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Original D&D Discussion :: Community :: Carcosa :: Mushgnome's Chainmail Carcosa :: Episode 15: Leaving Arkham aka Voyage of the Bagel
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 AuthorTopic: Episode 15: Leaving Arkham aka Voyage of the Bagel (Read 2,840 times)
ehiker133
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 Re: Episode 15: Leaving Arkham
« Reply #45 on Apr 4, 2012, 8:28pm »

The Shade stares in silence, watching the sea aberrations fall past the opening in the side of the ship. He begins to tremble as the anger builds up in him.

**Deep Ones** is the only comprehensible thought The Shade of the Evermore is able to project before he goes into a wild rage.

He rips open his robes and explodes out of them in a furious charge towards the sound of the screaming civilians. Unhindered by his humanoid clothes, The Shade quickly expands into his full shape and size - a monstrous 11' tall centaur-like form, not altogether squid, nor wasp, nor human, nor b'yakhee, even.

He moves on seven tentacles, as if floating along the bottom of the ocean floor, a humanoid torso rising from the center of the squirming coils.

As he exits the cargo hold, bone spear leading the way, you can see jagged stubs of what might have been wings jutting out from his back.
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mushgnome
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 Re: Episode 15: Leaving Arkham
« Reply #46 on Apr 5, 2012, 12:16am »

Round 4

Gunnery looks down from his perch and learns the fate of the sailors thrown overboard. Deep Ones with nets are gathering them and dragging them kicking and screaming into the sub! He takes another shot at the Deep Bosun [2d6+2=12] and pierces an exposed area of the creature's shoulder for 2hp damage.

Fated leads the retreat below decks. Cap J Records directs his remaining men to cover the various ladders and portals linking the decks.

In the confusion, the retreating sailors [6d6] manage to kill 2 Deep Ones, but the Deep Ones [12d6] capture 4 men in return.

The casualties would be higher without the brave actions of Minion who twirls his arc welder in a wide arc that is ineffective [2, 3] but kicks up a spray of neon sparks that prevents the Deep Ones from completing their flanking maneuver.

An enraged Deep One trips Minion [6, 3] with the haft of his man-catcher for [1d12] 4hp damage. Minion is reduced to 1 hp and tumbles down the stairs to the cannon deck!

The crew has secured the two main choke points at the front and back of the ship so that only a dozen or so Deep Ones can attack at once.

Meanwhile below decks, the cannon crew drop their cannonballs into place with a solid ker-plunk!

And meanwhile in the cargo hold, the sailors are dismayed to see the fate of their friends in the water. Several of them stay to defend the hull-breach against the Deep One swimmers, and some follow Breath and Shade to protect the civilians. [I will let you decide how to deploy your 20 cutlass-wielding light foot.]

Breath races to the quarters and is first to spy the Giant Sea Slug in the process of consuming First Mate Wiggle Projector! The unfortunate blue man's small-caliber pistols are ineffective at fending off the creature that has already melted his right leg with its slime.

The Sea Slug swivels its eye stalks in Breath's direction and is forced to make a morale check. [2d6=5] It abandons its meal and slithers down the hall at its full 6" rate.

Breath is pleased with her intimidation tactic, until she turns around to see the true cause of the slug's hasty retreat: an 11' tall tentacled monstrosity approaches, projecting an aura of incoherent rage!
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
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 Re: Episode 15: Leaving Arkham
« Reply #47 on Apr 5, 2012, 11:12pm »

Breath runs away from the tentacled monstrosity, following the Giant Sea Slug.
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 Re: Episode 15: Leaving Arkham
« Reply #48 on Apr 8, 2012, 9:45pm »

It is Round 5 and the 6 cannon are loaded. The Deep Ones have captured the top deck and ship's wheel, and threaten the cannon deck if either of the choke points fall. Gunnery breathes a sigh of relief as the Deep Ones have not yet spotted his sniper spot in the crow's nest.


Apr 5, 2012, 11:12pm, kipper wrote:
Breath runs away from the tentacled monstrosity, following the Giant Sea Slug.


Breath easily catches up with the 6" movement GSS, heading toward stairs leading up to the cannon deck. Her Round 5 action will be?

There are perhaps a dozen Deep Ones diving and splashing in the water, threatening the breached cargo deck. Your sailor men found a crate of 12 harpoons and are ready to fire on your mark.

And there's a berserking tentacle hybrid on the loose...
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
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 Re: Episode 15: Leaving Arkham
« Reply #49 on Apr 8, 2012, 11:36pm »

Gunnery desire muchly to snipe at the enemy Captain again, but if the foot soldiers should attempt to threaten his position by scaling up the rigging below him he will shoot at them instead... if his position becomes untenable, he plans to swing by a rope from one mast to another...
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mushgnome
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 Re: Episode 15: Leaving Arkham
« Reply #50 on Apr 9, 2012, 12:29am »


Apr 8, 2012, 11:36pm, waysoftheearth wrote:
Gunnery desire muchly to snipe at the enemy Captain again, but if the foot soldiers should attempt to threaten his position by scaling up the rigging below him he will shoot at them instead... if his position becomes untenable, he plans to swing by a rope from one mast to another...


