Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #90 on Apr 20, 2012, 8:48am »
Errr.... rethinking his "ambush" plan just a bit, Shade wants to move off of the Submersible, in case the people manning the cannon DO fire. So he'll move up the gang plank to board the ship again instead of waiting on the Deep Ones ship.
Errr.... rethinking his "ambush" plan just a bit, Shade wants to move off of the Submersible, in case the people manning the cannon DO fire. So he'll move up the gang plank to board the ship again instead of waiting on the Deep Ones ship.
OOC: If the cannons are prepped, how many people does it take to just fire them off? What's the minimum crew needed for that?
1 man is the minimum to fire a cannon, 4 men is the maximum. The to-hit probability is determined by the sum of the firing crew's attack dice. Example: 1 man fires a cannon, if he rolls a 6, the cannonball hits. 4 men fire a cannon, if they roll at least one 6 between them, the cannonball hits.
OOC: If the cannons are prepped, how many people does it take to just fire them off? What's the minimum crew needed for that?
1 man is the minimum to fire a cannon, 4 men is the maximum. The to-hit probability is determined by the sum of the firing crew's attack dice. Example: 1 man fires a cannon, if he rolls a 6, the cannonball hits. 4 men fire a cannon, if they roll at least one 6 between them, the cannonball hits.
Ah, that's right. I'd forgotten that the To Hit is modified, for lack of a better word, by how many men are on the cannon. Thanks for the clarification.
I guess if they're going to fire the cannons, I'd rather see the highest chance to hit the submersible - so, 24 crewmen.
Of course... if the slug guts eat a hole in the ship and the ship sinks, it'd be nice to have the submersible to use (assuming we survive)... so maybe sinking it isn't a great idea. Plus, you sink the submersible and the Deep Ones suddenly have to fight FOR the ship.
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Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #96 on Apr 20, 2012, 3:31pm »
Well going by her previously stated actions, Breath leaves all 9 men on slug-clean-up duty, and heads up to the cannon deck by herself.
She is about to order all hands to fire the cannons, when she realises two things: 1) The Bagel is hardly seaworthy anymore with such a large hole in the hull, and likely won't be able to finish the journey in any case. 2) If she sinks the submersible, and it's grappled to the wounded Bagel, they'll likely both go down.
Instead, she orders all hands to fight the boarders!
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Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #97 on Apr 20, 2012, 6:03pm »
Let's be clear...
Breath grabs a fire-ax from the stairwell [like the one on your character sheet] and rushes to defend Cannon Deck where Minion charges up his boom-stick to clear a swath of Deep Ones Shade rises up the gangplank to intercept the Deep One dragging Fated who at 0hp may attempt a save vs paralysis to make a desperate feeble gesture Gunnery in his perch high above [but not so high as before] waits to take his best shot at the 3 climbing Deep Ones Tattooed Mofo pumps his shotgun and quips, "I hate fish dudes!" Captain Jack Records draws his his sword and leads his men: 63 sailors remain, 54 on the cannon deck (30 plus the 24 cannon crew) and 9 on mop-up duty below
Of the 90 original Deep Ones in the boarding party, 26 are dead, 12 are wounded, and 6 have retreated to their sub. Additionally [2d] 13 of them are occupied transporting prisoners. This leaves 33 Deep Ones still in the fight. 3 of them climb the mizzenmast to Gunnery's nest and 30 swarm the cannon deck.
So the odds are 5 PCs, 2 named NPCs, and 54 light foot vs 33 heavy foot Deep Ones.
Fated tries to barf on his captor, hoping if the fishman is grossed out he will drop him.
Fated rolls 19 on his saving throw. Lubricated by his own vomit, urine, and tears, he slips through the man-catcher and plunges into the sea. The cold water shocks him back to 1hp!
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Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #100 on Apr 20, 2012, 7:13pm »
Round 8 Missile Segment
The Tattooed Mofo uncorks both barrels of his shotgun [11, 5] killing 1 Deep One (29 remain) and blowing a hole in the ship for 1shp damage.
Gunnery rolls 11 and kills a Deep One for 7hp, then hastily fires another arrow [10] wounding a Deep One in the hand [2hp] and causing it to fall to the deck with a Wilhelm scream!
Round 8 Slug Digestion Phase
The slug slime inflicts 2shp on the Bagel as the crew swab the cargo deck. She has 22shp remaining.
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Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #101 on Apr 20, 2012, 7:53pm »
MASS COMBAT 54 light foot 1 die per 2 men vs heavy foot and need 6 to hit. 27d6= 6 1 5 2 2 6 5 3 5 6 6 1 4 3 5 2 4 3 3 2 3 3 2 2 1 5 5... and there are [b]4 deep one casualties[!/b] 29 Heavy Foot Deep One veterans roll 29d6 and stun on 4-6 due to their great strength 5 4 5 6 3 1 4 3 6 5 3 3 6 1 3 1 5 2 2 2 3 4 2 2 1 1 3 6 4... 12 sailors knocked out by Deep One Nerve Grip! Man to Man combat next...
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Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #102 on Apr 20, 2012, 8:15pm »
First is Captain Jack Records, he is a veteran fencer [1 man + 1] and his longsword hits chain equivalent on 8 but he only rolls 7.
Minion twirls his boom-staff attacking as 2 men + 1 + 1 boom and polearm hits chain on 7, rolls 7, 10, 8 for 3d12=16 neon damage, enough to kill 3 Deep ones [26 remain].
Meanwhile Shade has risen from the water to flank the Deep Ones. Catching them off-guard they are only light foot to his light horse attack (plus 1 roll for his bone spear). 3 dice + 1 = 6, 1, 2, 4, 6 hitting for 1+4 hp damage. Please describe in gory detail your 4hp kill shot to the Deep One that tried to capture Shade and 1hp minor attack to a second.
Finally there is Breath of New Moon wielding her battleaxe [hits on 7] rolls 4, 5 and is clumsy with her new weapon as she tests its potential. In her sailor's garb she looks just like the portrait on her character sheet! She dreams of her 100th birthday when she will shed her skin and become a True Skeleton, the pinnacle of beauty in Bone Man society.
(Did I forget any details or are we ready to continue to the next round?)
Meanwhile Shade has risen from the water to flank the Deep Ones. Catching them off-guard they are only light foot to his light horse attack (plus 1 roll for his bone spear). 3 dice + 1 = 6, 1, 2, 4, 6 hitting for 1+4 hp damage. Please describe in gory detail your 4hp kill shot to the Deep One that tried to capture Shade and 1hp minor attack to a second.
Sitting just below the surface of the water, the Shade of the Evermore patiently waits for his prey to get within range. His tentacled mass expands and contracts in the the chilled salt water, finding comfort in the salinated freedom. When several Deep Ones do come within range, he launches out of the water, surprising one of them from behind, his bone spear impaling the fish man through its lower back. The spear's barbed hooks catch innards and intestines and pull them back through the entrance hole when the Shade withdraws it for another attack. The Deep One collapses and slides into the water, imitating the chum he will soon become.
Looking to his left, the Shade sees another Deep One approaching and lashes out with a tentacle, swiping the creature across the face with a resounding sting. He draws back with his bone spear, ready to gut another fish...