[sblock=Theme's turn] [MENTION=84680]treex[/MENTION] I'm not really sure where you are getting your action economy from, but I'll help you out and make it work, assuming you don't know how your own powers work ...
Not that you are going to like it
So, Minor Action to take your Aspect. Move action to get aboard the Junk. You are still 3 moves away from where the captain is (2 because of Wat's advantage). So you use a move action to get to the captain making a Acro check to clear the distance in a single move, auto success as you have a +12 Acrobatics modifier and succeed even if you roll a 1. All good so far. You are now next to the Captain. So here is the part which I have a problem with. You miss with your melee basic attack. but you still take a second strike with your Dual Strike power, which requires a successful hit to trigger. Let's call it an oversight. Please add in trigger line in your character sheet as well as requested when I reviewed Themes before the adventure. However to get that attack you had to use an Action Point. There is no follow up attack so the captain is still active, right next to you ... and pissed. [/sblock]
As Wat calls down the might of Jove upon the Junk, decimating the ranks of the pirate crew and hurling many of them from the ship, the junk captain is once again brought down by the invoker but hangs on to the railings for dear life.
A wave of fury rises up from the throats of the crew as the Sabynha and Zuri leap aboard the Junk, having prepared for just this moment. The first mate opens his mouth to order the attack when Kartuus appears on board and disintegrates him where he stands. Momentarily pushed up towards the far side of the boat and in disarray at the loss of one of their leaders the crew are slow to react. Rain leaps across as well, hitting the deck hard but rolling up onto her feet and slashing at one of the crew who manages to leap back out of the way. Zuri, nimbly rolls past several sailors and their sharp blades, making it to the mast where the prisoners are tied. After a quick appraisal she realises that the one beneath the fallen mast is still barely alive. She gives words of encouragement as she frees one of the prisoners from his bonds effortlessly. The bard's magic takes those words and buries them deep into the man's soul, pulling him back from the edge of death.
Themes leaps across moments later as the Dolphin crashes lightly into the side of the junk, the gap now completely closed. He lands on deck with a splash, hitting the deck but rolling straight back up onto his feet like one born upon a boat. He also ducks and rolls past a cluster of sailors blocking his way to the fallen captain. Blades out and flashing he strikes at the captain's head, but the boat is heaved up with a large wave at the last moment and the blade bites the wood of the deck near the captain's ear again causing a splash.
An instant later Themes feels his head suddenly explode as though someone had physically struck him. It is all the window of opportunity that the Junk Captain needs to get back to his feet and lay into the Lah'nun with his blade. The first blow drops Themes to his kness. The second drops him to the deck, leaving him motionless, the water around him staining red.
"Kill the prisoners. Kill them all!" roars the Junk Captain triumphantly.
The crew rallies and surges forward surrounding those on board with bristling blades, the heart of them going after Sabynha, each half hearted jab accompanied by a lewd and crass comment. They take it too far, laughing too hard at their own jokes and leaving themselves open for attack. A few of the sharper ones obey their captains orders and stab at the helpless prisoners to end their lives out of sheer spite.
"Die Crystal Masons! Die!"
[sblock=Nature DC 8; Free Action] The deck is now entirely 2 inches underwater and the end with the shugenja tower is dipping down quite markedly. The last impact of the cannon must have ripped a serious hole below water level on the far side. The junk is sinking and sinking fast. You have 3 rounds (including this one) at the most to be out of there and as far away as possible on the Dolphin so she isn't sucked down with her! [/sblock]
[sblock=Mechanics]
Shugenja Daze vs Themes +6 vs Will=25;Hit: 4 Psychic dmg and Dazed TENT
Junk Captain Atk 1 vs Themes +10-2+2 CAdv vs AC=21;Hit Attack 1 dmg 1d10+6=11 Junk Captain Atk 2 +10-2+2 Cadv vs AC Themes=24;Hit Attack 2 dmg 1d10+6=9 Junk Crew +5 vs AC Sabynha=6; Critical Failure Junk Crew grant CAdv TENT
Start of Round 5
Crew Aura: Make attacks on Prisoners
vs Restrained Prisoner 2 with CAdv =19;Hit Dmg=8 Vs Freed Prisoner No CAdv=23;Hit Dmg=5 vs Prone Prisoner + CAdv= 15; Hit Dmg=9 End of Prisoners Turn;
Save vs Death=4 Strike 1!
[/sblock]
[sblock=Summary] Themes attack misses. The Captain does not surrender.
Shugenja uses Daze upon Themes who is harrying his captain and hits.
Themes takes 4 psychic dmg and is Dazed TENT which grants CAdv to the Captain who stands and double attacks Themes. Both attacks hit even when -2 to atks from Wat is applied dealing 20 dmg.
Themes is at -3 HP, Prone, Dazed and Dying.
The Crew Swarms, surrounding everyone aboard. They attack Sabynha and critical fail; They grant CAdv to all TENT. Anyone on board the Junk takes a +5 atk vs AC from the crew when you start your turn; 1d6+3 dmg.
1 Prisoner is currently free.
Captain Peg's Stunned becomes Dazed TENT
Start of Round 5
Crew Aura Attack at start of turn
Free Prisoner 1 is hit for 5 dmg
Restrained Prisoner 2 is hit for 8 dmg
Prone Prisoner 3 is hit for 9 dmg
[/sblock]
[sblock=Status]
Kaartus 14/23 HP AP used
Sabynha 23/28 HP
Rain 26/31 HP
Wat 21/28 HP AP used
Zuri 16/24 HP
Themes -3/24 HP AP used
Dying
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 Dazed TENT (-2 to nature checks to 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
(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: 63/112 HP -2 Atk TENT
Junk First Mate: 0/38 HPDead!!
Junk Crew: 21/60 HP -3 dmg
[/sblock]
GM: | Round 5: The Rescue!
Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued
Current Status: / Successes / Failures
Prisoner 1 9/22 HP left Free
Prisoner 2 6/22 HP left
Prisoner 3 -3/22 HP left Trapped and Dying Failed Death Saves 1/3
Added to Boarding Junk below: Reaching Prisoner; Freeing Prisoner; Escaping with Prisoner
Note: Junk 2 is now side by side Boarding: DC 8 Athletics or Acrobatics; Fail = You make it but fall Prone
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
Cannon 2: Used; Crew: 1; Recharge
[/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: 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 21/60 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 63/112 +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 0/38 +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]