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

jbear

First Post
The Captain of the junk and his first mate get back to their feet groggily staring in dismay at the chaos that reigns upon their ship but unable even to command a hasty retreat. They merely stand and stare with horror. However the shadows within the turret aboard the ship continue to dance and writhe as the figure within chants.

Aboard the Dolphin the Captain staggers back as though physically struck. Blood trickles from his ears and nose as his eyes roll back to white in his head. He stands arms limp at his side, mouth agape.

A moment later as Rain one of the cannons aboard the junk manages to reload with incredible efficiency. Seconds later it roars to life, impacting high on the side of the Dolphin, smashing away a chunk of the deck,sending splinters cutting into Zuri and Sabynha and cutting down two sailors next to them as they scurried across deck. A third sailor collapses in a bloody scream of agony, his leg pierced through by a metre long shard of the wooden railing.

Momentarily leaderless, despite the fact a crew member takes the helm of the junk, the boat neither pulls away nor comes any closer. For the moment it bobs uselessly upon the water, like its captain too dazed to take a decisive action, the wind of an angry god blowing against them.

The screams of the prisoners aboard the junk now reach you though their words are largely lost in the chaos. All that holds you together is the thick but nearly severed rope of the one remaining grappling hook fired from the junk.

[sblock=Mechanics]
Captain and 1st mate of the junk stand up ... and that is all they do.
Shugenja Daze Attack +6 vs Will of Captain Peg=13;Hit: 4 psychic dmg and as Captain Peg is already Dazed now he is Stunned TENT (unable to navigate the Dolphin)
Junk 2 attempts to recharge Cannon 1 = 6;Success and Cannon 2 = 2;Fail
Cannon 1 Fires at the Dolphin +5 vs AC 18 = 22;Hit! (1 away from a crit!)
Provokes a Close Burst +3 vs Ref (everyone aboard the Dolphin): vs Captain Peg= 4;Miss vs First Mate=5;Miss vs Crew=13;Hit vs Zuri=18;Hit vs Sabynha=22;Hit vs Themes=4;Miss vs Wat=13;Hit vs Rain=11;Miss vs Kaartus=5;Miss
Impact 1: 1d8 Force dmg= 3 dmg
Opposed Nature check above: Fail; Junk does not draw closer (no need to have them reroll nature check)
[/sblock]

[sblock=Status]
Kaartus 15/23 HP
Sabynha 23/28 HP
Rain 27/31 HP
Wat 21/28 HP
Zuri 17/24 HP
Themes 22/24 HP

The Singing Dolphin 3/8 hits; 1 Grappling Hook attached (-2 to nature checks) 2/3 hits received
Captain Peg 12/24 HP; Bloodied and Stunned TENT (Cannot navigate the Dolphin)
First Mate Bilge 20/22 HP
Crew 21/30 HP
Cannon 1: Used (0 crew; ); Requires Recharge
Cannon 2: Used (2 crew; 1 sailor, Kartuus): Requires Recharge

Junk 1: Crippled (out of the challenge)

Junk 2: 0/3 Hits left Crippled (still in challenge)
Cannon 1: Recharged and Used (crew 2); Requires Recharge
Cannon 2: 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: 102/112 HP Dazed TENT (ends after PC's turn)
Junk First Mate: 30/38 HP Dazed TENT (end's after PC's turn)
Junk Crew: 60/60 HP
[/sblock]

GM: Round 3: 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

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

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

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: Standard Action Requires Thievery DC 19
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 (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]
 
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Nemesis Destiny

Adventurer
Reeling from the cannon blast, Sabynha brushes her skirts off and looks around surveying the damage. Zuri, to her relief, is in similar shape, and her other companions seem no worse for wear. Captain Peg, on the other hand, seems to be imperiled by some malevolent force; he's bleeding and swaying as though struck, and yet unscathed by debris.

