Re: Meeting the smugglers
Posted: Fri Jun 21, 2013 7:43 am
(OOC: Sorry for the delay, there were serious thundersturms last night and people were discouraged to use computers or electronic equipment to avoid damage from tension spikes)
Reller walks over to a postion close to Geraldine, where he can attack foes coming from either side of the jolly boat. His gestures make clear he's ready to launch a magical attack to anyone threatening his unconscious comrades.
Searos fires two arrows at the man holding the lantern. Both hit, and the man collapses. The lantern's glass parts shatter at it falls, and oil leaks out, leaving a burning trail. "Fool!" Kim shouts, running up the stairs. "I said capture the lantern, not set the ship aflame!" It's doubtful, however, that anyone can hear Kim's hoarse voice over the combat noise.
Brax drags Khchk a little away from the combat scene and binds his wounds.
This leaves Frithoff and Martin paired, Martin dances aroun the man, trying to hit him with his rapier, but fails. He does notice, however, that the man's left hand is missing and that the hook he wears in its place could be almost as dangerous as the bastard sword he is wielding. The nimble jester easily avoids his attacks, however.
Despite Krtk's (unsuccessful) attack on him, the Captain turns to fight Gunter, but his wounds start to make him unprecise. His sword bangs against the mast and he loses his grip on it, so it clatters on deck. Because this alters his movements, Gunter's attack misses him as well.
The smuggler who thought Vee was easy prey pays for this misjudgement, he does not manage to hit her, but she smacks him hard in the chest, breaking ribs destpite the leather armor he wears.
Actions for round 10?
(Rolls for round 9:)
Saving throw of lantern vs. fall: 1d20=3, fail for glass, bare pass for metal
Inititative order for combat:
Krtk, Smuggler 7, Captain and Martin, Vee, Gunter
Initiative rolls:
Captain: 1d10=6
Gunter: 10 (for simplicity, I'll use unmodified initiative rolls)
Krtk: 1d10=3
Martin: 6
Frithoff: 1d10=7
Vee: 1d10=8
Smuggler 7: 1d10=5
Hit and damage for Krtk: 1d20, 1d6=[8], [5]
Hit and damage for smuggler 7: 1d20, 1d6=[12], [4]
Foe choice (1-3 Krtk), Hit and damage for Captain: 1d6, 1d20, 1d8=[5], [1], [5]
Hit and damage Martin: 13 (Brax has left, so Martin is Frithoff's only opponent, so the attack is not from the rear), miss
Hit and damage Vee: 16, 2
Hit and damage Gunter: 1d20=10, miss
Reller walks over to a postion close to Geraldine, where he can attack foes coming from either side of the jolly boat. His gestures make clear he's ready to launch a magical attack to anyone threatening his unconscious comrades.
Searos fires two arrows at the man holding the lantern. Both hit, and the man collapses. The lantern's glass parts shatter at it falls, and oil leaks out, leaving a burning trail. "Fool!" Kim shouts, running up the stairs. "I said capture the lantern, not set the ship aflame!" It's doubtful, however, that anyone can hear Kim's hoarse voice over the combat noise.
Brax drags Khchk a little away from the combat scene and binds his wounds.
This leaves Frithoff and Martin paired, Martin dances aroun the man, trying to hit him with his rapier, but fails. He does notice, however, that the man's left hand is missing and that the hook he wears in its place could be almost as dangerous as the bastard sword he is wielding. The nimble jester easily avoids his attacks, however.
Despite Krtk's (unsuccessful) attack on him, the Captain turns to fight Gunter, but his wounds start to make him unprecise. His sword bangs against the mast and he loses his grip on it, so it clatters on deck. Because this alters his movements, Gunter's attack misses him as well.
The smuggler who thought Vee was easy prey pays for this misjudgement, he does not manage to hit her, but she smacks him hard in the chest, breaking ribs destpite the leather armor he wears.
Actions for round 10?
(Rolls for round 9:)
Saving throw of lantern vs. fall: 1d20=3, fail for glass, bare pass for metal
Inititative order for combat:
Krtk, Smuggler 7, Captain and Martin, Vee, Gunter
Initiative rolls:
Captain: 1d10=6
Gunter: 10 (for simplicity, I'll use unmodified initiative rolls)
Krtk: 1d10=3
Martin: 6
Frithoff: 1d10=7
Vee: 1d10=8
Smuggler 7: 1d10=5
Hit and damage for Krtk: 1d20, 1d6=[8], [5]
Hit and damage for smuggler 7: 1d20, 1d6=[12], [4]
Foe choice (1-3 Krtk), Hit and damage for Captain: 1d6, 1d20, 1d8=[5], [1], [5]
Hit and damage Martin: 13 (Brax has left, so Martin is Frithoff's only opponent, so the attack is not from the rear), miss
Hit and damage Vee: 16, 2
Hit and damage Gunter: 1d20=10, miss