Encounters at The Docks of Casaran

For characters that start this campaign at The Docks of Casaran, there as a set of short 5-15 minute mini-encounters to keep them engaged while the party is shopping after The Petitioning. These can either be assigned based on the stated actions of the characters, by a perception skill check:

DC Mini-encounter Opportunities
0 A Lucrative Hour's Work Unlimited
10 A Sailor's Life for Me Unlimited
15 Hulk? Loot! 2
20 Drunken Noble Yacht 1

The Opportunities column states how many different characters my chose this encounter. These mini-encounters do not grant experience points.

To resolve: roll a Perception skill check - character may opt to “take 10” instead of rolling, and include all appropriate bonuses/penalties, for all characters at the docks. In roll order, each player chooses from the table any option that has a DC equal to, or lower than their roll, and still has available opportunity slots.

Run the encounters in increasing DC order, starting with A Lucrative Hour's Work and ending with Drunken Noble Yacht. If, after hearing a lower-DC encounter description, a character wants to do that one instead (and there are still opportunity slots available) they may do so. This may free-up opportunity slots for lower-rolling characters to upgrade their choice - this is allowed as long as the selection is qualified.

Once all mini-encounters are completed, return to the main story thread: Chapter 1: Setting Out which will flow into the Trouble on Pier 39 encounter.

Each encounter will take place on the Pier 39 map, so place it out now.

Pier 39

A Lucrative Hour's Work

At a little after 2pm, a loud voice rings out from a burly man walking along the docks:

“I need strong backs to express load a ship! 10 gold for an honest hour's work. No wussies or whiners!… One hour of insanely back-breaking work for 10gold! Follow me to berth A on Pier 39… Be there in 5 minutes, or don't bother coming at all!”

He repeats the hawk two more times as he rapidly heads toward his dock.

The man is Frances Conbay, Boatswain of Exploration Vessel: The Steadfast. He has little time for chatter, as he has “a ship to get loaded and not half the time needed to do it!” The player needs only show up at the appointed place within the time limit in order to get a job loading goods onto the ship. When he returns to the ship at 2:10pm the boatswain will gladly show that he has the money to pay everyone who has arrived if they work the full hour.

All of the characters that choose this encounter arrive at The Steadfast at approximately the same time.

To those who choose this path, read:

As you head up Pier 39, you see several ministry soldiers wandering the berths, looking somewhat bored, but well armed.

You arrive at berth A to a nightmare of activity. People are madly throwing goods and herding animals and the like onto the deck of a mid-sized ship, with the markings “The Steadfast.” The Bo's'n notices you and shouts:

“You lot! I saw you on the docks. You have five minutes to prove you're worth the money! Get loading!”

Place only the blue-tokens/figure from the Pier 39 Encounter Map on the table now and add the character's tokens/figures as well.

pier_39_setup.jpg

This is a single skill check, DC 12 vs. the player's best of Fortitude or Reflex. Give the player a chance to increase his chances of success by improvising some clever method to more quickly load the boat of supplies, weapons, or livestock, which will improve the roll by up to +2.

On success read:

“Nice work!” shout's the Bo's'n. “Keep it up!” and he quickly turns his attention to other matters.

Have successful characters record the +10 GP for completing this encounter now, as things will be getting kinda hectic soon…

On failure read:

The Bo's'n shouts criticism that is quick and biting: “Wussy! Here's a copper. You can go now.” He disdainfully flicks a coin your way.

While you're putting the copper away, you see him staring at you and stroking his facial stubble. “Wait a minute. At least you're imaginative. Would you care to sign up? You might not be a strong back, but we also need clever ones. Come on board and talk to Bones about a possible position for our next journey. You'll need to decide quickly, though…

If a failing character decides to take them up on the offer, have the character join the group of adventurers having the “A Sailor's Life for Me” encounter (even if this character's perception skill check didn't qualify for that encounter.)

A Sailor's Life for Me

Read this to everyone on this encounter except those who failed “A Lucrative Hour's Work”:

Posted on the entrance gate posts to Pier 39 is a hastily scrawled note, written in common and dwarvish:

“Join a the crew of the legendary exploration vessel The Steadfast on her next great adventure. A full share for each crew member, and a double share for specialists. Inquire at berth A before 2:30pm today and have your duffel with you! Ask for Ricven Gemviper.”

