Exploring the 'Guineaman'.

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GreyWolfVT
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Re: Exploring the 'Guineaman'.

#101 Post by GreyWolfVT »

Pocc looks around cautiously "Something feels off I don't care for this ship a bit."
“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."
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Re: Exploring the 'Guineaman'.

#102 Post by Monsieur Rose »

Bello

"Son of a bi....! That was my ass-kicking foot!" Bello jumps around for a moment, shaking off the pain. He turns to the others "Ok, then. They're playing rough, eh? Let's go play." He moves to the stairs on starboard and starts climbing, wary for any more falling balls.
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Re: Exploring the 'Guineaman'.

#103 Post by Zhym »

Zoggrot takes a closer look at the doors (checking for traps), starting with the one with the blood trail. He tries to stay clear of the glass splinters and crockery on the way to the doors.
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Re: Exploring the 'Guineaman'.

#104 Post by Hotgoblin »

Iggway gives the group an uneasy smile...I can taste the putrid rot of death, it’s all around us! Be very careful...I can feel we are not wanted here!! She stayss behind Zoggrot and begins praying to Yanauluha.....
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Re: Exploring the 'Guineaman'.

#105 Post by Spearmint »

The exploration of the Guineaman continues.

Starting in the prow cabins, Siggard gives the caged hand pencil and paper. He requests a report but the illiterate severed hand simply mutilates the paper to shreds and snaps the pencil in twain. Leaving the cabin, the mage hails Van de Poel who grabs a length of rope and by leaning over the forecastle balcony is able to tow the weightless mage, traversing him along the starboard ship ribs towards the stern.

Diminutive thief Rene exits by the unlocked front door also. He clambers down into his birchbark canoe, intent on offering Siggard a safe passage to shore. He is not alone however as two stowaway severed hands have already taken the spare seat and surprising Rene, they make determined grabs with vicious claws. He bats one with the paddle but the other latches on to the young halflings' throat and begins to throttle him.

VdP and Ferrol 'Bello' dash up the forecastle stairs. They are greeted by four severed hands which each manipulate a small roundshot. The hands toss the balls blindly over the balcony and quickly scuttle away to seek shelter under the fallen rigging. Alderhay, checking the prow door is once again assaulted by the missiles. He quicksteps around three but tango's into the fourth.

Stubbles' helping hand indicates for the dwarf to wait a moment, raising a finger in the air before scuttling off towards the stern steps. It lifts the lid of a cracked case and begins to pull along a hessian sack, leaving a trail of greyish powder behind. Nearby the stern doors close and the nailed hands engage in some more play. One hand raps the other across the knuckles with a hollow crafted native pipe, (successfully pickpocketed from Iggways belt, please adjust sheet).

In the mast, Rexlin and Fishy stab at the squirrelling hands as they ascend. They sever fingers from bone from a pair but more climb, ominously inching across the spars they sit on and into the rigging above. The hands launch grappling attacks, leaping with unnatural strength to latch on to the watchmen. One claws a long dirt ridden fingernail across Rexlins' arm. Fishy gets cut also and fingers wrap around his throat. The water breathing pirate begins not to breathe at all.

In the stern cabins, the group waryily advance. The 'find traps' spell from Iggway highlights the strewn glass and crockery. The door Zoggrot studies radiates nothing but a thick stench of unwashed undead close by. Very close by. Fenis sneaks a path through the splinters to check out the next door. Goldie and Geoff reach the opposites leaving Iggway and Pocc in the middle. Behind you the double doors close once again. The wispy balls of light ebb and flow between you, almost taunting you to snap at them. As you listen at doors, the Will O'the Wisp floats to coalesce on the cabin criling and then dramatically winks out, putting the hallway in darkness.

In that moment, four cabin doors are flung open and grisly, hideous ghouls leap into the room. Prepared for the surprise, melee begins.

next actions and attack rolls please.

Fishy -5hp, Rexlin -1hp, Rene -2hp and Alderhay -1hp and Al to make a d20 save vs paralysis please
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Re: Exploring the 'Guineaman'.

#106 Post by shaidar »

swearing profusely Alderhay changes tack and heads up the stairs after the others, looking for the source of the projectiles.

Save vs paralysis (13): [1d20] = 8
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Re: Exploring the 'Guineaman'.

#107 Post by GreyWolfVT »

Pocc tries to cast a spell on the lead most ghoul(s) Faerie Fire and will prepare to attack it afterwards.
Last edited by GreyWolfVT on Tue Feb 26, 2019 4:40 pm, edited 1 time in total.
“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

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Exploring the 'Guineaman'.

#108 Post by Leitz »

"My turn to give you a hand." Stubble said. He went to the hand and helped carry the bag. "Thanks."

Assuming the mix inside seems like gunpowder Stubble will start to load the cannon. As the sounds of combat (screams of fear?) get louder he will work with Old Plighty to load faster and point the gun towards the trouble.

"Sounds like trouble is coming for us. Let's see if we can help out." Stubble grinned.
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Re: Exploring the 'Guineaman'.

#109 Post by Bluehorse »

R & F

Devil's Scowl draws the short sword he nabbed off the Yui-ti and takes a few slices at the encroaching hands. While Fishy draws a dagger to get stabby stabby with them as well!
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Re: Exploring the 'Guineaman'.

#110 Post by Zhym »

Zoggrot draws his stubby pistol and fires it at one of the ghouls.

Pistol (THAC0 20): [1d20+2] = 5+2 = 7 [2d4] = 5 (Stubby point-blank/short range dmg+: [1d4] = 2)
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Re: Exploring the 'Guineaman'.

#111 Post by Ahlmzhad »

Rene, is quite surprised, but being used to fighting for his life most days he takes his knife and goes to work on the hand at his throat.

