kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on May 2, 2012 14:47:35 GMT -6
What Breath's Boarding Party Sees: The hatch leads down a ladder into a large tank-shaped room at the heart of the sub. The Deep Ones have configured this space as a jacuzzi/raw bar, where they can soak in the bubbles and munch on raw seafood and seaweed. 1d= 11 deep one spearmen are prepared to meet your offensive! "Hey, fishies! We're taking your sub, go float belly-up somewhere like the sea scum you are!" ((Ideally she'd like to lure the fish-men back up the ladder, where she and her men at the top can hack them down one-by-one as they come up. Hence her taunt.))
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Post by Mushgnome on May 2, 2012 14:53:29 GMT -6
Now that he's out of danger, he once again attacks the hinge of the oyster, attempting to force it open. Shade stabs through the thicket of seaweed, hoping for a lucky hit on the hinge area [pike vs plate+shield needs 10] and rolls 4, 10 striking for d6=2hp and feeling a slight pop as the tip of his spear parts the shell. Next Shade tears into the adductor muscle for d8=6hp and the giant oyster has been shucked! Shade has won the black pearl! (check your PM)
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Post by Mushgnome on May 2, 2012 15:05:46 GMT -6
What Breath's Boarding Party Sees: The hatch leads down a ladder into a large tank-shaped room at the heart of the sub. The Deep Ones have configured this space as a jacuzzi/raw bar, where they can soak in the bubbles and munch on raw seafood and seaweed. 1d= 11 deep one spearmen are prepared to meet your offensive! "Hey, fishies! We're taking your sub, go float belly-up somewhere like the sea scum you are!" ((Ideally she'd like to lure the fish-men back up the ladder, where she and her men at the top can hack them down one-by-one as they come up. Hence her taunt.)) Breath of New Moon's taunt is [1d6=5]... ineffective. These Deep Ones are patient and disciplined soldiers, and their spears are set to receive you. As you debate your next move, there is a loud ***thwoosh!*** and another large barrel-shaped projectile launches from the torpedo tube and splashes into the ocean!
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Post by crusssdaddy on May 2, 2012 18:04:56 GMT -6
[OOC: Is there some alternative route of attack available to Fated and his men, or is the only course the same way in and through the sub everyone else went?]
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Post by Mushgnome on May 2, 2012 19:04:39 GMT -6
[OOC: Is there some alternative route of attack available to Fated and his men, or is the only course the same way in and through the sub everyone else went?] Fated [1d6=1] spots a cannon-hole in the aft engineering compartment that might give his troops an alternate entrance!
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Post by ehiker133 on May 3, 2012 10:39:12 GMT -6
The Shade of the Evermore slips a tentacle into the maw of the oyster (er... a different tentacle than the one almost severed) and grabs the black pearl, stowing it safely away.
He looks up to see four Deep Ones fanned out in front of him, seemingly cheering his achievement.
He slices up the oyster meat the tip of his bone spear and gestures for the Deep Ones to partake in the flesh of his kill.
He eats of the meat, as well, and obtains ritual knowledge...
After the meal, the Deep Ones collect the empty oyster shell, wave, and scuttle away in a large, iron lobster-looking contraption, diving over continental shelf and disappearing into the depths.
The Shade rests a moment longer in the underwater cove, collecting his thoughts and contemplating the knowledge he's gained.
Without warning, he shoots up out of the crevasse and swims back towards the ship and the submersible. As he ascends, he is careful to observe any activity, so that he doesn't surface in the middle of a fight (being incredibly low on HPs at this point).
He will surface at a slight distance from the ship and submersible to quickly assess the situation to better decide his next course of action.
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Post by Mushgnome on May 3, 2012 10:55:30 GMT -6
On his swim to the surface, Shade inspects the underside of the submarine. Near the forward tip of the sub is a small, spherical escape pod that hangs like a chin below the bridge. Shade also notices two moon pools (wet porches): medium-size in the central airlock and small-size at the aft engineering compartment.
When he reaches the surface, he sees Fated leading 20 men to a breach in the aft engineering compartment, Breath, Minion, and 20 men camped outside the main hatch mid-ship, and Gunnery keeping eagle-eye lookout above it all.
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Post by Mushgnome on May 3, 2012 11:04:44 GMT -6
Fated balances along the spine of the sub and peers through the cannon-blast in the hull. The lights are out inside; it appears the electrical systems are off-line from the attack. What are Fated to Die's orders to his 20 troops?
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on May 3, 2012 12:27:45 GMT -6
"I don't like our chances facing them down there one-on-one" Breath says. "Just hold here for the moment," she orders her men. She looks over to where Fated is clinging to the side of the sub, curious to learn what he's up to.
((In what direction are the 'Torpedoes' heading? Perhaps the fish-men are escaping with their captives?!))
