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
)
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
success and
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
or
Cannon 2: Charged; 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
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]