Captain Peg, lulled into a false sense of security by the enchanting music, the presence of the dolphins and have a Lah'nun aboard the ship only half listens at what is being said. The crew at first chuckle and shake their heads and mumble something about landlubbers. He squints at the two junks, though it is fairly plain his vision is not great. He looks up at the crow's nest and as all is calm he merely grins and shakes his head.
He listens benevolently to Sabynha's story with the same daft grin. And then he does a double take.
"Yakuza! Blow me down with a feather!" Then Themes speaks up. The crew reacts almost instantly to his words. Captain Peg roars:
"All hands on deck! The Dolphin is under attack!!"
As the Dolphin changes tack the sails of the two junks change and they seem to rise higher out of the water as they begin to speed towards you.
GM: | Skill Challenge: A Sea Skirmish fit for a Lah'nun (included by special request ) Level 1 Complexity 2 Requires 6 successes before 3 Failures
Part 1: Discover the Threat and Alert the Captain and Crew: Complete!
You currently have Successes and no Failures; [sblock=Note] I run skill challenges slightly differently. I don't count individual rolls towards the challenge, I count it by achieving certain goals (which might require any number of rolls/actions) or failing to reach them. For example, you Discovered the threat, and Alerted the Captain in time before the junks got an advantage on you. If the junks managed to get the advantage you would have had a failure. [/sblock]
Benefit: You have won a surprise round and also the initiative. | |
Part 2: The Chase/Battle (2 Successes) Goals: Escape or Cripple Junks; or board them and have them surrender or any combination of the 3!
You have 1 surprise action to position yourself aboard where you like, and then you have won the initiative so you act before the junks.
Edit: This is my first PbP Skill Challenge, so if there is anything confusing or that you don't understand, please ask. It makes sense in my head, but that may not be the case when you read through the options. To clarify, if you want to use the crew you have to spend your own actions. You all get to act and have the standard amount of actions available to you. Anything that is not labelled as a type of action requires a standard action e.g. firing a cannon.
[sblock=The Dolphin]
[sblock=Defenses] AC 18 REF 14
Hits: 8/8 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; 24/24 hp
Steering ship (Move Action 1/turn): Nature +8
1st mate: AC 15 Fort 14 Ref 13 Will 12; 22 hp
(Move Action 1/turn) Nature +6; Athletics +8
Crew: AC 14 Fort 13 Ref 12 Will 11; 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: Charged; Crew: 1; Recharge 6
Cannon 2: Charged; Crew: 1; Recharge 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.
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
[/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
[/sblock]
[/sblock]
[sblock=Yakuza Junks]
Defenses: AC 17 REF 14 FORT 14
Hits: Junks can take 3 hits before they are crippled
[sblock=Junk 1]Hits 3/3
[/sblock]
[sblock=Junk 2]Hits 3/3
[/sblock] [/sblock]