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ANGER - Keep it away from the forums. (Warning: Now Contains Pirates)

#1531 User is offline   Slade Icon

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Posted 19 October 2007 - 06:34 PM

((It should be noted that Bond posted a while ago, and his post was just approved.))

Hmm... I want to find out what jobs are being offered, not the pirate hunting ones, just other privateering stuff, and try to recruit a few more men for my crew. It shall be time to leave, soon, but I could use some bearings, first. And we'll probably have to sail to another island to top off my crew at some point, but not right now. What are my supplies?
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#1532 User is offline   Spoon Poetic Icon

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Posted 19 October 2007 - 06:49 PM

I order my crew to take the ship further out, to where they can't easily board us but we are still in range with our cannons, still perpendicular to their ship - so I guess the easiest thing is we make a smallish U-turn, so that our other side faces their bow, from farther away. (((I'm assuming, since they've had to change their efforts from getting unstuck to fighting us, as well as all the damage we've done to their ship, they won't be able to give chase any time soon.)))

While some of the crew makes to maneuver the ship, the cannons are to keep firing as long as they can get shots. I order my three best long-range gunmen to fire their muskets at tha cap'n, for hopefully taking him out will demoralize the rest of 'is crew as well as disorganizin' 'em. After they either succeed, or are out of range, they are to assist the rest of the crew.

The rest of the crew are ta be preparin' to fight any potential boarders that may jump on while we're maneuvering tha ship. I figure it's not a bright idea for my smaller crew to go jump onto a damaged ship with a larger crew, and we could more easily pick the crew off a bit at a time as they try to board us.
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#1533 User is offline   Cobnat Icon

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Posted 19 October 2007 - 08:14 PM

QUOTE (J m HofMarN @ Oct 19 2007, 10:15 AM) <{POST_SNAPBACK}>
Cobnat- Ok, you fail your encounter check. 2 slightly drunk guys decide they want to be pirates and start onto the gangway. Neither are armed yet as they look around "their" new ship.


No drunks will defile th' ship 'n live! Attack thema… carefully.
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#1534 User is offline   J m HofMarN Icon

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Posted 20 October 2007 - 03:41 AM

Bond- Ok I rolled to see if you would make it to Cuba and you have. And ok you're at the major Jesuit hideout.

Sime- Hey, there's some lone pirate ship skulking around the Jesuit base in Cuba. Intelligence suggests one of the heretics serving that harlot Queen Elizabeth is there.

Bond again- Ok. Sure, you see a ship with black sails. It belongs to Captain Bloodrose Blackmoonbloodfuck. He's a goth, and the inquisition decided to make an example of him, seeing as how he probably wasnt very holy or so they decided from seeing his ship. So they captured him, tortured him, tortured him some more, tortured him again, then let him escape for a while on the island, recaptured him, tortured him again, and then strung him up in a gibbet from the mast of his own ship. He's actually there right now and he calls out for you to kill him and put an end to the unbearable agony he's in. His crew lie dead all over the ship which, on the morrow, will probably be rechristened and turned to the uses of the Order of the Companions of Jesus.

Oh, and in addition to that black sailed ship, There are two others that have come out from sea. Behind you. Closing off the harbor.

Jordan- Looking forward to hearing from you, man.

Otal- They're evenly split between "lets run the fuck away" and "lets try to get rid of this evil thing"

Ninja Duck- The captain asks if you can get your tools and be ready to ship out in half an hour. However he makes it quite clear that you are, under no circumstances, to treat his ship in the manner of man and wench. Every man, he says, be gettin urges, specially when addled with rum, and at times he's thought the ship's goat... He suddenly decides he's said too much and starts stumbling back to his ship, dodging the fighting patrons as the parrot flies over head.

Slade- Mostly you just hear about Captain Barebones, that's the big news in the Caribbean these days. He's said to have a treasure larger than any currently known, and he's also taken to hunting fellow pirates. It's rumored he was once a mortal pirate himself but no one's sure. You crew up to full strength and have all the usual supplies unless you want anything special. Also, you find survivors of the wreck of an old english ship and they sign on as the cook and the ship's retard. The ship's retard tells you covertly "I'm with ye if ye be wantin to mutiny, captain."

Spoon- Ok, you get your side facing them and now it's half your cannons against two small swivel guns. They're pretty much stuck while they defend themselves, and they're not pleased about you getting out of range to board. Your men ask what manner of shot you'd like fired. They've tried chain shot, and they're now between ordinary cannon balls and scatter shot. I'll assume for now it's half and half. Your scatter shot clumps on the enemy decks doing massive murder among the crew. 15 sailors are killed straight away. Your regular cannon balls rake the ship doing basic damage, just tearing things up and killing a few people.

