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

treex

First Post
[sblock=Perception 20]I rolled a 18 not including my +1 mariner bonus and my +1...erm...circumstantial bonus. I'd like to see what I see first.[/sblock]
 

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Daeja

Explorer
"Oh... oh my," Zuri murmurs as she watches the lightning and thunder rock the second junk. She snaps herself into action, hurrying across the deck of the ship to the first grappling hook.

The metal hook claws into the wood of the Dolphin, linking the ships with thick rope. "This I can do something about," Zuri says to no one in particular, bending to her task. The hook is familiar, even though the application is not, and Zuri's nimble fingers push and pull, pry, unlatch and shift pieces of the hook about until finally it releases the ship. The heavy rope falls limply into the water.

Zuri fists her hands and taps the right on the left and then left on the right in a private gesture of congratulations, before looking to the second hook...

[sblock="Actions"]
Move: Zuri moves to the first grappling hook
Standard: Zuri attempts to release the grappling hook using Thievery:
1d20+9 → [12,9] = (21)
SUCCESS

Free action: Perception check:
1d20+5 → [9,5] = (14) FAILURE[/sblock]
 

Nemesis Destiny

Adventurer
Sabynha looks at Zuri and nods; they were thinking the same thing. Sabynha races down from the bridge to tend the other grapple. This had to work. With a grunt she reefs on the hook...

[sblock]Move: from the bridge to the main deck
Minor: Knack for success
Standard: Detach the hook; 1d20+6+4=15
Free: Perception; 1d20+5=16[/sblock]...and fails. In frustration, she begins sawing at the rope with her drawn dagger, oblivious to her surroundings.
 
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LordGraz'zt

First Post
Pushing the splintered beam to the side, Kartuus runs to the second cannon slamming his body into it, moving it into direct line of the second junk as if guided by dark hands.

With a voice used to commanding armies, the black knight orders the cannoneer, a plump balding manchild of not more than 20 summers to fire upon the closing junk.

The sound of the blast almost deafens those below the decks once more. The crew groans as the shot appears to fly wide, until a deafening crack is heard as the cannon ball smashes through the rear pole mast splintering it in two.

Cheering is heard, as the second Yakuza junk is now severely damaged.

[sblock=Shiver me timbers!]Minor:Aim the cannon (13+4=17)

Standard: FIRE!

CRITCAL HIT!

(17+5=22) 2 hits to Junk 2[/sblock]
 

jbear

First Post
As thunder shreds the sails of the junk and almost smashes their captain and first mate over board, saving themselves only by throwing themselves desperately to the deck, the enemy crew cries out in dismay. Moments later the Dolphin's second cannon roars to life and smashes the mast in half, crippling the junk, leaving it incapable of pursuit. However the hooks remain fiercely embedded into the wood of the Dolphin. Zuri expertly unlatches one and Sabynha struggles uselessly with the other.

[sblock=Themes Percetion] From high above the smoke and ash Themes suddenly sees something or rather someone tied to the the splintered mast. Actually there are 3 figures clearly imprisoned. One of them has been crushed by the fallen mast. The other two struggle uselessly against their bonds. They both wear the sigil of Count Varis' red fox upon their breasts.
[/sblock]

One of the Crew takes up the helm as the others attempt to pull the rope and come closer to the Dolphin, but the chaos that reigns is such that the junk gains no ground whatsoever and the distance remains the same.
[sblock=Opposed Nature checks] Junk 2 (-3) +4 = 8 vs The Dolphin (-2) +6 = 24 [/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; 1 Grappling Hook 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: 0/3 Hits left Crippled (still in challenge)
Cannon 1: Used (crew 2); Requires Recharge
Cannon 2: Used (crew 2); Requires Recharge
Grappling Hook 1: Used (freed)
Grappling Hook 2: Used (attached)
Shugenja: 22/22 HP
Shugenja Cover 12/12 HP
Junk Captain: 102/112 HP Dazed TENT
Junk First Mate: 30/38 HP Dazed TENT
Junk Crew: 60/60 HP
[/sblock]

GM: Round 2: Still to Act: Rain and Themes
Note: Junk 2 is now within attacking range of Range 10 powers

Also: Crippled Junk 2 remains active as long as grappling hooks are attached.



[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: 1; Recharge :6:
Cannon 2: Used; Crew: 2; Recharge :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
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 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: 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]
 

treex

First Post
"Netari's beard! What have we done, NOW IS NOT THE TIME FOR CHEREING...THEY 'AVE HOSTAGES, CEASE FIRE!" Themes roared overhead. "Count Varis' men, no less! Two of the three still live, the other seems lifeless."

Still dangling from his foot, Themes liquifies his feet while grabbing hold of some rope beneath him, flipping him back upright. He swiftly makes his way to the grappling hooks while unsheathing his blades from his hips.

Along the way, he grabs hold of one of the crew. "You! Head down below deck and tell them to focus fire at the ship on port and if so much as another splinter hits that starboard ship I'll cut off the whole crew's unmentionables."

Shoving the poor sod aside, Themes heads over to the remaining hook. "Hack away at them, at least then they'd have to find another hook!" Themes yelled, slashing madly at it.

[sblock=Actions]If I can use Dual Weapon Attack, I'd get another attempt to hack at the hook, but that's up to the DM.
Move=Head towards the hook
Minor x 2 = Hack at hooks; DOUBLE SUCCESS[/sblock]
 

jbear

First Post
[sblock=Hacking at Hooks] [MENTION=84680]treex[/MENTION] Fair game. Dual Weapon attack makes sense. Hack away. [/sblock]
 


jbear

First Post
[sblock=Round 2]
Grappling Hook 2 has taken 2/3 hits. One more to cut through.

[MENTION=100292]Neil1889[/MENTION] Just need Rain to act
[/sblock]
 

Neil1889

First Post
Hearing the shout for cease fire, Rain places the round shot back in the shot garland before running up the ladder to the upper deck. Upon appearing on deck, she draws her sword.
 
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