Cannons in the Mist
Overview
With Ladislav Soucek safely aboard the Blue Fin, The party is presented with an opportunity to make a major score on the Cerebus Assembly. They will have to use their resources to plan, scheme, and carry out a ship-to-ship raid while at sea.Scene 1: Balenpost docks.
Balenpost is abustle with activity. Three major expideitions into the wildlands of Foren have returned to base, so there is in influx of conscript explorers, minor Cerebus Assembly mages, and draft animals (dogs, musk ox, and a mammoth or two.) In addition, the monthly supply ship from Ice Haven is preparing to depart. Last minute adjustments to its cargo are being made, as new dicoveries from the expeditions are being evaluated and prioritized.
Ladislav Soucek is sure that the artifacts brought back by his expedition will be loaded onto the supply ship. At dock, howver, the ship is heavily guarded, and covered by two of the outposts guard towers. Captain Ladislov suggests that the best time to "recover" the artifacts would be while the ship is at sea. At this point he lets the party in on his secret; the The Blue Fin is a pirate ship, and can easily be outfitted with swivel guns (falconette cannons) hidden in the hold.
Objective: Locating and intercepting the prize.
Obsticles, Complications and Opportunities:- Especially because the docks are so busy, Deliverence is closely guarded: two marines are posted by the gangplank, and several others are posted in positions giving them a clear view of the main deck.
- Emotions are running high in the main camp, as returning conscripts avail themselves of rewards (mostly alcohol and food), and things are a bit overcrowded.
- In addition, this evening, the commandant is expected to post the list of individuals who are elgible to return to Ice Haven on Deliverence.
- Those former conscripts will be strangers to the crew of Deleverence as well as the marines serving as security. They might be known to the mages, though only vaguely.
- Though the cargo hold and "passenger" quarters are generally kept locked, the captain is a bit lax in his own security; generally his cabin/office is unlocked.
The players will have to come up with a strategy here. It may involve epionage - getting a look at the opposing captain's charts - or stowing aboard a spy to report position. They may have access to arial scouts, and follow the ship out of Balenpost. Be sure to "Yes, and..." the players' schemes.
Scene 2: The Frigid Depths
Distance traveled: 560 miles, about 13 to 16 days at sea. The first part of the voyage between Balenpost and Ice Haven transvers open water. However, cloud cover, storms, and fog often limits visibility. Drifting Ice flows, calved off of Eiselcross glaciers, are a hazard. And, of course, there is always the chance of running across something big and hungry. The second half of the route hugs the coast of Wildemount. Referred to as "the Inside Passage", sailing ships take advantage of the shelter provided by numerous islands and warming influence of the Issoquot River.Objective: Engaging the prize ship.
The pirate ship has advantage of speed and manuverability. It can tack closer to the wind, and make tighter turns. The captain should explain these advantages to the PCs, and let them make the tacticle decisions. PCs can make skill checks to aid the crew, encourage imaginative use of magic. Run it in increments of 30 minutes per turn - ships can: turn - turn; attack - turn; attack - attack. Correcting course to aviod collision is a thing. Also wind direction is a factor.Scene 3: Pirates on Deck!
The main deck of the Deliverance is a scene of destruction and chaos (hopefully). The crew, what's left of it, are scrambling to regain some control of the ship. The marines are prepared to repell the boarders, but they are also responsible for the safty of the Cerebus Assembly personelle on board, so their numbers and sttention are split.Enemy Moral/Committment
Captain: Captain Vedran Glavica is a cowardly idiot, the second son of a rich family n Rexxantrum. This post was supposed to be a safe and profitable command far away from the contested border between the Empire and the Kry Dynasty. He will yell and bluster, but avoid engaging in combat. If the marines start falling, or he is successfully attacked, he will surrender. First Mate:Objective: Aquire the cargo aboard the Deliverance
- sea fog - limited visibility
- nearby coastline/islands - running ashore
- disturbing monsters in the deep - may come out to play
- ocean temps: to cold to survive long in water
Dwendallian crew: For chase and interception, not important. During boarding assume same 6 officers, 30 sailors and 2 mages - specialized in elemental magic. Be sure to determine commitment level of officers and mages. Some of them should be named PCs. Is this a prestige command or a backwater? Is the captain proud of his ship, or does he resent this assignment? Is the first mate loyal, or can he be flipped? Will the sailors fight the pirates, or join them?
tacking
Prangi: Early cannon - Ottoman Empire
Bedil: Javanese firearms game mechanics reference:
UNEARTHED ARCANA: Of Ships and the Sea
scale = 1 square = 10 mi. scale: 1 square = 5 ft.
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