Encounter: Pier 39

Encounter Level 2 (1,000 XP)

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.

Special Prep: For those who started at The Docks

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.

Setup

Enemy Forces

  • 5 Ministry Soldiers:
    Ministry Soldier

    Medium Humanoid
    Tactics

    • Divide and Disperse Unless otherwise instructed by an authority, such as a Guard Captain or a Ministry Official, a soldier's first duty is to keep the peace. Their mandate is to attempt to quell disturbances by disbursing groups and separating troublemakers - before any blood is shed. Once blood is drawn, arrest is mandatory. Ministry Soldiers use “I'm Watching You!” liberally to keep as many potential targets marked as possible. Commonly this is expressed by the soldier two-finger pointing to their visor and then pointing the same fingers at the target.
    • Push Them Back When attempting to calm riots on The Docks, Ministry Soldiers use Tide of Iron to shove people off the piers in order to quickly reduce the number of targets.


    • Armor Class: 16
    • Hit Points: 19 (3d8+6)
    • Speed: walk 30 ft.
    • Challenge Rating: 1/2 (100 XP)
    • Source: A5e Monstrous Menagerie, page 493

    STR DEX CON INT WIS CHA
    14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

    • Saving Throws: Str +4, Con +4
    • Skills: perception +2, intimidation +2, survival +2
    • Senses: passive Perception 12
    • Languages: any one

    === Actions ===

    • Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 10' or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage if within 5 feet of an ally that is not incapacitated.
    • Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
    • Tide of Iron Melee Attack: +4 to hit, reach 10', one target. Hit: 5 (1d6 + 2) damage, and the target is pushed 5' if it is Large or smaller. The ministry soldier can shift up to 5' into the space vacated by the target

    === Bonus Actions ===

    • Tactical Movement: Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
    • “I'm watching you!”: The soldier marks one creature it can see within 30 feet of it as its quarry until the start of the soldiers next turn. The ministry soldier deals an extra 1d4 damage on all attacks against a target that is marked by it.


    === Reactions ===

    • “Not so fast!” Trigger: Marked target initiates combat or is observed breaking a law. Effect (Immediate Interrupt): Optional opportunity attack, including shifting up to 10' to get into range. Or the ministry soldier may instead elect to grapple the target with Advatage.

    Minsitry Soldier
    Ministry Soldier


    Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License

    (...) @MS1-MS5

  • 2 Ministry Guards:
    Guard Captain

    Medium or Small Humanoid, Neutral

    • Armor Class: 18
    • Hit Points: 75 (10d8 + 30)
    • Speed: 30 ft.
    • Initiative: +4 (14)

    STAT SCORE MOD SAVE
    STR 18 +4 +4
    DEX 14 +2 +2
    CON 16 +3 +3
    INT 12 +1 +1
    WIS 14 +2 +2
    CHA 13 +1 +1

    • Skills: Athletics +6, Perception +4
    • Gear Breastplate, Javelin x 6, Longsword, Shield
    • Senses: Passive Perception 14
    • Languages: Common
    • CR 4 (XP 1,100; PB +2)

    ==== Actions ====

    • Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
    • Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. 14 (3d6 + 4) Piercing damage.
    • Longsword. Melee Attack Roll: +6, reach 5 ft. 15 (2d10 + 4) Slashing damage.

    Guard Captain
    Guard Captain


    Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License

    (...) @MG1, MG2

  • 1 Drugo Gravel Bickerstaff - Ministry Official:
    Ministry Official

    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

    • Armor Class: 14
    • Hit Points: 33 (6d8 + 6)
    • Speed: 30 ft.
    • Initiative: +5 (15)

    STAT SCORE MOD SAVE
    STR 10 +0 +0
    DEX 16 +3 +5
    CON 12 +1 +1
    INT 8 -1 -1
    WIS 12 +1 +1
    CHA 14 +2 +4

    • Gear Dagger x 6, Leather Armor
    • Senses: Passive Perception 11
    • Languages: Common plus one other language
    • CR 1 (XP 200; PB +2)

    ==== Traits ====

    • Protected. A human noble imposes disadantage when attacked and advantage on saving throws while an ally is adjacent to it.

