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

treex

First Post
Themes keeps himself on deck and climbs up the mast, he uses whatever expertise he has to try to keep the ship steady.

[sblock=OOC]I'm not sure if I can do this but for my surprise round I roll a Acrobatics check to aid my own Nature check to align the ship. If not, then I just aid the next Nature check to align the ship[/sblock]

[sblock=Acrobatics 19; Nature 9]http://invisiblecastle.com/roller/view/3521537/
And now I wished that I don't get to align the ship, lol[/sblock]
 

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Neil1889

First Post
Rain stepped onto the gun deck and noticed the acrid smell of powder, something she'd encountered back in her childhood in the Kingdom of Jade. Mostly it was used for celebrations back there, but she'd seen it used for something else too.

Rain picked up a smouldering slow-match out of a bucket and blew on it gently. The glowing ember burst into a little more life as she stepped to towards the cannon that Kaartus was laying.

"Say 'when,' " she said.
 
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Neil1889

First Post
"Say 'when,' " she said.

The crew became suddenly attentive, ready to step out of the way of bronze gun's recoil.

Kartuus opened his mouth to speak, but what he had to say was lost to posterity in a sudden explosion of sound, flame and smoke as Rain stabbed the lit cord down into the touch-hole.

[sblock=A spot of shipboard gunnery]Standard Action= Fire the cannon! +5 vs AC 17, plus the bonus of 3: Total 27. Why, I believe this does 2 points of damage. :D

If I can make use of Sabynha's Cautionary Tale effect, then why not. :p

Free action= Drop the slowmatch back in the bucket. Safety first!

Move action= Rain fetches another round shot. ;)[/sblock]
 

Neil1889

First Post
[sblock=OOC]jbear, if you are unhappy with this post, tell me and I'll delete it.[/sblock]

For a long moment, the pall of smoke hanged over the gun port and blew inwards, rendering the enemy vessels invisible to the gun deck.

Meanwhile, the round shot had belched forth and aimed true by Kartuus, it had bounced off the ocean's surface like a skipping pebble and smashed through the target junk's hull near the prow, just as the lugsail had presented her bow to the Singing Dolphin in the midst of a turn of her own.

After first blasting through the junk's hull, the missile then crashed through several of the interior bulkheads that such vessels as these were built with. Splinters were sent flying like a form of shrapnel, maiming and dismembering in their own right. Still not yet spent, the ball impacted against the below-deck section of a mast and ricoched off to cause yet more mischief...

Back on the Singing Dolphin, the smoke had started to clear from the around the gun deck enough to see a mast suddenly slowly topple over the junk's portside.

The damaged mast had suddenly been unable to support the load exerted on it by the pressure of the wind and tautness of its own rigging. It broke apart and toppled, the lower boom slamming down hard on the deck as parts of rigging, sails and topmen crew fell from above, sometimes over the side, sometimes not. The lower mast section, once hidden below, suddenly burst through the upper deck planking, adding to the general mayhem as the tumble of spars and sail crashed over the portside rail. The junk wallowed in its misery as the cast-down rigging held the tumbled spars to the ship and then, the sails in the water began to act as a dragging sea-anchor.
 
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jbear

First Post
A cheer rises up from the Dolphin as the cannon rips through one of the junks, leaving it crippled and floundering in the water before it can take any offensive action against you.

High up on the mast Themes' becomes entangled in one of the key ropes that adjust the sails.

[sblock=Mechanics] Junk 1 is crippled and out of action. You now have :3: successes and no failures :)

Themes rolls a natural 1 and is tangled high above the deck to add some tension :devil:

Junk 2 up soon [/sblock]
 

Nemesis Destiny

Adventurer
[sblock=ooc]
If I can make use of Sabynha's Cautionary Tale effect, then why not. :p
Feel free, if it helps :)

A cheer rises up from the Dolphin as the cannon rips through one of the junks, leaving it crippled and floundering in the water before it can take any offensive action against you.
For the sake of clarity, was it my damage bonus that sunk the junk? (Hehe) Or rather, helped sink it?[/sblock]
 


treex

First Post
Themes' knees buckle and his grip on the ropes loosened, promptly flipping him upside down. Worst still, the ropes twine around his ankles, leaving him suspended in the air.

