It has been a whirlwind few weeks since your arrival in the Atabean. Whether due to boredom, a sense of adventure, a need for funds, or….other reasons you have all found yourselves as crew aboard the Diamant under captain Ariyi Aipajawa hunting for a beast you previously considered to be a myth – the legendary Kraken. As you sail along the coast of Jaragua, the Diamant cutting lightly through the waves, you are going about your various duties….
IC Thread - Hunting Beasties
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It has been a whirlwind few weeks since your arrival in the Atabean. Whether due to boredom, a sense of adventure, a need for funds, or….other reasons you have all found yourselves as crew aboard the Diamant under captain Ariyi Aipajawa hunting for a beast you previously considered to be a myth – the legendary Kraken. As you sail along the coast of Jaragua, the Diamant cutting lightly through the waves, you are going about your various duties….
As the ship makes an unexpected lurch to one side, Rosseau drops a small vial that shatters on impact. Damned ship. Why can't she just.. He sighs and picks up the pieces, putting them away in a wastebucket. I need to get some better sea-legs soon, or we'll be all out of supplies.
Bastien walks out on deck, the motion of the boat becoming somewhat more bearable as the horizon gives him more visual references, somewhat calming his stomach. Taking in the fresh sea air and bright day, his disposition also lightens.
But, should the legends of the creature be even remotely accurate, this journey might be worth it. To be the first man of science to study such a creature, well, it would do more than redeem my name. Smiling at the crew, Bastien walks up the stairs to the stern castle, nodding at the man on watch, and goes to stand by the railing (and out of everyone elses way).
The careless hunter becomes hunted... he thinks to himself a bit of a scowl on his face.
"And so the nobles came and took our land~ / and told us 'fair is fair.'~" he continued to sing, hair tied back into a high ponytail, his otherwise crisp white shirt now stained with seawater and grime from the seaborne journey. Keeping high spirits, he found, was the best way to combat the humdrum nature of a sailor's life - though he had equally ulterior motives as well. Ulterior motives Andrezi knew were watching him always, even when he couldn't see them. Plotting. Waiting.
When the sound of shattering glass caught his ear, it roused the boyish seaman from his duties, jerking his neck quickly towards the sound. Though he couldn't see where the commotion came from, when the doctor rounded the stairs proper, the former farmer couldn't help but feel a twinge of concern, if only because the man seemed so out of his element here upon the sea - a fact Andrezi could relate do, as he was much the same not so long ago.
"Everything alright, doctor?" he inquired, an unusually genuine measure of concern in the kid's voice.
Llorenco, boatswain, grins as the adjustment is made. He jumps nimbly into a water barrel, gestures to the able seaman on the end to tie off the rope.
He examines the rigging critically once more then tips his hat to the captain.
"Your guess is as good as mine, Doctor. I would hope it should stay as it is for as long as it can. Though if the rumors are true, the kraken is preceded by storms," quipped the Sarmatian, waggling his free hand in a mockingly superstitious manner. "We'll know we're close to the mythical beast when the weather turns foulest, I suspect!" Andrezi laughed.
Though he wore the facade of some carefree adventurer, there was a part of Andrezi that hoped they didn't find the Kraken at all. Myths are typically founded on some sort of truth, no matter how small the kernel it might be. He'd agreed to the voyage because he had little other choice - his dievas was very particular in this regard - but if it never showed, then the worst case scenario would be that he simply wouldn't get to meet the creature responsible for destroying hundreds of ships and driving sane survivors mad; and Andrezi was perfectly okay with this.
Of course pirates would be opportunists that wait for people hunting the Kraken...
"For the cargo, I'd wager. Either that which they believe to be in the hold, or that which walks the deck," replied the Losejas to the doctor, his lips pursing themselves into a thin ensemble of grim determination. He let the mop fall where he stood, the wood clattering against the deck as he adjusted his colorful red sash bound across his waist, and the saber he bore along with it. "And I get the feeling they aren't going to like what they find in the hold."
From the stern, Andrezi leaned over the nearby railing hoping to catch a clearer glimpse of the approaching pirate vessel, then quickly decided this was a foolhardy idea. Instead, he turned to face where the voice of Captain Aipajawa was bellowing towards Satterson above, fingers crossed that they'd make a run for it instead of running right into trouble while secretly hoping the Diamant was faster than she really looked.
The fragrant whaler bobs in the sea, ponderously heavy. Llorenco frowns as he considers the moment. If they find no booty, what will they take instead so it is no complete loss. Men.
Stopping mid sentence, the good doctor turns cold, pale. Steadily walking to the nearest weapons cabinet he acquires a hefty musket. Loading it decently with barely a shaking hand. A small game hunter horrified at having to stand his ground against other folk.
I plan on taking things a bit slow and steady for the first few Action and Dramatic Sequences until we all get our feet under us so if you're not sure how to go about things feel free to ask anything you need to.
An Approach is the method your Hero has chosen to solve a problem. Your Approach is the Skill and Trait you roll for a Risk, but it also determines how you spend Raises during a Sequence. If an Action you wish to take isn’t covered by your Approach, that Action costs you an additional Raise.
If you struggle to define your Approach, ask, "Why am I here? What do I want? How do I get it?" It’s important to remember that an Approach is not a single Action, but more closely resembles a plan of attack. What’s the difference, you ask?
"I’m going to punch him in the face." That’s an Action.
"I’m going to beat him unconscious." That’s an Approach.
While deciding if an Action can inform you what your Approach is, don’t let it box you in. It pays to think ahead here—if your general plan of attack is to sneak through a lord’s castle but you have to punch out a guard watching the side door first, it’s probably better to choose "Hide" as your Approach rather than "Brawl," even if you may have to pay Improvisation for your first Action under those circumstances.
IMPROVISING
Players don’t have to spend their Raises only on their Approach. A Hero may Improvise. If a Hero wants to take an Action outside the scope of the Skill or Trait that he rolled at the beginning of the Sequence, he must spend an additional Raise.
Whether a Hero’s Action falls within the scope of his Skill or not is the GM’s discretion.
ROLLING DICE
When your Hero makes a Risk, roll a number of d10s equal to the appropriate Trait+Skill. Then, using those dice, make sets of 10. Each set of 10 equals one Raise. 2+8 is a Raise, 5+5 is a Raise, 1+3+6 is a Raise, but so is 1+3+7. As soon as your dice add up to 10, stop adding.
You may not use dice in more than one set to make a Raise.
