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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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<blockquote data-quote="jbear" data-source="post: 5913845" data-attributes="member: 75065"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Through the cannon smoke and the chaos of battle does something else aboard the closing junk catch your eye?</p><p>[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!) [/GM] </p><p></p><p>[sblock=Junk 2 Attacks! Mechanics] <a href="http://dice.brainclouds.net/Result.aspx?ID=QG3YLD6B" target="_blank">Shugenja Daze +6 vs Will of Captain=21</a>: 4 Psychic Dmg and Captain Peg is Dazed TENT; -2 to Nature checks</p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=C3DK6GV4" target="_blank">Cannon 1 +5 vs Dolphin AC 18=23</a>: 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 <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />)</p><p>Close Burst +3 vs Ref (everyone aboard the Dolphin): <a href="http://dice.brainclouds.net/Result.aspx?ID=2EXNR33R" target="_blank">vs Captain Peg= 21;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=X4XAJGFP" target="_blank">vs First Mate=5;Miss</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=KJXALFPJ" target="_blank">vs Crew=18;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=KMFYYBHK" target="_blank">vs Zuri=20;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=9LDYHUMB" target="_blank">vs Sabynha=18;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=EBMGNH3E" target="_blank">vs Themes=20;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=RVAHNBRX" target="_blank">vs Wat=21;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=KJJ4CEL3" target="_blank">vs Rain=21;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=A7G6PV2F" target="_blank">vs Kaartus=23;Critical Hit</a> </p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=PAFK3N92" target="_blank">Impact 1: 1d8 Force dmg= 2 dmg</a></p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=GR9KADFV" target="_blank">Cannon 2 +5 vs Dolphin AC 18=21:</a> Hit! The Dolphin takes 1 hit of dmg</p><p>Close Burst +3 vs Ref (everyone aboard the Dolphin):</p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=EWUA7M4P" target="_blank">vs Captain Peg=19;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=JE9P3GY4" target="_blank">vs First Mate=19;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=U9B27P6W" target="_blank">vs Crew=7;Miss</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=4AGREUHV" target="_blank">vs Kaartus=10;Miss</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=HYHD3E3Q" target="_blank">vs Rain=14;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=FXU9QHE7" target="_blank">vs Sabynha=13;Miss</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=PQJ33PN7" target="_blank">vs Wat=20;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=FAL22BAY" target="_blank">vs Zuri=19;Hit</a> <a href="http://dice.brainclouds.net/Result.aspx?ID=4RVAMK2G" target="_blank">vs Themes=10;Miss</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=JX33UGNX" target="_blank">Impact 2 1d8 Force Dmg= 2 dmg</a></p><p></p><p>Opposed Nature Checks: Junk 2 (+7) vs the Dolphin (+6); Dazed penalty applied:</p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=3H2JPMGD" target="_blank">Junk 2=15</a> vs <a href="http://dice.brainclouds.net/Result.aspx?ID=QN9PCLU6" target="_blank">Dolphin=21</a></p><p>Dolphin outmanoeuvres; Junk 2 receives -2 to hit with Grappling Hooks</p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=KFHFDABR" target="_blank">Grappling Hook 1 +6 (-2) vs Ref 14=14; Hit</a>: 1 Hit and the Dolphin is slowed (-2 to Nature checks)</p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=GV9AFLRU" target="_blank">Grappling Hook 2 +6 (-2) vs Ref 14=22; Hit</a>: 1 Hit and the Dolphin is slowed (-2 to Nature checks)</p><p></p><p><strong>Summary:</strong></p><p>The Dolphin is Bloodied! 4/8 hits left! You now have <img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> success and <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> fail!