Gunnery fires with sharpshooter precision [2d6+2=13!] and pierces the left eye of Deep Boss for [1d12] 6hp damage! Without depth perception, he can't spot Gunnery's hiding spot... an auspicious start to Round 5!
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
ehiker133
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 Re: Episode 15: Leaving Arkham
« Reply #51 on Apr 9, 2012, 8:13am »

A berserking tentacle hybrid The Shade of the Evermore charges after whatever is closest to him - the sea slug or the Deep Ones. If the slug escapes out the hole from which it came, The Shade will use his bang stick on Deep Ones, trying to do as much damage to as many of them as he can.

If he's attacking the sea slug, he'll charge it, using his bone spear.
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mushgnome
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 Re: Episode 15: Leaving Arkham
« Reply #52 on Apr 9, 2012, 11:55am »


Apr 9, 2012, 8:13am, ehiker133 wrote:
A berserking tentacle hybrid The Shade of the Evermore charges after whatever is closest to him - the sea slug or the Deep Ones. If the slug escapes out the hole from which it came, The Shade will use his bang stick on Deep Ones, trying to do as much damage to as many of them as he can.

If he's attacking the sea slug, he'll charge it, using his bone spear.


Shade shed his human armor/weapons/gear when he transformed; he is limited to his natural attacks in tentacle-form.

He is equidistant from the Slug and the Deep Ones, so it is really your call. I think if the sailors throw a volley of harpoons at the Deep Ones in the water, and then Shade dives in to mop up the wounded spear-fishing style, that would probably force the survivors to make a morale check. :)
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
ehiker133
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 Re: Episode 15: Leaving Arkham
« Reply #53 on Apr 9, 2012, 1:25pm »


Apr 9, 2012, 11:55am, mushgnome wrote:

Shade shed his human armor/weapons/gear when he transformed; he is limited to his natural attacks in tentacle-form.


Oops! Forgot about that. Let's test drive his water abilities, then.


Shade changes directions and heads towards the crew members fighting the Deep Ones at the opening.
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crusssdaddy
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 Re: Episode 15: Leaving Arkham
« Reply #54 on Apr 9, 2012, 8:55pm »

Fated stays at his choke point and fights whatever approaches it -- one attack held to parry, the other cuts loose on the bad guys.
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kipper
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 Re: Episode 15: Leaving Arkham
« Reply #55 on Apr 9, 2012, 11:39pm »

Breath, glancing back over her shoulder lest she be trapped between the Slug and the Tentacled Horror, notes the retreat of the latter and slows her pace before she collides with the former.

"Hey Slimey, keep away from the cannons!" She calls out, prodding it with her Glaive to get it's attention, then moving hastily backwards if it starts to turn around.
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 Re: Episode 15: Leaving Arkham aka Voyage of the B
« Reply #56 on Apr 10, 2012, 12:00am »

What are your orders for the cannon crew?
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
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 Re: Episode 15: Leaving Arkham aka Voyage of the B
« Reply #57 on Apr 10, 2012, 12:11am »


Apr 9, 2012, 11:39pm, kipper wrote:
Breath, glancing back over her shoulder lest she be trapped between the Slug and the Tentacled Horror, notes the retreat of the latter and slows her pace before she collides with the former.

"Hey Slimey, keep away from the cannons!" She calls out, prodding it with her Glaive to get it's attention, then moving hastily backwards if it starts to turn around.


The slug looks like a flipperless manatee, perhaps 6', 500 lbs. It swivels its eyestalks to get a look at what's poking its bum.

Breath has Sluggo's attention, alright. It struggles to turn around in the cramped hallway to attack her. (She has a moment to act first, what'll it be--fight or flight?)
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
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 Re: Episode 15: Leaving Arkham aka Voyage of the B
« Reply #58 on Apr 10, 2012, 12:20am »

Flight! She'll try to lure it back to where it can be attacked en masse in the cargo hold.
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 Re: Episode 15: Leaving Arkham aka Voyage of the B
« Reply #59 on Apr 10, 2012, 12:46am »

Meanwhile in the cargo hold...

The sailors hurl their last 12 harpoons at the Deep Ones in the water. [AF vs HF 1 die/per, hits on 5] They hit 4 times for 4, 6, 4, 11 hp, killing 4 Deep Ones.


Apr 9, 2012, 1:25pm, ehiker133 wrote:

Apr 9, 2012, 11:55am, mushgnome wrote:

Shade shed his human armor/weapons/gear when he transformed; he is limited to his natural attacks in tentacle-form.


Oops! Forgot about that. Let's test drive his water abilities, then.


Shade changes directions and heads towards the crew members fighting the Deep Ones at the opening.


Shade dives into the formation of 8 Deep One swimmers! This water feels... salty! Mmm, that feels very nice.

In centaur form Shade attacks as Light Horse [2 dice per "man," 6 hits] so he rolls 6, 4, 6, 7! and hits 3 times! With a flick of his bone-spear, he skewers the runt of the litter for [1d8] 2hp damage, piercing its brain, and with his seven tentacles [2d8=11] he rends a second Deep One limb from limb!

Having lost over 1/3 of their forces, the aquatic unit must check morale [HF needs 7+]. They roll 2d6=3 and retreat to their sub. The water between the ships is clear of Deep Ones for the moment.
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HIT POINTS
Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
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