[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

jbear

First Post
GM: [MENTION=90924]LordGraz'zt[/MENTION] In the interests of not allowing the game to grind to a halt I will be moving things on Monday. I will NPC Kartuus assuming he will aim and fire the cannon at the shugenja tower.
 

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jbear

First Post
Kartuus easily swings the cannon into line with the shugenja tower. The sailor next to him touches flame to fuse causing an unlucky spark to land in the dark knight's eye which causes him to twist and alter the line of the cannon at the last moment. The cannon erupts in flames and smoke, its impact falling several feet short of the shugneja tower, carving into 3 of the junk's crew and sending a large chunk of wood cutting into the first mate's face just above the eye. Unfortunately other large chunks rain down upon the nearby prisoners, cutting into their bodies as the struggle helplessly against their bonds.

As Themes brings the Dolphin up beside the junk with an expert manoeuvre, the crew member at the helm of the junk somehow avoids complete closure of the two boats. A five foot gap remains between them, close enough for those athletic enough to get over but still an obstacle of consequence for those not so gifted. However before the boats completely close one of the junk's cannons is reloaded and fired at close range into the Dolphin with devastating effect. The enemy first mate finally recovered from the invoker's attack roars above the chaos: "Cease fire you idiots! We will need a boat that can sail! And it looks like it just arrived! Prepare to be boarded!"

The crew of the junk send up a cheer, and following the lead of the first mate they ready cutlass, daggers and rapiers for what they sense is about to happen.

Meanwhile inside the undamaged tower the shadows of the shugenja continue to dance just as blood continues to flow from Captain Pegs ears and nose.


[sblock=Mechanics] Kartuus aims Cannon: 17 Str vs DC 8: Success
Kartuus fires Cannon at Shugenja Tower: 6 vs AC 16; Critical Miss
Stray Cannon impacts near deck of Junk 2 causing an impact explosion:
10 vs Ref Captain;miss 15 vs Ref First Mate;hit 14 vs Ref Crew;Hit 16 vs Ref Prisoner 1;Hit 21 vs Ref Prisoner 2;Hit Impact Force Damage = 4 (prisoners take x2 damage due to the critical failure :devil: )

Junk 2 Opposes Themes Nature roll 22 to avoid boats closing alongside
Nature +4 = 22; Draw. Themes has the higher modifier so success.

Shugenja Daze vs Will of Captain Peg = 21; Hit 4 psychic Dmg and Peg remains Stunned TENT

Junk Cannon 1 recharge = 4; Fail
Junk Cannon 2 recharge = 5; Success
Fire Cannon: +5 vs AC 18 Dolphin=23;Crit! The Dolphin takes 2 hits of damage... causing an Impact Explosion:
vs Ref Captain Peg=4;miss vs Ref Crew=22;Hit vs Ref First Mate=4;miss vs Rain=19;Hit vs Zuri=17;Hit vs Kartuus=7;miss vs Sabynha=8;miss vs Themes=18;Hit vs Wat=7;miss
Impact Explosion Force Dmg = 1 Crew Takes 3 dmg due to Vulnerability.
[/sblock]

[sblock=Summary:]
Kartuus' shot misses and impacts deck causing 4 dmg to First mate; 6 dmg to Crew; and 8 dmg to both prisoners.

Themes narrowly wins sailing contest and pulls Dolphin up next to Junk 2
5 ft gap separates 2 boats. Athletics or Acrobatics DC 8 to board Junk 2 (prone)
Athletics or Acrobatics DC 12 to board Junk 2 (landing on your feet)
(This added difficulty is due to the narrowly won Nature contest)

Shugenja hits Captain Peg with Daze for 4 psychic dmg; remains Stunned TENT

Junk Cannon 2 reloads and fires for a successful crit; Dolphin takes 2 dmg.
Impact explosion hits Rain, Zuri and Themes for 1 dmg and the Crew for 3 dmg

Junk crew prepare to be boarded
Junk First Mate moves closer to the action; Now only as far to reach as the Prisoners
Junk Captain moves closer to the action; Now only as far to reach as the Prisoners

Aiming cannons at shugenja tower is now impossible.
Junk cannons will not be used at point blank range. (They have hope of taking the Dolphin for their own.)
[/sblock]