Edit: 2 raises, 1,1 leftover
Rolls
Wits, Sailing - (5d10)
(66511) = 19
Extra dice first action - (1d10)
(6) = 6
Rolls
Warfare+Wits+1st Use+Flair+Sea Legs - (7d10)
(8531161) = 25
Quick summary of the Flair mechanic is each time in a Risk (roughly equivalent to an encounter in D&D terms) when you use a Skill you haven’t used before in that same Risk you get a bonus dice. As this is the first round of this Risk you will all get a bonus dice to your roll (so Qralloq you need to roll another dice which will hopefully give you another raise)
Update : 3 raises
Rolls
Empathy wits - (6d10)
(8543610) = 36
"They've come for us, Captain," quipped Andrezi back to Aipajawa as she began to bark her orders to the crew below, albeit under his breath, though he suspected she already knew this. Whatever was about to happen, boarded or otherwise, Andrezi wasn't about to become some sea-dog's bounty; and if he could have it his way, neither would anyone else.
That's when the whispers grew louder. He could hear his dievas somewhere off in his peripheral, just beyond sight unseen, murmuring sweet promises and success for a price; a price, the Losejas hoped, he wouldn't have to pay today.
With surprising deftness, the devil-bound adventurer leapt over the railing to the main deck below, landing with the steadiness of a man who'd grown accustomed to the weaving of a ship. From center stage, the Rzeczpospolitan faced the crew of the Diamant - no, his temporary kin - and leveled his voice as best he could so as not to usurp the orders bellowing out from above him from their fearless leader.
"Friends! Comrades! We sailed across these waves in search of monsters! We set out knowing death and fortune were both within arm's reach! But now the monsters have come calling; not for our coin or our stores, but for our very lives!" cried the Sarmatian, fervent acrimony laced upon his lips. "They've come for us. But I say let them! They think us to be easy pickings? No! We are not wayward merchants! We are not some noble escort! Let us show them the error of their ways; that here, on the edge of the map, we be monsters!"
Rolls
Panache 3 + Performance 3 to Rally the Crew for Combat! - (6d10)
(4346108) = 35
Christian - as you study the enemy vessel you catch sight of their captain, dressed in black they are striding about deck like a dark peacock directing the crew.
Rolls
Villain roll - (5d10)
(77829) = 33
In a 'round' you take turn to spend your raises. Starting with the character with the highest number you take turns spending one or more of your raises on a single action within the round (the more raises you have the more you can do), these can be either to do something (such as hitting an enemy with a weapon), avoiding a Consequence (dodging out of the way of an explosion, using a rope to swing over a flame so it doesn't burn you as you pass through a room that is on fire, etc) or to create an Opportunity that another player can take advantage of (throw a rope from a window that they could use to climb up, note that there is something about the scene such as a letter on a desk that another player could grab).
If you are attempting an Action that is in line with your Approach for the round, or if you are taking advantage of an Opportunity, then it costs one raise (in some cases you can spend more than one to have a greater effect (such as dmaging someone with an attack)). If you want to do an Action that is different to what you declared your Approach would be then it costs an additional raise.
The enemy ship will close with the Diamant at the end of the round.
Order of Raises for first Round:
Andrezi - 3
Dr Bastien - 3
Enemy Captain - 2
Chrisitan - 2
Llorenco - 1
The Consequences for this round are as follows:
• If you are 'aloft' (either in the rigging or the crows nest - Spend a raise to swing round out of the line of small arms fire from the enemy vessel or take a Dramatic wound
• If you are on the main deck - Spend a Raise to not get blown overboard due to an explosion or simply losing your footing on the tossing deck.
• If you are below deks you are relativly safe for the moment.
Oportunities (these aren't exhaustive and are merely suggestions on things you can do with your raises):
• If you are observing the enemy ship you can spend a raise to learn some pertinant information about it.
• The Diamant currently has a Strength 10 Brute Squad 'pool' available to be directed (the rest of the crew are busy with general preparations) split into 2 x Strength 5 Brute Squads. You can spend a raise to direct one of the suqads to do something.
• Spend a Raise to Cross the T. This is perhaps the most potent naval combat maneuver known in Théah, and causes a Critical Hit to the enemy vessel.
• Spend a Raise to aim a cannon or firearm at a powder keg aboard the enemy ship. The powder keg explodes, destroying a single Brute Squad.
• Spend a Raise to target the rigging on the Tempest with a firearm. The rigging and sails drop onto a Brute Squad, immobilizing them and effectively removing them from the Scene.
• Spend a Raise to disable the rudder of the Tempest. The Tempest cannot change direction or effectively dodge cannon fire, so the next time it takes a Critical Hit it takes an additional Critical Hit.
Andrezi and Bastien are up first.....
I'm having a bit of trouble using my approach, but perhaps I can use Empaty/wits to observe the opposite crew through a gun hatch? (to "learn some pertinant information about it.")
I'm having a bit of trouble using my approach, but perhaps I can use Empaty/wits to observe the opposite crew through a gun hatch? (to "learn some pertinant information about it.")
Revised order:
Andrezi - 3
Enemy Captain - 2
Chrisitan - 2
Dr Bastien - 3 2
Llorenco - 1
Andrezi / SaucyWaffle is up
Looking around Satterson's usual scowl turned into a smirk of sorts
"Captain they can't board if they can't sail... Let pull the fire from their bellies! We can do IT if we trim the sails now. We have the wind!" Satterson belts out from his vantage above and starts to cackle which isn't much like his surly demeanor most of the time.
Captain Aipajawa calmly holds the tiller, weathering the chaos and battering the Diamant is taking with an experienced hand. At Christians shout she nods and shouts out orders. The ship lurches to starboard as the crew move to trim the sails on that side of the ship at the same time as the captain spins the wheel pitching the Diamant into a tight turn directly across the bow of the enemy vessel. The Diamant shudders as every gun on it's starboard side opens up at the enemy ship, several of the shots striking home.
The enemy ship takes a Crit from the Crossing the T maneuvre! Everyone can now spend your remaining raises in any order - remember the Consequences that are still in play if you don't spend raises to negate them (assuming you are in an area of the ship to be affected that is)
Revised order:
Andrezi - 3
Dr Bastien - 3 2
Llorenco - 1
Chrisitan - 2 1
Enemy Captain - 2 0
As Bastien chastises the crew they seem to shake themselves back to action. A chorus of "Aye sir!" follows from them as they rush back to the gun deck shortly followed by the thunder of the Diamant’s guns opening up and rough cheering as the shots strike something vital on the enemy ship. The other few crew who had been loitering nod in appreciation at the Doctors efforts before moving to repair some of the damage your ship has already taken.
Azira - that’s a fine use for the 2 raises, I’m happy that’s in keeping with the spirit behind your approach and I’m not wanting to be too restrictive on what does and doesn’t fall within your approaches.
Just Llorenco and Andrezi left to go now.