Your sharpshooters are getting shitty roles, and I blame rum. They kill neither the captain of the opposing ship nor any of his men. Your men however fire and kill quite a few of the enemy, who have now brought up their rifles. They're down to about 35 men from a total of more like 65. Anyhow the survivors are going to fire now. They roll pretty badly, so one or two of your guys drop. If you keep doing this well I'm going to make a fear check to see if they'll surrender despite your boat's size. You can see that the odds will soon be in your favor to board.

Cobnat- Ok, you attack them carefully. I'll give you bonuses to defense, but subtract from your attack. The two drunks decide that you should be their cabin boy and draw cutlasses to make you go get them some grog. When you refuse one of them swings and hits the deck of the ship. The other one however is going to attack you, but you dodge and, since you rolled a 20, you counter attack. You lock swords with him and while the two of you battle his partner is trying to sneak behind you, which you notice as part of your defense bonus.

What do you do next?

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#1535 User is offline   Cobnat Icon

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Posted 20 October 2007 - 04:37 AM

QUOTE (J m HofMarN @ Oct 20 2007, 12:41 AM) <{POST_SNAPBACK}>
Cobnat- Ok, you attack them carefully. I'll give you bonuses to defense, but subtract from your attack. The two drunks decide that you should be their cabin boy and draw cutlasses to make you go get them some grog. When you refuse one of them swings and hits the deck of the ship. The other one however is going to attack you, but you dodge and, since you rolled a 20, you counter attack. You lock swords with him and while the two of you battle his partner is trying to sneak behind you, which you notice as part of your defense bonus.

What do you do next?


<<To be perfectly honest I didn’t expect to get this far in the encounter>>

I try t' push th' scallywag I be currently lockin' cutlasses wit' 'n then keep me distance. If I 'ave a pistol then I use it. If I donat then I find one 'n use it.

This post has been edited by Cobnat: 20 October 2007 - 04:41 AM

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#1536 User is offline   J m HofMarN Icon

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Posted 20 October 2007 - 01:07 PM

(( quick note for now and I'll make a post tonight: Ninja Duck-Here's a sidequest for you. If you can get an island hideout and name it The Island of Captain Tureau, I'll give you rock and roll points. ))

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#1537 User is offline   Otal Nimrodi Icon

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Posted 20 October 2007 - 05:25 PM

Lads, I tell ya what. A big ol' floatin' ship be somethin' scary, but she ain't hurtin' nobody. I say we let her go, even now Barebones could be sailin' away from us, him and all his treasure.
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#1538 User is offline   Bond Icon

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Posted 20 October 2007 - 05:29 PM

QUOTE (J m HofMarN @ Oct 20 2007, 04:41 AM) <{POST_SNAPBACK}>
Bond again- Ok. Sure, you see a ship with black sails. It belongs to Captain Bloodrose Blackmoonbloodfuck. He's a goth, and the inquisition decided to make an example of him, seeing as how he probably wasnt very holy or so they decided from seeing his ship. So they captured him, tortured him, tortured him some more, tortured him again, then let him escape for a while on the island, recaptured him, tortured him again, and then strung him up in a gibbet from the mast of his own ship. He's actually there right now and he calls out for you to kill him and put an end to the unbearable agony he's in. His crew lie dead all over the ship which, on the morrow, will probably be rechristened and turned to the uses of the Order of the Companions of Jesus.

Oh, and in addition to that black sailed ship, There are two others that have come out from sea. Behind you. Closing off the harbor.


I instruct me hearty crew to man the cannons and blow up any scurvy dogs what darst come off those ships, then leap off to the other ship and dash that Captain Blackmoonbloodfuck with my handy sword, Pisces. Having done this, I jump back on, gather a contingent of me most trustworthy men, some gunpowder, and a handy cachet of swords and make for the Jesuit compound, where we easily make mincemeat of the two guards at the main gate.
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#1539 User is offline   Spoon Poetic Icon

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Posted 20 October 2007 - 10:47 PM

(((Bond, you don't seem to get this. You don't get to decide what happens in the game. You can't make things appear, you can't make yourself succeed, you can't make other people do things. All you can do is decide your next plan of action. Then Jm rolls the dice to see if you failed or succeeded carrying out your plan, and how well you failed or succeeded. He comes up with scenarios. He is the Game Master. He is god here. You don't get to manipulate the gaming environment past your decisions - so you can give yourself actions, give your crew orders (which they probably will but might not follow), speak for yourself, etc - but no more. I'm telling you this so you don't get kicked out of the game for not understanding.)))