</p><p>The Captain takes 4 psychic dmg and is Dazed TENT; -2 to nature checks</p><p>The Dolphin is Slowed (until both Grappling Hooks are removed); -2 to nature checks to navigate the Dolphin</p><p>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)</p><p>Everyone except the Crew, Kaartus, Sabynha and Themes take 2 force dmg from the impact of cannon 2</p><p>[/sblock]</p><p>[sblock=Status]</p><p>Kaartus 15/23 HP</p><p>Sabynha 26/28 HP</p><p>Rain 27/31 HP</p><p>Wat 24/28 HP</p><p>Zuri 20/24 HP</p><p>Themes 22/24 HP; Tangled up in rope high up on mast</p><p></p><p>The Singing Dolphin 4/8 hits; 2 Grappling Hooks attached (-2 to nature checks)</p><p>Captain Peg 16/24 HP; Dazed TENT (-2 to Nature checks)</p><p>First Mate Bilge 20/22 HP</p><p>Crew 26/30 HP</p><p>Cannon 1: Used (2 crew; Kartuus, Rain); Requires Recharge</p><p>Cannon 2: Charged (1 crew; 1 sailor)</p><p></p><p>Junk 1: Crippled (out of the challenge)</p><p></p><p>Junk 2: 3/3 Hits left</p><p>Cannon 1: Used (crew 2); Requires Recharge</p><p>Cannon 2: Used (crew 2); Requires Recharge</p><p>Grappling Hook 1: Used (attached)</p><p>Grappling Hook 2: Used (attached)</p><p>Shugenja: 22/22 HP</p><p>Shugenja Cover 12/12 HP</p><p>Junk Captain: 112/112 HP</p><p>Junk First Mate: 38/38 HP</p><p>Junk Crew: 60/60 HP</p><p>[/sblock]</p><p></p><p>[GM] <strong>Round 2: You're up!</strong></p><p>Note: Junk 2 is now within attacking range of Range 10 powers </p><p></p><p>Also: If you cripple Junk 2 with cannon/Invoker fire, Junk 2 remains active as long as grappling hooks are attached. </p><p></p><p>And: Option to Protect Navigator's mind added below. [/GM]</p><p></p><p>[sblock=The Dolphin]</p><p>[sblock=Defenses] AC 18 REF 14 </p><p>Hits: 4/8 before being crippled (Bloodied = 1 fail; Crippled = 2 Fails)</p><p>If the Dolphin is crippled it will be boarded by the crew of each non crippled junk [/sblock]</p><p>[sblock=Using the Captain and crew<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><strong>Captain:</strong> AC 16 Fort 14 Ref 14 Will 13; 16/24 hp </p><p>Steering ship (Move Action 1/turn): Nature +8 </p><p><strong>1st mate:</strong> AC 15 Fort 14 Ref 13 Will 12; 20/22 hp </p><p>(Move Action 1/turn) Nature +6; Athletics +8</p><p><strong>Crew:</strong> AC 14 Fort 13 Ref 12 Will 11; 26/30 hp hp (swarm Vulnerable 2; Range, melee ½ dmg)</p><p>(Move Action 1/turn)Acrobatics +6; Athletics +6; Endurance +6; Thievery +6</p><p>(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]</p><p></p><p>[sblock=Fire the Cannons]<strong>Aim the cannons:</strong> Minor Action: Strength DC 8 or Thievery DC 12</p><p><strong>Fire the Cannons:</strong> Dungeoneering or +5 vs AC 17; Success by 5 or more= Crit: 2 Hits</p><p>For each person manning a cannon Recharge chance increases by 1 (max 3 people)</p><p><strong>Extra Effort:</strong> 1 person per cannon can spend a surge and make Athletics of Endurance check 1/round</p><p>DC 12: Reroll Cannon recharge DC: 19 Reroll Cannon recharge with chance increased by 1</p><p><strong>Cannon 1:</strong> Used; Crew: 2; Recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> or <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /></p><p><strong>Cannon 2:</strong> Charged; Crew: 1; Recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> [/sblock]</p><p>[sblock=Ram a Junk] </p><p><strong>Align the Dolphin: </strong> 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. <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Success</p><p><strong>Aid Alignment:</strong> 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</p><p><strong>Ramming a Junk:</strong> 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: <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /></p><p> [/sblock]</p><p>[sblock=Boarding a Junk]</p><p><strong>Boarding a moving Junk:</strong> Jumping to moving boat DC 19 </p><p>With some type of rope DC 12</p><p>To a crippled or rammed junk DC 8</p><p><strong>Subdue the Junk crew</strong>: Requires captain and first mate to surrender</p><p><strong>Reaching the Captain or First mate:</strong> Requires (2) Athletics or Acrobatics DC 12 (move action)</p><p>Otherwise it takes 5 move actions</p><p>A