Revised order:
Andrezi - 3
Llorenco - 1
Chrisitan - 2 0
Enemy Captain - 2 0
Dr Bastien - 3 0
New round peeps, please detail your approach for this round and roll whatever Attribute+Skill you think is most appropriate. Remember if you are using a Skill you haven’t used before in this Scene you get a bonus dice due to Flair, you can also spend Hero Points at this stage to gain an additional 1d10 on your roll, throw support behind one of your shipmates in some way giving them an additional 3d10 to their Risk, or use it to activate an ability your hero has.
Consequences will be noted dependant upon your Approach/Actions. The Opportunities available this round will be as follows:
Spend a Raise to lift an opponent's still-loaded pistol from his gun belt.
Spend a Raise to release the rigging on the boom of the mainsail. The boom swings across the deck, causing everyone on the upper decks or aftcastle to duck or be struck by the boom, taking a Dramatic Wound or being thrown overboard. Heroes can grab onto the boom and swing to the main deck in dramatic fashion by spending 1 Raise.
Spend a Raise to sneak belowdecks when nobody is looking. This creates another Opportunity that only that Hero may activate: "Blow the Powder Magazine." The fuse burns slowly and can be extinguished by anyone. The powder magazine explodes after 3 Actions (for example, if this Opportunity is activated on Action 5, it blows at the end of Action 2), opening a hole in the side of the Enemy vessels hull. The Ship begins to sink. The enemy Crew immediately gives up the fight and the Heroes are now on a very short time-table if they want to search the Ship before the sea claims it.
Spend a Raise to navigate to another area in the scene, such as swinging from one Ship to the other, or cutting the rigging to ascend from the deck to the tops or vice versa. If you use your next Action to cause Wounds, the effect is doubled as you catch your opponent by surprise.
Seeing their advancement his vision dance through their numbers and sees the pirate captain running for their own. "Cheeky monkey isn't he..." he states pulling his gun out and lining up a shot in the chaos. Once the man looked rough for wear he'd imagine the pirate crew would lose a bit of the fire in their belly. Christian's mind thought of the men fallen but they've no time for that if there was nothing for them to come back to find purchase on.
Rolls
Aim + Wits + Sea Legs + 1st timeuse & Flair - (8d10)
(4551491010) = 48
Running over to the side of the boat to see what's caused the disturbance, he sees the two ship's crashed and entangled. "Fools! We'd taken their rudder! How'd they manage to crash with 'em?" He studies the mass of the ships before ducking back in.
Rolls
Wits(3) + Notice(3) + 1st time use to notice something useful - (7d6)
(6541152) = 24
Running over to the side of the boat to see what's caused the disturbance, he sees the two ship's crashed and entangled. "Fools! We'd taken their rudder! How'd they manage to crash with 'em?" He studies the mass of the ships before ducking back in.
Approach: kill sailors to get to the captain(s)
Edit: 2 raises, 3 extra ( 1, 1, 9, 9, 2, 2, 4 ) 2,9; 4,9; 1,1,2 remaining
Rolls
Finesse, Weaponry, Flair - (7d10)
(1199224) = 28
(1 + 9), (10), (10),( 5+ 8) => four raises and a spare 3
Rolls
Wits(3) + Notice(3) + 1st time use to notice something useful - (7d10) - (7d10)
(319108105) = 46
Rolls
Enemy Captain - (7d10)
(10811163) = 30
Raise Summary
Christian - 4
Bastien - 4
Enemy Captain - 3
Llorenco - 2
Chritian and Bastien are up....
He ducks back inside and looks around. Curses. A golden opportunity if I ever saw one. If we get behind them we might force a surrender, and end this bloodshed.
He points to the men who manned the guns on the opposite side; useless now that the ships are entangled. "Gunny! Arm your men and follow!."
Running over to the hatch nearest the impact site, he looks out to see the ropes hanging there, and leans out. Reaching out to take the first rope, Bastien swings out, nervously holding on, then transferring his weight to the second rope, and the third, until he reaches the open gunport. From above he can hear the violent noises from the melée on the main deck. Looking back he makes sure the gunteam is following before he ducks inside the enemy ship.
What you've stated is perfect for you raises but you generally would spend them one at a time unless you're doing an action that means you can spend multiple raises (such as damaging someone with a attack or spending additional raises to improvise). So after spending the raise to create the opportunity your available number of raises would drop to 3 meaning it would be Christian's turn to act (as thy still have 4 raises) and then the enemy captain (as Villains always win Ties on the initiative track) before you can spend your next raise on an action (such as ordering some of the crew, Bastien moving over to the other ship, dodging the consequence, or doing something else as you might get an idea you want to change what you're doing based on what the other players do or the NPC's. That make things a bit clearer?
What you've stated is perfect for you raises but you generally would spend them one at a time unless you're doing an action that means you can spend multiple raises (such as damaging someone with a attack or spending additional raises to improvise). So after spending the raise to create the opportunity your available number of raises would drop to 3 meaning it would be Christian's turn to act (as thy still have 4 raises) and then the enemy captain (as Villains always win Ties on the initiative track) before you can spend your next raise on an action (such as ordering some of the crew, Bastien moving over to the other ship, dodging the consequence, or doing something else as you might get an idea you want to change what you're doing based on what the other players do or the NPC's. That make things a bit clearer?
Christian - your gun jerks back in your hand and you see the satisfying sight of the enemy captain spin and stumble for a moment before righting himself. He seems to snarl in your direction as he clutches a bloody hand to his side before he starts advancing on you waving some of his crew forwards with him.
Raise Summary
Christian - 4 3
Bastien - 4 3
Enemy Captain - 3 2
Llorenco - 2
Chritian and Bastien are up again....
Bastien - 3
Enemy Captain - 2
Christian - 3 2
Llorenco - 2
Bastien to go....
He points to the men who manned the guns on the opposite side; useless now that the ships are entangled. "Gunny! Arm your men and follow!."
Running over to the hatch nearest the impact site, he looks out to see the ropes hanging there, and leans out. Reaching out to take the first rope, Bastien swings out, nervously holding on, then transferring his weight to the second rope, and the third, until he reaches the open gunport. From above he can hear the violent noises from the melée on the main deck. Looking back he makes sure the gunteam is following before he ducks inside the enemy ship.
Bastien - you and a small group of the gun crew scurry across the ropes between the tow vessels and in short order find yourselves aboard the enemy ship. Asides from a very surprised looking cabin boy you do not see any of the enemy crew here.
