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Post by Mushgnome on Apr 9, 2012 23:59:19 GMT -6
Flight! She'll try to lure it back to where it can be attacked en masse in the cargo hold. Breath takes a couple of swipes with her glaive [AF vs LH, 1 die per woman, 6 hits... she rolls 3, 5]] but it is only a ruse to lure the creature into the ambush, which she accomplishes. 8 men are standing by with cutlasses [LF vs LH, 1 die/2men, 6 hits]. They roll 2, 5, 6, 1, hitting just once for 1d10=7hp. The slug [LH vs LF rolls 2 dice, kills on 5+, rolls 5, 2] retaliates by dissolving a crew member with its narlop secretions!
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Post by Mushgnome on Apr 10, 2012 8:00:41 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. Here come the Deep Ones! Fated bravely holds one of the choke points. He slashes [sword vs. chain needs 8, rolls 8] for [1d8] 7hp damage, striking down a Deep One. The next in line thrusts with its man-catcher [polearm vs. leather needs 6, rolls 7] but Fated evades the blow with his readied parry action [reducing the Deep One's to-hit from 7 to 5]. Captain Jack Records loses his balance [needs 8, rolls 6] and is snared by a Deep One [8]. He suffers 7hp damage tearing free of the barbs and is gravely wounded! [reduced to 2hp] His remaining men rush to his aid! It appears the choke points will hold for another round.
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Post by ehiker133 on Apr 10, 2012 10:54:35 GMT -6
The Shade looks around.
Is there any way to climb aboard the submersible and get back onto the ship to attack Deep Ones from behind? Or maybe launch an attack against the leader-type?
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Post by Mushgnome on Apr 10, 2012 11:34:37 GMT -6
The Shade looks around. Is there any way to climb aboard the submersible and get back onto the ship to attack Deep Ones from behind? Or maybe launch an attack against the leader-type? In Round 6, Shade could attempt to grab the Deep Boss with a tentacle and pull him into the water (the brute is hopping around on the hull trying to pull the arrow from his eye). Alternately he could spend a full round climbing up the side of the Bagel (possibly setting up a flank attack for Round 7).
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 10, 2012 12:40:45 GMT -6
Breath slashes at the slug-thing again with her Glaive, this time in earnest. "Surround it, and keep at it! It's nearly dead!", she encourages the men. However, she careful to keep moving around so that she is not the one nearby its head ;D.
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Post by Mushgnome on Apr 10, 2012 12:59:21 GMT -6
Are we done with Round 5? (I sent migellito a PM, to see if badly-wounded Minion has an action, let's give him until the end of the day today)
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Post by ehiker133 on Apr 10, 2012 14:05:26 GMT -6
OOC: I know Migellito has been fighting some kind of cold/flu bug and now allergies for some time, so that might account for his absence. I got an e-mail from him earlier in the day, so I think he's at least been on-line recently, but was not logging into his PC for a while.
The Shade will attempt to pull the leader into the water where he can gnash and rend at him mercilessly.
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Post by Mushgnome on Apr 12, 2012 14:47:46 GMT -6
One of the crew administers a first-aid kit to the wounded Minion, restoring [1d] 3hp, bringing him up to a total of 4hp.
This concludes Round 5 of the Deep One Sea Battle; please declare your actions for Round 6 (if you have not done so already).
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Post by ehiker133 on Apr 13, 2012 8:33:11 GMT -6
Action already declared.
(OOC: Haven't heard from Migellito in a few days; he may still be sick and not logging in, so I'd NPC him until he gets back on-line.)
