|
Post by Mushgnome on May 11, 2012 7:06:16 GMT -6
*I wish we had a container of that fire foam we could throw down this hall at them!*But certain they don't, Minion charges first down the corridor toward the heavily defended deep ones, discharging hot neon death as soon as he's in range! Actually, Fated found a foam canister in the engineering compartment while you were on your sabbatical...
|
|
|
Post by ehiker133 on May 11, 2012 7:18:20 GMT -6
And he's nearby, searching all of the rooms, right? Before Minion charges, then, we'll borrow that from Fated and toss it down the other end.
THEN we'll let Minion charge them deep ones, cooking them with the hells of fire at his feet and hot onion flashes doing something-or-other...
We could use some lemon wedges, too. Always makes fishy fish taste better.
|
|
|
Post by crusssdaddy on May 11, 2012 12:38:29 GMT -6
[OOC: Use the foam on the sad rabble that remains? Hells no. Let those prisoners I sent you lead the way, you can even fire into melee while they're engaged, who cares if they get hit. I'd rather save that foam for god know what awaits us at the expedition site.]
|
|
|
Post by ehiker133 on May 11, 2012 13:03:56 GMT -6
lol. Works for me.
|
|
|
Post by Mushgnome on May 11, 2012 18:12:29 GMT -6
A Gunnery Veiled
1d = 8 of the Bagel's sailors are experienced whaling men. Under Gunnery's supervision, they tie the giant net to the mast and cast it toward the submarine's cannon: WHOOSH! The massive iron barrel is caught in the net and swings around the mast like a tetherball!
Gunnery must make a save vs. wands on behalf of the ship. He rolls d20+1=7 and cannot control the wild arc of the projectile. The escape pod crashes into the deck and is lodged between the top deck and the cannon deck! The Bagel takes 1d = 3shp damage (reducing her to 14shp) as the escape pod slams into the deck! The impact tosses 1d = all 8 of the whalers into the sea! A hazard of the trade...
Fated to Die
Down in the sub's dining hall, 7 berserker freed prisoners roll: 4, 3, 3, 3, 3, 4, 6: one hit for 9hp damage (wound but not kill; please describe the blow if you wish).
13 Deep Ones tear into the suicide squad with their spears: 3, 6, 7, 2, 2, 3, 3, 7, 4, 6, 6, 6, 3, killing all but 1 of the berserkers!
Fated's strategy has succeeded in neutralizing the Deep One offense for the duration of this round. Fated himself ignores the melee and continues to search the sub for valuables (1d6=6) but finds nothing.
Minion of the Unholy Fragnog
Minion leads the non-kamikaze charge! 11, 9, 6... two hits with the boom-stick for 2hp (finishing off the wounded deep one) and 10hp (kill) which you may narrate if you wish. There are 11 deep ones left.
Shade of the Evermore
Shade follows Minion into the fray but rolls 2, 2, 1, 3, 5. All misses, and the deep ones refuse to surrender!!
Breath of New Moon
Breath's 14 troops are next. With their upgraded weaponry, they get to roll 14 dice: 3, 3, 5, 6, 5, 4, 3, 5, 4, 1, 3, 6, 1, 2: two hits for 4hp (wound) and 2hp (wound).
Breath tears into it with her axe, rolling 6, 11, and striking for 6hp (kill)! 10 deep ones remain (two wounded).
|
|
kipper
Level 3 Conjurer
Posts: 57
|
Post by kipper on May 11, 2012 18:42:32 GMT -6
"Reload!" Breath orders her troops as she continues cutting a swath of destruction with her well-christened axe.
|
|
|
Post by waysoftheearth on May 12, 2012 19:31:37 GMT -6
Gunnery throws a line or buoy to the men-overboard, if anything of the sort is handy.
Assuming they are not struggling for their lives, he will then rush to where the escape pod came to rest... and approach it with arrow ready on bowstring...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 12, 2012 20:23:10 GMT -6
Minion slides into the barricade, blasting their front rank with neon energy and sending the Deep Ones point man sprawling against the bulkhead, a smoking pile of fried fish. After Breath's troops go through the breach, Minion gets back up and attacks the nearest Deep One with his weird axe.
|
|
|
Post by Mushgnome on May 13, 2012 21:56:38 GMT -6
Gunnery throws a line or buoy to the men-overboard, if anything of the sort is handy. Assuming they are not struggling for their lives, he will then rush to where the escape pod came to rest... and approach it with arrow ready on bowstring... Gunnery throws a lifeline and saves 1d = 1 man from the storm; it is the best he can do. He turns his attention to the curious apparatus lodged in the Bagel's mid-deck. He is startled when two circular irises on the top end of the barrel snap open, to reveal glowing discs like eyes!
|
|
|
Post by Mushgnome on May 13, 2012 22:29:13 GMT -6
Fated searches the forward cabins and discovers more human prisoners, including some of the captured crew members from the Bagel.
|
|
|
Post by crusssdaddy on May 13, 2012 22:40:52 GMT -6
Fated frees the prisoners and continues searching for any more of the captured Bagel crew.
|
|
|
Post by ehiker133 on May 14, 2012 9:41:01 GMT -6
Shade continues his assault on the Deep Ones, along with Minion and Breath's meatshield troops.
|
|
|
Post by Mushgnome on May 14, 2012 11:04:09 GMT -6
First up is the 1 berserker, who rolls 7 and hits for 5 hp, killing a deep one! (Fated may narrate the kill since he inspired the berserker's rage; 9 deep ones remain)
Breath, Minion, and Shade press the assault with an axe, axe, tentacle combo attack!