[sblock=Status]
Kaartus 15/23 HP
Sabynha 23/28 HP
Rain 26/31 HP
Wat 21/28 HP
Zuri 16/24 HP
Themes 21/24 HP

The Singing Dolphin 1/8 hits; 1 Grappling Hook attached (-2 to nature checks) 2/3 hits received
Captain Peg 8/24 HP; Bloodied and Stunned TENT (Cannot navigate the Dolphin)
First Mate Bilge 20/22 HP
Crew 18/30 HP
Cannon 1: Used (0 crew; ); Requires Recharge
Cannon 2: Used (3 crew; 1 sailor, Kartuus, Rain): Requires Recharge :4: (can re-roll)

Junk 1: Crippled (out of the challenge)

Junk 2: -2/3 Hits left Crippled (still in challenge)
Cannon 1: Used (crew 2); Requires Recharge
Cannon 2: Recharged and Used (crew 2); Requires Recharge
Grappling Hook 1: Used (freed)
Grappling Hook 2: Used (attached) (2/3 hits received)
Shugenja: 22/22 HP
Shugenja Cover 12/12 HP
Junk Captain: 86/112 HP Dazed TENT (ends after PCs next turn)
Junk First Mate: 22/38 HP
Junk Crew: 54/60 HP
[/sblock]

GM: Round 4: The Rescue or the Abandonment!
Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued

Current Status: :4:/:6: Successes :1:/:3: Failures
Prisoner 1 14/22 HP left
Prisoner 2 14/22 HP left
Prisoner 3 ????

Added to Boarding Junk below: Reaching Prisoner; Freeing Prisoner; Escaping with Prisoner

Note: Junk 2 is now 5 ft away (1 square)
Boarding: DC 8 Athletics or Acrobatics (Prone) or DC 12 Athletics or Acrobatics (Land on Feet)
Also: Crippled Junk 2 remains active as long as grappling hooks are attached.
Adjustment: Thievery Action altered to untie prisoner: Minor Action Thievery DC 19 or Standard Action DC 12

Reminder: You all have Action Points by the way. Feel free to use them.


[sblock=The Dolphin]
[sblock=Defenses] AC 18 REF 14
Hits: 1/8 before being crippled (Bloodied = 1 fail; Crippled = 2 Fails)
If the Dolphin is crippled it will be boarded by the crew of each non crippled junk [/sblock]
[sblock=Using the Captain and crew:]
Captain: AC 16 Fort 14 Ref 14 Will 13; 12/24 hp
Steering ship (Move Action 1/turn): Nature +8
1st mate: AC 15 Fort 14 Ref 13 Will 12; 20/22 hp
(Move Action 1/turn) Nature +6; Athletics +8
Crew: AC 14 Fort 13 Ref 12 Will 11; 23/30 hp hp (swarm Vulnerable 2; Range, melee ½ dmg)
(Move Action 1/turn)Acrobatics +6; Athletics +6; Endurance +6; Thievery +6
(Minor Action 2/turn); Requires Charisma based check DC 12 or DC 19 if bloodied: Melee or Ranged attack: +4 vs AC; 4 dmg Requires Charisma based check [/sblock]

[sblock=Fire the Cannons]Aim the cannons: Minor Action: Strength DC 8 or Thievery DC 12
Fire the Cannons: Dungeoneering or +5 vs AC 17; Success by 5 or more= Crit: 2 Hits
For each person manning a cannon Recharge chance increases by 1 (max 3 people)
Extra Effort: 1 person per cannon can spend a surge and make Athletics of Endurance check 1/round
DC 12: Reroll Cannon recharge DC: 19 Reroll Cannon recharge with chance increased by 1
Cannon 1: Used; Crew: 1; Recharge :6:
Cannon 2: Used; Crew: 3; Recharge :4: :5: or :6: [/sblock]
[sblock=Ram a Junk]
Align the Dolphin: Nature or +3 vs REF to align the side of a junk 1/round; Requires 3 successes before 2 fails in a row; For each success by 5 or more add 1 hit to damage caused to the junk. :1: Success
Aid Alignment: Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the aligning of the Dolphin with a +1 bonus
Ramming a Junk: Requires Alignment; +10 vs AC; Hit: Causes 3 hits worth of dmg and 1 to the Dolphin; Miss: Causes 2 hits of dmg and 2 to the Dolphin. If the hit achieves 5 hits of dmg the Dolphin carves cleanly through the junk: Bonus Dmg: :1:
[/sblock]
[sblock=Boarding a Junk]
Boarding a moving Junk: Jumping to moving boat DC 19
With some type of rope DC 12
To a crippled or rammed junk DC 8