She hears the screams of the prisoners now. Scanning the deck of the junk, she finally realizes what's happening to the Captain as well. Realizing this may be the poor captives' last chance, she shouts at her fellows, "Stop! Stop cuttingk - dey haf prisoners! We cannot leave dem to zis fate," and points emphatically at the shattered mast to which the prisoners are lashed.
 

Son of Meepo

First Post
Wat continues the call lightning from the sky. The first mate is able to jump clear of the bolt from above, but the captain is too slow to react, the lightning impacting him square in the chest.

As the first mate is getting back into position, Wat yells to some of the crew.

"Don't just stand there! Pick up your weapons! FIRE!"

Wat gestures at the command of the remaining junk and the crew fires their crossbows. One of the bolts hits the first mate in the leg.

Wat continues to try to help ward the captain's mind, but his attention is too divided to complete the spell.

[sblock=actions]Standard: Divine Bolts
Divine Bolts (Captain, First Mate) (1d20+4+2=26, 1d6+4=6, 1d20+4+2=12, 1d6+4=8)
Results: CRIT the Captain for 10 lightning damage, MISS the First Mate
Minor: Order crew to make Ranged Attack
Order Crew (1d20+10=22)
Result: SUCCESS
Crew Ranged Attack: Crew Ranged Attack (First Mate) (1d20+4+2=24)
Result: HIT the First Mate for 4 damage.
Minor: Protecting the Captain's Mind
Arcana (1d20+7=14)
Results: FAIL[/sblock]
 

Nemesis Destiny

Adventurer
Wat's command spurrs Sabynha to action as well. Though unable to fling a dagger far enough to matter, with a twirling flourish that makes her clothes whip into a colourful frenzy, she grabs a crossbow from a nearby downed crew member, and with a gypsy holler, fires at the Yakuza captain.

[sblock]Minor: pick up crossbow from fallen crew.
Move -> Minor: activate Song of Savagery
Standard: fire crossbow at the yakuza captain 1d20+5=23, 1d8+3=6 - HIT!
No Action: Use Lesser Flash of Distraction - yakuza captain is dazed TENT
Song of Savagery: the next ally to hit the captain can claim a +4 damage bonus from me.[/sblock]
Still reeling from Wat's lightning, the Yakuza captain looks up in time to see a loaded crossbow pointed at him from the Dolphin. Hearing the Vistani's bizarre war cry, he barely has time to react as the bolt flies across the gap between the two ships. It glances off his head, barely grazing the skin, but leaving him off balance.
 
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Daeja

Explorer
Zuri winces as she yanks a sliver of wood from her arm. The bleeding isn't too bad yet, she realizes, but the ship itself is starting to look a lot worse for wear.

With Wat urging everyone to the attack, Zuri takes aim at the captain of the second junk with her hand crossbow. She watches Sabynha's bolt fly true, "Nice shot!" before firing off her own.

Failing to take into to account the motion of the boats, Zuri's bolt goes wide. She grits her teeth to hold back a curse.


[sblock="Actions"]Minor: 'Draw' hand crossbow
Standard: Fire crossbow at yakuza captain using Disheartening Strike: 1d20+6 → [7,6] = (13) MISS
Free action to reload[/sblock]
 

Neil1889

First Post
Rain appears on deck and takes the scene in from a better vantage point than through a smokey gun port. Hearing Sabynha's desire to keep the hook attached and looking at the current state of the captain, she slides back down the ladder to help Kaartus and his crew try and ready a gun.

"New target; that turret has a wizard in it."

[sblock=actions]Move=Back to the guns, then.

Standard action= Spends a Healing Surge and rolls an Endurance Check to aid Cannon recharge. Total = 13, so can Reroll Cannon recharge DC that fail.

Minor Action= Recharge guns attempt #1: Total = 6. Success!
[/sblock]
 
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jbear

First Post
GM: Mid round Update:

The Junk Captain takes a bolt of lightning and a grazing blow of a crossbow bolt to the head for 16 dmg and remains Dazed TENT; He grants Combat Advantage of course (+2 to hit). The next hit on the Junk Captain this turn deals +4 dmg

The first mate takes a bolt in the leg; (1/2 uses of the Dolphin Crew's (minor) attacks used this turn). Pretty close to being bloodied now.