Raise Summary
Christian - 2
Llorenco - 2
Bastien - 1
Enemy Captain - 2 0
Everyone to go and then we'll deal with the Brute Squads
Diamant crew
Brute Squad St 5 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 5, Dramatic 1
Brute Squad St 3 2
Brute Squad St 3 2
Brute Squad St 3 2
Brute Squad St 3 0 - Elimiated
Back round to approaches for a new round peeps
Edit: Three raises: (6, 9) (2, 8) (7,1,2)
Rolls
Panache(3)+Convince(3)+Flair - (7d10)
(2762819) = 35
(10), (6,4), (3, 7), (7,4), ( 2, 2, 7)
Rolls
Brawn3+Weaponry3+1st use+Sea Legs+Large+Flair - (10d10)
(10224477376) = 52
Rolls
Finesse + Athletics + Flair - (6d10)
(864347) = 32
Rolls
Captains roll - (7d10)
(101026475) = 44
Christian - 5
Enemy Captain - 4
Bastien - 3
Llorenco - 3
The fight is heating up on the ship now so there is a Consequence of 3 Regular Wounds from the melee going off around you all - any one can spend a raise to reduce the Consequence by one wound but if there are any left at the end of the round everyone will take the remaining damage (I didn't really understand the way that kind of consequence works last round so I just wanted to be a bit clearer this round)
Christian is up!
The enemy captain curses again before turning his back on the approaching Llorenco and making a beeline for Bastien, his sword cutting across the good doctors chest as he tries to regain the initiative in the battle.
Raise Summary
Christian - 5 3
Bastien - 3
Llorenco - 3
Enemy Captain - 4 2
All PC's now to go (any order)!
Brute Squad St 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 5, Dramatic 1
Brute Squad St 3 2
Brute Squad St 3 2
Brute Squad St 2 0 - Elimiated
Brute Squad St 3 0 - Elimiated
Speaking up for the pirate crew's benifit, his clear baritone ringing above the clash of weapons. "You're desperate. You have NO HOPE of taking our ship, OR regaining your own. Yet you'd let your men DIE like flies for your OWN FOOLISH PRIDE! Surrender! Surely your men can be spared." He gives the enemy captain a mocking sneer. "Hear, that, pirates? Your Captain would have you DIE for NOTHING! He cares not, so WHY FIGHT FOR HIM?"
Raise Summary
Llorenco - 3
Enemy Captain - 2
Christian - 3 1
Bastien - 3 1
Brute Squad St 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 5, Dramatic 1
Brute Squad St 2 0 - surrendered
Brute Squad St 2 0 - Elimiated
Brute Squad St 2 0 - Elimiated
Brute Squad St 3 0 - Elimiated
Raise Summary
Christian - 1
Bastien - 1
Llorenco - 3 1
Enemy Captain - 2 0
Brute Squad St 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 7, Dramatic 1
Brute Squad St 2 0 - surrendered
Brute Squad St 2 0 - Elimiated
Brute Squad St 2 0 - Elimiated
Brute Squad St 3 0 - Elimiated
When you take wounds from Brute Squads subtract your resolve (3) from the amount (Minimum of 1)
When you take wounds from Brute Squads subtract your resolve (3) from the amount (Minimum of 1)
Result: Two raises (7+4) (7+4), one leftover dice (2)
Rolls
Finesse(3)+Weaponry(1)+Flair(1) - (5d10)
(74247) = 24
"You lead and they follow... I take it you find yourself a brave man... Just how brave do you think you are to inspire your men to fight a losing battle. If you like I can assist, don't worry I won't shoot you." Satterson states stalking the pirate setting down his makeshift lance and lifts a smaller caliber cannonball and checks the weight. "Shipwright may not like it but... you feel like playing 'Catch'?" he states staring down the captain his eyes a little wild and mischievous.
If I bang up the deck too much the captain 'll likely put me on cleanup duty or the brig... maybe both. he thinks to himself.
Edit: 4 raises, no left over (10,6+4,9+5,8+7)
Rolls
Fitness,Aim, Flair - (7d10)
(98105746) = 49
Result: Two raises (7+4) (7+4), one leftover dice (2)
Hero Points
Dr Bastien (Azira) - 2
Chrisitan (Remnant) - 4
Llorenco (Qralloq) - 2
Rolls
Enemy Captain - (8d10)
(88235697) = 48
[10], [7,3], [7,2,1], [4,4,4]
Rolls
Brawn + Intimidate + Sea Legs + Large +1st use + flair - (9d10)
(1410432477) = 42
Raise Summary
Christian - 4
Llorenco - 4
Enemy Captain - 4 3
Bastien - 2
Brute Squad St 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 7, Dramatic 1
Brute Squad St 2 0 - surrendered
Brute Squad St 2 0 - Elimiated
Brute Squad St 2 0 - Elimiated
Brute Squad St 3 0 - Elimiated
Christian - 4
Enemy Captain - 3
Bastien - 2
Llorenco - 4 0
Christian to go.....
Brute Squad St 4
Brute Squad St 5
Pirate Crew
Captain - 'Crooked' Fallaci - Regular Wounds 11, Dramatic 2
Brute Squad St 2 0 - surrendered
Brute Squad St 2 0 - Elimiated
Brute Squad St 2 0 - Elimiated
Brute Squad St 3 0 - Elimiated
I'm fine with spending however seems approiate.
I'm fine with spending however seems approiate.
At any rate for anyone to kill someone else they have to make a deliberate action to kill them, simply doing an attack won't be enough to finish someone off without a specifically declared intent to do so.
As the rest of the crew start scrambling about she comes over to the three of you. "Nice work" she says with a smile "You handled yourselves very well. See what you lot can do to figure out why on Theah these pirates thought there was a good reason for attacking an empty whaler" she then turns and starts moving about to make sure the rest of the crew are on with their tasks.
The three of you stand together pondering your next move.
With others taking care of things on board Satterson eventually gets moving as well moving to the edge of the ship letting the pirate ship know they'll send over the captain possibly when the questions were answered and he could walk.
"My apologies, that was suppose to go by your head, think I may have let go a bit early on that toss.... dreadfully sorry. On the bright side if it had his you higher you may be dead now... Let us know if you can't stand due to the pain... We can at least let him sit considering what happened right?" Satterson explains looking to Quintanillas to see if he had the buy in. Making a man stand after taking a cannon ball to the family jewels might be considered punishment. The pirates at least would likely back off considering this though.
Qralloq - can you make a Brawn + Intimidate check please. You can get a bonus dice for Satterson's assistance.