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Post by Mushgnome on May 3, 2012 12:50:16 GMT -6
"I don't like our chances facing them down there one-on-one" Breath says. "Just hold here for the moment," she orders her men. She looks over to where Fated is clinging to the side of the sub, curious to learn what he's up to. ((In what direction are the 'Torpedoes' heading? Perhaps the fish-men are escaping with their captives?!)) Breath's situation does appear to be a stand-off. The deep ones below have good cover, up to their waists in water, and appear disciplined and determined. There goes another of the giant torpedoes, **whoosh!** They are firing toward the south-east, in the direction of the open ocean.
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Post by ehiker133 on May 3, 2012 14:59:20 GMT -6
On his swim to the surface, Shade inspects the underside of the submarine. Near the forward tip of the sub is a small, spherical escape pod that hangs like a chin below the bridge. Shade also notices two moon pools (wet porches): medium-size in the central airlock and small-size at the aft engineering compartment. When he reaches the surface, he sees Fated leading 20 men to a breach in the aft engineering compartment, Breath, Minion, and 20 men camped outside the main hatch mid-ship, and Gunnery keeping eagle-eye lookout above it all. OOC: Is there any way for Shade to restore any hit points at this point? He's dangerously low... didn't expect that last oyster attack to hit so hard!
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Post by Mushgnome on May 3, 2012 15:22:32 GMT -6
OOC: Is there any way for Shade to restore any hit points at this point? He's dangerously low... didn't expect that last oyster attack to hit so hard! Shade could head back to the Bagel and hope that Dr. Esophagus is trained in marine biology. A character may be healed of up to 1 hit die per combat through this type of first aid.
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Post by ehiker133 on May 3, 2012 19:15:24 GMT -6
He does that, then, using his faster speed in this form to propel himself to the last place he saw the doc... Helping the captain.
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Post by Mushgnome on May 3, 2012 19:43:02 GMT -6
He does that, then, using his faster speed in this form to propel himself to the last place he saw the doc... Helping the captain. There is nothing more Doc Esophagus can do for the Captain, so he turns his attention to Shade's crushed tentacle. Doc has a 4 in 6 chance to remember his freshman biology lecture on cephalopod anatomy, and rolls 3. This means he can administer first aid for 1d4=2 restoring Shade to 4hp.
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Post by ehiker133 on May 3, 2012 21:19:44 GMT -6
Shade thanks the doc, then runs back on-deck and jumps off into the water.
Once under water, he makes his way towards the smaller water porch. He will actively keep an eye out for any lookouts as he makes his approach to the porch.
If he sees none, he'll try to surface in the pool, as quietly as he can to see what he can see...
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Post by Mushgnome on May 4, 2012 15:49:16 GMT -6
Shade attempts a stealth roll [1d6=2... success!] and silently surfaces into the aft water porch. There are 6 deep ones with spear-pistols here, guarding the engineering compartment. They pace up and down the central corridor, oblivious to the tentacle beast lurking in their moon pool. Shade senses the fearful thoughts of the captives locked in the sleeping cabins along both flanks of the submarine. The only light is the intermittent lightning flashes through the cannonball-hole in the submarine's hull.
Meanwhile some of Fated's men bring torches... They await his orders.
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Post by crusssdaddy on May 5, 2012 11:27:38 GMT -6
Fated and his men board through the hole, taking care not to walk into an ambush. If the entry goes smoothly, Fated sets 5 men to guard the rear, then heads off with the rest to pincer the group of Deep Ones holding off Breath. He leads with his spear.
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Post by crusssdaddy on May 5, 2012 11:29:50 GMT -6
If they pass any boxes/racks along the way that look like they might be filled with weapons or goodies, Fated will peel off one man to examine, with orders to hustle back up to him if anything useful is found.
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Post by Mushgnome on May 5, 2012 11:58:20 GMT -6
Fated and the Deep Ones check surprise. The deep ones roll 5 and do not surprise Fated, who is a specialist in the Stealth skill (3 in 6 chance) and rolls 3. Fated gestures for his men to crawl through the breach and ambush the 6 deep ones before they can call for help. (You may narrate your men's stealth-kills if you wish.)
In the surprise round, the sailors will attack as Heavy Foot instead of Light Foot. (1 of the 20 sailors peels off from the group to look for weapons.) 19d6: 6... the first sailor through slits the first deep one's throat, it dies without sounding the alarm! [5 remain] 5 5 1 4 3 4 5 5 6 another deep one silenced [4 remain] 2 2 2 3 6 a sailor executes a deep one commando-style [3 remain] 2 3 4 2
3 deep ones remain in the engineering compartment; if they survive the surprise round then they will sound the alarm. Fated and Shade are in reach; your actions?
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on May 5, 2012 13:38:56 GMT -6
Breath remains on guard near the hatch.
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Post by crusssdaddy on May 5, 2012 14:35:55 GMT -6
Fated uses all his attacks to launch a spear-spinning, stabbing silent attack against the remaining Deep Ones.
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Post by Mushgnome on May 5, 2012 15:36:55 GMT -6
Fated uses all his attacks to launch a spear-spinning, stabbing silent attack against the remaining Deep Ones. Spear vs chain normally needs a 10 to hit, but vs. a helpless (surprised) opponent a roll of 7 will suffice. Fated rolls: 6, 8, hitting and killing 1 of the 3 deep one sentries. 2 deep ones remain surprised on the engineering deck!
