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  1. - Top - End - #151
    Bugbear in the Playground
     
    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Doc, I'm just glad we have something to call it besides "the vessel" now...

  2. - Top - End - #152
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    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Sorry about that Doc... didn't mean to get all nautical on you...

  3. - Top - End - #153
    Orc in the Playground
     
    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    I guess the only real question is who gets to wear the Cheshire Cat Grin?

    Althea, who gets to throw a gnome, or Marko who gets to nearly wreck a boat?
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  4. - Top - End - #154
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    souldoubt's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    What reason would Marko and Omoris have to wait until Althea had reached the boat before swimming out? Wouldn't they be right behind her in the water and either a) be caught in the torch light (), or b) be hidden against the side of the boat along with her ()?

    Sorry, not trying to be obnoxious.
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  5. - Top - End - #155
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    I figured they were going one at a time in order to be stealthy. Three people swimming across at once would be pretty noticeable, even in the dark. No big deal though, they can just hold their breath to swim underwater once they reach the torchlight. Except for probably Sentinel.

  6. - Top - End - #156
    Bugbear in the Playground
     
    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    It does modify the rope plan a bit, though. To keep it out of the torchlight will mean affixing it to something underwater.

  7. - Top - End - #157
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    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Out of curiosity, how deep is the water? Since if it is too deep, then our heavy friends would sink and be unable to get by without being seen. But deep enough, they might be able to hold their breath while the swim/Althea pulls them to bring them to the small island.

    That, or we might need to board the boat and just establish a good foothold before setting the line up for them to come over. With the line already set up, the job's already a quarter done.
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  8. - Top - End - #158
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Over ten feet deep.

  9. - Top - End - #159
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    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    To Daryk and Sledge.

    Should I just have Althea storm the thing by climbing quickly, or should we wait a bit or what? I'm in favor of storming, but I'm willing to listen to whatever you guys think we should do as well.
    Sneak is the artist of my Avatar.


  10. - Top - End - #160
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    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Artifex,
    I'm more inclined to have Marko sneak up and take a look around before we make a decision like that. I'll hold off on that plan until we reach a consensus, though. I'd certainly prefer that we take the watchman down by stealth, and sneak our target over the side with us. If we decide on storming the vessel, though, I'd prefer to have the whole party do it at the same time.

  11. - Top - End - #161
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    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    And this is why I'm a barbarian.

    Still, I'm not so sure how viable stealth is going to be, as climbing over a boat railing doesn't strike me as something that could easily be done unseen. Assuming Finde is there, he would probably be awake and he would be a dangerous bugger with his bow for Ulysses and Durx, while the rest of his group would hold Althea, Omoris and Marko up.

    If we could get the light knocked over, that would be best, especially if a bird or something did it. Still, I wouldn't mind trying a stealth approuch, but I have some doubts about it, and I don't want Marko skewered by everything on top of the boat the moment he comes over.

    Course, just trying to break the boat might work. Yay for +11 strength checks to break stuff.

    On the serious note, I'm going to cast a vote for a surgical strike, and just have Ulysses and Durx splash their way over if it doens't work.
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  12. - Top - End - #162
    Firbolg in the Playground
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    Default Re: Adventurers' Guild Team Dingo OOC

    Maybe I can distract them? I have a crossbow, I can use Light on my bolts, and fire, then quickly move from that location, someone will probably wonder what it was, and at least one would probably leave the ship, I would wrap a leaf or something around the bolt, so it doesn't glow before it is shot.

    I also have detect magic, which would also be useful, I can also still smite once, and gain a strength bonus for one check... I dunno, just trying to be useful here, as useful as a 7ft. tall half-orc in scalemail can be in this sort of situation.

  13. - Top - End - #163
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    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    With his Hide check, I'm pretty sure Marko could at least take a peek without being seen, and the information will help us decide on the best approach. If there are no objections by tonight, I'll post Marko peering over the gunnel.

  14. - Top - End - #164
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    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Man, that was close! The elf is going to make things difficult. Maybe if he'll be nice enough to stand out where we can shoot him, we'll have a chance...