You'll get to ask a question for each raise you get as part of the 'interrogations' - remember you can spend Hero Points to get extra dice on the check or to engage any applicable Advantages that you feel might be relevant
Edit: 2 raises, 1 leftover
Rolls
Brawn 2, Intimidation 2, 1 bonus - (5d10)
(72853) = 25
Three raises (10, 9+2, 9+4) one leftover (8)
Rolls
Wits(3) + Convince(3) - (6d10)
(8109924) = 42
Llorenco - As you loom a little of the backbone goes out of the enemy captain "I was contracted to attack whaling ships. The contract did not make any distinction for ships that were fully laden or empty"
Satterson - As you get back to the crows nest you are releived to see no other vessels on the horrizon. As you take a moment to think your thoughts turn the small chest you grabbed from the enemy ship and you consider whether there is anything else of value ove on the other vessel.
Qralloq - You can ask one more question of the enemy captain.
To control his temper, he reloads his pistol carefully.
Llorenco - the enemy captain sneers a little at your criticism "I was paid to do a job little man. I am not in the business of questioning the company" at that his eye's go a little wide as he realises he has said more than he wanted to, his mouth snapping shut and him drawing the conversation to a close. The only company of any note in this region that comes to mind is the Atabean Trading Company, the thought of being tangled in their business does not sit particularly well.
Satterson - Captain Aipajawa thinks for a moment "Mr Satterson, take a prize crew aboard the other ship and see if there is anything of value aboard her and make an assessment if she's worth taking back to port". She nods, leaving you to your new duties before moving off to see to something else.
Coming up to Lorenco and the enemy Captain, he opens his doctor's bag and starts tending to the Captain's superficial wounds. "Well, how are we doing?" He remarks in a tone that could be equally to Lorenco or the enemy Captain.
If there's any pirates on the other ship Satterson will let them know this is okay with their captain since it's part of the deal for their freedom.
"What are your take on this, fellows? What should we recommend to the captain?"
Captain Aipajawa catches sight of you all as you come aboard and she waves you all over "Well, what did you find? Is she still sea worthy?"
"Maybe we should sit and discuss this, if yer don't mind," he says to the Captain, indicating the paperwork and eyeing the door to the captain's 'office'.
He pauses for a minute. "He's flying a red pennant. That's how the pirates knew whom to attack. If we're attacked again, we could hoist one, assuming there are more hired goons out here."
Oh, what have you gotten yourself into now Bastien?
She stands, the pending dismissal hanging in the air "Anything else?"
Only after they know how seaworthy both vessels can be will he start planning for a skeleton crew for the pirate, unless the doctor or Christian get started on that first.
Llorenco/Bastien - Under Llorenco's eye the crew work quickly on the rudder of the Tempest and in short order the ship is repaired and good to sail once more. Bastien quickly works to select only the members of the enemy crew who seemed most reliable and drafts them into helping him move the medical supplies over to the Tempest whilst he briefs his now extremely nervous looking mate who is facing the lone responsibility for the care of the remaining crew of the Diamant
Sorry for the delay here peeps, it was my birthday a couple of days ago so I've been a bit more tied up with family stuff than I was anticipating. I'll get this moving again before the end of the weekend
As the morning passes into the afternoon you all find time to get yourselves familiar with your new schooner and are suitably impressed with the Castillian built vessel. Whilst you are some distance from the Diamant to maximize the amount of the horizon you can scan together in pursuit of your quarry you are close enough to see a signal passing between the two vessels.
He muses on picking on someone his own size in the next conflict when he has a few moments peace during their time at sea and familiarizes himself with the ship and it's strengths and weaknesses.
Smaller. But nimble, surely. Sure to disagree with my stomach once we hit rougher seas.
He stands by the rail, looking out at the horizon pondering the truth behind the mythical creature they are hunting.
Bastien - As you reach the deck you see the crew working well, those who joined from the Tempest's original crew getting the odd angry glance from the crew originally of the Diamant but these fade as the day progresses and the need to get the various tasks done overriding any animosity between the two groups for the time being. As you stand at the rail you feel a blessedly cool breeze wash over you and you begin to hope for a pleasant evening before you catch the low rumble of thunder in the distance.
Satterson - You make a similar observation of the crew from your position, everyone seeming to be working well for the time being. As you revel in the relative solitude of being up in the nest you also hear the sound of thunder in the distance. Looking tin the direction that you see dark clouds gathering you make out the flash of lightning but just as you are about to call out to let the rest of the crew know your eye catches a different flash, cannon fire maybe? Looking through your spy glass you make out a ship just inside the storm that is firing but you cannot make out any obvious target for it's cannon fire.
"Quintanillas! There be cannon fire in the seas under those clouds? I can't see another ship but there's always the possibility it's target is below the surf? Shall we let The Diamant know?" he belts out waiting for a response and decision on if they get closer to investigate or let the other ship know first so he can start flag signaling.
"Helmsman, take us up wind of that ship."
Remembering something, he yells up to the crow's nest. "Mr. Satterson! Please do tell us if you see them flying a red flag."
Update: 2 Raises with two alibis
Rolls
Wits+Notice+First Use+Sea legs+Hero Point - (8d10)
(32424545) = 29
What do you think, Remnant?
Rolls
Rolling - (9d10)
(428679135) = 45
"Ready the mainsail to come about hard downwind. Roll out the port cannons for a broadside, but tie them down for rough water!" Llorenco continues to tell orders, glancing at his officers for updates before the plunge.
Edit 2: forgot the hero point. Is that a free success or extra die?
Rolls
Finesse 3, Sailing 2, flair, first use - (7d10)
(1491841) = 28
Just before a confrontation with a Villain occurs, spend a Hero Point and make some sort of pithy or clever comment about how ?When things look darkest, that?s when souls shine brightest.? Each Hero?that hears the speech?counts all dice that roll equal to or under his Skill on his next roll as 10s.
If Satterson uses Warfare, I could use Wits+Notice. (I'd try to rouse the crew, but Bastien doesn't have anything in perform).
• Add one bonus d10 to his roll before a Risk. A player may spend multiple Hero Points in this fashion on a single Risk.
• Add three bonus d10s to another Hero’s roll before a Risk. This represents the first Hero helping the second in some way, even if it is only moral support; a Hero can only accept help from one other Hero at a time.
• Activate a special ability on his Hero Sheet. A player may spend multiple Hero Points on different special abilities on a single Risk.
• Take an Action while Helpless. A player may spend multiple Raises on this Action, just as if they were not Helpless. See page 181 for more on becoming Helpless.
Just before a confrontation with a Villain occurs, spend a Hero Point and make some sort of pithy or clever comment about how ?When things look darkest, that?s when souls shine brightest.? Each Hero?that hears the speech?counts all dice that roll equal to or under his Skill on his next roll as 10s.