successful melee attack vs crew wins 2 move actions</p><p>A successful ranged attack vs crew wins 2 move actions for on board ally</p><p><strong>Carving through the Crew:</strong> (Swarm) AC 15 Fort 12 Ref 13 Will 12 60 HP (Vulnerable 2 to close and area attacks; ½ dmg vs ranged/melee attacks)</p><p><strong>Aura:</strong> Each PC that starts their turn on enemy boat is attacked: +5 vs AC; 1d6+6 dmg</p><p>Special:For each 10 dmg the crew receives its damage is reduced by 1 (cumulative)</p><p><strong>Bloody the Captain:</strong> AC 17 Fort 14 Ref 15 Will 13 HP 112 +8 vs AC; 1d10+6 dmg; 2 atks/round</p><p>Special: The captain surrenders when bloody</p><p><strong>Bloody the first mate:</strong> AC 16 Fort 13 Ref 14 Will 12 HP 38 +6 vs AC; 1d8+4 dmg and +4 vs AC; 1d4+4 dmg</p><p>Special: The first mate surrenders when bloody</p><p>[/sblock]</p><p>[sblock=Outrunning a junk] <strong>Guide the Ship:</strong> (1/turn) Opposed Nature rolls; Requires 3 successes before 2 fails in a row; each junk counted separately.</p><p><strong>Aid Swift Sailing:</strong> 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</p><p><strong>Prayer for Favorable Winds:</strong> (Minor action 1/turn) Religion DC 19; Force junk to reroll nature check</p><p><strong>Protecting the Navigator’s mind: </strong> (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. </p><p>[/sblock]</p><p> [/sblock]</p><p></p><p>[sblock=Yakuza Junks]</p><p><strong>Defenses:</strong> AC 17 REF 14 FORT 14</p><p><strong>Hits:</strong> Junks can take 3 hits before they are crippled</p><p>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)</p><p>Special: target receives a -2 penalty to checks to navigate the ship while Dazed.</p><p>[sblock=Grappling Hooks<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> 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. </p><p>Unhook a grappling hook: Standard Action Requires Athletics, Endurance or Thievery DC 19</p><p>Hack away grappling hook (minor action): Melee attack vs AC 16; requires 3 hits [/sblock]</p><p>[sblock=Junk 1: Crippled]<span style="color: Red">Hits 0/3</span></p><p>Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19</p><p>Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg</p><p>Cannon 1: Charged; Crew 2; Recharge 5-6</p><p>Cannon 2: Charged; Crew 2; Recharge 5-6</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks);</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks)</p><p> [/sblock]</p><p>[sblock=Junk 2]Hits 3/3</p><p>Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19</p><p>Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg</p><p>Cannon 1: Used; Crew 2; Recharge 5-6</p><p>Cannon 2: Used; Crew 2; Recharge 5-6</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jbear, post: 5913845, member: 75065"] 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!) [/GM] [sblock=Junk 2 Attacks! Mechanics] [URL="http://dice.brainclouds.net/Result.aspx?ID=QG3YLD6B"]Shugenja Daze +6 vs Will of Captain=21[/URL]: 4 Psychic Dmg and Captain Peg is Dazed TENT; -2 to Nature checks [URL="http://dice.brainclouds.net/Result.aspx?ID=C3DK6GV4"]Cannon 1 +5 vs Dolphin AC 18=23[/URL]: 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 :devil:) Close Burst +3 vs Ref (everyone aboard the Dolphin): [URL="http://dice.brainclouds.net/Result.aspx?ID=2EXNR33R"]vs Captain Peg= 21;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=X4XAJGFP"]vs First Mate=5;Miss[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=KJXALFPJ"]vs Crew=18;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=KMFYYBHK"]vs Zuri=20;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=9LDYHUMB"]vs Sabynha=18;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=EBMGNH3E"]vs Themes=20;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=RVAHNBRX"]vs Wat=21;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=KJJ4CEL3"]vs Rain=21;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=A7G6PV2F"]vs Kaartus=23;Critical Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=PAFK3N92"]Impact 1: 1d8 Force dmg= 2 dmg[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=GR9KADFV"]Cannon 2 +5 vs