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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: 5918375" data-attributes="member: 75065"><p>[GM] <strong>Mid round Update:</strong></p><p></p><p>The Junk Captain takes a bolt of lightning and a grazing blow of a crossbow bolt to the head for 16 dmg and remains Dazed TENT; He grants Combat Advantage of course (+2 to hit). The next hit on the Junk Captain this turn deals +4 dmg</p><p></p><p>The first mate takes a bolt in the leg; (1/2 uses of the Dolphin Crew's (minor) attacks used this turn). Pretty close to being bloodied now.</p><p></p><p>Cannon 1 is now manned by 3 people; recharge on 4, 5 and 6; may be rolled twice</p><p>Requires Aim to target shugenja. (Minor; Str DC 8 or Thievery DC 12)</p><p></p><p>[MENTION=100292]Neil1889[/MENTION] You still have a minor action; as you have spent a standard and a surge to aid recharge the cannon, and had to waste several move actions going up and down, feel free to use your minor to recharge the Cannon.</p><p></p><p>[MENTION=84680]treex[/MENTION] [MENTION=90924]LordGraz'zt[/MENTION] You're up! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Manoeuvres you may be interested in: </p><p>1 successful Opposed Nature check required to close distance on Crippled Junk; +2 bonus to achieve this while Junk Captain is dazed; The Dolphin helm is currently unmanned.</p><p></p><p>Taking out Junk Cannons: Requires 1 direct hit per cannon AC 17; Failure by more than 5 will hit high on deck endangering both junk crew and prisoners.</p><p></p><p>Taking out Shugenja Tower: AC 16; requires 1 direct hit from cannon</p><p>Failing by 5 or more will hit deck and endanger both junk crew and prisoners.</p><p></p><p>[/GM]</p><p></p><p></p><p></p><p></p><p></p><p></p><p>[sblock=Status]</p><p>Kaartus 15/23 HP</p><p>Sabynha 23/28 HP</p><p>Rain 27/31 HP</p><p>Wat 21/28 HP</p><p>Zuri 17/24 HP</p><p>Themes 22/24 HP </p><p></p><p><span style="color: Red">The Singing Dolphin 3</span>/8 hits; 1 Grappling Hook attached (-2 to nature checks) 2/3 hits received</p><p><span style="color: Red">Captain Peg 12</span>/24 HP; Bloodied and Stunned TENT (Cannot navigate the Dolphin)</p><p>First Mate Bilge 20/22 HP</p><p>Crew 21/30 HP</p><p>Cannon 1: Used (0 crew; ); Requires Recharge</p><p>Cannon 2: Used (3 crew; 1 sailor, Kartuus, Rain): Requires Recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> (can re-roll)</p><p></p><p><span style="color: Red">Junk 1: Crippled</span> (out of the challenge)</p><p></p><p><span style="color: Red">Junk 2: 0</span>/3 Hits left Crippled (still in challenge)</p><p>Cannon 1: Recharged and Used (crew 2); Requires Recharge</p><p>Cannon 2: Used (crew 2); Requires Recharge</p><p>Grappling Hook 1: Used (freed)</p><p>Grappling Hook 2: Used (attached) (2/3 hits received)</p><p>Shugenja: 22/22 HP</p><p>Shugenja Cover 12/12 HP</p><p>Junk Captain: 86/112 HP Dazed TENT </p><p>Junk First Mate: 26/38 HP Dazed TENT (end's after PC's turn)</p><p>Junk Crew: 60/60 HP</p><p>[/sblock]</p><p></p><p>[GM] <strong>Round 3: The Rescue or the Abandonment! </strong></p><p>Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued</p><p></p><p>Current Status: <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" />/<img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> Successes <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" />/<img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> Failures</p><p></p><p>Added to Boarding Junk below: Reaching Prisoner; Freeing Prisoner; Escaping with Prisoner</p><p></p><p>Note: Junk 2 is now within attacking range of Range 10 powers </p><p>Also: Crippled Junk 2 remains active as long as grappling hooks are attached. </p><p> [/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: 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:" /></p><p><strong>Cannon 2:</strong> Used; Crew: 3; Recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> <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:" /> [/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></p><p><strong>Reaching