  15. - Top - End - #165
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    Default Re: Adventurers' Guild Team Dingo OOC

    I wonder if those 20 guys rowing are slaves of some sort or actual crew members in on the act...

    and if they are on the side of the kidnappers, could this mean that we could not take them all on, and need guerilla tactics? Even If they are commoner 1, I doubt we could take 20. Unless we blockaded the trapdoor or however they go onto the deck...
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  16. - Top - End - #166
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    For clarification, there is no deck underneath the one that the oarsmen are on. The only enclosed spaces on the boat are the fore and aft cabins, which do not have trap doors, but rather standard doors that open onto the rowing deck and ladders that lead up to a "poop deck" and whatever you would call the equivalent at the bow. So you wouldn't be able to trap the oarsmen "down below."
    Also I didn't mention it specifically in Marko's observations but the oarsmen are not shackled to their oars as in the stereotypical slave galley.
    Last edited by Bonecrusher Doc; 2008-04-19 at 11:32 AM.

  17. - Top - End - #167
    Firbolg in the Playground
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    Default Re: Adventurers' Guild Team Dingo OOC

    Are my spells recharged now?

    If so, I'll prepare:

    0: Same as before

    1: Magic Weapon, Inflict Light Wounds, Enlarge Person (Domain)

  18. - Top - End - #168
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    Bonecrusher Doc's Avatar

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    Default spell preparation

    Good, thanks.

  19. - Top - End - #169
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    Sledge_bro's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    I have used Longstrider, leaving me with;

    1- Entangle

    0- Cure minor wounds, Light, Mending
    Last edited by Sledge_bro; 2008-04-27 at 02:54 AM.
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  20. - Top - End - #170
    Bugbear in the Playground
     
    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Marko's second crossbow attack roll was a 19!
    CriticalHit - (1d20+4)[11]
    Damage - (1d8)[8]

  21. - Top - End - #171
    Bugbear in the Playground
     
    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Woohoo! Remind me to get you to roll for me more often!

  22. - Top - End - #172
    Firbolg in the Playground
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    Default Re: Adventurers' Guild Team Dingo OOC

    Aren't crossbow 20/x3 crits. not 19-20/x(whatever)?

  23. - Top - End - #173
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    I double-checked (v 3.5 PHB and d20SRD), it's 19-20/x2.
    With Rapid Reload (Heavy Crossbow) Marko can reload as a move action, so he still gets a shot each round as long as he stays put (I'm not including taking a small step to the side so he doesn't shoot Durx in the back).

  24. - Top - End - #174
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    @Omoris

    I noticed you put 1d20+5 for Sentinel's attack roll. I'm guessing you meant he was charging (+2 to attack roll), but I'm going to rule there are too many people at the top of the gangplank for him to charge unobstructed.
    Doesn't matter, he still hits, and better for you in the long run - Sentinel doesn't take the -2 AC penalty next round.

    Rolling damage for Sentinel's bite:

    (1d6+3)[4]

  25. - Top - End - #175
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    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    I'm going to have to ask Ulysses here to use his rather large Intimidate factor to make some of these buggers just give up Kata and let us go before a certain female with a large sword rages.

    After all, not all of them must be guilty of doing their job and we might be able to just scare them off without a large amount of blood shed.

    Especially since it would not be very, um, Good to slaughter everyone and steal their awesome boat.
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  26. - Top - End - #176
    Firbolg in the Playground
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    Default Re: Adventurers' Guild Team Dingo OOC

    The 14 foot tall Half-Orc will probably help there as well.

  27. - Top - End - #177
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    ArtifexFelicis's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    That'll work, though I would have thought that same half orc was caving in some poor bugger's skull right now.

    Either way, am I right is saying we should go for a not-as-violent approach right now?
    Sneak is the artist of my Avatar.


  28. - Top - End - #178
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Waiting on Ulysses. If he hasn't posted by the time I get off work tomorrow (about 19 hours from now) then I'll post on his behalf.

  29. - Top - End - #179
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    Bonecrusher Doc's Avatar

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    Default Battle Royale

    AttackAlthea1 - (1d20+2)[15] ; Damage - (1d8+1)[2]. Hit!
    AttackAlthea2 - (1d20+2)[4] ; Damage - (1d8+1)[3]. Miss!
    AttackSentinel - (1d20+1)[17] ; Damage - (1d4+1)[5]. Hit!
    AttackMarko - (1d20+3)[13] ; Damage - (1d4+1)[2]. Miss!
    Last edited by Bonecrusher Doc; 2008-04-30 at 09:27 AM.

  30. - Top - End - #180
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    Daryk's Avatar

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    Default Re: Adventurers' Guild Team Dingo OOC

    Oops... slight miscalculation there. I thought the sailor was further away than that, but Marko will cope.

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