12.7 - Eastport Docks

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Pursuit
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12.7 - Eastport Docks

Post by Pursuit »

Ships

You arrive at the docks just as night falls and head towards the harbormaster’s station looking for Jalenz Kerrimayn, as you were instructed.

The docks of Eastport are impressive, filled with all manner and size of ships, from caravals to clippers and everything in between.

As you approach the harbormaster’s station, you hear an eerie clicking sound emanating from one of the nearby ships, and your eyes are drawn almost involuntary up to the deck.

A well-dressed man lounges on the deck. His clothing is an elaborate costume of rich silks, purple cloth and a long coat with bits of black-iron mail peeking out from places, and he gives you all a slow clap as you approach.

Almost jovially, he calls out to you, “Ah, if it isn’t Eastport’s saviors! You know, you have made quite a name for yourselves here very quickly, if I may say so. And that business with the Yellow Knives… well, what an admirable little slaughter, that was. The kind of heroism I can get behind!”

He leaps from the deck of the ship and lands nimbly on the dock, easily twenty feet down. He straightens without any visible effort, and flashes you a grin.

“Of course, fame isn’t all it’s cracked up to be.”

As he says this, you notice that his skin catches in the moonlight in an odd way and appears an unsettling shade of gray. He slides an elegant, black-iron blade from the sheath at his side.

“Come on, then, ‘heroes.’ You haven’t got all night.”

Combat!

It’s time for a (modified) dramatic task to round out the adventure!

First of all, someone should probably roll a knowledge skill (either Common Knowledge or Knowledge (Dark Creatures)) to get the details of what you’re up against.

Then, working together, quickly figure out a plan on how to deal with your foe and put it into action! (The in-character Hangout would be a great place to do this).

Finally, make some rolls! Pick someone to be the leader and have that someone roll the skill most appropriate to your plan (Spellcasting, Fighting, Knowledge (Basketweaving), it’s up to you!). The other two players may make cooperative rolls using any skill that makes sense and will add +1 to the leader’s roll for each success and raise.

Important notes:
  • All rolls for this one (except the Common Knowledge or Knowledge (Dark Creatures) roll mentioned above) will be made at a -2.
  • You need at least a success and a raise to make it out of this encounter unscathed. You will not be able to kill your foe with only a success and a raise (he might well get away!), but neither will he kill you.
  • A success with two raises or more will allow you to put this guy down for good, provided you came up with an appropriate plan.
  • If you fail this task, there will be… consequences. But you guys are big ol’ heroes! I’m sure you’ll be fine.

If you have any questions, please ask away before posting, and have fun!
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Sroxl
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Re: 12.7 - Eastport Docks

Post by Sroxl »

Common Knowledge 10
Smarts [dice:112dbhwm]48719:0[/dice:112dbhwm] Ace: [dice:112dbhwm]48719:2[/dice:112dbhwm]
Wild: [dice:112dbhwm]48719:1[/dice:112dbhwm] Ace: [dice:112dbhwm]48719:3[/dice:112dbhwm]
Sroxl watches the man drop two stories and stroll down the dock like it was perfectly natural. When he passes through the light just long enough to catch the obsidian tint to his skin, the berserker hisses.

Sroxl leans down and hisses a whisper into Angis's ear, "My grandfather sshared hiss sstoriess of hiss fightss againsst the creaturess of darkness and flame when I wass young. Thiss man iss a vampire, and an old one. We musst usse weaponss of white ssilver or everwood to defeat him, unless Lyssennia hass magicss to combat him. I have alsso heard that Illiana'ss embrace desstroyss vampiress, but grandssire'ss sstoriess did not take place near the ocean..."

Sroxl stands up to his full height; points the gleaming tip of his white silver kayakor at the vampire; and shouts, "The blood of Druknaxssl fearss no creaturess of darkness! In the name of my grandssire, Vasshk, ssire of Cranhocl, and for the honor of housse Druknaxssl, I will ssee you desstroyed thiss night. The darkness and the flame will ssoon learn to fear the might of Ssroxl, ass they once feared Vasshk!"

