Raid on Nassau: 'Cockleshell Heroes'.

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shaidar
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Re: Raid on Nassau: 'Cockleshell Heroes'.

#21 Post by shaidar »

Alderhay

"No offense taken. I'm a lubber and I need to learn the ropes, it makes sense for you to take the important bits. And good point about not taking anything really valuable with us."

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#22 Post by Stirling »

Szmodics

"Captain Sir. The map provides details on some navigable channels to paddle down. Are these red highlighted settlements aware of 'strangers on military exercise' or do we sneak by the creek mouth undetected to avoid encounters?
Secondly, should we capsize the canoes and have to swim for shore. Is there a meeting up point for rescue and repatriation? And thirdly if I may be so bold. We are up against the elite cadets of the Gauloise, going to outwit their own 'green beret' rangers and lordling naval musketeers. I figure they might have wagered a considerable amount of talent and energy to stop themselves being embarrassed by a ragtag motley crew like ours."

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#23 Post by Monsieur Rose »

Ferrol

Ferrol looks over the map and waterways, silently tracing a possible path in his mind. He glances over at the imposing Zoggrot, keeps his mouth shut, and waits for the more experienced pirate to open discussions.

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#24 Post by Zhym »

"Sneak in, capture the flag, don't kill anyone," says Zoggrot, grinning. "Got it."

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#25 Post by Spearmint »

Tactical thinking on dummy raid.

The party check out the map of Andros. It is fairly detailed showing locations of East coast settlements, navigable creeks and the Mangrove Cay naval base. The red squared fort is a plain square on the map. "I believe it is a palisaded fort with some barrack quarters, villa's for the admiral and stores. The triangular blue tower is the 'flagpole' we want to capture. At the top they use a large lamp which covers the entrance to the sheltered creek where most of the ship's anchor. A few motley cannon emplacements run at intervals along the Cay sides. The red dots are expected locations for various military ships, small barques and cutters mainly with the decrepit training brig somewhere amongst them. The Gauloise cadets will thank us for sinking it even if the admiralty do not." Captain Lazarus tries to raise a few smiles. He dies his best to answer questions.

Rexlin the canoes are paddled by each team member not singularly rowed.
Szmodics, "Yes, you may assume the cadets abd rangers will be forewarned and forearmed but as you are wearing the tartan, they expect your incursion 'sometime in the next few days' as a graduation exercise. As for random settlers, they do not know and I expect you to avoid encounters. Of other dangers in the swamp, they come with the territory. But achieve this and we can iron out problems prior to Nassau. There we sink HMS Arkangel and pay a less than courtesy visit to their Queens birthday bash. Taking the watchtower will be a dummy run for the Governor's manse."

He leaves Mr Perryman to answer any further questions and opens a bottle of rum to pass round.

any further questions or observations, tactic decisions suggest here and then I will update starting scene for Monday.

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#26 Post by Stirling »

Szmodics

Studies the smaller map. There is not much extra detail but he can pick out ships and creeks and the target tower.

"Do we paddle down the large bight or the Lisbon Creek via the swamp area. Between the Guana Cay and Alcorine Cay, are there any small channels to pass. I see most ships on the right side of the creek under the watch tower lights. Do we choose to risk being seen by the light and captured or paddle in the dark and swampy side?"

The rogue is happy to follow consensus. He makes a suggestion for us all to paddle in file, at least to within sight of the watchtower and then can split up if folk prefer to go around or try individual sneak runs.

"The way I see the map, it is going to be around a dozen miles paddling from drop off to target. So that is what, four hours of paddling then observing the place then sneaking in. Midnight to day break? Stuck limpet clams on the ricketty brig, rough the guards up taking the watchtower. Raise a flag. Who has the flag?"

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#27 Post by shaidar »

Alderhay looks at the map

"We might want to consider splitting into two groups, taking different routes. They're going to assume we'll be coming by the sea, so we could also think about sending a small group overland to focus in the fort...or how about one of the two groups travel partway overland and travel up Lisbon creek, they might not be expecting anything from that direction"

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#28 Post by OGRE MAGE »

Sig seems distracted by the proceedings, as if he has something else on his mind.

“I agree with Alderhay. We should come at them from several directions at one time. My team has an advantage with Rene’s new soap. Perhaps we could come at them over land somewhere, unseen by human eyes.”

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#29 Post by GreyWolfVT »

Pocc just listens to the chatter of the more experienced crew all the while thinking about the one crewmember that might have lycanthropy and trying to figure out a good way to try and cure them.
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Re: Raid on Nassau: 'Cockleshell Heroes'.

#30 Post by Rex »

Fenis

Fenis just listens to everything as plans are discussed. He is thinking he is going to leave behind his new armor and plan on paddling.

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#31 Post by Bluehorse »

Rexlin

He makes a face but shrugs realizing they would be in on man canoes instead of larger Pirogues. Separate routes? Perhaps by teams yes, but no reason for everyone to be divided up. I'd like to go back into town for a compass myself. Any chance we can get some copies of that map too before heading out?

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#32 Post by Spearmint »

Tactical planning and the launching of the canoes.

Rexlin acquires a compass form the ships' arsenal. Each trio are given a map portion, detailing some creeks and islets in the bights and estuaries. The canoes are also outfitted with a small bullseye lantern which illuminates a single beam of light to a range of 60'ft. The may be dimmed. On the rear of the first canoe, it will help the trailing 'fish' to keep in line, paddling in the dark behind. Each of the canoes also has a tartan cloth flag to raise on the Watch Tower flagpole to signal the mission success. You all have a small satchel with your personal goods in, a water skin, some preserves. The lanterns may be dismounted and you have an extra flask of oil to keep it lit. The load is deliberately light. Wrapped string nets, each canoe receives receive a couple of large limpets. The conical shells are currently immobile.