If not already done, place only the blue-tokens/figure from the Pier 39 Encounter Map on the table now along with those of these characters.

pier_39_setup.jpg

If any players continue with this encounter, read:

As you head up Pier 39, you see several ministry soldiers wandering the berths, looking somewhat bored, but well armed.

You arrive at berth A to a nightmare of activity. People - some obviously seamen, others seem like adventurers, are madly throwing goods and herding animals and the like onto the deck of a mid-sized ship, with the markings “The Steadfast.” As you approach a crewman stops briefly and asks “What can I do for you lot?”

The crewman is very busy, and grateful for the break, but will only answer two questions total before the Bo's'n shouts at him to “Stop yer baliwikin' and get back to work!”

When the crewman asked about the open positions or Grimviper in particular, read:

“Bones is in the port forecastle - you'd better hurry though - I hear the open positions are mostly filled!”

You scramble up on to the deck of the ship and have to step around dozens of crates, barrels, and cages waiting to be shuffled down into the hold. They seem to be in an awful hurry to leave soon.

You enter a doorway under the front-deck of the ship directly into what is obviously the ship's surgery - filled with various glass vials and flasks and a large number of nasty looking knives, needles, and saws. There is a particularly impressive looking two-handed axe hanging on the wall, and below it almost the same size, is a red-headed and bearded dwarf, in a white smock that is covered with blood, who is madly sorting items and stacking small crates.

He turns to look at you and shouts “More candidates! It's getting a little late for this, don't you think?” - you quickly notice that he's talking to no one in particular with that last comment.

“OK. I'm the ship's surgeon, Master Grimviper. Here's the deal. We're out of time, and recruiting isn't usually my thing. So - you have one try to impress me. Show me what you can do that will make you invaluable to this journey.

This much I can tell you: We're going to an unexplored island, which may or may not even exist, on a mission to save someone very dear to us, a relative of our captain.”

“OK. You have 5 minutes. Go.”

  • This is a single skill check, DC 15, against the skill of the players choosing in an effort to impress Ricven “Bones” Gemviper ((...)). Skills not common amongst the existing crew members roll at +2 - these include Arcana, Diplomacy, Dungeoneering, Heal, History, nature, and Religion - though this list is NOT revealed to the characters. A clever demonstration also gains a +2 on the check.

Ricven "Bones" Gemviper

Ricven “Bones” Gemviper is the dwarvish ship's surgeon aboard Exploration Vessel: The Steadfast.

Tactics: “Bones” is primarily interested in healing the crew of it's ills, not inflicting them, and so avoids combat unless combat would reduce the number of injuries he would otherwise be treating after a battle…

Steadfast Surgeon

Level 2 Skirmisher

Medium natural humanoid (dwarf)

XP 125

HP 38; Bloodied 19

AC 16; Fortitude 14; Reflex 14; Will 12

Speed 5

Initiative +3

Perception +2

Low-Light Vision

Standard Actions

m Greataxe (weapon) • At-Will

Attack: +7 vs. AC

Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage).

M Mobile Strike (weapon) • At-Will

Attack: The Steadfast surgeon can shift 1 square both before and after making this attack; +7 vs. AC

Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage).

M Leaping Fury (weapon) • Recharge 5 6

Attack: The Steadfast surgeon jumps up to his speed before making this attack, and this jump does not provoke opportunity attacks; +7 vs. AC

Hit: 2d12 + 2 damage.

Death's Ward (healing) • Encounter

Effect: Touch (dying creature); Next 3 saving throws vs. Death receive a +5 bonus. Rolling a natural 1 always fails.

Minor Actions

R Emergency Healing (healing) • At-Will 1/round

Attack: Ranged 10 (targets one ally); +7 vs. AC

Effect: The target regains 5 hit points and can make a saving throw.

M Healing Word (healing) • Encounter

Effect: Close burst 5 (targets one ally in burst); the target spends a healing surge and regains an additional 1d6 hit points.

Triggered Actions

Second Chance • Encounter

Trigger: When an attack hits Steadfast surgeon for dammage.

Effect (Immediate Interrupt): The attacker must make a new attack roll and use the new result.

Other Powers

Ritual: Gentle Repose (healing) • Daily

Action: No Action.