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Post by Mushgnome on Apr 14, 2012 17:21:48 GMT -6
Round 6 We begin in the storm-lashed surf with The Shade of Evermore (2+1hd, 11 hp, 2LH+1) vs one-eyed Deep Boss (2+1hd, ?? hp, 2+1AF). Shade attempts to pull the turtle-armored Deep One into the water [2d+1, 6 kills: 2, 4]. He wraps his tentacles around the brute's midriff, but the fish-man is strong [18 Str] and he grabs Shade's encircling limbs with his left paw while drawing his cruel whip with his right! He aims his deadly lash at Shade's forehead, and and with a THWACK! [save vs. wands: 19] our tentacle-centaur barely escapes losing an eye! In the cargo hold Breath of New Moon (2+1hd, 5 hp, 2AF+1/LF) and her 7 men corral the Giant Sea Slug (2hd, ??hp, LH). The sailors (LF: 1, 1, 4) swat with their cutlasses but their puny attacks do nothing! Breath slashes in frustration! [2d+1, 6 kills: 5, 7, damage: 1] The glaive hits, but sinks deep into the slime, doing almost no damage. The beast leans into her with all its weight, the polearm is coated in slime, and she sacrifices her dissolving weapon to save herself from the angry slug [3, 1]. Meanwhile at choke point A, Fated to Die (2+1hd, 10 hp, sword 8 hits: 9, 13!, damage: 4, 9!) cuts down 2 Deep Ones! Two Deep Ones attempt a pincher attack [mancatcher: 2d6+1, 6 hits: 8, 13! damage: 1, 4] and both of them secure their mancatchers around Fated's waist--but his sword arm is free, he holds his ground, and swats away at the fish men. Fated is reduced to 5hp but stands his ground, taunting the Deep Ones!
Captain Jack Records is not so lucky, reduced to 2hp, he retreats to the cannon deck, where his sailors administer a first-aid kit [1d6: 1] that barely helps [3hp], and the Captain bravely staggers back to rejoin the battle, artery still spurting blood!
6 sailors (LF) attempt to hold Choke Point B vs. 6 Deep Ones (1+1hd, 1HF+1). The sailors [6, 2, 6] are lucky and slash 2 Deep Ones for 3 and 2 hp respectively, wounding but not killing them. The Deep Ones [1, 3, 3, 2, 4, 5] drag 2 prisoners back to their sub, and the choke point is threatened!
On the cannon deck, Minion of the Unholy Fragnog is restored. He sees the Captain wounded and rushes to his aid [1+1hd, 4hp, handaxe 2d6+1, 10 hits: 11, damage: 4] chopping down a Deep One with his handaxe and saving Choke Point B.
Up in the crow's nest, [orange]A Gunnery Veiled[/orange] [1+1hd, 4 hp, longbow] is spotted by the Deep Ones, who begin to climb the rigging! He targets one of the climbers [2d6+1, 6 hits: 5] but the thunderstorm is raging and the arrow a victim of the winds! [1d] 3 climbing Deep Ones will surely overtake his sniper spot next round unless he takes evasive action!
"STATUS REPORT!!! yells the captain. From the various decks and lookouts, the sailors check in...
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Post by waysoftheearth on Apr 14, 2012 21:09:11 GMT -6
Gunnery stows his bow hastily, then grabs a rope and swings from one mast to the next. ideally he can get a shot at his foe from the secondary crow's nest before abandoning that position too...
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 15, 2012 10:09:18 GMT -6
Breath looks around for a spare weapon, maybe the cutlass from the man who was just killed earlier? If she cannot find one, she will demand a cutlass from one of her men. She then hacks again at the slug!
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Post by crusssdaddy on Apr 15, 2012 17:34:27 GMT -6
Fated continues to chop away.
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Post by ehiker133 on Apr 16, 2012 5:28:24 GMT -6
Shade attempts to impale the deep one leader with his bone spear.
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Post by Mushgnome on Apr 18, 2012 18:05:38 GMT -6
Round 7 Gunnery stows his bow hastily, then grabs a rope and swings from one mast to the next. ideally he can get a shot at his foe from the secondary crow's nest before abandoning that position too... Gunnery has a 3 in 6 chance to perform the stunt (2 in 6 + 1 Dex bonus) and rolls 3. He completes the desperate maneuver and safely reaches the mizzenmast. The Deep Ones will have to climb back down and up again to reach him; he is safe for another round at least.
