The main party isn't expecting an encounter. They're just adventurers helping a maiden in distress to find her lost brother, and perhaps find some treasure.
The Ministry of Magic and Science - one minister in particular, doesn't think this mission is a good idea at all and he sets out to stop it immediately after the petition. He's ready when the party arrives.
Note: This is intended to be a hard encounter - the ultimate goal is for the characters to board Exploration Vessel: The Steadfast and cast off to escape and begin their adventure in earnest - not to eliminate all foes. All 1,000 XP will be granted for successful escape with all boarded party members (including those that started at the docks.
The idea is to get the party onto the ship, cut the ropes and escape - even if the ship and crew aren't completely prepared.
If any adventurers chose any of the mission that ended with them on Pier 39 (A Lucrative Hour's Work, Drunken Noble Yacht, Hulk? Loot!, or A Sailor's Life for Me) the map for this encounter will be fully set up as the main party arrives. These players should place their character tokens/figures wherever appropriate, either on the appropriate ship or on the pier, but not between the port and the Minister. he is blocking the character's exit back to land.
To anyone on Pier 39 before the main party arrives, read:
As you go about (or complete) your mission on Pier 39, you notice something unusual - a small boat arrives at the small dock in the center containing a Noble and two heavily armed guards. They quickly disembark and take up positions [MO][MG1][MG2], and the noble shouts after a nearby soldier, who quickly runs to [MS1]. Unless you want to swim, it seems you are trapped on the wrong side of the pier, for now.
Characters on the dock may take a Short Rest as they observe this and may take 2 free rounds to prepare as long as they do not engage the Ministry units.
| Medium Humanoid Tactics
=== Actions ===
=== Bonus Actions ===
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![]() Ministry Soldier |
Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License
(...) @MS1-MS5
Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License
(...) @MG1, MG2
Encounter Groups: When out among the citizenry, a ministry official will normally be accompanied by at least one Guard Captain or at least two Ministry Soldiers that act as personal bodyguards. For specific ministry business, an official may requisition 5 soldiers and two guards in about an hour. Larger groups are possible, but require requisition forms, filled out in triplicate and large groups usually require additional commanders.
Tactics: Ministry officials attempt to avoid direct combat at all costs. If the enemy becomes a threat, rather than risk personal bloodshed, normally an official will use Appoint Champion and order the remaining soldiers and guards to cover a hasty retreat. In the off chance that an attacker gets close, the official will quickly use Urge Hesitation to delay the target, and run to safety at top speed - conscripting any soldiers or guards encountered along the way. If escape is impossible, or politically unreasonable, the noble will stay close to his defenders and use Inspirational Authority and continually Appoint Champions as needed.
Medium or Small Humanoid, Neutral
==== Traits ====
==== Actions ====
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![]() Ministry Official |
Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License
(...) @MO
| The Steadfast | Ship: Caravel |
|---|---|
| Colossal Water Vehicle | XP 1,000 |
HP 500; Half-speed 250 |
Stability +3 |
AC:25 Fortitude:20 Reflex:10 ' |
Max Cargo 5 Tons |
Speed 12“, 6” laden (>2.5 Tons cargo) |
Configuration Exploration |
Crew: 18 Watch: 5 |
Length: 75' Width: 20' |
Draft: 3' Masts: 2 |
Initial Location: Docked at Pier 39 on Casaran![]() The Steadfast's FlagFormerly a ship of the line for the Ministry of Magic and Science, The Steadfast now an exploration vessel that was transferred for permanent personal use to her Captain Damien Blythe. She is a seaworthy, nimble ship that can handle long ocean crossings - though originally configured for ship-to-ship combat, the ballista that was on the Foc's'le deck has been replaced with special rigging that is used to increase speed and maneuverability. |
![]() The Steadfast at Port |
![]() |
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(...) for a detailed description of each crew member.