Cannon 1 is now manned by 3 people; recharge on 4, 5 and 6; may be rolled twice
Requires Aim to target shugenja. (Minor; Str DC 8 or Thievery DC 12)

[MENTION=100292]Neil1889[/MENTION] You still have a minor action; as you have spent a standard and a surge to aid recharge the cannon, and had to waste several move actions going up and down, feel free to use your minor to recharge the Cannon.

[MENTION=84680]treex[/MENTION] [MENTION=90924]LordGraz'zt[/MENTION] You're up! :)

Manoeuvres you may be interested in:
1 successful Opposed Nature check required to close distance on Crippled Junk; +2 bonus to achieve this while Junk Captain is dazed; The Dolphin helm is currently unmanned.

Taking out Junk Cannons: Requires 1 direct hit per cannon AC 17; Failure by more than 5 will hit high on deck endangering both junk crew and prisoners.

Taking out Shugenja Tower: AC 16; requires 1 direct hit from cannon
Failing by 5 or more will hit deck and endanger both junk crew and prisoners.








[sblock=Status]
Kaartus 15/23 HP
Sabynha 23/28 HP
Rain 27/31 HP
Wat 21/28 HP
Zuri 17/24 HP
Themes 22/24 HP

The Singing Dolphin 3/8 hits; 1 Grappling Hook attached (-2 to nature checks) 2/3 hits received
Captain Peg 12/24 HP; Bloodied and Stunned TENT (Cannot navigate the Dolphin)
First Mate Bilge 20/22 HP
Crew 21/30 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: 0/3 Hits left Crippled (still in challenge)
Cannon 1: Recharged and Used (crew 2); Requires Recharge
Cannon 2: 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
Junk First Mate: 26/38 HP Dazed TENT (end's after PC's turn)
Junk Crew: 60/60 HP
[/sblock]

GM: Round 3: 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

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

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: 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: Standard Action Requires Thievery DC 19
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 (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]
 
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Neil1889

First Post
GM: Cannon 1 is now manned by 3 people; recharge on 4, 5 and 6; may be rolled twice
Requires Aim to target shugenja. (Minor; Str DC 8 or Thievery DC 12)

@Neil1889 You still have a minor action; as you have spent a standard and a surge to aid recharge the cannon, and had to waste several move actions going up and down, feel free to use your minor to recharge the Cannon.

[sblock=OOC]OK, thanks for the Minor action move. I'll add it into the previous post (SUCCESS!).[/sblock]
 
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treex

First Post
A slight swerve of the ship alerts Themes and he looks over his shoulder to see the woozy Captain Peg. "Oy! Nobody be manning the helm?!" Themes exclaimed.

He rushes over, with a quick flourish sheathed his blades back, and places a firm grip on the helm. For a brief moment, Themes felt a burst of joy as he stood and overlooked the grand sea, hands on the helm, free to command the ship as he pleased. But right now he has a responsibility to ensure the safety of those hostages.

"Cap'n! Hurry up and find yer sealegs and stop yer lollylagging, ARRR!"

[sblock=Actions]Move: Move towards the helm
Minor: Sheathing my blades
Standard: Manning the helm[/sblock]
[sblock=Nature 22]Roll here, +7 Nature, (+2 from dazed enemy not added)[/sblock]
 

jbear

First Post
The Dolphin veers sharply towards the junk causing a mix of dismay and excitement from the junk crew.

[sblock] [MENTION=90924]LordGraz'zt[/MENTION] Kartuus has time to take a shot at the shugenja before the boats fully close on each other and aiming cannons becomes impossible. Then I'll make the opposing nature roll and post up the junk's actions. [/sblock]
 

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