    ==== Actions ====

    • Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of any action listed below.
    • Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 5 (1d4 + 3) Piercing damage.
    • Appoint Champion Radius 60' (targets one ally); the target makes a basic attack as a free action and up to shifts 5' before or after the attack.
    • Inspirational Authority Once per encounter. Radius 60' (targets one ally); the target is immediately granted any attack action as a free action.
    • Urge hesitation (charm) Once per encounter. Attack: Radiua 30' (targets enemies); DC 17 CHA (Persuasion) save or the target cannot use a standard action during its next turn.

    Ministry Official
    Ministry Official


    Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License

    (...) @MO

The Crew of the Steadfast

  • See The Steadfast:
    Exploration Vessel: The Steadfast

    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
    Steadfast Colors
    The Steadfast's Flag

    Formerly 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
    The Steadfast at Port

    Crew
    • 1 Master and Commander: Damien Blythe: (...)
    • 1 Bo's'n, Second in Command : Frances Conbay: (...)
    • 1 Surgeon: Ricven “Bones” Gemviper: (...)
    • 1 Windmage: Cheech “Cookie” Chong: (...)
    • 10 Deckhands: Steadfast Sailors: (...)
    Deck by Deck


    1. Quarterdeck: The quarterdeck is a raised, open deck at the stern. The ship's wheel is here, along with a small davit for a ship's boat.
    2. Foc's'le Deck: This is a raised, open deck atop the forecastle. Where the ballista should be is instead a cluster of non-traditionnal rigging that is attached to the unusually segmented foremast. On the starboard side is the hawsepipe and tackle for the ship's anchor.
    3. Damien's Cabin: The largest and most comfortable cabin on the ship is still quite cramped by most standards.
    4. Wardroom: The captain, officers, and passengers take their meals here. This room also serves as a drawing room or parlor for the officers and passengers.
    5. Main Deck: This open deck features two large companionways that descend to the lower deck. The companionways serve as both stairways (ladders, in nautical parlance) and cargo hatches. Chicken coops and pens for goats, lambs, or other small livestock often take up any available space left on the deck.
    6. Forecastle: Most of the ship's crew sleeps here, although in good weather many crewmembers prefer to sleep on the open decks. The forecastle holds a dozen cramped bunks.
    7. Galley: The ship's galley is in the forward part of the lower deck. It has a small stove and shelving for all kinds of foodstuffs. The ship's cook and his assistant(s) sleep here.
    8. Chain Locker: The ship's anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the foc's'le deck.
    9. Lower Deck: This space serves as the first of the caravel's cargo holds, as well as the crew's mess deck. Crewmembers take their meals sitting on whatever cargo is convenient. If the ship is heavily laden, this deck might be covered to within a foot of the overhead, leaving only a single fore-and-aft passage between the crates, casks, and bundles.
    10. Officer's Cabins: These tiny cabins are the private rooms of the ship's officers. Paying passengers usually bump an officer from his or her cabin to the forecastle.
    11. Ship's Office: All the ship's paperwork is kept here, including cargo manifests, pay records, and the ship's paychest (usually in a sturdy, locked chest).
    12. Sail Locker: Spare sails, canvas, and sewing gear is stored here, as well as plenty of lines, hawsers, firewood, and heavy tools.
    13. Lower Hold: Most of the ship's cargo is stowed here, as well as provisions (including as many casks of fresh water as will fit). Beneath this lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship.


    NOTE: The ship image and description block is primarily copied from Stormwrack a module outlined on the D&D 3.5 archive on wizards.com - where the images and original text appear. Before publishing this module, this should all be replaced with 100% original material.

    (...) for a detailed description of each crew member.

  • 6 deckhands:
    Steadfast Sailor

    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

    • Armor Class 12
    • Hit Points 7 (1d8+2)
    • Speed 30 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

    • Skills Athletics +5, Survival (Ocean) +5
    • Senses Passive Perception 12
    • Languages any language (usually Common)
    • Challenge 1

    === Special Abilities ===

    • Loyalty to The Steadfast. A Steadfast Sailor gains a +2 power bonus to damage while at least two other Steadfast crew members are within 30 ft and engaged in battle.
    • Sea Legs. Sailors are extremely hard to knock down and get advantage on saving throws against being knocked prone.