the Prisoners:</strong> Requires (1) Athletics or Acrobatics DC 12 (move action)</p><p>Otherwise it takes 3 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></p><p><strong>Freeing a prisoner</strong>: Standard Action Requires Thievery DC 19</p><p>or Hack through rope (minor action): Melee attack vs AC 14; requires 3 hits</p><p><strong>Moving a Prisoner:</strong> 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; </p><p>* If 2 PCs aid escape this penalty is reduced to -2. </p><p>* 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 </p><p></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 0/3</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: 5918375, member: 75065"] [GM] [B]Mid round Update:[/B] The Junk Captain takes a bolt of lightning and a grazing blow of a crossbow bolt to the head for 16 dmg and remains Dazed TENT; He grants Combat Advantage of course (+2 to hit). The next hit on the Junk Captain this turn deals +4 dmg The first mate takes a bolt in the leg; (1/2 uses of the Dolphin Crew's (minor) attacks used this turn). Pretty close to being bloodied now. Cannon 1 is now manned by 3 people; recharge on 4, 5 and 6; may be rolled twice Requires Aim to target shugenja. (Minor; Str DC 8 or Thievery DC 12) [MENTION=100292]Neil1889[/MENTION] You still have a minor action; as you have spent a standard and a surge to aid recharge the cannon, and had to waste several move actions going up and down, feel free to use your minor to recharge the Cannon. [MENTION=84680]treex[/MENTION] [MENTION=90924]LordGraz'zt[/MENTION] You're up! :) Manoeuvres you may be interested in: 1 successful Opposed Nature check required to close distance on Crippled Junk; +2 bonus to achieve this while Junk Captain is dazed; The Dolphin helm is currently unmanned. Taking out Junk Cannons: Requires 1 direct hit per cannon AC 17; Failure by more than 5 will hit high on deck endangering both junk crew and prisoners. Taking out Shugenja Tower: AC 16; requires 1 direct hit from cannon Failing by 5 or more will hit deck and endanger both junk crew and prisoners. [/GM] [sblock=Status] Kaartus 15/23 HP Sabynha 23/28 HP Rain 27/31 HP Wat 21/28 HP Zuri 17/24 HP Themes 22/24 HP [COLOR="Red"]The Singing Dolphin 3[/COLOR]/8 hits; 1 Grappling Hook attached (-2 to nature checks) 2/3 hits received [COLOR="Red"]Captain Peg 12[/COLOR]/24 HP; Bloodied and Stunned TENT (Cannot navigate the Dolphin) First Mate Bilge 20/22 HP Crew 21/30 HP Cannon 1: Used (0 crew; ); Requires Recharge Cannon 2: Used (3 crew; 1 sailor, Kartuus, Rain): Requires Recharge :4: (can re-roll) [COLOR="Red"]Junk 1: Crippled[/COLOR] (out of the challenge) [COLOR="Red"]Junk 2: 0[/COLOR]/3 Hits left Crippled (still in challenge) Cannon 1: Recharged and Used (crew 2); Requires Recharge Cannon 2: 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 Junk First Mate: 26/38 HP Dazed TENT (end's after PC's turn) Junk Crew: 60/60 HP [/sblock] [GM] [B]Round 3: The Rescue or the Abandonment! [/B] Rescue the prisoners from the Junk and bring them aboard the Dolphin alive; 1 success/Prisoner rescued Current Status: :4:/:6: Successes :1:/:3: Failures Added to Boarding Junk below: Reaching Prisoner; Freeing Prisoner; Escaping with Prisoner Note: Junk 2 is now within attacking range of Range 10 powers Also: Crippled Junk 2 remains active as long as grappling hooks are attached. [/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: 1; Recharge :6: [B]Cannon 2:[/B] Used; Crew: 3; Recharge :4: :5: or :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]Reaching the Prisoners:[/B] 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 [B]Freeing a prisoner[/B]: Standard Action Requires Thievery DC 19 or Hack through rope (minor action): Melee attack vs AC 14; requires 3 hits [B]Moving a Prisoner:[/B] 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 [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 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: 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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