Tactics: Though these sailors are loyal to the ship and her captain, they are still just worker-bees, paid crew who won't go out of their way to engage in combat. When they do fight, they tend to stick together - and when one of them retreats, they tend to retreat together. Only the stern voice of their direct boss, the Bo's'n, who can rally them when things get dicey.
Medium Humanoid
=== Special Abilities ===
=== Actions ===
=== Reactions ===
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![]() Steadfast Sailor |
(...) are hastily loading gear onto the ship @1-6, four additional are in the rigging and won't come down until the ship has left.
Frances Conbay is the Boatswain (boss of the deckhands) aboard Exploration Vessel: The Steadfast. He is second in command and is in charge when the Captain goes ashore or is incapacitated.
Tactics: During combat, Frances is a classic leader and will use his innate Boatswain's Leadership to it's maximum potential, holding the crewmember's together as an untrained force. He directs attacks using Commandars Call and if things turn against them, takes a quick tour of his forces using Bo's'n's Tap to rally them one more time.
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Steadfast Bo's'n |
Level 2 Soldier (Leader) |
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Medium natural humanoid |
XP 125 |
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HP 37; Bloodied 19 AC 14; Fortitude 15; Reflex 13; Will 14 Speed 6 |
Initiative +3 Perception +7
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Traits |
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O Boatswain's Leadership • Aura 1 |
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Steadfast bo's'n gains a +2 bonus to AC while at least one deckhand under his command is adjacent to him, and each deckhand adjacent to him gains a +1 bonus to AC. |
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Standard Actions |
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m Cutlass (weapon) • At-Will |
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Attack: Melee 1 (one creature); +7 vs. AC |
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Hit: 1d6 + 4 damage. |
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r Handaxe (weapon) • At-Will |
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Attack: Ranged 10/20 (one creature); +7 vs. AC |
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Hit: 1d6 + 5 damage. |
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Move Actions |
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C "Carry on!" the Bo's'n's Tap • Encounter |
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Effect: Close Burst 1 (each deckhand touched during movement); Steadfast Bo's'n moves, passing within close burst range (1) of deckhands, tapping each one and encouraging them to "Carry on!" Each targetted deckhand may make an immediate savings throw or gain +2 for their next attack. |
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Minor Actions |
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C Commander's Call (charm) • At-Will |
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Effect: Close Burst 3 (enemies in burst); . Each target is marked until the end of Steadfast bo's'n’s next turn. |
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Skills Athletics +9, Intimidate +9 |
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Str 17 (+4) |
Dex 11 (+1) |
Wis 13 (+2) |
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Con 13 (+2) |
Int 12 (+2) |
Cha 17 (+4) |
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Alignment unaligned Languages Common, Dwarven |
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Equipment leather armor, cutlass, handaxe x3 |
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(...) @B is supervising and talking to the windmage:
Cheech “Cookie” Chong serves both as the windmage and chef aboard Exploration Vessel: The Steadfast.
Tactics: Though Cookie's cantrips and Windjammin' abilities are intended only to prepare meals and to aid in the navigation of the ship, they can be used in combats. During combat, he prefers to remain at range, hurling cutlery.
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Steadfast Windmage |
Level 1 Controller |
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Small natural humanoid (halfling) |
XP 100 |
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HP 26; Bloodied 13 AC 15; Fortitude 12; Reflex 14; Will 13 Speed 6 |
Initiative +2 Perception +3
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Standard Actions |
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m Ginsu Technique (weapon) • At-Will |
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Attack: +6 vs. AC |
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Hit: 1d3 + 3 damage. |
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r Hurled Cultery (weapon) • At-Will |
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Attack: Ranged 4/8; +6 vs. AC |
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Hit: 1d3 + 3 damage. |
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A Windjammin' • Encounter(when used in combat) |
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Effect: Burst 2 within 10; Windjammer increases the air flow (in any desired direction) at the blast point by up to 100%, or 10mph, whichever is greater. |
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Sustain Minor: May only have one Windjammin' active at a time. |
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Special: Normally used in non-combat mode to either increase speed, break more rapidly, to fine tune the sails quickly. |
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Minor Actions |
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R Cook's Cantrip (arcane) • At-Will |
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Effect: Range 2; Use one of the following cantrips:; - Move up to 1 pound of material - Color, clean or soil items 1' cubic for up to 1 hour - Instantly light a small fire source - Chill, warm or flavor 1pound of non-living material for up to 1 hour. |
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Special: See Players Guide, p.159 for restrictions. May have 3 cantrip effects active at one time. |
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Free Actions |
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Nimble Reaction • Encounter |
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Effect: Halflings gain a +2 racial bonus to AC against opportunity attacks. |
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Skills Arcana +9, Athletics +6, History +9 |
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Str 13 (+1) |
Dex 14 (+2) |
Wis 16 (+3) |
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Con 10 (+0) |
Int 19 (+4) |
Cha 13 (+1) |
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Alignment good Languages Common, Goblin |
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(...) @W who is preparing to leave quickly.