Wielding the Vashk's kayakor, Sroxl charges forward towards the beginnings of his destiny.
OOC Comments
Note to self: Rolled as Koshnek.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Angis Ironheart
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Re: 12.7 - Eastport Docks

Post by Angis Ironheart »

Common Knowledge 19
Common Knowledge [dice:3cvfve0l]48728:0[/dice:3cvfve0l]
Wild [dice:3cvfve0l]48728:1[/dice:3cvfve0l]
Ace [dice:3cvfve0l]48728:2[/dice:3cvfve0l]
Ace [dice:3cvfve0l]48728:3[/dice:3cvfve0l]
Ace [dice:3cvfve0l]48728:4[/dice:3cvfve0l]
Eastport/White Crow Theater
Afternoon
Round 0

Angis saw this Jalenz fellow draw his sword, saw the unnatural cast of his skin in the moonlight. He dropped the bundles of cure ingredients to the dock and settled his shield and axe into his hands. “Ye wan’ a fight? Well, I’m damn well itchin’ f’r it,” the dwarf said. He glanced at the others. What was this...creature?
OOC Comments
Not sure we can make a plan until we know what he/it is.
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Last edited by Angis Ironheart on Thu Jan 24, 2019 4:20 am, edited 1 time in total.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Pursuit
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Re: 12.7 - Eastport Docks

Post by Pursuit »

A success with a raise on Common Knowledge is enough to know you’re fighting a vampire and what it’s general weaknesses are. A success with two raises or more means you know everything about vampires that is printed in the Shaintar manual, including weaknesses, strengths, gear descriptions, etc.

This vampire is old enough for his skin to begin turning obsidian.
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Lysennia Moonsinger
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Re: 12.7 - Eastport Docks

Post by Lysennia Moonsinger »

Knowledge Creatures of Darkness
Knowledge Roll = [dice:cbq6j59p]48832:0[/dice:cbq6j59p]
Wild Dice = [dice:cbq6j59p]48832:1[/dice:cbq6j59p] Ace= [dice:cbq6j59p]48832:2[/dice:cbq6j59p]
"Vampire? Here in the city? You are bold indeed to risk facing three who know what you are, and that we need not fear you"

Lysennia's brave facade belied her inner fears. Creatures of flame she could face, driven by righteous anger and desire for vengeance for her family. This was something entirely different. The vampire was an anathema to life, the antithesis of everything the Druid's path stood for. It could not be allowed to escape, no matter the dread it's presence filled the body of the young elf with. Death was one thing, but being turned to become one of these hated creatures was a fate that chilled her soul.

She eyed the blade warily. She knew the slightest touch from it would cause wounds which if not fatal would be agonizing and take a long time to recover from. Yet caution could not be their play here. They needed to be bold and end this creatures existence swiftly and decisively.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Angis Ironheart
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Re: 12.7 - Eastport Docks

Post by Angis Ironheart »

Eastport/Harbor
Afternoon
Round 0

Angis cracked his neck. “Well, we gaein’ t’ dance?” he started to circle around the opposite side of the vampire from Sroxl, but tried to keep himself between the vampire and Lyssenia. He charged and slashed with his axe.
Fighting 14; +3 supporting Sroxl
+1 dwarven axe
Fighting [dice:3q3gi0r3]48884:0[/dice:3q3gi0r3]
Ace [dice:3q3gi0r3]48884:2[/dice:3q3gi0r3]
Wild [dice:3q3gi0r3]48884:1[/dice:3q3gi0r3]
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Lysennia Moonsinger
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Re: 12.7 - Eastport Docks

Post by Lysennia Moonsinger »

Lysennia uses the cover provided by Angis to draw forth the Lamp of Sanctuary. Whispering it's command word "Lumină și păstrați-ne", causes the area around them to be bathed in a warm comforting glow. She immediately feels calmer and more in control.

"You have made your last error in judgement spawn of darkness. Prepare for the miserable parody of life you possess to be ended."

Supporting Sroxl +2 (Taunt 9)
Taunt Roll
Taunt=[dice:255pq82a]48957:0[/dice:255pq82a], Ace = [dice:255pq82a]48957:2[/dice:255pq82a]
Wild = [dice:255pq82a]48957:1[/dice:255pq82a]
Lamp Effect
All Players +1 on all spirit rolls
Each turn, the vampire must make a spirit roll at -2 or take 1d10 damage ignoring armor and magical defences.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Pursuit
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Re: 12.7 - Eastport Docks

Post by Pursuit »

The vampire moves like a snake, quickly and elegantly, cutting and slashing with his accursed blade. It is fast reflexes as much as skill that keeps @Angis Ironheart alive for the first few seconds of the fight until @Lysennia Moonsinger can join in.

The light from her lamp spills out into the night, burning away the darkness and the vampire at once. As the lantern's rays touch the vampire's hand, he hisses as it burns him, and he glares up at the Fae Druid with unconcealed hate. She delivers her taunt, well-designed to get under her foe's skin, and he flashes his teeth at her.

"You'll pay for that, half-blood," he sneers, switching his stance and coiling to strike at her instead of Angis.

But fast as the creature is, Angis is faster, swinging hard with fine, Dwarven steel. It isn't within Angis' skill to actually hurt the creature, of course, but momentum is momentum and strength is strength, and the vampire's leg buckles under the weight of Angis' axe. Who needs to hurt their foe to kill him?

An armored shoulder sends the vampire sprawling backward into the dark water, where he continues to burn from the lantern light until he sinks low enough that the light no longer penetrates.