Breath twirls her battleaxe in a deadly arc [11, 7] striking twice for 2d8=5hp, killing 1 deep one (8 remain).
Minion's weird axe strikes with the accuracy of a battleaxe [4, 9] hitting once for 1d10=4hp, killing 1 deep one (7 remain).
Shade unleashes a multi-tentacle barrage [2, 2, 5, 1, 3] but subconsciously pulls his punches--almost as though he cannot bring himself to harm the fish-men.
Now Breath's 14 troops, attacking as heavy foot: 2, 2, 6, 4, 2, 6, 5, 6, 3, 4, 3, 4, 2, 1 3 hits for 2, 1, 5hp, finishing off the 2 wounded and killing a 3rd, now there are only 4 deep ones.
The deep ones attack [1d6: 1=Breath, 2=Minion, 3=Shade, 4=berserker, 5-6=sailors] Breath, berserker, berserker, sailor.
Breath's attacker rolls 8 [spear vs. leather needs 8] and hits for 1d10=2hp, reducing the Bone Woman to 3hp!
The berserker gets double-teamed [3,6] and speared for for 4hp, killing him.
The final deep one spears a sailor through the heart [6], killing him instantly. (Breath now has 13 troops.)
Meanwhile Fated completes his sweep of the crew cabins and releases all of the prisoners. 1d=5 of them are healthy enough to fight and/or resume their duties as sailors. Not all of the Bagel crew are accounted for however; their buddies tell Fated that the rest were carried to the torpedo deck, which is accessed via a ladder in the bridge.
|
|
kipper
Level 3 Conjurer
Posts: 57
|
Post by kipper on May 14, 2012 11:23:05 GMT -6
Breath steps back from melee and fires another blast from her rifle instead. She exhorts her troops to reload and fire again.
|
|
|
Post by crusssdaddy on May 14, 2012 14:26:17 GMT -6
Fated gathers his troops: "To the bridge, and then the torpedo deck!"
|
|
|
Post by Mushgnome on May 14, 2012 15:26:18 GMT -6
It is getting crowded on the sub... the cafeteria was designed for 20 diners; now it is choked with the bodies of human and deep one alike! The bridge is only the size of an airship cockpit. The final assault on the Deep One command center is going to be decided by a handful of PCs and NPCs! Choose your forces and marching order carefully. upload.wikimedia.org/wikipedia/en/4/4b/LZ_127_Graf_Zeppelin_Gondola_Plan.jpgShade communicates the layout of the forward compartment based on his previous underwater reconnaissance: To the starboard is the eingang (side hatch for passenger entry when docked). Next to that is a kitchenette. Across the hall, behind a closed door, is the funk-raum (radio). Forward, behind a closed door, is the navigation room, and beyond that, the bridge. The small circle at the top/left of the steuer-raum is a ladder up to the torpedo deck, and the circle at the very tip is a docking collar attached to a small, spherical escape pod.
|
|
|
Post by Mushgnome on May 15, 2012 17:54:40 GMT -6
Breath steps back from melee and fires another blast from her rifle instead. She exhorts her troops to reload and fire again. Everyone steps back for a firearms round against the surviving deep ones! There are 4 left standing: 3 deep one spearmen and a larger Alpha type. Breath shoots first with the pulse rifle: 2d6+1=8 a hit for 2d4=4hp ultraviolet damage, dropping the Alpha deep one from 12 to 8hp. The 5 air rifles (need 8) roll 8, 3, 2, 5, 6... 1 hit for 1d6=5hp, killing 1 of the 3 beta deep ones. The 3 pistols (need 6) roll 7, 7, 8... 3 hits for 1, 3, 1, killing the 2nd and 3rd betas! Only the Alpha is still standing. The arquebus (need 6) rolls 6 exactly... a hit for 1d4=4hp, dropping the Alpha to 4hp! Are there any other missile attacks to be resolved before the Alpha Deep One hurls his spear at [1d6] the sailor who shot him with the arquebus? After that we will resolve the melee attacks.
|
|
|
Post by ehiker133 on May 15, 2012 19:16:54 GMT -6
It's about time for Shade to get a hit in... If no ranged is forthcoming, then he launches himself at the Alpha, bone spear aimed for his black heart.
|
|
|
Post by Mushgnome on May 15, 2012 21:52:32 GMT -6
It's about time for Shade to get a hit in... If no ranged is forthcoming, then he launches himself at the Alpha, bone spear aimed for his black heart. Shade rolls 4, 5, 1, 1, 7... finally a hit!... for 1d8=4hp, bringing the Alpha Deep One to exactly 0hp. You may kill or capture him as you wish--he is at your mercy! With the last deep one sentinel dispatched, the path is clear forward to the bridge...
|
|
|
Post by ehiker133 on May 15, 2012 22:10:22 GMT -6
The Shade of the Evermore reaches down and grabs the right hand of the Alpha Deep One with his left hand.