"Oh, bugger."
 

jbear

First Post
Captain Pug's cheer dies on his lips as he suddenly for no apparent reason spins the wheel of the helm sharply in the wrong direction for a moment allowing the junk to close distance for a moment as the paths of the ships cross allowing them to attack.

Cannon fire explodes, two impacts ripping into the side of the Dolphin causing large splinters of wood to fly throughout the ship viciously tearing into the passengers and crew alike. One of the sailors is chopped down where he stands.

One of the points of impact is directly above the cannon manned by Kartuus and Rain, causing a large beam to fall down and hit the back of the Deathknight's head and crushing the life from the sailor next to him.

The Captain despite looking somewhat confused all of a sudden pulls away with the Dolphin in time to make further attack difficult. However the crew of the junk seem highly skilled as two massive grappling hooks are fired, sailing out attached to long thick ropes which latch onto the Dolphin. It is only a question of time before the junk pulls close and boarding begins as the Dolphin suddenly loses manoeuvrability! Now the ships are only 50 feet apart and closing fast! You can hear a guttural chanting coming from behind a reinforced wooden turret aboard the enemy junk.

Through the cannon smoke and the chaos of battle does something else aboard the closing junk catch your eye?
GM: All those above board please make an Active Perception DC 19 (free action); Success activates Part 3 of Challenge at end of Round 2 (Yes even Themes who actually has not such a bad vantage point (have a +1 vantage point bonus!)


[sblock=Junk 2 Attacks! Mechanics] Shugenja Daze +6 vs Will of Captain=21: 4 Psychic Dmg and Captain Peg is Dazed TENT; -2 to Nature checks
Cannon 1 +5 vs Dolphin AC 18=23: Critical Hit (5 above AC); 2 Hits of Dmg! (yes, I know I rolled wrong stats, I was using Grappling Hook stats, but adjusted it is still a crit :devil:)
Close Burst +3 vs Ref (everyone aboard the Dolphin): vs Captain Peg= 21;Hit vs First Mate=5;Miss vs Crew=18;Hit vs Zuri=20;Hit vs Sabynha=18;Hit vs Themes=20;Hit vs Wat=21;Hit vs Rain=21;Hit vs Kaartus=23;Critical Hit
Impact 1: 1d8 Force dmg= 2 dmg

Cannon 2 +5 vs Dolphin AC 18=21: Hit! The Dolphin takes 1 hit of dmg
Close Burst +3 vs Ref (everyone aboard the Dolphin):
vs Captain Peg=19;Hit vs First Mate=19;Hit vs Crew=7;Miss vs Kaartus=10;Miss vs Rain=14;Hit vs Sabynha=13;Miss vs Wat=20;Hit vs Zuri=19;Hit vs Themes=10;Miss
Impact 2 1d8 Force Dmg= 2 dmg

Opposed Nature Checks: Junk 2 (+7) vs the Dolphin (+6); Dazed penalty applied:
Junk 2=15 vs Dolphin=21
Dolphin outmanoeuvres; Junk 2 receives -2 to hit with Grappling Hooks

Grappling Hook 1 +6 (-2) vs Ref 14=14; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks)

Grappling Hook 2 +6 (-2) vs Ref 14=22; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks)

Summary:
The Dolphin is Bloodied! 4/8 hits left! You now have :3: success and :1: fail!
The Captain takes 4 psychic dmg and is Dazed TENT; -2 to nature checks
The Dolphin is Slowed (until both Grappling Hooks are removed); -2 to nature checks to navigate the Dolphin
Everyone except the First Mate takes 2 force dmg from the impact of cannon 1; Kaartus however takes 8 force dmg (crit); The crew takes 4 dmg (vulnerable 2 vs close attacks)
Everyone except the Crew, Kaartus, Sabynha and Themes take 2 force dmg from the impact of cannon 2
[/sblock]
[sblock=Status]
Kaartus 15/23 HP
Sabynha 26/28 HP
Rain 27/31 HP
Wat 24/28 HP
Zuri 20/24 HP
Themes 22/24 HP; Tangled up in rope high up on mast