Edit: ( 1, 4, 9, 1, 8, 4, 1, 4) = 3 successes, none left over (9,1; 8,1,1; 4,4,4)
Rolls
Hero point - (1d10)
(4) = 4
His booming voice shows the passion for the potential of discovery ahead. "This is the moment that proves our resolve. We may very well see something today, that very few have seen. Something that will define us for the rest of our lives. Treasure this moment, for this will be the making of us all!"
An anticipating grin breaks out on his face as he raises the spyglass once more.
Wits3+Notice3+Flair
Edit:
Three raises: (6,8), (8, 9), (9, 8)
One left over: 4
Rolls
Wits(3) + Notice(3) + flair - (7d10)
(8998684) = 52
Satterson (Warfare 2) - 4, 2 10, 8, 6, 7, 9, 1 10, 3, 5 - Five raises (10), (10), (5, 4, 3), (6, 9), (8, 7), no remainders
Llorenco (Sailing 2) - 1 10, 4, 9, 1 10, 8, 4, 1 10, 4 - Five raises (10), (10), (10), (4, 4, 4), (8, 9), no remainders
Bastien - 8, 9, 9, 8, 6, 8, 4 - Three raises: (6,8), (8, 9), (9, 8), one remainder (4)
Everyone happy with that?
Raises
Enemy Captain - 6
Tentacle 1 - 5
Tentacle 2 - 5
Satterson - 5
Llorenco - 5
Tentacle 3 - 4
Bastien - 3
Hero Points
Dr Bastien (Azira) - 1
Satterson (Remnant) - 3
Llorenco (Qralloq) - 1
Rolls
Enemy Captain Roll
Definitely not a Kraken....honest
Tentacles - (10d10, 10d10, 10d10)
10d10 : (17258110436) = 47
10d10 : (8492614369) = 52
10d10 : (5333957576) = 53
Satterson - From your exposed position in the crows nest you feel the sting of the driving rain as it lashes against you. Looking about you briefly catch sight of the Diamant as a flash of lightning illuminates the sky. She seems to have encountered another tentacle and is being rocked about whilst trying to bring her guns to bear against the Southern Star. Looking down into the sea around the Tempest you think you can almost see something else moving beneath the waves....something big.
Satterson and Llorenco are up!
Raises
Satterson - 5
Llorenco - 5
Tentacle 2 - 5 4 (engaged with the Southern Star)
Tentacle 3 - 4
Bastien - 3
Enemy Captain - 6 0
Tentacle 1 - 5 0 (Pinned to the deck of the Southern Star)
Opportunities:
• Spend a Raise to Cross the T and cause a Critical Hit to the Southern Star.
• Spend a Raise to grab onto one of the Kraken’s Tentacles. Why would someone do something so crazy? Grabbing the Tentacle doubles the next instance of Wounds that you deal to the Kraken or the Tentacle, but you take 1 Dramatic Wound afterward as the Kraken flings you away.
• Spend a Raise to use the boarding grapples on the Tempest to attach to the Southern Star. This creates a permanent Opportunity in the scene that anyone can use to move between the two Ships. Anyone can spend a Raise instead to destroy this Opportunity, trapping everyone on their respective Ships unless another method of crossing is created.
• Spend a Raise to load and fire chainshot at the Kraken’s Tentacles. Besides inflicting wounds upon the Kraken it entangles two of the Tentacles. The Kraken disentangles itself in 2 Actions, and cannot attack until it does so. If badly injured, it may submerge to reengage later.
Consequences:
• All players will take 3 wounds from small arms fire at the end of the round (each raise spent to deal with this reduces the wounds by 1)
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
As the ship rocks from the salvo it swings to port coming along side the Southern Star, the crew scrambling about the rigging trimming the sails as per Lloernco's orders. "NOW!" Llorenco shouts to the crew manning the grapple launchers. As they dig into the enemy vessel the two ships crash together (1 Raise from Llorenco for the grapples), the crew on both sides staggered momentarily.
As you all regain your footing you can see the one armed enemy captain has directed some of their crew to help restrain the tentacle he had previously pinned and he seems to be holding some sort of Syrneth artifact over it. "KEEP IT STILL!" he yells out, the Eisen accent thick in his voice "IF IT GET'S LOOSE I'LL HAVE YOUR HIDES!". The two tentacles that remain unbound come crashing down, one against each vessel (Each vessel takes a point of damage).
As the ships rock about the enemy crew ready weapons to repel boarders, the odd crack of small arms fire starts punctuating the air as the crew's start to trade shots with on another.
The Tempest: Regular - 1, Critical - 0
Satterson and Llorenco up again!
Raises
Satterson - 5 4
Llorenco - 5 4
Tentacle 2 - 4 3 (engaged with the Southern Star)
Tentacle 3 - 4 3 (engaged with the Tempest)
Bastien - 3
Enemy Captain - 6 0
Tentacle 1 - 5 0 (Pinned to the deck of the Southern Star)
He signals the deck cannon. "Chain shot, target their captain, I want that deck cleared off!"
As this is happening you can hear the crack of cannon fire coming from across the water where The Diamant is trying to deal with the body of the beast beneath the waves. The tentacle on the Southern Star crashes back onto the enemy vessel wheras the one on the Tempest jabs like a spear into the hold of the ship before erupting out from the middle of the deck.
Whilst 2 cannons are indeed significant, and would really mess up a Brute Squad or three, our Villain is made of sterner stuff and takes a pair of Dramatic Wounds instead of being turned into mince! The gun crew will reload the cannons ready for next round (if we get that far)
The Tempest: Regular - 2, Critical - 0
Raises
Satterson - 4 3
Llorenco - 4 3
Bastien - 3
Tentacle 2 - 3 2 (engaged with the Southern Star)
Tentacle 3 - 3 2 (engaged with the Tempest)
Enemy Captain - 6 0
Tentacle 1 - 5 0 (Pinned to the deck of the Southern Star)
He keeps an eye on that hardy Eisen captain, and waits to see if the kraken body below gets too feisty.
Llorenco dives forwards grabbing a hold of the tentacle that has breached the deck of the Tempest trying to hold it in place for a retaliatory strike against it.
Bastien scrambles up some of the lower rigging to get a better view at what the Eisen is up to. From his elevated position he can see the enemy captain crouched at the far side of tentacle that Satterson is trying to hack free. He has the the artifact in his hand and it appears that he has dipped it into one of the wounds on the tentacle as it is now dripping with thick black blood that seems to be mingling with blood running off of the Eisens palm, the purple light emanating from the object appears to be reaching out into the tentacle and is causing it's struggles to weaken.
The other tentacles however are not so afflicted. The one Llorenco is currently wrapped around crashes against the deck of the Tempest but it's efforts seem somewhat restricted due to it's 'rider'. The other free tentacle crashes down against Satterson with a frightening amount of force.