Dolphin AC 18=21:[/URL] Hit! The Dolphin takes 1 hit of dmg Close Burst +3 vs Ref (everyone aboard the Dolphin): [URL="http://dice.brainclouds.net/Result.aspx?ID=EWUA7M4P"]vs Captain Peg=19;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=JE9P3GY4"]vs First Mate=19;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=U9B27P6W"]vs Crew=7;Miss[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=4AGREUHV"]vs Kaartus=10;Miss[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=HYHD3E3Q"]vs Rain=14;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=FXU9QHE7"]vs Sabynha=13;Miss[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=PQJ33PN7"]vs Wat=20;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=FAL22BAY"]vs Zuri=19;Hit[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=4RVAMK2G"]vs Themes=10;Miss[/URL] [URL="http://dice.brainclouds.net/Result.aspx?ID=JX33UGNX"]Impact 2 1d8 Force Dmg= 2 dmg[/URL] Opposed Nature Checks: Junk 2 (+7) vs the Dolphin (+6); Dazed penalty applied: [URL="http://dice.brainclouds.net/Result.aspx?ID=3H2JPMGD"]Junk 2=15[/URL] vs [URL="http://dice.brainclouds.net/Result.aspx?ID=QN9PCLU6"]Dolphin=21[/URL] Dolphin outmanoeuvres; Junk 2 receives -2 to hit with Grappling Hooks [URL="http://dice.brainclouds.net/Result.aspx?ID=KFHFDABR"]Grappling Hook 1 +6 (-2) vs Ref 14=14; Hit[/URL]: 1 Hit and the Dolphin is slowed (-2 to Nature checks) [URL="http://dice.brainclouds.net/Result.aspx?ID=GV9AFLRU"]Grappling Hook 2 +6 (-2) vs Ref 14=22; Hit[/URL]: 1 Hit and the Dolphin is slowed (-2 to Nature checks) [B]Summary:[/B] The Dolphin is Bloodied! 4/8 hits left! You now have :3: success and :1: 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] [B]Round 2: You're up![/B] 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. [/GM] [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:] [B]Captain:[/B] AC 16 Fort 14 Ref 14 Will 13; 16/24 hp Steering ship (Move Action 1/turn): Nature +8 [B]1st mate:[/B] AC 15 Fort 14 Ref 13 Will 12; 20/22 hp (Move Action 1/turn) Nature +6; Athletics +8 [B]Crew:[/B] 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][B]Aim the cannons:[/B] Minor Action: Strength DC 8 or Thievery DC 12 [B]Fire the Cannons:[/B] 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) [B]Extra Effort:[/B] 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 [B]Cannon 1:[/B] Used; Crew: 2; Recharge :5: or :6: [B]Cannon 2:[/B] Charged; Crew: 1; Recharge :6: [/sblock] [sblock=Ram a Junk] [B]Align the Dolphin: [/B] 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 [B]Aid Alignment:[/B] 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 [B]Ramming a Junk:[/B] 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] [B]Boarding a moving Junk:[/B] Jumping to moving boat DC 19 With some type of rope DC 12 To a crippled or rammed junk DC 8 [B]Subdue the Junk crew[/B]: Requires captain and first mate to surrender [B]Reaching the Captain or First mate:[/B] 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 [B]Carving through the Crew:[/B] (Swarm) AC 15 Fort 12 Ref 13 Will 12 60 HP (Vulnerable 2 to close and area attacks; ½ dmg vs ranged/melee attacks) [B]Aura:[/B] 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) [B]Bloody the Captain:[/B] 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 [B]Bloody the first mate:[/B] 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] [B]Guide the Ship:[/B] (1/turn) Opposed Nature rolls; Requires 3 successes before 2 fails in a row; each junk counted separately. [B]Aid Swift Sailing:[/B] 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 [B]Prayer for Favorable Winds:[/B] (Minor action 1/turn) Religion DC 19; Force junk to reroll nature check [B]Protecting the Navigator’s mind: [/B] (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] [B]Defenses:[/B] AC 17 REF 14 FORT 14 [B]Hits:[/B] 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][COLOR="Red"]Hits 0/3[/COLOR] 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] [/QUOTE]
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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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