The Singing Dolphin 4/8 hits; 2 Grappling Hooks attached (-2 to nature checks)
Captain Peg 16/24 HP; Dazed TENT (-2 to Nature checks)
First Mate Bilge 20/22 HP
Crew 26/30 HP
Cannon 1: Used (2 crew; Kartuus, Rain); Requires Recharge
Cannon 2: Charged (1 crew; 1 sailor)

Junk 1: Crippled (out of the challenge)

Junk 2: 3/3 Hits left
Cannon 1: Used (crew 2); Requires Recharge
Cannon 2: Used (crew 2); Requires Recharge
Grappling Hook 1: Used (attached)
Grappling Hook 2: Used (attached)
Shugenja: 22/22 HP
Shugenja Cover 12/12 HP
Junk Captain: 112/112 HP
Junk First Mate: 38/38 HP
Junk Crew: 60/60 HP
[/sblock]

GM: Round 2: You're up!
Note: Junk 2 is now within attacking range of Range 10 powers

Also: If you cripple Junk 2 with cannon/Invoker fire, Junk 2 remains active as long as grappling hooks are attached.

And: Option to Protect Navigator's mind added below.


[sblock=The Dolphin]
[sblock=Defenses] AC 18 REF 14
Hits: 4/8 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; 16/24 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; 26/30 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: 2; Recharge :5: or :6:
Cannon 2: Charged; Crew: 1; Recharge :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
Subdue the Junk crew: Requires captain and first mate to surrender
Reaching the Captain or First mate: Requires (2) Athletics or Acrobatics DC 12 (move action)
Otherwise it takes 5 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 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 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 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 3/3
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: 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 completes his prayer to Joven and the winds that were filling the sails continue to do so without his attention.
He turns to complete an incantation to protection the captain from the mental attack, but when the cannons hit the Dolphin, Wat instinctively protects himself from shrapnel, saving him from the worst of injury, but ruining his spell.

Even more determined to see these pirates to the bottom of the sea, Wat focuses on the second junk's command structure.

"Sky Father, show them your mighty wrath!"

Lighting steaks across the sky and a split second later thunder tears into the junk, threatening to toss the Captain and the First Mate overboard. They manage to catch the rail, but land on the deck disoriented.

[sblock=actions]Minor: A Prayer for Favorable Winds
Religion (1d20+7=23) (SUCCESS)
Minor: Protect the Navigator's Mind
Arcana (1d20+7=15) (FAIL)
Standard: Thunder of Judgement vs Fortitude
Targets: Captain of Junk 2 (Attack;Dmg); First Mate of Junk 2 (Attack;Dmg); Junk 2 (Attack;Dmg)
Thunder of Judgement (1d20+4=23, 1d6+7=10, 1d20+4=22, 1d6+7=8, 1d20+4=17, 1d6+7=11)
Captain: Fortitude 23 for 10 thunder damage, pushed 4 and dazed until end of next turn. (HIT)
First Mate: Fortitude 22 for 8 thunder damage, pushed 4 and dazed until end of next turn.(HIT)
Junk: Fortitude 17 for 11 thunder damage, pushed 4 and dazed until end of next turn. (HIT)
Saving Throws to Avoid being sent Overboard (Captain; First Mate)
Saving Throws (1d20=19, 1d20=14) (SUCCESS; SUCCESS)
Free:
Perception (1d20+4=5) (FAIL)[/sblock]


OOC: Summary

Favorable Winds: SUCCESS - Forcing junk to reroll nature check.
Protecting the Navigator’s Mind: FAIL - The captain is still dazed.
Thunder of Judgement
The Captain takes 10 damage is prone and dazed.
The First Mate takes 8 damage is prone and dazed.
Junk 2 takes a hit.
Perception fails.
 
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