Just a reminder that the noted Consequences for this round are still in play and you are all down to your last 2 raises each. You'll have an opportunity to dictate what the Brute Squads on the tempest do at the end of the Round.
Everyone is up now and the enemies are all out of raises so feel free to use your remaining 2 at once.
The Tempest: Regular - 3, Critical - 0
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
Satterson - 3 2
Llorenco - 3 2
Bastien - 3 2
Tentacle 2 - 2 0 (engaged with the Southern Star)
Tentacle 3 - 2 0 (engaged with the Tempest)
Enemy Captain - 6 0
Tentacle 1 - 5 0 (Pinned to the deck of the Southern Star)
At Llorenco's command the gun crew open up against the tentacle pinned to the deck. The repeated blasts sever through the trunk of the tentacle, as it flops to finally be still you all hear a phenomenal, warbling roar coming from beneath the ships as the head of the Kraken rams into the ship keels. Several men go flying overboard as the vessels are tossed about like children's toys. You all manage to grab something to stop yourselves being thrown over the side but you're all quite badly rattled in the process, the coupled with the odd hit you have all suffered so far during the engagement leaves you a tad rattled (You all take 3 damage from the Consequence for this round)
Approaches for the next round please peeps
Two Raises:
10
5,4,4
One leftover:
1
Edit: Oh, didn't see the GM roll. Kindly disregard my roll :o
Updated total:
Four Raises:
10
7, 4
5,4,1
10
One leftover:
1
Rolls
Flair + Finesse (3) + Athlethics (1) - (5d10)
(441015) = 24
GM ROLL: Bonus Dice from Satterson - (3d10)
(7101) = 18
Bonus dice - (3d10)
(461) = 11
Rolls
Flair + Aim (3) + Weaponry (3) - (7d10, RA)
(591102659) = 47
GM ROLL: Bonus Dice from Satterson - (3d10)
(1510) = 16
10
9,2
8,2
4,3,3
5,5
Rolls
Flair/First Time/Sea Legs/Large/Brawn/Weaponry/First Dramatic Wound - (11d10)
(102535432389) = 54
Rolls
Enemy Captain - (12d10)
Tentacle 2 (engaged with the Southern Star) - (10d10)
Tentacle 3 (engaged with the Tempest) - (10d10)
In the near distance you can faintly make out the shouts from Captain Aipajawa and the crack of cannon fire from the Diamant. It seems they have dealt with the tentacle that was holding them up and have moved to more fully engage the Kraken.
Llorenco - 6 raises
Satterson - 5 raises
Tentacle 2 - 6 4 raises
Tentacle 3 - 6 4 raises
Enemy Captain - 4 raises
Bastien - 4 raises
Opportunities:
• Spend a Raise to grab onto one of the Kraken’s Tentacles. Why would someone do something so crazy? Grabbing the Tentacle doubles the next instance of Wounds that you deal to the Kraken or the Tentacle, but you take 1 Dramatic Wound afterward as the Kraken flings you away.
• Spend a Raise to load and fire chainshot at the Kraken’s Tentacles. Besides inflicting wounds upon the Kraken it entangles two of the Tentacles. The Kraken disentangles itself in 2 Actions, and cannot attack until it does so. If badly injured, it may submerge to reengage later.
• Spend a Raise to mix your blood with the Kraken’s on the surface of the artifact.
Consequences:
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
• Spend a Raise to extinguish small fires threatening the safety of the Ship. These fires cause 3 hits to the Tempest, and crop back up from new sources at the beginning of each Round.
The Tempest: Regular - 5, Critical - 1
As Satterson cuts his palm to let his blood flow onto the artifact the Eisen, realising what he is planning, let's out a yell "NEIN!!!!" and lunges towards the object. Reflexively Satterson tries to grab at the artifact, both his and the Eisens hands grasp it at the same time as Sattersons vision goes dark.....
The rest of you glance accross and can see the Eisen and Satterson both clutching the artifact but otherwise being strangely immobile on the roiling deck.
Llorenco - 6 4 raises
Satterson - 5 4 raises
Bastien - 4 raises
Enemy Captain - 4 3 raises
Tentacle 2 - 4 3 raises (engaged with the Southern Star)
Tentacle 3 - 4 2 raises (engaged with the Tempest)
The Tempest: Regular - 5, Critical - 1
As much fun as it was the first time, Llorenco leaps down to grab the tentacle once more for the chain shot cannon to hit once its reloaded. "Easy there squirmy, this will all be over in a moment, then we have a nice bed for you aboard that ship o'er there."
As much fun as it was the first time, Llorenco leaps down to grab the tentacle once more for the chain shot cannon to hit once its reloaded. "Easy there squirmy, this will all be over in a moment, then we have a nice bed for you aboard that ship o'er there."
Bastien takes advantage of the confusion to slip onto the Southern Star. Moving quickly he approaches Satterson and the Eisen, both of which are still grasping the artifact.
All NPC's are now out of Raises so it's up to you all to spend your remaining (reminder for the outstanding consequences below)
Llorenco - 4 3 raises
Satterson - 4 3 raises
Bastien - 4 3 raises
Enemy Captain - 3 0 raises
Tentacle 2 - 3 0 raises (engaged with the Southern Star)
Tentacle 3 - 2 0 raises (engaged with the Tempest out of the fight)
The Tempest: Regular - 5, Critical - 1
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
• Spend a Raise to extinguish small fires threatening the safety of the Ship. These fires cause 3 hits to the Tempest, and crop back up from new sources at the beginning of each Round.
Lets see this SOD yammer with broken teeth and a busted nose... Satterson maliciously things to himself.
Bastien - studying the two figures, hands locked around the artifact, you can see a similar glow dancing about their eyes as is emitted from the artifact and neither of them react to your approach. Not wanting to risk being affected by the same energy you grab a belaying pin from the near railing and with careful study you bring the pin crashing down onto the Eisen's wrist at the exact point where the arm and hand meet. A slight flinch flickers across the Eisen's face but he doesn't relinquish his grip.
Satterson - As you rake your sword along the Eisens arm the blade does not seem to meet the same resistance you would expect from a normal sword but the effect seems to be the same as his hand confulses and the half of the artifact he is holding drops to the stony ground. He staggers back momentarilly but still seems to be locked in wherever this is.
Satterson is spending 1 to create an opportunity, 1 to use it, and 1 to not get thrown overboard.
Bastien is spending 1 to not get thrown overboard and 2 to smash the Eisens arm.
Assuming I've got that all right we're on a new round so approaches and whatever rolls you feel would be appropriate please peeps.
