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]
[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
Cannon 2: Used; Crew: 2; Recharge or [/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. 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:
[/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]
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]
|
[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
Cannon 2: Used; Crew: 2; Recharge or [/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. 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:
[/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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