With his right hand, he reaches into his robes and pulls out a long, thick bladed dagger. He uses the dagger to sever the Deep One's hand.
He does the same to the left hand, stowing them both within a pocket inside his robe. He will later replace the hands he took from the lesser Deep Ones with these.
**Bigger Deep One means more power for the ceremony**
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2012 7:34:31 GMT -6
Minion turns his skullface to the freed prisoners and shouts "We have them now! Charge the door!" and points to the door leading to the bridge.
|
|
|
Post by Mushgnome on May 16, 2012 8:57:38 GMT -6
Minion turns his skullface to the freed prisoners and shouts "We have them now! Charge the door!" and points to the door leading to the bridge. Ah, Minion attempts to use the 5 freed prisoners as the first wave of attack? (Borrowing a page from Fated's shtick) The prisoners are unmotivated Peasants and therefore must roll 2d6 to obey dangerous orders. They need a 7 to move and roll 11: they are determined to lead the charge and get their revenge! What is the marching order backing up the 5 meatshields freed prisoners?
|
|
|
Post by Mushgnome on May 16, 2012 8:59:53 GMT -6
Unless Shade went back to the Bagel in between rounds to change back into his human clothing and equipment, you need to revise your action: The Shade of the Evermore reaches down and grabs the right hand of the Alpha Deep One with his left hand. With his right hand, he reaches into his robes and pulls out a long, thick bladed dagger. He uses the dagger to sever the Deep One's hand. He does the same to the left hand, stowing them both within a pocket inside his robe. He will later replace the hands he took from the lesser Deep Ones with these. **Bigger Deep One means more power for the ceremony** (I dig the sentiment, though!)
|
|
|
Post by ehiker133 on May 16, 2012 9:38:59 GMT -6
Unless Shade went back to the Bagel in between rounds to change back into his human clothing and equipment, you need to revise your action: The Shade of the Evermore reaches down and grabs the right hand of the Alpha Deep One with his left hand. With his right hand, he reaches into his robes and pulls out a long, thick bladed dagger. He uses the dagger to sever the Deep One's hand. He does the same to the left hand, stowing them both within a pocket inside his robe. He will later replace the hands he took from the lesser Deep Ones with these. **Bigger Deep One means more power for the ceremony** (I dig the sentiment, though!) Bah! Forgot about that... Then change it to: **Lets keep him alive... for now.**
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2012 13:39:19 GMT -6
Minion is behind the freed prisoners all the way! About 5 feet behind them..
|
|
kipper
Level 3 Conjurer
Posts: 57
|
Post by kipper on May 16, 2012 23:59:18 GMT -6
Breath follows alongside Minion, her pulse rifle at the ready. She has no intention of getting into melee.
|
|
|
Post by ehiker133 on May 17, 2012 10:28:51 GMT -6
Shade will stand watch over the Alpha Deep One.
If it needs to have its wounds stabilized in order not to die, Shade communicates, **Breath, we need someone to stabilize his wounds. I cannot do it in this form.**
|
|
|
Post by Mushgnome on May 17, 2012 10:48:09 GMT -6
Shade will stand watch over the Alpha Deep One.If it needs to have its wounds stabilized in order not to die, Shade communicates, **Breath, we need someone to stabilize his wounds. I cannot do it in this form.** Alpha Deep is stable and groggy at 0hp.
|
|
|
Post by Mushgnome on May 17, 2012 10:53:19 GMT -6
The lead freed prisoner kicks down the door to the cramped bridge and discovers: an armored deep one dual-wielding hand axes and a rifle-toting robed deep one in the process of descending through the hatch to the escape pod!
[violence and mayhem to follow...]
|
|
|
Post by Mushgnome on May 18, 2012 10:56:56 GMT -6
Initiative: Party 2, Deep Ones 6
The armored deep one crashes into the 5 freed prisoners [4, 2, 1, 5] and kills 2 of them with his twin hand-axes. (3 freed prisoners remain.)
Meanwhile the robed deep one is down the ladder and into the escape pod, slamming the hatch shut behind him!
The prisoners roll only 1 die between the 3 of them (4) and come up short against the turtle-shell-clad fish-man.
Now it is the PCs turn to act; your actions?
|
|