Knife Attack: [1d20] = 20


Damage: [1d4] = 2
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Re: Exploring the 'Guineaman'.

#112 Post by OGRE MAGE »

Still carrying the uncouth caged hand along with him, Gin VdP continues walking back up the jetty, floating Siggard on the end of his rope like a carnival ballon, allowing the levitating mage to check out the exterior of the hull.

Happy to be away from the creepy lights and the even creepier cannonball tossing severed hands, the pair continue in this fashion all the way to the stern, unless something interesting is spotted along the way.
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Re: Exploring the 'Guineaman'.

#113 Post by Monsieur Rose »

Bello

Bello watches as the mage floats by. He calls out "What's going on?" Bello takes a moment to look around the forecastle, examining the area. His sword is out, ready to fend off any new attack.
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Re: Exploring the 'Guineaman'.

#114 Post by Rex »

Fenis

Fenis throws his throwing axe at the nearest Ghoul.

Thrown Throwing Axe [1d20] = 14 to hit [1d6] = 5 damage
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Re: Exploring the 'Guineaman'.

#115 Post by Hotgoblin »

Iggway jumps backward, holds her snake entwined symbol out at the creatures and shouts..Leave this place and go back to the blackness where you belong! Away with you! NOW!!!
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Re: Exploring the 'Guineaman'.

#116 Post by Spearmint »

Stern cabin hallway.

The 'Will O' the Wisp' plunges the hallway into darkness. The silence punctured by the scuffling of feet on the splinter strewn floor. The doors are flung open and ghouls emerge, gnashing sharp incisors, drooling spit and venom, scratching with long nailed claws.

Zoggrot, the first to react, draws his stubby pistol and shoots at the head of the ghoul on the other side of the broken door. The radiance of Iggways blessing is counteracted by the miserable aura of the WotW and the 1/2 orc miscues blasting a hole in the panels. Compatriot Fenis gets stuck in, sticking in an axe through the skull of the ghoul facing him. Despite a grevious wound the ghoul emerges. Goldie and Geoff also engage, lunging with dagger and sword. Both miss their target allowing the ghouls to retort.

Pocc outlines an aura of his own, tracing a silhouette around the leading ghouls. They highlight their presence in the hallway, making them conspicuous targets. In the frantic melee, claws and teeth find their mark. Geoff survives a critical slash and Goldie gets a minor wound. (-10hp and -1hp). Importantly the paralysising poison of the ghouls doesn't impede the men. Fenis is raked with an almost fatal routine. (-9hp). He crumbles to the floor, bleeding out. (d20 save also)

Iggway holds aloft the holy symbols and with divine authority rebukes the unholy undead. They squeal in horror, and shielding faces from retribution turn to flee through the doors leading into the quarters by the stern (area 3&4).

Guineaman Prow

Siggard hails 'Gin' ]Van de Poel, who grabs a length of rope and follows the mages' plan. Siggard continues to levitate but tied on to VdP who exits the ship onto the jetty, is towed along like trailing a bobbing balloon. They manuouvre all the way to the stern and the ship's rudder.

Rene tackles the hands ambushing him. He slices the fingers off the hand strangling him, the digits falling into the canoe, wriggling like fat maggots ready for bait. The second hand tries to attack the rogue but is unable to grapple him.

Ferrol and Alderhay rush the severed hands on the forecastle. The hands scuttle away under the fallen rigging to hide. The pair lift the canvas but are met wuth four pairs of hands. Four hold belaying pins in bony palms while the other four grip edges of sail. They leap with an unnatural urge and try to use the sail as a net or shroud to cover the intruders. Ferrol is able to dodge the hands but Alderhay is sacked and the four spin around on ropes trying to tie him up. The cudgel holding hands gang up on the unfortunate pirate and cosh him senseless. The only saving grace is one hand crushes another with a bone crunching splat and a puppetry like 'Punch' show between hands begins.

Midships

Rexlin and Fishy stab and cut at the hands that grapple them. They deal efficiently with the first wave but are assaulted by further crawling claws. Each has two hands squeezing the death out of them, crushing throat and scrotums.(-7hp each).

Old Plighty and dwarf Stubble smoke a few drafts of Szmodics supplied 'waccy-baccy'. Their calm sedation broken after a few moments by the screams from prow, mainmast and stern areas. The pair grab their weapons and investigate the unseen blood curdling noise from behind the closed stern cabin doors. It is then that the 'helping hand' riding upon the shoulder of the dwarf does some prestdigitation and acrobatics, striking the matchsticks across his shaven jaw and drops to the floor. Igniting the trail of powder to the cannon, the hand scuttles away.

A countdown begins as the powder fuse is lit...10, 9, 8, 7 ...

okay, next actions please :D
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Re: Exploring the 'Guineaman'.

#117 Post by Rex »

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Re: Exploring the 'Guineaman'.

#118 Post by GreyWolfVT »

Pocc casts a spell of healing on Fenis well that sucked....
Cure Light Wounds [1d8] = 1
Edit forgot the +1d4 healing bonus
Bonus for CLW [1d4] = 4
Last edited by GreyWolfVT on Sat Mar 02, 2019 8:20 pm, edited 1 time in total.
“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

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Exploring the 'Guineaman'.

#119 Post by Ahlmzhad »

Rene

The boy backs up a little and throws two daggers at the remaining hand.

1st Dagger: [1d12+3] = 10+3 = 13 correct roll [1d20+3] = 8+3 = 11


2nd Dagger: [1d20+3] = 4+3 = 7

D1 Damage: 4

D2 Damage: 3
Last edited by Ahlmzhad on Sat Mar 02, 2019 10:01 pm, edited 1 time in total.
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Re: Exploring the 'Guineaman'.

#120 Post by Rex »

If Fenis survives I may add Unlucky to his name. :)
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