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…
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Steadfast Surgeon |
Level 2 Skirmisher |
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Medium natural humanoid (dwarf) |
XP 125 |
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HP 38; Bloodied 19 AC 16; Fortitude 14; Reflex 14; Will 12 Speed 5 |
Initiative +3 Perception +2 Low-Light Vision |
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Standard Actions |
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m Greataxe (weapon) • At-Will |
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Attack: +7 vs. AC |
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Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage). |
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M Mobile Strike (weapon) • At-Will |
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Attack: The Steadfast surgeon can shift 1 square both before and after making this attack; +7 vs. AC |
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Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage). |
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M Leaping Fury (weapon) • Recharge 5 6 |
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Attack: The Steadfast surgeon jumps up to his speed before making this attack, and this jump does not provoke opportunity attacks; +7 vs. AC |
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Hit: 2d12 + 2 damage. |
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Death's Ward (healing) • Encounter |
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Effect: Touch (dying creature); Next 3 saving throws vs. Death receive a +5 bonus. Rolling a natural 1 always fails. |
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Minor Actions |
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R Emergency Healing (healing) • At-Will 1/round |
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Attack: Ranged 10 (targets one ally); +7 vs. AC |
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Effect: The target regains 5 hit points and can make a saving throw. |
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M Healing Word (healing) • Encounter |
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Effect: Close burst 5 (targets one ally in burst); the target spends a healing surge and regains an additional 1d6 hit points. |
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Triggered Actions |
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Second Chance • Encounter |
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Trigger: When an attack hits Steadfast surgeon for dammage. |
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Effect (Immediate Interrupt): The attacker must make a new attack roll and use the new result. |
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Other Powers |
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Ritual: Gentle Repose (healing) • Daily |
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Action: No Action. |
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Requirements: Requires 1 hour of uninterrupted time and 10gp in components to complete. |
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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. |
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Skills Insight +7, Heal +10 |
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Str 17 (+4) |
Dex 11 (+1) |
Wis 13 (+2) |
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Con 14 (+3) |
Int 13 (+2) |
Cha 9 (+0) |
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Alignment unaligned Languages Common, Dwarven |
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Equipment greataxe, scale armor |
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(...) @S is safely stowing supplies below decks and won't emerge until commanded to do so or combat begins.
Pier 39 is a deep-water dock supporting larger vessels when they are in port. It is almost always busy, day or night.
The crew of The Steadfast will not engage in battle unless directly attacked or ordered to do so by the Captain directly. They have to get ready to leave as quickly as possible. Only a Ministry Official can order a ship's crew to stand down - but a Guard can arrest anyone breaking the law. When weapons are first drawn, all crew members that are on the pier will board the ship with one more load of cargo. At that point, the Bo's'n will give commands to prepare the ship for immediate departure, and position himself and crew members to cut the mooring lines, if needed.
