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Post by ehiker133 on Apr 20, 2012 7:48:46 GMT -6
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.
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Post by Mushgnome on Apr 20, 2012 7:59:49 GMT -6
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. Good idea!
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Post by Mushgnome on Apr 20, 2012 11:04:52 GMT -6
Looks like Breath is the only PC in position to 1) decide whether to commit 9 men to slug-cleanup duty 2) give the order to fire cannons and if so how many men to commit (max 24) Other players may give advice/opinions out-of-character. (Even you, crusssdaddy
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Post by ehiker133 on Apr 20, 2012 11:33:15 GMT -6
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?
I think cleaning up ol' sluggy should be a priority. No use saving a ship if it's going to get a huge hole burned into it via dissolving slug innards.
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Post by Mushgnome on Apr 20, 2012 12:05:56 GMT -6
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.
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Post by ehiker133 on Apr 20, 2012 12:17:49 GMT -6
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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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 20, 2012 14:31:29 GMT -6
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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Post by Mushgnome on Apr 20, 2012 17:03:58 GMT -6
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.
We are going to need a lot of dice for this one!
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Post by crusssdaddy on Apr 20, 2012 17:39:32 GMT -6
Fated tries to barf on his captor, hoping if the fishman is grossed out he will drop him.
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Post by Mushgnome on Apr 20, 2012 17:52:48 GMT -6
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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Post by Mushgnome on Apr 20, 2012 18:13:07 GMT -6
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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Post by Mushgnome on Apr 20, 2012 18:53:34 GMT -6
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 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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Post by Mushgnome on Apr 20, 2012 19:15:02 GMT -6
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?)
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 21, 2012 11:15:13 GMT -6
(Ready to continue) Breath of New Moon continues attacking with her axe, trying to clear the deck of Fish-Men.
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Post by ehiker133 on Apr 21, 2012 11:31:59 GMT -6
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...
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Post by waysoftheearth on Apr 21, 2012 18:50:01 GMT -6
From his lofty position, Gunnery will wait until his pursuer comes into point blank range before loosing an arrow down its throat.
Once he feels unthreatened, he can take (safe) pot shots at bad guys below.
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Post by crusssdaddy on Apr 21, 2012 22:07:50 GMT -6
Fated paddles to stay close to the ship, but far from any Deep Ones.
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Post by Mushgnome on Apr 21, 2012 23:11:05 GMT -6
Round 9 Drowning Phase Fated paddles to stay close to the ship, but far from any Deep Ones. Fated spies a hole in the cargo deck just above the waterline, where a small group of sailors is involved in clean-up duty; might they be able to give him a hand? Alternately he could climb a rope up the side of the ship to the top deck, or even board the submarine if he's crazy enough. The gangplanks are criss-crossed by an ant-like chain of Deep One Slavers and their captives! Swimming in these storm-lashed waters will exhaust Fated in 1d=10 rounds!
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Post by Mushgnome on Apr 21, 2012 23:16:10 GMT -6
Round 9 Missile Phase From his lofty position, Gunnery will wait until his pursuer comes into point blank range before loosing an arrow down its throat. Once he feels unthreatened, he can take (safe) pot shots at bad guys below. Gunnery shoots 11 for 4hp damage, dropping the 3rd and final climber to the deck below! Please describe your successful shot... He is now set up in perfect sniper position for subsequent rounds therefore his rate of fire will be 2 arrows. However due to the driving wind and hail, his range penalty increases to Beagle (Medium), Submarine (Long). That's 7 and 9 vs. heavy foot Deep Ones.
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Post by Mushgnome on Apr 21, 2012 23:28:49 GMT -6
Round 9 Slug Digestion Phase
The slug slime inflicts 2shp on the Bagel and the 9-man cleanup crew isn't done yet. She's down to 20shp.
ROUND 9 MASS COMBAT 42 light foot sailors 21d6, 6 kills 6 1 1 5 4 6 2 3 4 1 6 4 5 2 3 2 4 1 4 4 4... 3 kills!
22 heavy foot Deep Ones 22d6, 4-6 kills
3 4 1 6 4 4 5 2 3 5 5 5 4 6 6 4 4 4 2 6 3 5... 16 sailors knocked out by the Deep Ones! Now there are only 26 sailors active in the brawl.
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Post by Mushgnome on Apr 21, 2012 23:41:47 GMT -6
Round 9 Man-to-Man
Captain Jack Records rolls 11 and wounds a Deep One for 3hp damage, sending it back to the sub to nurse its wound (21 remain). Tattoed Mofo rolls snake eyes and his shotgun jams! Shade rolls 4, 4, 1, 4, 4 a harmless mass of flailing tentacles! It's all up to Breath and her new axe: 8, 5. This time she hits, for 4hp: describe the deadly blow! The storm intensifies; the timbers of the hull groan as the ship is tossed violently by the waves! 20 Deep Ones vs 26 sailors! Attack!
