The Captain's Caper! (Dunamin judging)

After settling Brudd into a bunk below deck, the crew comes back topside to find that nasty weather is blowing in. The dark clouds are low in the sky and heavy with rain that quickly begins falling in blinding sheets across the deck. Thunder cracks the sky and lightning flashes, illuminating the sails and the brave sailors manning them. The Captain is at the wheel shouting orders to the crew and making adjustments to get all the speed he can out of the wind even though it is coming at you from the north, right where you are trying to go. Azrael smiles a fierce grin at you all while laughing into the storm. "Now here be a good blow to slow down them goblins. I know me ship can make up time against most others in this weather. I'll have us catchin' them scurvy scoundrels before landfall now I wager."

After what seems like hours in the cold hard rain, you hear nothing but the storm and Captain Azrael's shouted orders. You've all helped the crew with the knowledge you've picked up along the way and the Bloody Wake does make good time considering the weather. Suddenly, a cry goes up from the front of the ship. A lookout has spotted another ship ahead, and as you slowly catch up to them, you are not surprised to find that it is crewed by goblins. Their ship is slightly smaller than the Bloody Wake and Captain Azrael grins madly as he maneuvers the Bloody Wake into position for boarding. Before you know it, grapple lines are thrown from both sides and the ships soon slam together as crew from both sides stream across to attack the opposing ship.

[sblock=Inits and Status]26- Quagmire ?/?
24- Girth 35/35
22- C1
22- C2
22- C3
22- C4
22- C5
18- W1
18- W2
18- W3
18- W4
11- Alex 41/41
10- Hrav 31/31
09- S1
09- S2[/sblock]
attachment.php


OOC: Due to the poor weather, anything 6 or more squares away has concealment (-2 to Attack rolls). You can stay on the Bloody Wake and defend it, or cross over to the goblin ship to attack. To cross over, the gap between the two ships must be crossed. The ships are slamming together and then pulling apart as the stormy seas toss the ships around. Sometimes they are touching and other times there is 5 feet of room between them. To cross, you must either make an Athletics check to jump across, or an Acrobatics check to swing across on a rope.

I just got ready to post this and after looking at the PC's realized that Quagmire still isn't approved for level 2 yet. And since he's first in initiative order that I rolled, it looks like we're to the point of waiting for that to be done. Luckily, he's got one approval (thanks Atanatotatos!) Hopefully, the other will come along shorty.
 

Attachments

  • CC E8 Stormy Seas1.JPG
    CC E8 Stormy Seas1.JPG
    41.6 KB · Views: 273

log in or register to remove this ad


On the storm tossed deck opposite from you, scores of goblins scamper about manning the ship. Some continue with their duties in the stormy weather, while others draw weapons and turn towards you in readiness for battle. Two of them look to be sharpshooters, one at each end of the ship (S1 & S2). A few others look to be more experienced warriors (W 1-4) while the rest hold weapons in uncertain hands with little ease (Goblin Cutters C1-5).

There are many crates and barrels on the deck of the goblin ship, most are just barely secured it seems as they shift slightly during each toss of the ship upon the stormy sea.

OOC: There are other goblins on the deck than those marked, just as there are other crew members from the Bloody Wake fighting around you as well, but the marked goblins are the ones focusing on YOU. Just picture any fight scene on deck from Pirates of the Caribbean: there is fighting going on all around you, not just you four doing it all. But your success (or failure) will reflect how the rest of the crew does.
 

Hi guys I'm back. I haven't been able to access the site for two days with Mozilla, I thought Enworld was down, but then I jus tried to open it with Explorer and it worked fine... Anyone has an idea what the reason might be? It still isn't working...
 

Hi guys I'm back. I haven't been able to access the site for two days with Mozilla, I thought Enworld was down, but then I jus tried to open it with Explorer and it worked fine... Anyone has an idea what the reason might be? It still isn't working...
Sorry about the trouble, dude. No clue why its not working for you. I'm using Mozilla and haven't had any problems lately.
 

ooc:oh well... it seems my problem is solved for now... anyway... wouldn't it be best to go on? After all, Quagmire can adventure even though he's not approved. We'll be receiving xp at the end of the adventure anyway, right?
It's strange though, isn't there anyone who has the time for one approval?
 

[sblock=Game on]
* Runs up wall with overpriced trench coat and designer sunglasses *

Quagmire is fully approved, so you guys should be all set to continue (missing bovine brethren notwithstanding).

* Grabs receiver at phone booth and exits simulated reality *
[/sblock]
 

ooc: Enworld has been painfully slow for me for the last few days, timing out as often as not. Maybe that's what Ata is seeing too? Anyway...


Quagmire surveys the disposition of the other ship's defenders and grins, a sharp-tusked, threatening expression. "Amateurs. Can't even get organized to repel boarders in a stern chase? C'mon, lads; this is gonna be fun."

He leaps across the gap and smashes the hilt of his rapier into the teeth of one of the cutters. "Might as well jump in now, you sorry bilge rats. You'll be wet, but you'll still be in one piece."

[sblock=actions]Athletics to jump the gap: 19. Viper's strike vs. C2, hits AC 24 for 5 damage. If it survives and shifts, Alex gets an OA, should he happen to be close by.[/sblock]

[sblock=Quagmire stat block]Quagmire Weaselcrust- Male Hobgoblin Warlord 1
Passive Perception: 11, Passive Insight: 11
AC:18, Fort:15, Reflex:14, Will:15 -- Speed:5
HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9
Initiative +7, and grants nearby allies +2 to initiative
Action Points: 1, Second Wind: not used
Powers: Wolf Pack Tactics, Viper's Strike, Hammer and Anvil, Inspiring Wordx2, Hobgoblin Resilience, Bastion of Defense, Knight's Move
[/sblock]
 

OOC: Good news all around as it looks like garyh is getting Halford's games going again as well. Girth can go now, then the bad guys will get going...
 

Girth smiled grimly. Death! Ever death! Although his heart sank with the poor quality of the impending deceased.

Reaching into the warp and weft of the starshine which usually flowed past and around him, he wove a web of darkness around himself as walked steadily along the deck. Blurred and made difficult to see by the shadows now around him, he himself could see perfectly. His eyes fell upon one of the goblins, the poor creature only an armsbreadth away, and upon that benighted one he called down the curses of his patron.

[sblock=OOC]Shadow Walk - Move to N9 and gain concealment (=2 to hit me till end of my next turn): Warlock’s Curse on C5.[/sblock]

His target selected, Girth brought forth the cackling laughter from the heavens which invariably accompanied his Eldritch power. Unfortunately his Lady’s attention must have been focussed elsewhere and his blast dissipated harmlessly

[sblock=OOC]http://invisiblecastle.com/roller/view/1914958/[/sblock]

Girth’s eyes gazed heavenwards with a hurt and distressed look

[sblock=OOC]Can anyone suggest a good hit man so I can get even with IC?[/sblock]
 

Remove ads

Top