Arr... I tell my gunners to load with scatter shot and cannon bombs (hollow spheres of iron with an explosive inside and a fuse that is lit before firing). My sharpshooters, if they're not out of range, should keep firing - everyone else, preparing to board for when I feel like it's the right time. I'm still keeping my eye on the cap'n, making sure I know where he is at all times.
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#1540 User is offline   Slade Icon

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Posted 20 October 2007 - 11:10 PM

Yar. We're fightin' fit. We set sail at dawn for Martinique to seek more information on better job opportunities than the none we have at Barbados. Maybe they can tell us more about this Barebones character or other adventuresome leads when we get there, too.
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#1541 User is offline   J m HofMarN Icon

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Posted 21 October 2007 - 04:43 AM

Cobnat- Wow. That's another natural twenty. You push the fuck out of him and he flops on his ass and skids back a ways. And sure, you have a pistol you can draw after pushing him. But his friend is going to come after you. He rolls abysmally once more.... The fawk? Ok... For absolutely no reason I can see you roll your third natural 20 of this encounter. You counter attack his clumsy jab and put a bullet in his leg. He's drunk so he doesnt notice the wound too much, and its not enough to disable him, but he's pretty effed. Unfortunately, that was your only shot til you reload, and now your opponent on the ground is drawing his own pistol.

Otal- You let the ship go and your crew seem all the happier to be away from it, regardless of whether it's sinking or not. Are you still heading towards St Kitts? If so you'll arrive this turn and I'll make a big old post. If not, just tell me where you're off to. I'm just wondering if this ghostship changed your course.

QUOTE
I instruct me hearty crew to man the cannons and blow up any scurvy dogs what darst come off those ships, then leap off to the other ship and dash that Captain Blackmoonbloodfuck with my handy sword, Pisces. Having done this, I jump back on, gather a contingent of me most trustworthy men, some gunpowder, and a handy cachet of swords and make for the Jesuit compound, where we easily make mincemeat of the two guards at the main gate.


Bond- (Ok. So you leap off a ship and head towards the main spanish bastion while outgunned and surrounded.... Ok. I'll go with it.)

Your crew looks at you, looks at the two spanish warships, looks at the coastal defenses, and looks at you again. They watch you leap off the ship and (1) tumble headfirst into the water, pull yourself up the side of the black sailed ship, and then climb the rigging and start killing the guy in the gibbet. You kill him good, for some reason. So, yeah, he's dead. And you're on a ship full of corpses alone in the middle of a nest of Jesuit spies and torturers.

When you go to jump back on you find that those trustworthy men weren't so trustworthy. They failed their courage roll, though I suspect it could have just as easily been that they passed their wisdom roll. You can now see the aft portion of your ship receding towards the two spanish vessels blocking off the harbor. They want out, and they werent about to wait for you to kill the guy in the cage to make their escape. Pirate code and all that.

Soon you can see a lot more of it, because it's lit up with cannon fire. The two spanish ships fire on her but do little damage as they were rather unprepared for such an escape attempt. The shore battery, however, has now come to life and unleashes a punishing volley on your vessel. She's now listing a bit with damage to the hull and sails, and she's going to try to return fire, though they get a penalty for panic. Yeah they screw that roll up again. They mess up in priming the cannons and two cannons asplode.

For some reason you decide to go and attack some guards. But you dont easily make mincemeat of them. Guard 1 draws a sword and stabs at you. You parry his attack... Guard two is also blocked. You're rolling oddly well. You fail your encounter check though. One problem with going into the main Jesuit base is that its full of Jesuits and Spanish soldiers. Two more are now coming at you as your ship continues to battle to escape the harbor and leave you for dead.

Spoon- Wow. Your scattershot tears the fuck out of their crew. Nine more men are down. The captain is wounded and yells for his men to make their way to the boats and attempt to board you. Unfortunately he cant lead them considering his wound. He's going to try to hid out of range in the aft section near the helm. Most of the men on the ship are now going over the side. Your explosive rounds therefore do little damage except to start a few fires on the ship. That might be a problem since the smoke will alert others to this location.