Requirements: Requires 1 hour of uninterrupted time and 10gp in components to complete.

Effect: 1 (adjacent corpse.); Quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

Skills Insight +7, Heal +10

Str 17 (+4)

Dex 11 (+1)

Wis 13 (+2)

Con 14 (+3)

Int 13 (+2)

Cha 9 (+0)

Alignment unaligned     Languages Common, Dwarven

Equipment greataxe, scale armor

On success, read:

“Very nice. Very nice, indeed. Congratulations! You'll join the crew as a specialist, and will receive a double share of our profits. We'll sort out meaningless titles and responsibilities later. By the way, call me “Bones” - everybody does. Now quickly stow your gear and figure out how you can help get us underway five minutes ago!”

Character gains occupation: Crewman, Medium Exploration Vessel

On failure, read:

“Umm. Not so much. But we're short handed and can't be picky. For now, you're on as a standard share crew member. You'll have plenty of chances to prove yourself as we go. Drop your gear here and get loading supplies from the dock! If the Bo's'n asks, tell him I approved you. Hurry!

Character gains occupation: Sailor, Medium Exploration Vessel

Hulk? Loot!

While looking around the dockside to see what is going on, you cast your view out into the harbor and across the various nearby piers. A certain rather large shape catches your eye, at the northernmost berth of Pier 39. There is an obviously abandoned ship repair project and you can see sizable hole just above the waterline on this side. If you could get out there from this side, the soldiers on the pier would likely not notice. Who knows what might be inside.

The character(s) must now find a way to the hole in the side of the ship on northern side of the hulk docked in berth G (point it out on the map.) Obvious options are to steal or rent a dingy for 1 GP.

Once the character enters the wreck, read:

This ship is a wreck. It has clearly seen better days, with evidence of ship-to-ship combat as well as a checkered past shipping questionable cargo, including something humanoid - you see shackles that have clear signs of blood.

There is a lot of detritus to sort through, but you set to work looking for overlooked treasures. This will take awhile…

If there is another character already here, also read:

While investigating a particularly promising pile of trash, you hear someone else rummaging around on the other deck. Probably another scavenger.

The character may make one skill check, either against perception or dungeoneering, whichever is greater. After making all adjustments, look up the loot using the following DC table. Only the highest-value item will be found by each character. If there are two characters with this encounter, and they choose to meet one another and team up, give each +5 on their roll as they can coordinate their search not covering duplicated areas. “Take 10” is not permitted for this check.

DC Loot found
0 Nothing but trash
8 * A rusty weapon (5gp value)
12 10GP in coins
15 A jeweled necklace worth 25GP
20 * A non-magical item worth up to 100GP
25 * A level 1 non-wondrous magic item
30 † A glowing gem, hidden beneath a floorboard ((...))

* Search the DDI compendium for appropriate items.
† There is only one of this item. If two searchers roll this result, they must resolve it themselves. There will be no re-rolls or other items found.

After all rolls are resolved, read:

You hear something noisy going on over on the port side of the ship - on the pier. You stash your loot and take a peek.

This encounter ends as Encounter: Pier 39 starts…

Drunken Noble Yacht

You've fine tuned your senses for anything out of the ordinary, anything special that might provide opportunity for insight or personal gain. After searching the docks for the better part of an hour, you've spotted it!

Stumbling into the docks area is a drunken noble. Disoriented while he squints at a paper he holds in his hand, looking up at the various piers. He's mumbling “Pear 37…. Sphere Thirty… Eight…” and he falls flat on his face just as you get close enough to almost catch him.

Luckily, no Ministry soldiers or guards have spotted him yet.

  • The noble ((...))is inebriated nearly to the point of blackout and is looking to get back to his personal yacht, docked in berth B of Pier 39.

Drunken Noble

Medium Human

  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft. 1/2 while drunk.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1/8 (25 XP)

Gear The Drunken Noble is carrying nothing of value. It seems he was already robbled blind earlier.

=== Condition ===
Inebriated. All d20 tests are at disadvantage. Attacks against the Drunken Noble grant Advantage.

=== Actions ===
Tipsy Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

=== Reactions ===
Drunken Panic! When attacked or frightened the drunken Noble moves 30' in a random direction. Impact with any object, obstruction, or change in altitude will result in appropriate damage and end movement.