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Post by Mushgnome on Apr 18, 2012 18:13:50 GMT -6
Round 7 continues... Breath looks around for a spare weapon, maybe the cutlass from the man who was just killed earlier? If she cannot find one, she will demand a cutlass from one of her men. She then hacks again at the slug! Breath only gets to roll 1d6+1 with the light weapon, she needs to make it count, and rolls.... 7! She cuts open the slug for 10hp and it is slain! It lies in a puddle of its own slime, slowly dissolving the wooden floor of the cargo hold. [nice shot!]
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Post by Mushgnome on Apr 18, 2012 18:19:59 GMT -6
Fated continues to chop away. Wounded Fated chops away [5, 10] missing the Deep One on his left but killing the one on his right for 8hp damage. The remaining Deep One twists its man-catcher cruelly [2d6+1=10] and brings Fated to his knees with 5hp man-catching damage, reducing him to exactly 0hp. Fated to Die is captured by Deep Ones!
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Post by Mushgnome on Apr 18, 2012 18:34:29 GMT -6
Shade attempts to impale the deep one leader with his bone spear. Shade [3, 6] pierces Deep Bosun for 5hp. The Deep One Leader is impaled and slain!The Deep Ones must make a morale check [need 7] and roll... 2d6... 7! They Fight On! Minion [2d6+1=7, needs 9] and the Captain [5] try to secure the two checkpoints but they miss, the sailors helping them [4, 4, 5] all miss too! The Deep Ones press [6, 4, 5, 6, 4, 4] and capture 2 more sailors. Worse, both choke points fall; next round will be a free-for-all melee on the cannon deck! [Let me double-check my math and post a casualty report shortly.]
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Post by Mushgnome on Apr 18, 2012 19:55:41 GMT -6
At the end of 7 rounds of battle...
Our heroes have slain the Deep Bosun and a Giant Sea Slug Of the 90 Deep Ones in the boarding party, 26 are dead, 12 are wounded, and 6 have retreated to their sub
Fated to Die is being carried kicking and screaming down the gangplank to the sub 20 sailors were captured and 1 was killed by the slug. 63 remain Wiggle Projector lost a leg
Let's take a moment to think about Round 8 very carefully....
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Post by crusssdaddy on Apr 18, 2012 21:47:45 GMT -6
Fated to Die struggles and tries to wriggle out from the man-catcher.
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Post by ehiker133 on Apr 18, 2012 23:47:39 GMT -6
The Shade of the Evermore moves to "stand" on top of the body of the Deep One Leader. He proudly stretches to his full 11' height, raises his bone spear protrusion and projects to anyone and everyone who might hear him...
**I HAVE SLAIN YOUR LEADER, DEEP ONES. BOW TO ME AND I MAY SPARE YOUR LIVES**
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Post by Mushgnome on Apr 19, 2012 6:42:56 GMT -6
Fated to Die struggles and tries to wriggle out from the man-catcher. Fated [0hp!] is a worm on a hook. Resistance against the 18-strength Deep Ones is futile. The Shade of the Evermore moves to "stand" on top of the body of the Deep One Leader. He proudly stretches to his full 11' height, raises his bone spear protrusion and projects to anyone and everyone who might hear him... **I HAVE SLAIN YOUR LEADER, DEEP ONES. BOW TO ME AND I MAY SPARE YOUR LIVES** Even at 11' tall, Shade is a mere sea-squirt compared with the whales, kraken, and other gargantua the Deep Ones routinely encounter under the sea. [In other words they have already passed their morale check for loss of their leader.]
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Post by ehiker133 on Apr 19, 2012 8:06:50 GMT -6
"Hmmmm..." Shade thinks to himself, seeing his proclamation have no effect.
He starts to think about slinking into the Deep Ones submersible, but... the mantra "Don't split up the party. Don't split up the party." tolls through his head and he instead makes his way to the gangplank to get back to the ship.
