Post by crusssdaddy on Feb 15, 2012 18:21:03 GMT -6
Fated: "The Destroying Angel? A common name among rowers of boats, I'm sure. You won't be needing this - "
Fated quickly slices the straps of DA's breastplate, leaving it in a heap on the floor; his weapons are piled there as well. [I'm hoping leaving the rest of the armor on still keeps his movement rate manageable, in lieu of shackles]
Beavers in the far southwest corner of your property have chewed down many trees and damnmed Hangman's Brook. There was a small oxbow there, now it is a swampy landscape of dead trees and mosquitoes. (The pond and beaver dam are not indicated on the map, but easy to imagine.)
The Destroying Angel Hoverraft is moored next to an embankment, where the green women are about to emerge from the other end of the tunnel.
Once I have an A/B/C marching order I will proceed with the action... Also it would be helpful at the beginning of this fight (and all future fights) if you would clearly state your equipped weapon/armor ("plate, shield, helmet; I will smash it with my flail, or throw my axe if it tries to get away") to save the DM a little bit of time.
We will keep the same hit points as this is a continuation of the original encounter:
[down to chain, helmet, arc welder, axe. use arc welder, throw axe if they run]
Minion charges up toward where he believes the tunnel exit is, expecting to come up behind them as they exit the tunnel and head for the raft. He fires his arc welder as soon as he's in range of one of the green women.
The party (minus the straggler Shade) arrive at the top of a steep 10' embankment just as the 2 green woman cultists emerge and are completely surprised [1d6=2]! Round 1 will be a surprise round in the PC's favor.
First-round initiative is determined by weapon length, from longest to shortest. Breath and Minion will be first, let's say they team up on Cultist A.
Minion jumps from the lip of the embankment, rolls 17 [needs 13], and drives his arc of neon energy into the Cultist for [2d10] 15hp!
Breath rolls 9, 16 [needs 12], and glaives it up for 1d10=9hp. The green woman has sustained 24hp damage yet fights on--my goodness!
Fated goes next with his sword [14 to hit]. Because his weapon is more than 4 classes shorter than her halberd, he gets 1 bonus action [attacks as 3 men+1]. He may release his bone man prisoner and attack thrice, keep one hand on the prisoner and attack twice, or take some other action entirely.
Gunnery has a choice: He may fire 2 arrows at either Cultist [which for continuity's sake we will say happened just prior to the melee attacks; he needs 12 to hit] or he may attempt a 3-attack melee "combo" [2 bonus attacks since his weapons are 8 classes lower; 14 to hit].
Gunnery is last to act in Round 1. He gets 3 attacks (3rd attack at +1) because his dagger is 8 classes lower than his opponent's halberd. His dagger/axe/dagger combo opens two bloody stab-wounds [14, 3, 14] for [2d8] 14 damage, and Cultist A is slain!
At this point, her green sister is forced to check morale. [needs 7, 2d6=6]
Cultist B throws down her halberd and bursts into tears!
"The Deep Ones pretty much rule the sea, a thorn in my side for many years" volunteers the boatman Destroying Angel. "It is rumored that in Innsmouth they mate with human females, but I have never heard of such a practice here in Arkham."
The green woman's tears do not contradict this accusation.
Breath examines the boatman's raft. It is a small hovercraft that can carry perhaps a half dozen passengers or equivalent weight in cargo. Currently it is "parked" on the bank of the beaver pond, and it is not making any engine or mechanical noises.
"They didn't tell me what they were looking for, I swear," pleads the green woman. "They used me for my human contacts, to track down the address and hire the boatman." ["And she played me like a fiddle," mutters the bone man.] "They said the house was abandoned and it would be an easy in-and-out job."
She looks over at her slain halberd-sister and begins wailing afresh.