As pirates fall beneath Sabynha's blade towards the fallen Themes, she opens up a path for Rain to surge in behind her, slashing through enemies along the way. Sabynha's magic pulls Themes away from the edge of death, sealing the worst of the wounds he has suffered. Just as he stirs and the Junk Captain looms over him, fury at his defeat burning in his eyes, Rain manages to get just close enough to lay her protective Aegis upon his mind, offering her fallen companion a moment of distraction and a glimmer of hope staring in the face of a bloody vengeance.
Zuri meanwhile scoops one of the prisoners beneath her arm and swings him back to the safety of the Dolphin where he collapses. Relentless she swings back, freeing the knot of the second prisoner with the twist of her able fingers as Wat moves along the edge of the Dolphin to unleash a blast of divine wind that decimates the remaining pirate crew and batters at the structure of the tower protecting the Shugenja. Just as Zuri is about to swing the second prisoner to safety, oblivious to what is going on behind her, the junk's cook suddenly appears from the stairs, charging with a bloody meat cleaver aimed at her head. Wat raises his hand and a sudden wind picks up the surprised man and flings him overboard with a splash. Zuri swings the prisoner to safety unmolested.
Kartuus unleashes his own dark magic upon the shugenja tower which buckles but holds. He stirs the crew to action with a command. One of the sailor's strikes at the rope with his blade, cutting all the way through and freeing the Dolphin from the grappling hook that held it.
The battle lost and with water pouring aboard the junk, the shugenja decides enough is enough. However, seeing his captain about to be outnumbered two to one he decides to even the odds. Rain suddenly feels her head explode with stars leaving her unable to properly defend her fallen comrade. The shugenja then drops from out of sight, disappearing into some inner entrance that must head into the flooded interior of the junk.
The Junk Capian seeing a fleeting chance for revenge, bellows:
"You and your people chose the wrong side in this affair, Lah'nun! Death to all who defy the Yakuza! See you at the bottom of the Locker"! His deadly blades flash out towards the vulnerable genasi pirate, and Death rubs her cold hands awaiting to see if she will have another soul to take with her to the Shadow Realms. His blade descends but luck is on Theme's side. The strike too hurried, merely cuts into muscle and not vitals. The second blade descends whistling with death but the luck of the Lah'nun holds, the blade instead splintering wood next to Themes' neck and not his soft flesh. With a growl of frustration, the Junk Captain takes two steps back and leaps over board into the water, reappearing a good distance from the ship and swimming for his life alongside the cook and three other sailors, headed towards the other Yakuza junk that limps its way towards the action.
Only our heroes and the dying prisoner remain on deck of the junk, but water continues to pour in, and if they do not leave and get the Dolphin away from the sinking boat it could spell disaster.
[sblock=Mechanics]
Crew +4 vs AC16 Grappling Hook Rope=20;Hit: Rope severed (3/3 hits)
Shugenja Daze +6 vs Will of Rain=15;Hit: 4 psychic dmg and Dazed TENT (unable to use immediate reactions)
Junk Captain Atk 1 +8 (+2 CAdv -2 Marked) vs Themes=17;Hit Damage=7 Junk Captain Atk 2 +8 (+2 CAdv -2 Marked) vs Themes=10;Miss (talk about life flashing before your eyes!)
Prisoner 3 Save vs Death=10;Success
[/sblock]
[sblock=Summary]
Crew cuts through Grappling Hook rope at Kartuus' command; The Dolphin is free to navegate.
Shugenja hits Rain with Daze for 4 psychic dmg and she is Dazed TENT. This leaves her unable to perform Immediate Actions; Shugenja abandons tower.
Daze effect ends on Captain Peg
Junk Captain double attacks Themes but only one attack hits for 7 dmg; then he abandons ship.
Prisoner 3 makes death save on his turn (1/3 fails)
[/sblock]
[/sblock]
[sblock=Status]
Kaartus 13/23 HP AP used
Sabynha 23/28 HP AP used
Rain 22/31 HP Dazed TENT
Wat 21/28 HP AP used
Zuri 16/24 HP AP used
Themes 6/24 HP AP used
The Singing Dolphin 1/8 hits;
Captain Peg 8/24 HP; Bloodied
First Mate Bilge 20/22 HP
Crew 18/30 HP
Cannon 1: Used (0 crew; ); Requires Recharge
Cannon 2: Used (1 crew; 1 sailor: Requires Recharge
Junk 1: Crippled (out of the challenge)
Junk 2: -2/3 Hits left Crippled (out of challenge)
Grappling Hook 1: Used (freed)
Grappling Hook 2: Used (freed) (3/3 hits received)
Shugenja: 22/22 HP
Shugenja Cover 8/12 HP
Junk Captain: 63/112 HP
Junk First Mate: 0/38 HPDead!!
Junk Crew: 0/60 HP Destroyed!!
[/sblock]
GM: | Round 6: Escaping the down tow of the sinking junk!
Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued : Success!
2 Rounds left before the Junk sinks and drags the Dolphin down with it!
Must make a successful Nature check DC 19 to get the Dolphin far enough away.
Allies can supply navigator with a reroll on a failed check using DC 19 Athletics, Acrobatics, Thievery to do boaty things or Religion/Arcana to do Magicky things or Charisma based skills to do inspiring things.
Minor Quest: Challenge: Rescue Dying Prisoner
Added: The third prisoner is alive, just barely. His body is trapped under the fallen mast. Athletics or Dungeoneering DC 19 as a move action required to Free him or 2 PCs both at DC 12 . No limit to the amount of attempts per round.
Current Status: / Successes / Failures
Challenge Complete! Now you just need to get away safely!!
Prisoner 1 9/22 HP left Free and on board the Dolphin
Prisoner 2 6/22 HP left Free and on board the Dolphin
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
Movement Restrictions gone.
| |
[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]