The Tempest: Regular - 5, Critical - 1
Roll: ( 4, 6, 5, 1, 7, 2, 3 )
Adjusted: ( 5, 7, 6, 2, 8, 3, 4)
3 Raises: (7,3) (5,6) (4,8), with (2) left over
Rolls
Approach: Wits+Scholarship+Flair (3+3+1) - (7d10)
(4651723) = 28
Rolls
Finese 3 Aim 3 - (6d10)
(842897) = 38
Edit: [9,1] [7,3] [8,2] 3 rais and two left. Also I'd like to spend my last to hero points on the other players, villain gets 2 bonus die since I just reached the second dramatic wound if you haven't added it in.
Rolls
Warfare+Resolve+Flari+1st+Sea Legs - (8d10)
(76913218) = 37
The Tempest: Regular - 5, Critical - 1
Rolls
Enemy Captain - (14d10)
Tentacle 2 (engaged with the Southern Star) - (10d10)
Modified rolls:
Roll: ( 4, 6, 5, 1, 7, 2, 3, 8, 7)
Adjusted: ( 5, 7, 6, 2, 8, 3, 4, 9, 8)
3 4 Raises: (7,3) (5,6) (4,8), (9,8)with (2) left over
Rolls
Extra dice - (2d10)
(87) = 15
Enemy Captain 7 x Raises
Tentacle 5 x Raises
Llorenco - 4 x Raises
Bastien - 4 x Raises
Satterson - 3 x Rasies
Opportunities:
• Spend a Raise to grab onto one of the Kraken’s Tentacles. Why would someone do something so crazy? Grabbing the Tentacle doubles the next instance of Wounds that you deal to the Kraken or the Tentacle, but you take 1 Dramatic Wound afterward as the Kraken flings you away.
• Spend a Raise to load and fire chainshot at the Kraken’s Tentacles. Besides inflicting wounds upon the Kraken it entangles two of the Tentacles. The Kraken disentangles itself in 2 Actions, and cannot attack until it does so. If badly injured, it may submerge to reengage later.
• If you have the artefact - attempt to dominate the Kraken.
Consequences:
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
• Spend a Raise to extinguish small fires threatening the safety of the Ship. These fires cause 3 hits to the Tempest, and crop back up from new sources at the beginning of each Round.
The Tempest: Regular - 5, Critical - 1
Bastien and Llorenco - You can both see Satterson and the Eisen still locked in whatever state they are with the artefact, occasional odd wounds and bruises seeming to appear on their bodies even though neither of them make so much as a move. You are also aware of the last tentacle as it comes crashing down onto the deck of the Southern Star. Awful cracks fill the air both from the snapping structure of the ship and the members of the crew who are tossed aside like childrens toys. Due to the damage it has suffered the Southern Star is making some seriously disconcerting noises, you are not sure how much more damage the ship can take but you are not keen on being aboard her for much longer.
All PC's are now up.....
Raise Summary
Llorenco - 4 x Raises
Bastien - 4 x Raises
Satterson - 3 x Rasies
Enemy Captain 7 2 x Raises
Tentacle 5 2 x Raises
The Tempest: Regular - 5, Critical - 1
Grabbing it, trying to figure out something clever to do with it once I flip into the upside down with the other two.
Llorenco - you level your pistol and fire, the round striking the Eisen in the side and making the figure slump to the deck but he still keeps a firm grip on the artefact.
Raises:
Bastien - 3 x Raises
Satterson - 3 x Rasies
Enemy Captain 2 x Raises
Tentacle 2 x Raises
Llorenco - 1 x Raises
• Spend a Raise to grab onto one of the Kraken’s Tentacles. Why would someone do something so crazy? Grabbing the Tentacle doubles the next instance of Wounds that you deal to the Kraken or the Tentacle, but you take 1 Dramatic Wound afterward as the Kraken flings you away.
• Spend a Raise to load and fire chainshot at the Kraken’s Tentacles. Besides inflicting wounds upon the Kraken it entangles two of the Tentacles. The Kraken disentangles itself in 2 Actions, and cannot attack until it does so. If badly injured, it may submerge to reengage later.
• If you have the artefact - attempt to dominate the Kraken.
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
• Spend a Raise to extinguish small fires threatening the safety of the Ship. These fires cause 3 hits to the Tempest, and crop back up from new sources at the beginning of each Round.
The Tempest: Regular - 5, Critical - 1
Llorenco - you see the remaining tentacles around the ship go still, even as the Diamant keeps unloading round after round into the Kraken. You also see the Eisen release his grip on the artefact and shake his head, seeming to return to his senses. You realise your companions still seem somewhat senseless and under the artefacts influence as the Eisen reaches for his cutlass.
Raises:
Bastien - 2 x Raises
Satterson - 2 x Rasies
Llorenco - 1 x Raises
Enemy Captain 0 x Raises
Tentacle 0 x Raises
• Spend a Raise to grab onto one of the Kraken’s Tentacles. Why would someone do something so crazy? Grabbing the Tentacle doubles the next instance of Wounds that you deal to the Kraken or the Tentacle, but you take 1 Dramatic Wound afterward as the Kraken flings you away.
• Spend a Raise to load and fire chainshot at the Kraken’s Tentacles. Besides inflicting wounds upon the Kraken it entangles two of the Tentacles. The Kraken disentangles itself in 2 Actions, and cannot attack until it does so. If badly injured, it may submerge to reengage later.
• If you have the artefact - attempt to dominate the Kraken.
• Spend a Raise to not get knocked overboard as the Kraken tosses the ship around
• Spend a Raise to extinguish small fires threatening the safety of the Ship. These fires cause 3 hits to the Tempest, and crop back up from new sources at the beginning of each Round.
The Tempest: Regular - 5, Critical - 1
Spending the last raise to put out fires.
All - The Krakens tentacles whip suddenly back beneath the surface and the enormous body of the creature begins to sing further into the depths. Bastien and Satterson both find yourselves standing back on the deck of the Souther Star, the strange glow from the artefact fading as your senses return to you. Cheers reach all of your ears as the crew of the Southern Star begin throwing down weapons and surrendering, the battle definitely having turned against them.
The Eisen pushes himself up from the rail, a look of anger and incredulity across his face. "NOOO! The beast is mine!" he yells before turning and launching himself over the side of the ship. Quickly running to the side you stare down but do not catch sight of him amidst the wreckage and roiling sea.
A short while passes as you all slump to the deck whilst your crew secures the enemy vessel. The sky begins to clear and you all feel a wave of relief that you have made it through the battle in one piece and it occurs to you that whilst Captain Aipajawa will doubtless be annoyed that the Kraken slipped away you will be returning to port with two more ships, whatever they have in their hold, and what you assume is some sort of Syrneth Artefact. Taking a drink from whatever is handy you all share a toast as the sun begins to set........