Reaching the Prisoners: Requires (1) Athletics or Acrobatics DC 12 (move action)
Otherwise it takes 3 move actions
A successful melee attack vs crew wins 2 move actions
A successful ranged attack vs crew wins 2 move actions for on board ally

Freeing a prisoner: Minor Action Requires Thievery DC 19 Standard Thievery DC 12
or Hack through rope (minor action): Melee attack vs AC 14; requires 3 hits
Moving a Prisoner: Moves required as per getting on board and to prisoner except whoever is helping takes a -4 penalty to attacks, defense and skill checks while aiding escape;
* If 2 PCs aid escape this penalty is reduced to -2.
* This penalty can be reduced further by a (minor action) Endurance check DC 14 or or a Charisma based check DC 19 to get him to cooperate despite his wounds: Reduce penalty by 2

Subdue the Junk crew: Requires captain and first mate to surrender
Reaching the Captain or First mate: Requires (1) Athletics or Acrobatics DC 12 (move action)
Otherwise it takes 3 move actions
A successful melee attack vs crew wins 2 move actions
A successful ranged attack vs crew wins 2 move actions for on board ally
Carving through the Crew: (Swarm) AC 15 Fort 12 Ref 13 Will 12 54/60 HP (Vulnerable 2 to close and area attacks; ½ dmg vs ranged/melee attacks)
Aura: Each PC that starts their turn on enemy boat is attacked: +5 vs AC; 1d6+6 dmg
Special:For each 10 dmg the crew receives its damage is reduced by 1 (cumulative)
Bloody the Captain: AC 17 Fort 14 Ref 15 Will 13 HP 86/112 +8 vs AC; 1d10+6 dmg; 2 atks/round
Special: The captain surrenders when bloody
Bloody the first mate: AC 16 Fort 13 Ref 14 Will 12 HP 22/38 +6 vs AC; 1d8+4 dmg and +4 vs AC; 1d4+4 dmg
Special: The first mate surrenders when bloody
[/sblock]
[sblock=Outrunning a junk] Guide the Ship: (1/turn) Opposed Nature rolls; Requires 3 successes before 2 fails in a row; each junk counted separately.
Aid Swift Sailing: Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the Dolphin with a +1 bonus to outrun the junks
Prayer for Favorable Winds: (Minor action 1/turn) Religion DC 19; Force junk to reroll nature check
Protecting the Navigator’s mind: (Minor action 1/turn) Arcana DC 19; Stunned condition becomes Dazed or Dazed condition is removed. If navigator is unaffected then this provides a +2 bonus to Will defense.
[/sblock]
[/sblock]

[sblock=Yakuza Junks]
Defenses: AC 17 REF 14 FORT 14
Hits: Junks can take 3 hits before they are crippled
Shugenja: Each junk has a shugenja who focuses their attention on inhibiting the captain of the Dolphin: +6 vs Will; Hit: 4 psychic dmg and Dazed TENT (if target is Dazed then Stunned)
Special: target receives a -2 penalty to checks to navigate the ship while Dazed.
[sblock=Grappling Hooks:] At the end of each round the junks (+7 Nature) and navigator of the Dolphin make opposed Nature rolls; junks receive 1 roll per grappling hook attached. For each roll higher than the Dolphin’s they pull closer; If 1 ship pulls closer 3 times the crew can board the dolphin.
Unhook a grappling hook: Standard Action Requires Athletics, Endurance or Thievery DC 19
Hack away grappling hook (minor action): Melee attack vs AC 16; requires 3 hits [/sblock]
[sblock=Junk 1: Crippled]Hits 0/3
Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19
Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg
Cannon 1: Charged; Crew 2; Recharge 5-6
Cannon 2: Charged; Crew 2; Recharge 5-6
Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks);
Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks)
[/sblock]
[sblock=Junk 2]Hits -1/3
Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19
Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg
Cannon 1: Used; Crew 2; Recharge 5-6
Cannon 2: Recharged and Used; Crew 2; Recharge 5-6
Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED
Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED
[/sblock]
[/sblock]
 
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Son of Meepo

First Post
Wat

Wat gets close enough to take aim at the captain and crew of the remaining junk. First comes a prayer that washes over the captain and crew, disorienting them. Next, Wat does something unexpected. From his lips he utters not a prayer to Joven, but the arcane syllables of a magic spell. The spell causes a concussive wave to throw back the captain and crew, sending some of the crew overboard and the captain to the deck once more.

