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Post by Mushgnome on Apr 2, 2012 7:38:52 GMT -6
OOC: Mush, which side of the ship is the submersible on? The side that has already fired cannons? Or the side that didn't? Also, not sure if the crew under Shade/Minion's command had time to go down or if they were still on the deck, so adjust accordingly. If it is on the port side (the side that already fired), then... The sub is on the port side; these are the cannons that already fired and are currently being reloaded for Round 5 (if you survive that long). The crew is 84, I figure 24 to man the cannons (4x6), 20 to actually sail the ship, and 40 marines (light foot with harpoon & cutlass) under your command. Plus a bunch of civilians (ship's doctor, various scholars/scientists, the Quarry Brothers) cowering in their quarters down below.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 2, 2012 12:20:01 GMT -6
Breath of New Moon abandons the cannons and heads down below to determine the source of the explosion.
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Post by Mushgnome on Apr 2, 2012 21:30:47 GMT -6
Gunnery curses his foolishness... this weapon is not a plasma rifle! He fires at the enemy crew instead. Firstly he seeks for any enemy firing missiles from the rigging above, and then aims at enemy captains issuing orders from the deck (behind the melee). [orange]Gunnery[/orange] has no clear shot at anyone; the submersible presents neither deck nor rigging. It vaguely resembles the Nautilus from the Disney adaptation of 20,000 Leagues Under the Sea with an extremely large-bore cannon or tube (perhaps 2 meter diameter) fixed to its snout. There are multiple chains and ganplanks bridging the two vessels; we are going to need a lot of dice! [orange]Gunnery[/orange] readies another arrow as the enemy hatches open with a hydraulic hiss. He trains his eagle eye on the walkway, patiently waiting for clear shot at an alpha target, such as a sniper or leader-type...
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Deleted
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Post by Deleted on Apr 4, 2012 5:35:30 GMT -6
Minion orders the marines on deck "meet them at our end of the planks! Don't let them set foot on our decks!!" He will use the extra length of his shocker to attack boarders while standing to the side of the place where a gangplank has hooked on, hopefully knocking their second rank into the sea.
As they start to come across, Minion has at least three marines at our end of each plank. When the gangplanks are full of enemy, Minion gives the order to the rest of the marines to throw harpoons at them.
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Post by crusssdaddy on Apr 4, 2012 10:25:28 GMT -6
Fated sheathes his sword and clenches his dagger in his teeth. He clambers atop some rigging to grab a length of hanging rope that will allow him to swing along the length of one of the gangplanks. He times his swing so that he can knock an entire line of boarders down like pins in an alley.
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Post by Mushgnome on Apr 4, 2012 11:39:18 GMT -6
Here they come! [1d100] 90 Deep Ones emerge from the sub and swarm up the gangplanks! They are wearing octopus-sac ski masks and cod codpieces, and wielding barbed man-catchers.
I will be going deck-by-deck to report the outcome of Round 3... lots of dice to roll, so stay tuned!
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Post by Mushgnome on Apr 4, 2012 12:11:17 GMT -6
Round 3 of the Deep One Naval Massacre
In the ship's rigging...
From his perch high above the action, [orange]A Gunnery Veiled[/orange] spies a Deep Boss driving his troops forward with the lash of a cruel whip! Gunnery takes aim [2d6+2, needs 9 to hit plate] and fires [8] but his arrow clanks harmlessly off the brute's sea turtle shell armor.
Swashbuckling Fated to Die grabs a rope and swings into the approaching horde, bowling [1 die] 7 Deep Ones off the gangplank into the churning waters below. However, he must make a saving throw vs. wands or be pulled into the sea along with them! He rolls a lucky 19 and swings back to the deck with Kevin-Costneresque ease.
The remaining 83 Deep Ones close within harpoon-range...
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Post by ehiker133 on Apr 4, 2012 12:36:00 GMT -6
They are wearing octopus-sac ski masks and cod codpieces... ?? I can't get this visual out of my head!!! =-0
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Post by Mushgnome on Apr 4, 2012 12:42:34 GMT -6
Captain Jack Records abandons the ship's wheel and leads his remaining 20 men to face the Deep Ones. During the round it takes them to cross the gangplank, they are vulnerable and defend as Light Foot (instead of the usual Heavy Foot).
"On my command.... steady... steady... NOW!"
The captain's 20 men plus the 20 under Minion of the Unholy Fragnog's command hurl their harpoons!
40d6 is rolled and harpoon (attacks as Armored Foot I suppose) will hit Light Foot on a roll of 4-6.
