Kartuus easily swings the cannon into line with the shugenja tower. The sailor next to him touches flame to fuse causing an unlucky spark to land in the dark knight's eye which causes him to twist and alter the line of the cannon at the last moment. The cannon erupts in flames and smoke, its impact falling several feet short of the shugneja tower, carving into 3 of the junk's crew and sending a large chunk of wood cutting into the first mate's face just above the eye. Unfortunately other large chunks rain down upon the nearby prisoners, cutting into their bodies as the struggle helplessly against their bonds.
As Themes brings the Dolphin up beside the junk with an expert manoeuvre, the crew member at the helm of the junk somehow avoids complete closure of the two boats. A five foot gap remains between them, close enough for those athletic enough to get over but still an obstacle of consequence for those not so gifted. However before the boats completely close one of the junk's cannons is reloaded and fired at close range into the Dolphin with devastating effect. The enemy first mate finally recovered from the invoker's attack roars above the chaos:
"Cease fire you idiots! We will need a boat that can sail! And it looks like it just arrived! Prepare to be boarded!"
The crew of the junk send up a cheer, and following the lead of the first mate they ready cutlass, daggers and rapiers for what they sense is about to happen.
Meanwhile inside the undamaged tower the shadows of the shugenja continue to dance just as blood continues to flow from Captain Pegs ears and nose.
[sblock=Mechanics] Kartuus aims Cannon:
17 Str vs DC 8: Success
Kartuus fires Cannon at Shugenja Tower:
6 vs AC 16; Critical Miss
Stray Cannon impacts near deck of Junk 2 causing an impact explosion:
10 vs Ref Captain;miss 15 vs Ref First Mate;hit 14 vs Ref Crew;Hit 16 vs Ref Prisoner 1;Hit 21 vs Ref Prisoner 2;Hit Impact Force Damage = 4 (prisoners take x2 damage due to the critical failure
)
Junk 2 Opposes Themes Nature roll 22 to avoid boats closing alongside
Nature +4 = 22; Draw. Themes has the higher modifier so success.
Shugenja Daze vs Will of Captain Peg = 21; Hit 4 psychic Dmg and Peg remains Stunned TENT
Junk Cannon 1 recharge = 4; Fail
Junk Cannon 2 recharge = 5; Success
Fire Cannon:
+5 vs AC 18 Dolphin=23;Crit! The Dolphin takes 2 hits of damage... causing an Impact Explosion:
vs Ref Captain Peg=4;miss vs Ref Crew=22;Hit vs Ref
First Mate=4;miss vs Rain=19;Hit vs Zuri=17;Hit vs Kartuus=7;miss vs Sabynha=8;miss vs Themes=18;Hit vs Wat=7;miss
Impact Explosion Force Dmg = 1 Crew Takes 3 dmg due to Vulnerability.
[/sblock]
[sblock=Summary
Kartuus' shot misses and impacts deck causing 4 dmg to First mate; 6 dmg to Crew; and 8 dmg to both prisoners.
Themes narrowly wins sailing contest and pulls Dolphin up next to Junk 2
5 ft gap separates 2 boats. Athletics or Acrobatics DC 8 to board Junk 2 (prone)
Athletics or Acrobatics DC 12 to board Junk 2 (landing on your feet)
(This added difficulty is due to the narrowly won Nature contest)
Shugenja hits Captain Peg with Daze for 4 psychic dmg; remains Stunned TENT
Junk Cannon 2 reloads and fires for a successful crit; Dolphin takes 2 dmg.
Impact explosion hits Rain, Zuri and Themes for 1 dmg and the Crew for 3 dmg
Junk crew prepare to be boarded
Junk First Mate moves closer to the action; Now only as far to reach as the Prisoners
Junk Captain moves closer to the action; Now only as far to reach as the Prisoners
Aiming cannons at shugenja tower is now impossible.
Junk cannons will not be used at point blank range. (They have hope of taking the Dolphin for their own.)
[/sblock]
[sblock=Status]
Kaartus 15/23 HP
Sabynha 23/28 HP
Rain 26/31 HP
Wat 21/28 HP
Zuri 16/24 HP
Themes 21/24 HP
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 Stunned TENT (Cannot 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: 86/112 HP Dazed TENT (ends after PCs next turn)
Junk First Mate: 22/38 HP
Junk Crew: 54/60 HP
[/sblock]
GM: | Round 4: The Rescue or the Abandonment!
Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued
Current Status: / Successes / Failures
Prisoner 1 14/22 HP left
Prisoner 2 14/22 HP left
Prisoner 3 ????
Added to Boarding Junk below: Reaching Prisoner; Freeing Prisoner; Escaping with Prisoner
Note: Junk 2 is now 5 ft away (1 square)
Boarding: DC 8 Athletics or Acrobatics (Prone) or DC 12 Athletics or Acrobatics (Land on Feet)
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: 3; 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: 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 54/60 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 86/112 +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 22/38 +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]