He then tries to shield his captain's mind, but the enemy caster has too much control.

[sblock=actions]Move: To edge of ship
Standard: Shining Symbolvs Will Shining Symbol (Crew; Captain) (1d20+4=21, 1d20+4=19, 1d8+6=11)

Crew: HIT for 11+2 radiant damage.
Captain: HIT for 11 radiant damage.

Action Point:
Thunderwave vs Fortitude Thunderwave (Crew; Captain; Damage) (1d20+4=17, 1d20+4=14, 1d6+4+4=12)
Push Saves (Crew 1;2;3;4;Captain) (1d20=20, 1d20=1, 1d20=1, 1d20=2, 1d20=16)
3 crew are pushed overboard for +6 damage

Crew: HIT for 12+2+6 = 20 thunder damage.
Captain: HIT for 12 thunder damage and knocked prone.

Minor: Arcana (Protect Mind) (1d20+7=15)

Result: Fails[/sblock]


OOC: Summary

The Captain takes 23 damage is at 63/112 hp, prone, and -2 to attacks until the end of Wat's next turn.

The Crew takes 33 damage is at 21/60 hp at -3 to damage rolls and -2 to attacks until the end of Wat's next turn.


[sblock=Wat's Stats]Wat - Half-Elf Invoker 1 Passive Perception 14, Passive Insight 16 AC 16, Fort 15, Reflex 13, Will 15 HP 21/28, Bloodied 14, Surge Value 7, Surges 10/10 Speed 5, Initiative +0 Action Points: 0, Second Wind [] At-Will Powers: Astral Wind, Divine Bolts Encounter Powers: Thunderwave [x], Thunder of Judgement [x], Shining Symbol [x], Channel Divinity [] Daily Powers: Silent Malediction [] [/sblock]
 
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Nemesis Destiny

Adventurer
Sabynha, seeing the opportunity created by Wat's stormy onslaught, decides to act. She drops the empty crossbow and draws her slender, curving Vistani blade. Using it for balance, the gypsy lass begins a dizzying, twirling dance. The bright colours of her clothes swirl about in an ever-hastening display, she makes for the edge of the Dolphin, and uses the railing on the gunnel to boost her jump.

[sblock]Free: Drop crossbow
Minor: Draw steel
Move -> Minor: Activate Focused Discipline stance (Offense; +1 to attack)
Standard: Charge across the gap to attack the first mate; Acrobatics to clear the gap 1d20+6+1=21; SUCCESS. Melee Basic Attack vs first mate's AC 1d20+7+1+1=13, 1d6+4=5; MISS.[/sblock]With a graceful pirouette through the air, the deft Vistani easily clears the gap between the two ships, and using her momentum, presses on toward the downed and vulnerable Captain. The crew, scattered by Wat's blast of thunder, is in no position to oppose the flailing gypsy-dervish, but unfortunately for her, the first mate saw her move - there was no subtlety about it - and moved in to block her advance and defend his captain.

Sabynha was determined, and pressed her assault against this newcomer, however he was ready for it. Perhaps he'd seen a vistani perform the dance of blades before? In any case, much to her dismay, he brought his weapon up just in time to block a spinning slice from her sword.
 
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jbear

First Post
GM: Whoa! That was brutal! Also as many of the crew is pushed back away from the edge, all those that board the Junk this round automatically win a move towards their destination.
 

Neil1889

First Post
Rain suddenly appears on deck once more and hurls herself at the gap, but as she leaps, the ship suddenly rolls under her feet. She lands on the enemy deck, but on her hands and knees. Slashing wildly, she barely wards off a grinning pirate's blow to the head as she stands back up on her feet, the foe's boarding axe deflecting off the magical enchantment that Rain weaves about herself and her enemies.

