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The Quiet Oath

Adversaries Designed by Tomás Tarragón

Adversary overview

A swift combat ship often used for covert missions and dangerous voyages.

The ship players use for adventures and travel. It’s NOT an adversary.

Stat block

Tier
2
Type
Solo
Difficulty
10
HP
5
Stress
3
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
19
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Cannon
Range: Far
Damage: 2d8+6
Attack Mod: 0
Damage Type: Physical

Features

Passives

  • Navigation Systems

    Whenever the Ship takes major or severe damage from Far or Very Far range, it marks a Stress, representing damage to navigation systems (masts, sails, rudder...). When Stress is at max value, the Ship cannot move, and is vulnerable. On a short rest, use one downtime action from each PC to clear 1 Stress and 1 HP. On a long rest, use one downtime action from each PC to clear 1d4 Stress and 1d4 HP.

Actions

  • Hull Repair
    fear 1

    A PC on the Ship can spend a hope and make a Finesse or Knowledge Roll (13) to repair 1 HP of the Ship.

  • Cannons (4)

    A PC can make a Finesse Roll (10) to load one of the (4) cannons, (2) per side. A PC can make an Instinct Roll to fire a loaded cannon towards a ship in line of sight, and Very Far range. Before rolling, a PC in Very Close range of another cannon on the same side can mark a Stress to fire it at the same time. On a success, add 2d8 to the damage roll for each additional cannon fired.

  • Combat Manouver

    Make a Crew Roll against an Adversary Ship. On a success, the target's next attack against the PC's Ship has disadvantage.

Reactions

Motives & tactics

Provide transport Stay afloat

Experiences

The Quiet Oath

Tier 2 solo

A swift combat ship often used for covert missions and dangerous voyages.

Motives & Tactics: Provide transport, Stay afloat

Difficulty: 10 | Thresholds: 19/26 | HP: 5 | Stress: 3

ATK: 0 | Cannon: Far | 2d8+6 Physical

Experience:

HP:

STRESS:

Features

Navigation Systems - Passive: Whenever the Ship takes major or severe damage from Far or Very Far range, it marks a Stress, representing damage to navigation systems (masts, sails, rudder...). When Stress is at max value, the Ship cannot move, and is vulnerable. On a short rest, use one downtime action from each PC to clear 1 Stress and 1 HP. On a long rest, use one downtime action from each PC to clear 1d4 Stress and 1d4 HP.
Hull Repair - Action: A PC on the Ship can spend a hope and make a Finesse or Knowledge Roll (13) to repair 1 HP of the Ship.
Cannons (4) - Action: A PC can make a Finesse Roll (10) to load one of the (4) cannons, (2) per side. A PC can make an Instinct Roll to fire a loaded cannon towards a ship in line of sight, and Very Far range. Before rolling, a PC in Very Close range of another cannon on the same side can mark a Stress to fire it at the same time. On a success, add 2d8 to the damage roll for each additional cannon fired.
Combat Manouver - Action: Make a Crew Roll against an Adversary Ship. On a success, the target's next attack against the PC's Ship has disadvantage.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.