8 Deep Ones are killed outright and another 10 wounded!
The Captain himself hoists a harpoon and skewers one of the fish-men that threaten his crew.
Minion unleashes a blast of neon energy from the arc welder [4, 4 = 2 hits for 4d10 damage = 20hp!] and kills 4 Deep Ones!
70 Deep Ones close within melee range, and the situation looks dire for the crew of The Bagel!!!
Meanwhile below decks....
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Post by Mushgnome on Apr 4, 2012 13:06:13 GMT -6
Shade of the Evermore and Breath of New Moon lead their 20 sailors below decks to investigate the explosion.
The cargo hold is thick with smoke. The source of the explosion was a large wooden pallet belonging to one of the other expeditions; whatever it held (based on the debris, some kind of machinery, perhaps?) has been completely mangled. There is also a large circular hole in the hull, which you reckon was the site of the original impact that woke you from your peaceful slumbers. Fortunately, the breach is just above the waterline, otherwise the Bagel would be in danger of sinking. Through the hole, you have a good view of the enemy sub and a huge Deep One of exceptional ugliness barking orders to his grunts.
It appears the original hole was made by a large metal projectile, approximately 6 feet diameter, with a hatch in the side, like a giant hamster ball. The sphere is resting where it landed amid a pile of wrecked cargo. Inspection reveals that the hatch is open and there is nothing inside...
What is this? A dozen or more Deep Ones, some alive and some pierced by harpoons, drop from the gangplank above into the water between the two vessels!
Meanwhile...
On the cannon deck, Tattooed Mofo and his crew frantically work to reload the six cannon for action on Round 5... will it be too late?
Meanwhile...
There are horrific screams from the civilian sleeping cabins!
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Post by Mushgnome on Apr 4, 2012 13:24:39 GMT -6
And then the Deep Ones are upon you!
They roll 70d6 and hit on a 6 (remember they are temporarily Light Foot due to their awkward position on the gangplanks).
A dozen sailors, good men all, are snared in their man-catchers, and the 18-strength Deep Ones toss them into the sea like bales of hay!
The defensive line cannot hold, the deck is overrun with Deep Ones, and the tactical situation descends into utter chaos!
So ends Round 3.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 4, 2012 14:41:20 GMT -6
"Something has come aboard! ...and now we know where it went." Breath runs off towards the screaming civilian cabins.
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Deleted
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Post by Deleted on Apr 4, 2012 16:03:47 GMT -6
When the line at the gangplanks breaks, Minion bellows out "fall back to the stairs below-decks!!" and heads for that choke point, leading his remaining men and any others who will follow. He will attack with his arc-welder again as he heads for those stairs, to help keep them from getting surrounded on the way there.
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Post by waysoftheearth on Apr 4, 2012 17:38:10 GMT -6
Gunnery continues to fire at the enemy Boson... he also glances at the enemy ship that disgorged the horde. Is there anyone left defending it?
He has a vague notion that he might take the enemy craft if it is undefended...
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Post by crusssdaddy on Apr 4, 2012 17:42:51 GMT -6
Sword comes out, Fated heads for cover below decks.
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Post by ehiker133 on Apr 4, 2012 19:28:37 GMT -6
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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Post by Mushgnome on Apr 4, 2012 23:16:04 GMT -6
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.
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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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 5, 2012 22:12:44 GMT -6
Breath runs away from the tentacled monstrosity, following the Giant Sea Slug.
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Post by Mushgnome on Apr 8, 2012 20:45:46 GMT -6
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. 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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Post by waysoftheearth on Apr 8, 2012 22:36:25 GMT -6
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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Post by Mushgnome on Apr 8, 2012 23:29:05 GMT -6
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... [orange]Gunnery[/orange] 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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Post by ehiker133 on Apr 9, 2012 7:13:40 GMT -6
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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Post by Mushgnome on Apr 9, 2012 10:55:55 GMT -6
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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Post by ehiker133 on Apr 9, 2012 12:25:19 GMT -6
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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Post by crusssdaddy on Apr 9, 2012 19:55:38 GMT -6
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
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 9, 2012 22:39:24 GMT -6
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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Post by Mushgnome on Apr 9, 2012 23:00:01 GMT -6
What are your orders for the cannon crew?
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Post by Mushgnome on Apr 9, 2012 23:11:16 GMT -6
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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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 9, 2012 23:20:27 GMT -6
Flight! She'll try to lure it back to where it can be attacked en masse in the cargo hold.
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Post by Mushgnome on Apr 9, 2012 23:46:01 GMT -6
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. 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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