[sblock=actions]Move action: Run to the upper deck.
Standard action Charge and attack: Rain attempts to jump to the enemy deck. Athletics +6, with a DM's granted +1 to leap check: Attempt 1 ERROR Attempt 2 Total = 10 vs a DC 8 crippled ship.
As part of a charge, Basic Melee attack at crew whilst prone. Longsword +4, -2 prone: Total vs. AC = 10. Misses.
Extra Move action: Stands up! As per post below, Acrobatics + 1, DC 8: Total = 19.

Minor Action: CAN'T USE BELOW YET.

Aegis of Shielding (Minor Standard (Once per Encounter can be used as a Minor action.) Close burst 2 Arcane)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.
Potential Interrupt Actions:

Somebody could maybe use this, if they want:


Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.
A bit poor really. For now, I'll hold off setting fire to somebody using Infernal Wrath . :devil:[/sblock]
 
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jbear

First Post
[sblock=Extra Move Action] [MENTION=100292]Neil1889[/MENTION] I'm guessing that extra move you took is from Wat's Push, right? I hadn't thought of it such as an extra move action to be used that way. I had imagined it was determining how far you penetrated from your jump towards your goal (In Rain's case it would be how far she slid on her backside), but it makes sense, a clear deck, easy to hit and roll back to your feet, so okay. Let's say Acrobatics DC 8 to pull that off ... otherwise it's sliding on your backside, matey! :p

But a turn ends immediately after a Charge so you can't mark anyone yet unless you use an AP. :] [/sblock]
 

LordGraz'zt

First Post
Pushing the young sailor out of the way, Kartuus strides up to the deck.

Through the chaos he spots the first mate of the junk bellowing orders to his crew.

Hellfire coalesces around his black mailed fists as he begins to whisper demonic words of power heralding the pirates demise.

Opening his hands two fireballs fly through the air towards the Yakuza.

Engulfing the screaming pirate in the flames of the damned, the charred body of the first mate falls to the deck as whispers of a dark seductive laugh are heard on the wind.

[sblock=Actions]
Move: Move to deck
Minor: Warlock's Curse on First Mate
Standard: Gift to Avernus 15 v Ref = HIT
Damage: First Mate takes 19 damage (Warlock's Curse and Hellfire Heart)

Action Point

Standard: Gift to Avernus 12 v Ref = MISS!, reroll 18 v Ref = HIT!

Kartuus takes 1HP of damage - now is 14/23

First Mate takes a further 14 damage and is killed.

Unless mentioned otherwise, assume Kartuus will always take the damage for the reroll on Gift to Avernus on a miss.[/sblock]

[sblock=Apologies]Apologies to all for my delay in posting (especially jbear!). My father had a minor stroke on Saturday, with that on top of the pointy end of project funding, time has been limited.

Everything should be back to normal now though.[/sblock]
 
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Daeja

Explorer
[sblock="ooc"]Hopefully this isn't too much of a mess. I'm happy to change it around if I've screwed up on what actions are possible here. Just wanted to get a turn out there so I wasn't holding things up. [/sblock]

Knowing that she could be most useful on board the junk as well, Zuri musters her courage. With barely a glance for the water that separates the two boats still, she leaps across to the junk's deck.

With a soft exhalation signalling how relieved she is to hit wooden planking rather than saltwater, Zuri focuses on the prisoners. The crew of the junk had been pushed away from the edge of the deck, leaving the Eladrin free to make her way towards the most injured of the three prisoners tied amongst the junk's rigging.

"I'm going to get you down from here, all of you," she assures the two conscious prisoners as she works quickly on the knots binding the third. Taking his weight to her shoulder, so he wouldn't hit the deck as he came free, Zuri attempts to assess his health as she works.


[sblock="The Numerous Rolls"]

Move 1

Athletics for the leap to the second ship
1d20+9 → [19,9] = (28) SUCCESS!

Move 2

Athletics to the prisoner
1d20+9 → [5,9] = (14) SUCCESS!


Minor
Thievery to free the prisoner
1d20+9 → [12,9] = (21) SUCCESS!

Healing to assess prisoner (Not sure what type of action this should be, but I think I have up to a standard action left, so I should be good)

1d20 → [12] = (12)

[/sblock]
 

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