Slade- Alright, you're heading for Otal's base off Martinique. Interestingly enough, he's moving about in the same area. I'll assume you've got a lookout and he'll be noticing a ship sailing on a northeasterly course towards St. Kitts. Closer inspection with a spy glass would reveal the ship to be called the Devil's Night.

Otal- Hey, there's some ship coming up on you.

Sime- Message from the order: "Another heretic, and quite possibly his crew, shall soon be delivered into the merciful hands of our order. We request your presence."

This post has been edited by J m HofMarN: 21 October 2007 - 04:52 AM

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#1542 User is offline   SimeSublime Icon

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Posted 21 October 2007 - 09:48 AM

((sorry for my absence, have barely been home for the last few days))

A cold smile crosses my lips as I order the crew to take me to the heretic who would dare attempt set foot on holy Spanish soil.
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#1543 User is offline   Otal Nimrodi Icon

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Posted 21 October 2007 - 12:32 PM

((I think I have my assistant ships with me.

And is this MYSTEEERIOUS ship close to me, like, at all?

Particularly enough for me to communicate in any effective way, probably semaphor?))

This post has been edited by Otal Nimrodi: 21 October 2007 - 01:00 PM

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#1544 User is offline   Bond Icon

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Posted 21 October 2007 - 05:51 PM

QUOTE (J m HofMarN @ Oct 21 2007, 05:43 AM) <{POST_SNAPBACK}>
Bond- (Ok. So you leap off a ship and head towards the main spanish bastion while outgunned and surrounded.... Ok. I'll go with it.)

Your crew looks at you, looks at the two spanish warships, looks at the coastal defenses, and looks at you again. They watch you leap off the ship and (1) tumble headfirst into the water, pull yourself up the side of the black sailed ship, and then climb the rigging and start killing the guy in the gibbet. You kill him good, for some reason. So, yeah, he's dead. And you're on a ship full of corpses alone in the middle of a nest of Jesuit spies and torturers.

When you go to jump back on you find that those trustworthy men weren't so trustworthy. They failed their courage roll, though I suspect it could have just as easily been that they passed their wisdom roll. You can now see the aft portion of your ship receding towards the two spanish vessels blocking off the harbor. They want out, and they werent about to wait for you to kill the guy in the cage to make their escape. Pirate code and all that.

Soon you can see a lot more of it, because it's lit up with cannon fire. The two spanish ships fire on her but do little damage as they were rather unprepared for such an escape attempt. The shore battery, however, has now come to life and unleashes a punishing volley on your vessel. She's now listing a bit with damage to the hull and sails, and she's going to try to return fire, though they get a penalty for panic. Yeah they screw that roll up again. They mess up in priming the cannons and two cannons asplode.

For some reason you decide to go and attack some guards. But you dont easily make mincemeat of them. Guard 1 draws a sword and stabs at you. You parry his attack... Guard two is also blocked. You're rolling oddly well. You fail your encounter check though. One problem with going into the main Jesuit base is that its full of Jesuits and Spanish soldiers. Two more are now coming at you as your ship continues to battle to escape the harbor and leave you for dead.


All right... well, I charge and slash at the guards, then yell, "AAARRRRGGGHHH!!! Ye scurvy dogs, ye'll be damned if ye desert!"
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#1545 User is offline   Slade Icon

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Posted 21 October 2007 - 08:40 PM

((Thank you for assuming I had a lookout posted. I thought it was obvious enough that every ship with a full crew should have a lookout, but one never knows with you, tricksy GM.))

Anyhow, when we get within shouting distance, I'd like to let the other ship know that we're just passing through. If we're not already flying a non-threatening flag, make sure someone hoists one, doubletime. Me ship'll probably be asked to stop and talk with the other cap'n since I'm sure an asian vessel sticks out like a monk in a whorehouse in the Carribean. In that case, I suppose me na' th' other cap'n'll both have to row out to the middle of the ocean with a few good men. I'll let their good cap'n know we were bodyguards for the merchants that recently arrived from the East, and we're not lookin' fer trouble, just good-payin' work that doesn't involve actively seeking out pirates. We're headin' to Martinique to see if the Rusty Locket is still there, an' to find jobs and perhaps some goods to trade.

((If that's too much to say in advance, I'll just say it again as the time comes.

Edit: In case I wasn't clear, the Rusty Locket is a tavern that Cap'n John Wushu Bloodbeard Denshin III visited some time during his last adventure through the region before the madness ensued.))

This post has been edited by Slade: 21 October 2007 - 09:35 PM

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