If he sees an opportunity to rescue Fated, he will do so. He will either wait on the Submersible side of the gang plank until the Deep One crosses over with Fated (maybe waiting in the water and jumping out to attack the Deep One who has Fated) or if he gets to the gang plank before the Deep One, then he'll knock it off the Submersible so they can't cross back over.
He will also look down through the hole to see if he can see any sailors (or Breath) and communicate **Fire those cannons again just as soon as they're ready! Take this submersible down!**
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 19, 2012 11:51:57 GMT -6
How 'slowly' is it dissolving the wooden deck?
If it is noticeably fast: "Let's get this thing off of the ship before it makes another hole in the hull." Breath says. She looks about for anything which could be used for leverage (poles would be perfect) and directs the men to roll/shove/push the thing back down towards the hole blasted in the side of the hull earlier. If all this goes according to plan and the men seem to be doing the job OK, she'll instruct them to join her on the cannon deck when the job is complete, and she'll rush up there ahead of them.
If it is in no danger of destroying the ship within the next 30 minutes or so, she'll simply direct the men to follow her to the cannon deck.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 19, 2012 11:55:13 GMT -6
((OOC: Edited my post above slightly))
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Post by Mushgnome on Apr 19, 2012 15:58:51 GMT -6
How 'slowly' is it dissolving the wooden deck? If it is noticeably fast: "Let's get this thing off of the ship before it makes another hole in the hull." Breath says. She looks about for anything which could be used for leverage (poles would be perfect) and directs the men to roll/shove/push the thing back down towards the hole blasted in the side of the hull earlier. If all this goes according to plan and the men seem to be doing the job OK, she'll instruct them to join her on the cannon deck when the job is complete, and she'll rush up there ahead of them. If it is in no danger of destroying the ship within the next 30 minutes or so, she'll simply direct the men to follow her to the cannon deck. The slime will inflict 1d4 shp damage per round to the ship. The Bagel has 25shp remaining of her maximum 34shp. It will take [1 die] 9 men 1d4 rounds [determined secretly by me] to clean up the mess. They do not require Breath's assistance.
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Post by Mushgnome on Apr 19, 2012 16:06:59 GMT -6
"Hmmmm..." Shade thinks to himself, seeing his proclamation have no effect. He starts to think about slinking into the Deep Ones submersible, but... the mantra "Don't split up the party. Don't split up the party." tolls through his head and he instead makes his way to the gangplank to get back to the ship. If he sees an opportunity to rescue Fated, he will do so. He will either wait on the Submersible side of the gang plank until the Deep One crosses over with Fated (maybe waiting in the water and jumping out to attack the Deep One who has Fated) or if he gets to the gang plank before the Deep One, then he'll knock it off the Submersible so they can't cross back over. He will also look down through the hole to see if he can see any sailors (or Breath) and communicate **Fire those cannons again just as soon as they're ready! Take this submersible down!** Shade plans an ambush to rescue Fated to Die. (Removing one of the multiple gangplanks won't help; and besides, the Deep Ones can swim.) The timing should work out just right to attack on the imminent Round 8. He successfully transmits his message to Breath (though it is her choice whether to comply). The cannons have been loaded since Round 5 but nobody gave the order to fire. (The sailors hesitated because their friends are prisoner aboard the sub.) I guess this just leaves Gunnery (since Fated is incapacitated) to begin the next round.
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Post by waysoftheearth on Apr 19, 2012 16:21:03 GMT -6
I guess this just leaves Gunnery (since Fated is incapacitated) to begin the next round. Gunnery fires again at the nearest or most pressing of those pursuing him.
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Post by Mushgnome on Apr 19, 2012 16:50:01 GMT -6
Actually I need to know how many sailors (if any) will be manning the cannons, because they will be unavailable for the massive melee that's about to break out.
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Post by crusssdaddy on Apr 19, 2012 17:32:59 GMT -6
Fated pees his pants then begins to cry.
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