"Immersed in water, they will awake, ravenous and hungry. For now they are kept in a state of forced hibernation with the aid of some 'sleep' magic," shares Mr Perryman.

Sailing down the east coast of Andros the sloop mixes with other traders plying the channels between the Bahama Islands. Your Gauloise flag noted and perception of threat lessened. A heavy Haldane fluytt bobs slowly by, surely loaded with trade goods and expensive spices, this time sailing by under your guns when otherwise a chance boarding may have sufficed to lower her colours. Your Captain has richer pickings on his mind and a chance for revenge for the McGregor's clan. Eventually the sloop tacks over a high reef towards a sandy shore under the guidance of Rico at the helm and several men shouting off fathom depths and warning of protruding rocks. In the fading twilight of late evening , Captain Lazarus orders the canoes lowered and the trio of paddlers take to their stations. "Men, this is as near to shore as we can safely sail and out of sight of all but beachcombers and smugglers. Hopefully by mid day tomorrow we will sail the bight to the fort and share in your success. Prove me right in this endeavour." With more words he encourages the group and with a few waving cheers from the crew, the canoes are paddled over the reef towards the islands and in the distance, the entry mouth to the south bight and creeks.

On the map, you are starting off the coast by the sandy bay between Congo Town and Driggs Hill settlement.

I need each of you to roll a [3d6] vs dexterity test to paddle the canoe. Three passes mean you paddle in super quick fashion, one failure per trio means half speed, two failures is a critical fumble and you remain stationary and start taking water. If all three paddlers fail the canoe is overturned and submerges beneath the waves. Unless specified I shall note your armour as worn on your character sheet. Please note any specific weapons or extra items you take also. The Captain reminded you it is a 'peaceful exercise' and checked in all guns and pistols though if you wish to smuggle one aboard you may attempt to do so.

Catfish: Siggard and Van de Poel and Rene.
Crayfish: Zoggrot and Goldie and Ferrol.
Codfish: Rexlin and Fishy and Alderhay.
Crabfish: Szmodics and Iggway and Fenis.
Coalfish: Pocc and Geoff and Stubble.
Cuttlefish: Shifty & Keegan & Maggott.

In order the canoes are lowered and set off. It is a mile or so across the water crests of the foamy waves to the shoreline and then further along the edge of the coast to sneak past the settlement on the tip of the Cay. Time is in your favour, it is about 10.00pm and you expect to complete the task by dawn. next actions then please. Dex skill checks. 'Catfish' is in the front of the file of canoes at this stage. Yu may proceed as a single file or two abreast as you agree together."

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#33 Post by Leitz »

Coalfish: Pocc and Geoff and Stubble.

Stubble grumps, mostly at himself, for being such a land lubber and hiring on with an ocean ship. Obviously, another task to improve upon.

[3d6] = 14 vs Dex 9

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#34 Post by Rex »

Fenis

Votes for single file.

Dex check (12) has +1 Sailing skill [3d6] = 8 [3d6] = 7 [3d6] = 7

Note: Left armor and pistols behind with the main ship.

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#35 Post by Zhym »

Zoggrot is reticent to leave his guns behind. You never know who might decide to interrupt a "peaceful exercise." But he checks the guns as ordered and travels light, with only a pair of boarding axes for use as tools, if needed. He reluctantly leaves his longsword behind too, judging it to be too long and cumbersome for his current task.

He and Goldie paddle away in tandem with practiced silence, although it takes Zoggrot a few minutes to get into the rhythm.

Paddling (DEX 17): [3d6] = 17
Goldie Paddling (DEX 14): [3d6] = 7

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#36 Post by Stirling »

Szmodics

Boards the Crabfish canoe, happy to be in the company of Iggway and Fenis 'Phoenix'. He loads the limpets into the space between the front and rear seats, a light crossbow tucked under the netting.

Canoe paddling dex save: vs 15. [3d6] = 8

"Nice and steady, no rush." he says with a firm grip on the paddle. He takes the rear seat pointing Fenis to the front. Infravision may be a required skill in night time swamps. He can swim in his enhanced armour, doggy paddle at best but enough to keep himself afloat. Hopefully it won't come to that.

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#37 Post by Monsieur Rose »

Ferrol

Ferrol tries to impress the imposing Zoggrot, managing to paddle in unison with the more seasoned pirates. Well enough.

Paddling check (DEX 16): [3d6] = 15

He leaves his longsword and his pistols behind, taking armor, the whip, daggers, and various class items. Potion as well.

"Let's keep that light off, shall we? I don't think either of us needs it."

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#38 Post by shaidar »

Alderhay

Paddling check (vs 17) :
Paddling: [3d6] = 7

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#39 Post by GreyWolfVT »

Coalfish: Pocc and Geoff and Stubble

Pocc tries his best with paddling the canoe but secretly wishes they were sailing on something larger than a canoe. Then gets distracted taking in the natural sights and being alert to anything around that might ambush them.

Dex check (14) [3d6] = 10
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Re: Raid on Nassau: 'Cockleshell Heroes'.

#40 Post by Hotgoblin »

Iggway

[3d6] = 14 Ability Check Iggway’s Dex 16

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