango attacks again (13+12 vs AC 17), driving his dagger deeply into the mages throat (4+5+6 damage), killing him.
Another example of why I'm glad he's on our side. :D
Lycos
3rd December 2008, 11:09 AM
Is anyone advancing on me?
Sagar
3rd December 2008, 11:32 AM
Solak steps forward and casts sleep on the smugglers and their captain (16+6, 6+6, 19+6 vs will 13). All 3 targets are slowed. Smuggler and the captain look very sleepy.
Brunhilde moves to the railing (move), graps a rigging line and, slicing it with her axe (minor), swings out towards the captain(move). She (4+10 athletics vs DC 20) pushes off too hard, though, and swings out over the smuggler and out over the water (burn AP to move back) and (15+10 athletics vs DC 20) smashes into the captain from the back. The captain takes 4 damage from the kick and staggers forward but (12+3 vs DC 15) does not fall prone. Brunhilde lands in the spot the captain just vacated.
Smuggler 5 staggers 2 steps (move 1) towards the stairs and then up the stairs (move 2). He then shakes off the ennui (ST 19 vs 10) and stands alert.
Baladir attacks with a holy strike against smuggler 5. Baladir (19+8 vs AC 14) hits the smuggler soundly on the side (5+4 damage).
Trask begins climbing again (I will assume the rope unless told otherwise).
Smuggler 1 turns to attack Brunhilde, he (3+7 vs AC 19) misses and (ST 6) continues to be slowed.
Asharad
3rd December 2008, 12:12 PM
Shiz, the rope has to be right by where you are and easier to climb than the chain. Why not scramble up it instead?
DinbinFanfoom
3rd December 2008, 12:34 PM
Shiz, the rope has to be right by where you are and easier to climb than the chain. Why not scramble up it instead?"Gott durn it, Fandango! Trask is za doktor! Not za monkey!"
Sagar
3rd December 2008, 12:38 PM
Baladir, what attack are you going to use?
Trask, are you climbing the rope or the chain?
Asharad
3rd December 2008, 12:42 PM
"Gott durn it, Fandango! Trask is za doktor! Not za monkey!"
Exactly! Which is why it seems easier to climb a rope than a slippery chain!
DinbinFanfoom
3rd December 2008, 12:43 PM
ooc: That only worked out about 60% as planned, but I'm happy Brun didn't end up overboard and actually we're almost flanking the cap now, lol! Hope I didn't give you an aneurism, Sagar!
Brun: "NO SCHTARTING VISSOUT ME, FANDANGO!"
Sagar
3rd December 2008, 12:46 PM
ooc: That only worked out about 60% as planned, but I'm happy Brun didn't end up overboard and actually we're almost flanking the cap now, lol! Hope I didn't give you an aneurism, Sagar!
Brun: "NO SCHTARTING VISSOUT ME, FANDANGO!"
No problem. Dice are your friends :)
When you missed, I rolled D10 to see where you went. 1-8 = the squares around the captain. 9-10 = over his head and back. You got an 8 which was out over the water. I pretty much figured you didn't want to "land" there so I let you use your AP to move again - in this case, since your roll was so high, I let it be an "attack" swinging back towards the ship.
Sagar
3rd December 2008, 01:01 PM
End of round 1.
Round 2.
Upper Decks:
link (http://www.primeaxiom.com/rpgt/scene.asp?ID=iox8qxbvnovwl44rp2o5ghor8jpedkr17mslu zxhj7rpr2y5g123g1iv4412gsbl)
Initiative:
Captain Sigurd (slowed) (4 damage)
Fandango (9 damage)
Smuggler 3
Smuggler 2
Amaril (no damage)
Punketah (deceased)
Smuggler 6
Smuggler 8 (no damage)
Solak (no damage).
Brunhilde (no damage)
Baladir (no damage)
Smuggler 5 (9 damage)
Trask (soggy)
Smuggler 1 (slowed)
Asharad
3rd December 2008, 01:12 PM
I will shift to M5 so I am flanking the captain and have combat advantage.
Then I will Sly Flourish him (when we level I want to change my level three power. I've not used it yet and don't think I ever will)
To Hit:
Ac vs +12 (plus, if there is any added bonus to me cause he is slowed)
Damage:
1d4+2d8+9
Damage:
Shiz
3rd December 2008, 01:26 PM
Baladir, what attack are you going to use?
Trask, are you climbing the rope or the chain?
ROPE
Sagar
3rd December 2008, 01:48 PM
The captain uses unstoppable (gain 9 hp). He then uses a sweeping blow (burst 1, +7 AC, 1d8+4) to attack Fandango and Brunhilde. He (3+7 vs AC 17, 13+7 vs AC 19) hits Brunhilde solidly for 12 damage. He also (ST 18) shakes off the drowsiness with the adrenaline of combat.
Fandango-the-luck-bastard moves to flank the captain (standing on the stairs going to the hold) and attacks with a sly flourish. He hits (natural 20), stabbing deeply between the Captain's armor and into his armpit (4+16+9+1 damage).
Smugglers 2&3 charge up the stair, bull rushing Fandango and trying to push him back (8+2+2+1 vs Fort 13). Together, they succeed and knock the rogue backwards to the aft wall. Both use AP's to attack the rogue and (6+7 vs AC 17, natural 20). Smuggler 3 misses. Smuggler 2 hits critically for 8+2 damage. Fandango is bloodied.
Amaril...
Shiz
3rd December 2008, 02:23 PM
Round 2:
Assuming Trask succeeds this time, he will spend an AP once on deck to cast Cascade of Light (Range: 10, +6 vs WIL, 3d8+5, miss 1/2 dmg, hit vul 5 to my attacks) on Smuggler 3.
