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Shipping Docks

Tier
1
Type
Traversal
Difficulty
12
Impulses
Load and Unload Cargo People Everhwere Away From Prying Eyes

Environment overview

The shipping docks are a bustling hub of activity, with towering masts, scurrying sailors, and the constant hustle of cargo being loaded and unloaded from ships of all sizes.

Potential adversaries

Bladed Guards Jagged Knife Bandits Pirates Feral Dogs Assassins

Features

Passives

passive
  • Constant Movement

    The docks are always busy, with ships coming and going, cargo being loaded and unloaded, and people moving about. This constant movement makes it difficult for the party to find a moment of peace or quiet, as they are constantly jostled and surrounded by noise and activity, making it harder to hear conversations, spot potential threats, or navigate the crowded streets and docks. As a result, all Instinct and Agility Rolls in this environment are made with Disadvantage.

Actions

action
  • Harbor Bell

    This large bell, typically located near the harbor master's office or on a prominent dockside building, is used to signal emergencies, such as fires, storms, or incoming enemy vessels. When rung, it can cause a flurry of activity as sailors rush to secure their ships, guards mobilize to deal with the threat, and civilians seek shelter or evacuate the area. When activating this feature, the DM selects one of the following options:

    Fire: A careless dock worker has caused either a ship or a warehouse on the waterfront to catch fire. There are 1d8+3 people that are trapped in two different locations in the warehouse or on the ship. As dockworkers rush to save one group of trapped people, the party must rush to save the others. The group must make a Group Action Roll and describe how they work together to free the trapped workers. On a failure, the fire causes the room with the trapped workers to collapse, severely injuring or killing them. Additionally, on a roll with Fear, each party member marks two Stress from the exertion of the moment.

    Sea Elf Attack: The town guards rush to engage 2d6+2 Sea Elves who appear as a raiding party at Far Range and begin to attack the docks.

    Violent Storm: The warning bells signal an oncoming violent thunderstorm. The storm lasts until the end of the scene.

    While the storm is active, the GM may spend a Fear to cause a bolt of lightning (or flying debris) to target an area. All characters within Very Close Range of the targeted area must make an Agility Roll or suffer 1d8+3 physical damage. On a success, they take half damage. On a critical success, they take no damage.

  • Fang Pack

    Feral dogs roam the back alleys in packs, their hungry eyes scanning for easy prey. 1d4 + the number of party members worth of Feral Dogs appear at Far Range.

Reactions

reaction
  • Tightening Security

    If the party is observed engaging in suspicious behavior, such as trying to break into a warehouse or tampering with cargo, the dock's security measures become heightened.

    - Patrols: The number and frequency of guard patrols on the waterfront noticeably increases.

    - Checkpoints: The guards have closed down everything but major entry/exit points from the docks requiring the party to find alternative routes or methods to enter or leave the area or succeed on a Presence Check and explain their business in order to pass through the checkpoint without arousing suspicion.

    - Increased Awareness: Guards and workers in the area are more alert and observant, making it harder for the party to move operate clandestinely. Any Finesse Rolls are made at disadvantage.

About this environment

The shipping docks are a bustling hub of activity, with towering masts, bustling sailors, and the constant hustle and bustle of cargo being loaded and unloaded from ships of all sizes. The salty sea breeze carries the scent of fish and saltwater, while the cries of seagulls echo overhead. The docks are a maze of wooden walkways, cranes, and stacked crates, with ships of various shapes and sizes lining the piers.

Shipping Docks

Tier 1 Traversal

The shipping docks are a bustling hub of activity, with towering masts, scurrying sailors, and the constant hustle of cargo being loaded and unloaded from ships of all sizes.

Impulses: Load and Unload Cargo, People Everhwere, Away From Prying Eyes

Difficulty: 12

Potential Adversaries: Bladed Guards, Jagged Knife Bandits, Pirates, Feral Dogs, Assassins

Features

Constant Movement - Passive: The docks are always busy, with ships coming and going, cargo being loaded and unloaded, and people moving about. This constant movement makes it difficult for the party to find a moment of peace or quiet, as they are constantly jostled and surrounded by noise and activity, making it harder to hear conversations, spot potential threats, or navigate the crowded streets and docks. As a result, all Instinct and Agility Rolls in this environment are made with Disadvantage.
Harbor Bell - Action: This large bell, typically located near the harbor master's office or on a prominent dockside building, is used to signal emergencies, such as fires, storms, or incoming enemy vessels. When rung, it can cause a flurry of activity as sailors rush to secure their ships, guards mobilize to deal with the threat, and civilians seek shelter or evacuate the area. When activating this feature, the DM selects one of the following options: Fire: A careless dock worker has caused either a ship or a warehouse on the waterfront to catch fire. There are 1d8+3 people that are trapped in two different locations in the warehouse or on the ship. As dockworkers rush to save one group of trapped people, the party must rush to save the others. The group must make a Group Action Roll and describe how they work together to free the trapped workers. On a failure, the fire causes the room with the trapped workers to collapse, severely injuring or killing them. Additionally, on a roll with Fear, each party member marks two Stress from the exertion of the moment. Sea Elf Attack: The town guards rush to engage 2d6+2 Sea Elves who appear as a raiding party at Far Range and begin to attack the docks. Violent Storm: The warning bells signal an oncoming violent thunderstorm. The storm lasts until the end of the scene. While the storm is active, the GM may spend a Fear to cause a bolt of lightning (or flying debris) to target an area. All characters within Very Close Range of the targeted area must make an Agility Roll or suffer 1d8+3 physical damage. On a success, they take half damage. On a critical success, they take no damage.
Fang Pack - Action: Feral dogs roam the back alleys in packs, their hungry eyes scanning for easy prey. 1d4 + the number of party members worth of Feral Dogs appear at Far Range.
Tightening Security - Reaction: If the party is observed engaging in suspicious behavior, such as trying to break into a warehouse or tampering with cargo, the dock's security measures become heightened. - Patrols: The number and frequency of guard patrols on the waterfront noticeably increases. - Checkpoints: The guards have closed down everything but major entry/exit points from the docks requiring the party to find alternative routes or methods to enter or leave the area or succeed on a Presence Check and explain their business in order to pass through the checkpoint without arousing suspicion. - Increased Awareness: Guards and workers in the area are more alert and observant, making it harder for the party to move operate clandestinely. Any Finesse Rolls are made at disadvantage.

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