Before the first combat round, the Ministry Official has already summoned the nearest soldier [MS1] and is giving him the order to pass to the remaining soldiers - “Do not let the captain and passengers of the steadfast board their vessel!” At the start of his first combat action, MS1 will begin to visit each other soldier. in numerical order, using double move and a minor action to deliver the orders. When he reaches the soldier nearest the Steadfast, he and that soldier will block passage to the ship while any any other survivors will use range attacks from other positions.
When the party starts to head up the pier, read:
As you quickly head up the long pier, you see can see up ahead a man in ornate dress talking urgently to a soldier. They look in your direction excitedly and the soldier turns to head away from you. Two Ministry Guards stand behind him to block your way as the official turns to face you.
Roll initiative.
Initially the official will stand in front of the Guards, but will shift behind them if things get tense.
As soon as the players are within combat range of [MO], read:
As you get closer, you recognize the official as the one who was so irritated at the petitioning today. He holds up his right hand and defiantly declares: “Stop, Damien! This expedition is not authorized!”
“Get out of our way, Drugo! We don't need your authorization to go out on a mercy mission.”, Damien snaps back.
“Don't make me impound your ship. I'll do it, Damien - you know I will!”. You hear the slightest bit of a voice-crack during that last part, but the guards stand firm behind him, swords at the ready.
Emma moves to confront him and pleads - “Minister! I just want to find my brother - he's all I have left! My father's dead, and it was your deciding vote that canceled his funding - you're part of the reason he's dead! Atone for your sin by letting us go!”
His response was unexpectedly violent, a quick and powerful slap to her face - causing her to scream loud enough for the entire pier to hear, and to fall prone prone to the dock. His stinging words following forcefully. “Shut up bitch! You don't get to decide what I must atone for. You are a presumptuous brat and should mind your place!”
“This RESCUE mission is over before it begins!”
Role initiative. Emma is down 4 HP.
The Ministry forces are attempting to buy time for reinforcements to arrive. After 3 combat rounds, Damien will make this clear…
After three combat rounds, read:
Damien shouts - “There'll be reinforcements coming soon! We've got to hurry!”
If the party manages to create an opening around the guards quickly, the official will walk back to the Steadfast to order her crew to come ashore. He's walking to make sure to use his abilities on the soldiers who are meant to block the party's advance. To avoid having to comply with the order, when he gets within 6“ of the ship, the Bo's'n will quickly go below decks and the crew will say that “He's ill” and can't come up. After two rounds of arguing with the crew, the official will board and look for the Bo's'n. [Note: It is possible that the Official will be aboard when the ship leaves the pier - this encounter is not considered over until he is no longer on the ship: there is a dingy at the stern.] The Bo's'n must make a +5 saving throw each round to remain hidden.
Once the party has broken the front line, the soldiers will block passage and attempt toe flank the party, especially using the side docks for maneuvering.
Any forces that fall into the water must make an immediate save in order to take hold of a nearby ship or pylon, otherwise they take 1d10 drowning damage and must try again next round. After taking a full round to remove enough armor to swim (drop AC by 5), they will swim to the nearest ship and climb aboard to re-enter the fray.
The party is not expected to be able to completely defeat this encounter group. If they do manage to completely disable the ministry forces, another group of 5 soldiers and 2 guards run up to replace their fallen comrades - with an additional soldier or guard reinforcing them every round.
Damien may order the ship underway at any time, but will wait until anyone who helped them escape is on board…
“Get her underway Mr. Conbay!” bellows Damien. “Aye, Aye! Underway!” the Bo's'n replies and he barks the order “Cut the moors!”
Two figures, one each at the fore and aft lines of the ship ship make one mighty “Chop!”… And she's free!
Any guards that have recovered may take shots at the ship and crew with their crossbows, until the ship is out of range. Each round the ship will increase in speed by 1”, which is the direct result of the Windmage: the dwarf has dropped his axe on the aft quarterdeck and is madly gesticulating in the direction of the sails.
Once underway, read:
That was close! You've pulled away from the docks and are heading out into the inner harbor. If you can just avoid a few arrows…
The party may take a short rest, this encounter is complete. Grant 1000xp to the group.