He will use an AP to get up the rope if he slips again.
/ooc do we have to use the stairs to get to the deck from the poop? How far is the drop?
Lycos
3rd December 2008, 03:13 PM
Round 2:
I'm in and out, but my next attack is
Piercing Smite on Smuggler 5 if he's still up.
Piercing Smite (+8 to hit vs Reflex, 2d10 + 4 Damage for Strength)
Adjacent targets are marked until the end of my next turn.
Sagar
3rd December 2008, 03:13 PM
Round 2:
Assuming Trask succeeds this time, he will spend an AP once on deck to cast Cascade of Light (Range: 10, +6 vs WIL, 3d8+5, miss 1/2 dmg, hit vul 5 to my attacks) on Smuggler 3.
He will use an AP to get up the rope if he slips again.
/ooc do we have to use the stairs to get to the deck from the poop? How far is the drop?
it will take you 3 rounds to climb up. I think I said that before.
And, so you don't feel undue stress and anxiety, you did make your roll (17+ vs DC 15) to climb the rope.
EricStratton
3rd December 2008, 03:19 PM
Round 2:
Amaril will take a deep breath and then jump down to the lower deck and move to I6 (move action) which triggers Shadow Walk. Then he'll use Ethereal Stride to teleport to L5 (move action) announcing his appearance with a friendly "Hello, bad guys." Next he'll put a right nasty curse on the Captain (minor), and finally, shouting "Bam!", he'll use an AP to cast Otherwind Stride teleporting back to F6 (standard action). As a free action, he'll look at Solak and give him a "that's how it's done" wink. ;)
Shadow Walk: Gain concealment until end of my next turn.
Ethereal Stride (encounter, move): Teleport 3 squares and gain a +2 power bonus to all defenses until the end of my next turn.
Otherwind Stride (encounter, standard, close burst 1): +5 vs Fortitude; Hit: 1d8 + 5 (+ 1d6 to captain) and the target is immobilized until the end of my next turn. Effect: Teleport 5 + INT modifier (4) squares.
/ooc FYI, the only teleport I have left is Misty Step which requires a person under my curse to be killed.
Asharad
3rd December 2008, 03:30 PM
Round 2:
Amaril will take a deep breath and then jump down to the lower deck and move to I6 (move action) which triggers Shadow Walk. Then he'll use Ethereal Stride to teleport to L5 (move action) announcing his appearance with a friendly "Hello, bad guys." Next he'll put a right nasty curse on the Captain (minor), and finally, shouting "Bam!", he'll use an AP to cast Otherwind Stride teleporting back to F6 (standard action). As a free action, he'll look at Solak and give him a "that's how it's done" wink. ;)
Shadow Walk: Gain concealment until end of my next turn.
Ethereal Stride (encounter, move): Teleport 3 squares and gain a +2 power bonus to all defenses until the end of my next turn.
Otherwind Stride (encounter, standard, close burst 1): +5 vs Fortitude; Hit: 1d8 + 5 (+ 1d6 to captain) and the target is immobilized until the end of my next turn. Effect: Teleport 5 + INT modifier (4) squares.
/ooc FYI, the only teleport I have left is Misty Step which requires a person under my curse to be killed.
That is pretty darned cool.
DinbinFanfoom
3rd December 2008, 03:32 PM
That is pretty darned cool.
He's Nightcrawler! You're... Gambit? :P
Asharad
3rd December 2008, 03:35 PM
He's Nightcrawler! You're... Gambit? :P
I'm Wolverine! come on, you saw what I did to that mage. I even forgot 3 points of damage on each attack!
EricStratton
3rd December 2008, 03:45 PM
That is pretty darned cool.
Well...let's see if it works. Cross your fingers for low fortitudes.
Shiz
3rd December 2008, 03:46 PM
it will take you 3 rounds to climb up.
Ugh.
DinbinFanfoom
3rd December 2008, 03:47 PM
Ugh.
Yeah. :( I assume (since we didn't) you don't have to make a roll each round, just one for the climb and we just "fast-forwarded" to the boarding round when we made it up the ropes. At least you'll be fresh once we start taking significant damage! :D Bal/Brun can be your personal trainers after this encounter. "Ve gonna pump... *smack* you up!"
Shiz
3rd December 2008, 03:51 PM
I have 16 str!
And witness the coolness of a Warlock. Level 1 sucked, but now you are rocking Amaril!
Asharad
3rd December 2008, 03:54 PM
And witness the coolness of a Warlock. Level 1 sucked, but now you are rocking Amaril!
I think he is actually teleporting out to other adventures, killing ****, and then teleporting back before we even notice he is gone.
DinbinFanfoom
3rd December 2008, 04:54 PM
Brun will:
1) Shift to N4 (move, no AoO's)(move)
2) Trigger her armour heal (+12 hp)(free)
3) Attempt to use "Covering Attack" on Sigurd (+9 vs AC to hit, 2d12+6 damage on hit, and adjacent ally can shift 2 for free) and mark him.(major)
If it hits, this will give Fandango a chance to get away to O3 or O4, if those are viable squares.
Zyzzyx
3rd December 2008, 05:35 PM
Solak, a bit unsure of playing with lots of fire while on a wooden ship on a deck probably covered with pitch and some oils.... decides to cool things down a bit instead and targets the Captain, but not to kill if he has a choice (knock out if he hits that well, dunno what HP he might have)
Chill Strike at Cpt Sigurd, M4.
+6 vs Fort, 2d8+5 cold dmg, target dazed until end of my next turn
vBulletin® v3.8.6, Copyright ©2000-2012, Jelsoft Enterprises Ltd.