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Post by ehiker133 on Apr 22, 2012 0:30:24 GMT -6
Shade continues his attacks...
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Post by waysoftheearth on Apr 22, 2012 0:56:03 GMT -6
Gunnery shoots 11 for 4hp damage, dropping the 3rd and final climber to the deck below! Please describe your successful shot... Gunnery waits and waits as the awful Deep One lopes from rung to rung up the rigging, drawing ever closer... Calmly he draws an arrow, inspects it for straightness and mutters something to himself as he nocks the missile, draws the bowstring tight and aims at the monster coming up below him. "This one's all yours," he tells the monster as it draws almost to within striking distance before letting fly. Thunk! The arrow drives deep into its chest, vanishing to its flight feathers... the horror gurgles a moment in surprise before plummeting to the deck below.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 22, 2012 12:05:39 GMT -6
Breath pulls her axe from the side of the Deep One, ignoring the smell of fish entrails as she takes another swing.
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Post by Mushgnome on Apr 22, 2012 12:21:23 GMT -6
Round 10 Slug Digestion Phase
The slug slime inflicts 3shp on the Bagel reducing her to 17 shp. The sailors finally heave-ho the carcass out to sea, halting any further damage. These 9 sailors may join the shipwide melee on Round 11 assuming that is your order. One of them sees Fated in the water and throws down a rope.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Apr 22, 2012 12:55:04 GMT -6
Yes, Breath had previously ordered them up onto the gun deck after completing their task. [She] directs the men to roll/shove/push the thing back down towards the hole blasted in the side of the hull earlier.... she'll instruct them to join her on the cannon deck when the job is complete...
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Post by Mushgnome on Apr 22, 2012 14:07:26 GMT -6
Round 10 Missile Segment
I promised Gunnery two shots this round, and he does not disappoint with rolls of 9, 12, damage 10 (kill), 3 (wound). 18 Deep Ones are still in the fight.
From now on, I will not prompt each player with every hit, but feel free to continue narrating your hits if you wish. I enjoy reading your descriptions!
Round 10 Man-to-Man
The Deep Ones switch up their tactics! Several of them split from the pack to engage the PC's in man-to-man. Three dive into the water near Shade, and the rest go below to the cannon deck.
Down below, 4 deep ones draw their sea urchin maces (8 to hit) and try to inflict lethal damage on Breath, the Captain, Minion, and Mofo.
Tattoed Mofo is the first target but he savagely smacks the fish-dude in the face with the butt of his shotgun [8] for 9hp, killing it! [17 remain]
Captain Jack is the brunt of foulest deep one ire! His superior swordsmanship [9] wounds the foe for 3hp. It retaliates with its mace [9] and strikes the Captain for 7hp. The Captain is down at -4hp!!!
(I realized Minion got skipped last round so I'll give him double attacks this round) Minion uses the superior reach of his boom-stick [12, 7, 3, 10, 7, 5] striking for 4d10=28hp, killing his attacker plus sending a neon arc to kill 3 additional deep ones [13 remain].
Finally Breath rolls 10, 9 and hits for d10=8hp and d8=7hp... two kills!
8 Deep Ones remain in the general melee on the cannon deck. Because everyone killed their attacker, you do not face any retaliatory man-to-man strikes.
Meanwhile 3 Deep One Wrestlers dive into the water and grab hold of Shade. His reach grants him first attack (1, 5, 6, 3, 2) and he hits once for 3hp (kill).
The other two wrestlers roll but 1 die between them, but roll 7! They forego hit point damage and attempt to pull him deeper under the water! Shade needs 13 to save vs. wands and rolls... 13! He maintains neutral buoyancy, but the Deep Ones hold him tight and try to drag him down into the depths...
Round 10 Mass Combat
26 sailors (13d6, 6 hits)
3 3 6 3 3 3 3 4 6 4 3 4 4... 2 hits, damage 8 (kill), 2 (kill)
6 Deep Ones (6d6, 4+ kills) 5 3 4 2 5 1... 3 sailors are killed by deep one maces!
That leaves 23 sailors on the cannon deck, to be joined by 9 from below on the next round, vs 6 deep ones. Having lost over 2/3 of their forces, the remaining Deep Ones fail morale and run! But Captain Jack Records has been struck down!
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Post by Mushgnome on Apr 22, 2012 15:04:36 GMT -6
"Fetch the doctor!" shouts Tattooed Mofo, who is now first in command. One of the seamen scampers below decks to find Dr. Esophagus, where he went to treat Wiggle Projector's leg wound.
Outside, the remaining Deep Ones scamper for the gangplanks!
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Post by waysoftheearth on Apr 22, 2012 18:20:56 GMT -6
Gunnery nails the retreating Deep Ones with arrows, just in case they think of turning around.
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Post by ehiker133 on Apr 22, 2012 22:55:23 GMT -6
Shade fights back, trying to break free via wounding or killing the deep ones on him.
He communicates, **They are trying to escape**
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