    === Actions ===

    • Belaying Pin (Club). Melee Weapon Attack +5 to hit, 2 (1d4) Bludgeoning Damage
    • Light Crossbow. Melee Weapon Attack +3 to hit, 5 (1d8) Piercing Damage

    === Reactions ===

    • “One hand for the boat, one hand for yourself”. When a sailor falls from a height near rigging or a suitable surface, a sailor may make a DC15 Athletics check to halt the fall.

    Steadfast Sailor
    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.

  • The boatswain:
    Frances Conbay

    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.

    Steadfast Bo's'n

    Level 2 Soldier (Leader)

    Medium natural humanoid

    XP 125

    HP 37; Bloodied 19

    AC 14; Fortitude 15; Reflex 13; Will 14

    Speed 6

    Initiative +3

    Perception +7

     

    Traits

    O Boatswain's Leadership • Aura 1

    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.

    Standard Actions

    m Cutlass (weapon) • At-Will

    Attack: Melee 1 (one creature); +7 vs. AC

    Hit: 1d6 + 4 damage.

    r Handaxe (weapon) • At-Will

    Attack: Ranged 10/20 (one creature); +7 vs. AC

    Hit: 1d6 + 5 damage.

    Move Actions

    C "Carry on!" the Bo's'n's Tap • Encounter

    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.

    Minor Actions

    C Commander's Call (charm) • At-Will

    Effect: Close Burst 3 (enemies in burst); . Each target is marked until the end of Steadfast bo's'n’s next turn.

    Skills Athletics +9, Intimidate +9

    Str 17 (+4)

    Dex 11 (+1)

    Wis 13 (+2)

    Con 13 (+2)

    Int 12 (+2)

    Cha 17 (+4)

    Alignment unaligned     Languages Common, Dwarven

    Equipment leather armor, cutlass, handaxe x3

     

     

    (...) @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.

    Steadfast Windmage

    Level 1 Controller

    Small natural humanoid (halfling)

    XP 100

    HP 26; Bloodied 13

    AC 15; Fortitude 12; Reflex 14; Will 13

    Speed 6

    Initiative +2

    Perception +3

     

    Standard Actions

    m Ginsu Technique (weapon) • At-Will

    Attack: +6 vs. AC

    Hit: 1d3 + 3 damage.

    r Hurled Cultery (weapon) • At-Will

    Attack: Ranged 4/8; +6 vs. AC

    Hit: 1d3 + 3 damage.

    A Windjammin' • Encounter(when used in combat)

    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.

    Sustain Minor: May only have one Windjammin' active at a time.

    Special: Normally used in non-combat mode to either increase speed, break more rapidly, to fine tune the sails quickly.

    Minor Actions

    R Cook's Cantrip (arcane) • At-Will

    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.

    Special: See Players Guide, p.159 for restrictions. May have 3 cantrip effects active at one time.

    Free Actions

    Nimble Reaction • Encounter

    Effect: Halflings gain a +2 racial bonus to AC against opportunity attacks.

    Skills Arcana +9, Athletics +6, History +9

    Str 13 (+1)

    Dex 14 (+2)

    Wis 16 (+3)

    Con 10 (+0)

    Int 19 (+4)

    Cha 13 (+1)

    Alignment good     Languages Common, Goblin

     

     

    (...) @W who is preparing to leave quickly.

  • The surgeon:
    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

    (...) @S is safely stowing supplies below decks and won't emerge until commanded to do so or combat begins.

GM's Map of Pier 39

Area Features

Pier 39 is a deep-water dock supporting larger vessels when they are in port. It is almost always busy, day or night.

Combat Map

Combat Map of Pier 39

Tactics

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.

Unintentional Swimming

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.

Conclusion

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.

encounter/pier_39.txt · Last modified: by 127.0.0.1
 
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