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Post by ehiker133 on May 5, 2012 20:22:05 GMT -6
Shade rushes the remaining deep ones, in an attempt to take them out before they can sound the alarm.
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Post by Mushgnome on May 6, 2012 7:32:59 GMT -6
Shade rushes the remaining deep ones, in an attempt to take them out before they can sound the alarm. During the surprise round, the deep ones defend 1 class lower (LF instead of HF) so Shade gets 2 dice per "man" and hits on 5+: 3, 3, 5, 2, 3. He hits once for one stealth-kill. There is 1 deep one remaining in the engineering compartment. It cannot counterattack this round (being surprised) but it yells for help in Deepwaneese, and 1d=2 of the 11 deep ones in the central airlock move to investigate on the next round.
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Post by crusssdaddy on May 6, 2012 17:06:15 GMT -6
Fated and his men rush to kill the remaining original Deep One and any new ones that arrive. If there are any of those cool spear pistols laying around, Fated directs his men to grab them.
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Post by Mushgnome on May 7, 2012 23:11:58 GMT -6
Fated and his men rush to kill the remaining original Deep One and any new ones that arrive. If there are any of those cool spear pistols laying around, Fated directs his men to grab them. Fated to Die grabs two pistols (he can fire one with each hand) off the dead deep ones. They are simple one-shot spear guns (like you'd use underwater to shoot fish/sharks) powered by compressed air (which takes 1 round per gun to pump back up as part of the reload action; rate of fire is 1 shot per 2 rounds per gun; with 2 men to help reload and a big quiver of spears, you could consistently shoot off 2 spears/round). Light crossbow at Short range vs. AC5 needs 8 on 2d6 and Fated rolls 8, 11, hitting twice for 6hp and 7hp, enough to kill 1 and wound another (please narrate if you wish). And then the sailors charge, brandishing their cutlasses! With the surprise round over, the deep ones are back to heavy foot (so the sailors only roll 1 die/2 men) and I'll re-roll initiative for the sides: sailors 3, deep ones 4. There are 3 Deep Ones here (the whistle-blower and 2 reinforcements from the central airlock) and they fire their spear-pistols at (1d6: 1=Fated, 2=Shade, 3-6=sailors) two sailors and Shade! Versus unarmored at close range, light crossbow only needs 5 on 2d6. The deep ones (5, 12) easily skewer two of Fated's squad (18 remain). Shade is harder to hit (lt. xbow vs. unarmored horse needs 9) but it doesn't matter, as the Deep One aiming at Shade rolls snake eyes and cannot bring itself to pull the trigger, overcome by his tentacled presence! The bumbling sailors roll 10d6: 4, 1, 3, 3, 5, 3, 2, 1, 2, 1 Not a single competent fencer among the whole lot of them! But one of them is grinning ear to ear, because he found a weapon: a fire-extinguisher canister of industrial-strength flame-retardant foam, such as Fated has used to great success in the past. Also there are 3 loaded spear pistols in addition to the 2 guns that need reloading. Meanwhile at the central hatch Breath is preparing her boarding party of 20 for the encounter. A messenger from the Bagel has brought a treat from Tattooed Mofo's private stash: a duffel bag full of guns. There are 1d=10 weapons: 5 air rifles (as light crossbow) 3 black powder pistols (heavy crossbow) 1 arquebus 1 ultraviolet pulse rifle (range 1,000' , 2d damage, 25 charges) He expects them back after the encounter, but they're the Party's to use for the boarding mission!
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Post by ehiker133 on May 8, 2012 0:08:25 GMT -6
(So there are two left? One wounded and one unhurt?)
Shade attempts to bring this Deep One's nightmare to life! He launches himself at the Deep One who fired at him, attempting to thrust his spear into the Deep One's chest.
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Post by Mushgnome on May 8, 2012 0:30:43 GMT -6
(So there are two left? One wounded and one unhurt?)Shade attempts to bring this Deep One's nightmare to life! He launches himself at the Deep One who fired at him, attempting to thrust his spear into the Deep One's chest. (Correct; 1 wounded and 2 fresh reinforcements... but wait just a second!) Shade rolls 5 dice and needs 6 to hit heavy foot. He launches himself at the hesitant deep one and rolls 6, 5, 4, 4, 7. His first attack spears and kills the foe for 4hp. Now Shade has a decision: He rolled that 7, so he still has one successful attack or action left, which I've randomly determined will be 1d4 damage or other minor effect. For example he can continue the momentum of his attack down the hall and wound/kill one of the 2 deep one reinforcements. Or he can "forgo" the hit and hold formation--if he stays right where he is, the loose formation of sailors will give him soft cover. Your choice.
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Post by ehiker133 on May 8, 2012 5:21:46 GMT -6
He will hold formation, then as he is low on HP.
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Post by Mushgnome on May 8, 2012 12:40:09 GMT -6
The 2 Deep One reinforcements see that they are outnumbered and hastily retreat to the central airlock. The Party has taken control of the engineering deck.
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