“Waitaminute, sonny boy!” Trigger: If quoted any regulation or protocol within earshot, for one round the Drunken Noble will shake-off the Inebriated effects to address any legal or logical fallacies in the cited ordinance. Effect: Drunken Noble gains a free action and one temporary HP (ignore Inebriated condition.)

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

Drunken Noble
Drunken Noble


Source: [Modified] 5.1 SRD (D&D 2014) - Available under the Open Game License

Examining the paper the noble was attempting to read will reveal this fact. He is carrying no cash or valuables (he lost it all drinking and being robbed at the pub he is returning from.) The mission is simple, return the noble to his ship and loot it/collect a reward.

As soon as the character takes the noble under their arm and heads for Pier 39, read:

As you start to drag the limping, mumbling, singing, and barely awake noble up the long pier, you notice a suspicious looking Ministry Soldier a few yards front of you, blocking the way with his arms crossed.

Place two suspicious Ministry Soldiers on Pier 39 between the entrance and berth B. The first mid-way up the main section, and the other just before the fork for berth B. These represent two separate skill checks that the character must pass to successfully get aboard the noble's ship alone with him.

Check DC
First Soldier 12 vs. Bluff or Diplomacy
Second Soldier 14 vs. Intimidate or Streetwise

Player creativity should be encouraged by providing +2 bonuses for each compelling, clever ruse attempted, up to a total of +4 per check.

If the first check fails, read:

“That doesn't sound right.” he holds out his hand. Suddenly, he looks right passed you: “You wait here a moment.” He then walks briskly passed you, almost dumping the both of you into the drink. “Don't you move!” you hear him bark with his back to you ask he moves briskly away. He is completely ignoring you for the moment as a small boat approaches berth C.

If the first check succeeds, read:

The soldier grunts, and waves you on through, almost ignoring you as something in the area of berth C gets his attention.

The character's next roll will start at +2 because the first guard signaled his approval with his hand-wave.

Now you approach the next guard - who is at the entrance to berth B, with your new-best-friend's ship docked beyond.

This guy is tougher, bluffing and diplomacy won't work. Something a bit trickier or impressive is required. Again, may add up to +4 based on new tactics (may not use the same as for the first soldier.)

If the second check fails, read:

“No, I don't think so. He gave me specific instructions, and you weren't in them. If you hand him over to me and leave, I might not arrest you.”

Two obvious options are to hand over the noble (skip to “Hand him over” below, or attempt attempt to push the soldier into the water - which if it fails will result in entering combat. If it succeeds, the character will have just enough time to loot the ship (skip to “Loot the ship.”) Other options are left to the DM, but there are only a few minutes left and the character can not return to the docks on foot at this point. Resolve only three more actions before the soldier is ordered to the center of the pier as part of the Trouble on Pier 39 encounter. Once that encounter starts, it is too late to loot the yacht.

If the second check succeeds, read:

“Certainly sirs!” he snaps. You quickly step by, well as quickly as you can given your cargo.

You drag him into the yacht and set him down on a chair carefully - and he immediately falls asleep. So much for a voluntary reward. You're sure he meant for you to just help yourself…

Looting the Ship

A ruckus of some sort has started outside on the pier - you hear what sounds like men running in armor - but you can't really tell because you're madly searching the ship for something of value. You don't have much time - just a quick search and you should leave.

Roll once against best of Insight or Theivery and collect indicated loot from the following table. The character may not “Take 10”, and there are no cleverness bonuses.

DC Loot found
0 5 GP
10 * A Weapon or Armor worth up to 10GP
12 A 35GP value bracelet
15 * Any non-magical item up to 100GP in value
20 * A level 1 non-wondrous magic item
25 Burglar's Gloves ((...))
30 Robe of Eyes ((...))
and roll again, ignoring this result

* Search the DDI compendium for appropriate items.

Once loot has been resolved, read:

Nice haul! Time to go outside and see what's causing all the racket.

Hand Him Over

If the character transfers the noble to the guard and turns to leave:

As you head back toward the dock, you see the way ahead is blocked by several people arguing, and the guard you encountered before is in the thick of it. You decide to duck into one of the other berths until you can determine what's really going on.

encounter/at_the_docks.txt · Last modified: by 127.0.0.1
 
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