Sroxil, weapon out and poised to attack, blinks in surprise as his comrades dispatch the vampire with expert precision and teamwork.

After long enough to be sure the creature is dead, you are free to finish your mission, returning the harbormaster's Silverwood bark to the Druids.
The Druid's are able to mix the ingredients you provide into a powerful draught, infused with magic as it brews, and begin producing a cure en-masse. It will take some time, a few days at least, to get the cure out to everyone in the city who has need of it, during which time you are free to help out, rest, or take some other action as you may see fit.

As a reward for your efforts, each remaining party member receives 500 gold or +1 die type to your resource die, should the players prefer to continue to use that system (or, if you have a specific item in mind you are saving for, send me a PM) for their efforts.

This is an opportunity to post an interlude (for +1 XP and +1 Benny) about what your character does in town after the saving of the day is complete. Feel free to start from the battle of the vampire, or describe the brewing of the potions, or just pick up from "the potions are being handed out." If you have any questions, as always, just shoot @RFT or me a PM or a Hangout chat and we'll be happy to answer.
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Angis Ironheart
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Re: 12.7 - Eastport Docks

Post by Angis Ironheart »

Streetwise 1
-2 Charisma, +1 Ranger
Streetwise [dice:25uwur84]49313:0[/dice:25uwur84]
Wild [dice:25uwur84]49313:1[/dice:25uwur84]
Persuasion 1
-2 Charisma, +1 Ranger
Persuasion [dice:25uwur84]49313:2[/dice:25uwur84]
Wild [dice:25uwur84]49313:3[/dice:25uwur84]
White Silver Axe availability 11 Wow
-6 availability, -2 failed Streetwise, -2 failed Persuasion
Spirit [dice:25uwur84]49313:4[/dice:25uwur84]
Wild [dice:25uwur84]49313:5[/dice:25uwur84]
Ace [dice:25uwur84]49313:6[/dice:25uwur84]
Ace [dice:25uwur84]49313:7[/dice:25uwur84]
Benny for EE [dice:25uwur84]49313:8[/dice:25uwur84]
Ace [dice:25uwur84]49313:9[/dice:25uwur84]
White Silver axe cost 8 Raise! Free!
-6 Value
Spirit [dice:25uwur84]49313:10[/dice:25uwur84]
Wild [dice:25uwur84]49313:11[/dice:25uwur84]
Ace [dice:25uwur84]49313:12[/dice:25uwur84]
Benny for EE [dice:25uwur84]49313:13[/dice:25uwur84]
Eastport/Harbor
Various
Round 0

Angis spat into the water as he watched the vampire sink. “Feast on tha’, ye bluidsucker,” he muttered, sheathing his axe and turning away. “Le’s get this bark back t’ the station an’ get a drink.”

There wasn’t much Angis could do with the brewing of the potion, but when the first batch was done he grabbed one of the vials and walked it down to the Yellow Knives himself to give to the sick little sister of the gang’s leader.

“Told ye we’d get ye a dose,” he told the gang leader. “First batch.”

Over the next few days, Angis considered the vampire they had faced and how little effect he had on the creature. He decided to ask around town about getting a white silver weapon to deal with such things in the future.

It took Angis all day to track someone down that had such an item for sale, an old dwarf. He had been an adventurer in his younger years and had a fine white silver battle axe. It wasn’t of dwarven make, but the quality was still good, and the heft was light and easy. They got to talking, to haggling, and it turned out that a bit back in their family tree, the old dwarf’s mother had been of the Ironheart clan! The old dwarf started to refuse to take any gold for the axe, but Angis insisted on at least something, so he left enough gold to clear a few of the old dwarf’s debts and left, admiring his new axe profoundly.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Sroxl
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Re: 12.7 - Eastport Docks

Post by Sroxl »

With the Vampire dead and its evil plans thwarted, Sroxl spends some time in the city. He drinks with the locals, becoming involved in more than one brawl which he may or may not have started. All the while, he remains vigilant for rumors of creatures of darkness which may have finished their transformation before the cure was completed and administered.

He hears one rumor and pursues it. It turns out to be the daughter of the city guard who had fallen ill. Rumors had spread that she was no longer human. As best as he could recall, the girl had survived. Sroxl chose to investigate further.

The girl's skin had changed similar to that of a vampire's, however she was still human. It seems she received the antidote just in time to retain her humanity; but she was forever marked by the disease. She had taken to staying inside during the day to avoid the remarks she got on the streets. Her nocturnal habits only furthered the rumors.

Sroxl spent the remainder of his time taking the girl out during the day. Whatever she wished to do, he was her personal, grizzled and fearsome bodyguard. With his help she was able to get her confidence back and dispel the rumors surrounding her.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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