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Post by Deleted on Feb 15, 2012 13:34:45 GMT -6
"Yes, overland and cut them off! Quickly!"
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Post by waysoftheearth on Feb 15, 2012 15:38:11 GMT -6
Gunnery joins the overland party, making all haste...
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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]
"Lead the way, oarsman."
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Post by Mushgnome on Feb 15, 2012 18:21:12 GMT -6
I will give the plate-clad 2 in 6, and the chain-clad 4 in 6 to catch up with the ladies.
The roll is 3 (good for chain, fail for plate). Please choose A, B, or C from this menu:
A: I strip off my armor (12") and arrive in time to ambush the green women.
B: I wear my chainmail (9") and arrive simultaneous with the green women.
C: I wear my platemail (6") and arrive a couple of rounds late to the fight.
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Post by crusssdaddy on Feb 15, 2012 18:25:20 GMT -6
Fated goes with "B" with the pilot in tow, in that's possible. If we're delayed by the pilot's remaining platemail, it stays on and we show up late.
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Post by Mushgnome on Feb 15, 2012 18:28:45 GMT -6
Fated goes with "B" with the pilot in tow, in that's possible. If we're delayed by the pilot's remaining platemail, it stays on and we show up late. He volunteers to shed enough armor for medium 9" move rate. After all he is motivated to get there quick and get his raft back. I guess that means any one of you can wear partial armor too if you like. 1 category worse protection and 3" better movement: plate breastplate, chainmail bikini, etc.
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Post by waysoftheearth on Feb 15, 2012 18:29:47 GMT -6
Gunnery keeps his mail and arrives simultaneously. Option B.
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Post by ehiker133 on Feb 15, 2012 19:52:04 GMT -6
The Shade remains in his plate mail and will have to arrive a little late to the fight...
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Post by Deleted on Feb 15, 2012 22:35:11 GMT -6
Minion goes with option B
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Post by Mushgnome on Feb 15, 2012 22:41:42 GMT -6
Beavers in the far southwest corner of your property have chewed down many trees and dam nmed 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: Breath: 2d10 = 7 Fated: 2d8 = 10 Gunnery: 1d10+1 = 10 Minion: 1d8+1 = 9 Shade: 2d10 = 5
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Post by Deleted on Feb 15, 2012 23:33:22 GMT -6
[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.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 16, 2012 0:00:59 GMT -6
Breath quickly divests herself of her leg-armour, so as to keep up with the majority of the party. (Partial Plate & helmet, 9" move; melees with Glaive, will not chase fleeing enemy alone)
When she arrives at the tunnel exit, she lets one of the Green Women have a taste of her Glaive.
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Post by Mushgnome on Feb 16, 2012 0:46:53 GMT -6
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].
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Post by crusssdaddy on Feb 16, 2012 8:48:04 GMT -6
Fated has chain and sword. He keeps a hand on the prisoner and lays into the wounded Green Woman with two sword attacks.
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Post by ehiker133 on Feb 16, 2012 9:26:52 GMT -6
The unfortunately-low-HP-roller, Shade, huffs and puffs his way to the scene of the battle... but fully armed and armoured, at the very least.
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Post by Mushgnome on Feb 16, 2012 10:46:47 GMT -6
Fated has chain and sword. He keeps a hand on the prisoner and lays into the wounded Green Woman with two sword attacks. Fated swings wide with his first attack, but connects with the second [3, 15] for 1d10=3hp damage. Despite taking 27hp cumulative, the green woman is still standing. Is she really that high-level, or did she get lucky and roll well with d12 hit dice? Carcosa keeps you guessing!
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Post by waysoftheearth on Feb 16, 2012 16:14:48 GMT -6
Gunnery hews straight into the melee.
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Post by crusssdaddy on Feb 16, 2012 17:54:00 GMT -6
Fated keeps at it.
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Post by ehiker133 on Feb 17, 2012 10:58:48 GMT -6
Once he arrives, and is able to attack, The Shade will carry his charge into whichever green woman he can most easily do so, using his arc welder.
But, as he is charging in, if he isn't charging at her from behind, he attempts to distract her with a sudden and urgent communication that is directed only at her...
He will communicate:
**LOOK OUT BEHIND YOU!!!**
If he's coming at her from behind, then obviously he does not draw attention to his attack.
If there is nobody attacking either of the green women from behind, then he'll direct his communique at the other green woman, as well, in an attempt to distract them both.
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Post by Mushgnome on Feb 21, 2012 13:42:17 GMT -6
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!
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Post by crusssdaddy on Feb 21, 2012 18:17:48 GMT -6
Fated keeps a tight grip on the pilot and collects the dropped halberd.
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Post by Deleted on Feb 21, 2012 20:27:57 GMT -6
"Off with the tears. On with the talk."
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Post by Mushgnome on Feb 21, 2012 21:16:35 GMT -6
The defeated green woman confesses her involvement: "They... They promised me if I... if I joined with them, that my child would live forever and be a Prince of the ocean floor..."
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Post by Deleted on Feb 21, 2012 23:54:31 GMT -6
Enjoying the new Sam Spade side of his personality, Minion kneels next to the green woman, brushes her hair back, and says "they lied honey.. they lied."
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 22, 2012 0:55:42 GMT -6
Breath of New Moon makes her way to the nearby raft.
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Post by ehiker133 on Feb 22, 2012 8:07:36 GMT -6
The Shade charges up in time to see the one green woman die and the other drop to the ground in surrender.
After he lists to her sob story, he communicates, **Who are they?**
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Post by Mushgnome on Feb 22, 2012 11:48:06 GMT -6
"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.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 22, 2012 12:12:07 GMT -6
Satisfied that the raft is not about to drift away of its own accord, Breath returns to where the prisoner is being interrogated.
"What exactly was it you were doing beneath the house?", she asks, "And why the hurry to carry it away?"
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Post by Mushgnome on Feb 22, 2012 12:36:41 GMT -6
"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.
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Post by ehiker133 on Feb 22, 2012 14:07:38 GMT -6
To the rest of the party: **We should be cautious; there are most likely more Deep Ones involved in this operation. And they'll want to know what happened to their friends.**
To the green woman (including everyone else): **What were the rolls of the four with you in our basement? Where do they operate out of and how many more are involved?**
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