Strife:Sangiin Rawl (Camonna Tong)

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Overview
Bloody water...
 * Quest Giver: Bobby.
 * Location(s): Vivec, Ebonheart, Old Ebonheart, Inner Sea, Ashinabi.
 * Prerequisite Quest: The Message.
 * Next Quest: Crunzarga.
 * Reward: Weapons from the invading ship mainly a Daedric Hand Crossbow or what is found in Ashinabi.
 * Optional Bonus: None.

Quest start
Following instuction from Bobby, and the weirdly cryptic line from J'Krin, the party go to the Ebonheart docks.

''J'Krin is no-where to be seen. The party waits for about 10 minutes, when suddenly they see across in Vivec a figure jump off of a canton and start swimming towards them. Pausing halfway through the large body of water, you see them start to punch down at something in the water and then dive down. 2 minutes go by and they do not resurface, when suddenly they pop back up and continue swimming towards the party. Getting closer you see it's J'Krin now holding something in each hand. She gets up to the dock by the party. She is holding a pair of Daedric gauntlets and a dead slaughterfish, and addresses the party: "Fuckin' fish came right at me, don't worry yeah? I'm gonna eat it n' whatever. A blessing from the almighty to be real; found these." She puts on the gauntlets, they glow a dull pink. "Ayo let's move." J'Krin walks onto the boat, where a Dunmer male sees the party and starts to raise the anchor, he addresses J'Krin: "'ello, you one-a Orvas'? We're gonna do a run today, I'm your captain, Ganla, you can start by he-" J'Krin interrupts: "False, I'm the captain." The Dunmer finishes raising the anchor and stands up straight, looking at J'Krin replies: "N-no, it's my ship, this isn't how it works, miss." J'Krin replies: "False again, don't care." She cuts the rope holding up the sails, picks up the Dunmer and throws him overboard. The ship starts to sail away, with the Dunmer's cursing fading into the distance. J'Krin says: "I'll navigate, who wants to be the helmsman?"''

Sailing
With J'Krin navigating, the helmsman will have to follow what she says to steer the ship round rocks and to the general location they need to be. The other people will have to raise and lower sails to moderate speed depending on J'Krin's command and check roping and such. Once a helmsman is chosen, J'Krin says: "Good, now get on the wheel or we'll crash." The rest of the players are called the crew. The ship starts sailing south and then east into the deep waters. The ship has 10HP; during the trip players encounter: ''The boat sails up to a dock in Old Ebonheart, J'Krin hops off the side of the boat walking to an imperial guard, who is sitting on some crates. They exchange some words as she hands the guard a pouch of gold, as she checks the crates also. The guard leaves. J'Krin beckons over the party, saying: "Get these onto the boat!" After the crates are hauled onto the boat, and repair work is done, the sails are once again raised as the party sails off.'' The boats health resets to 10HP.
 * 1) A player at random sees a rope that is tied wrong on the sails. It is an intelligence roll to repair and if it fails the knot comes undone and the sails fully drop, the ship speeds up. The entire crew now make a strength roll to pull the sails back up. One player makes an intelligence roll instead. On a majority success (including the intelligence roll) they save the course of the ship, on half and half successes (including the intelligence roll) they take 1 damage if the intelligence roll has failed the party skims some rocks. They take zero if it succeeds, narrowly avoiding the rocks. On a majority failure, they take 2 damage.
 * 2) A rocky location comes up and the helmsman must keep up with J'Krin's instruction "There's a couple rocks 'bout, listen!". If the crew raises the sails the helmsman gets advantage on rolls. They roll 4 d(speed level) rolls where they need to get above (100 - Natural Intelligence Level) for each roll, to listen well for the instruction and execute it fast. They gain +(Strength Level/10) to each roll here. For each failure they lose 1HP.
 * 3) 2 Dreugh climb on the side of the boat, being able to do 1 damage to the ship per turn. The players have to get them off the side using ranged combat or spears by killing them, or any other reasonable method they can think of. During this combat, players can sacrifice their turn to go down to the hold of the ship and roll intelligence to repair it for 1 HP.
 * 4) The boat comes up on a dock, the helmsman must make an intelligence roll (with advantage if the crew raise the sails) to dock the boat. If this fails 2HP of damage is done as they crash into the dock.

As the party are sailing back through deep waters, J'Krin, looking behind the ship, says: "That ship's been followin' us. Load the cannons. Get ready crew, and raise the sails." After the crew raises the sails, ''their boat starts to slow down, as the following ship catches up. J'Krin is looking intently at the other ship.'' The entire party and the GM rolls d100's here. The success threshold is the result of the GM's dice. On a majority or 50-50 success, J'Krin shouts: "Fire the cannons!" and the players go first in the turn order, firing the cannons. On a majority failure, the ship goes first, firing cannons on the players ship.

The enemy ship also has 10HP. To aim and fire a cannon (4 seconds) crew members must roll intelligence, dealing 1 damage on a success and missing on a failure. To reload a cannon (4 seconds) crew members must roll speed, with it succeeding on a success and taking another 4 seconds (2 turns to reload total) on a failure. The enemy ship has as many cannons available as there are players in the crew of the parties ship; these cannons fire with guaranteed to hit shots at the ship unless the helmsman avoids them. To avoid cannon shots the helmsman must evasively manoeuvre, rolling a d(incoming shots), with the result being how many they avoid. The helmsman can negate 1 to this roll for each attribute out of speed, intelligence, and luck that is over 50, and 2 for each over 75.

Once the enemy ship is sunk, ''they start to swim towards the ship and climb aboard. As the captain of this full Dunmer crew of 8 others comes onto the ship J'Krin jumps down from the top deck of the ship, putting her hands on her hips. They attack, with one activating his power lunging forwards with a shortsword, which J'Krin dodges, and chokeslams him into the ground. The green glow of his sanctuary effect fades, as J'Krin stomps on his chest pushing him through the floor of the ship to the deck below.'' Combat starts; here is J'Krin's character sheet.

During combat this remaining crew of Dunmer are 8 strong including their captain. The captain has a Daedric Hand Crossbow loaded with iron bolts, with the rest of the crew having iron sabers, except one who has a steel longspear. Each crew member has 90-110 HP (d21+89), with the captain having 200.

After the combat finishes ''the enemy captain draws his crossbow back pointing at J'Krin, he says: "W-who the fuck 're you, Khajiit scum!? B-by the Blue Divide, ain- ain't no-one I ain't seen before ever sink my ship!" J'Krin steps forward: "Let me begin, baby..." She is now close to the captain, and grins wide. "My name, is J'Krin." She says, punching through the captains stomach. She lets the captain fall, holding up her blood covered hand flexing and un flexing her hand in the gauntlet, looking at it. She looks at the party. "Let's press on, yeah?"''

Getting the crates into Vivec
''Arriving at Ebonheart 2 hours later, the party help J'Krin unload the crates onto a waiting carriage near the dock, as she bribes a guard. Turning to the players, she addresses them: "Gotta get this shit into Vivec; not so easily done, harder to bribe. Ideas?"'' Players take the lead on any ideas of how to get the crates into Vivec on the carriage. They can go through one of the main entrances with a bribe or tactful persuasion to avoid searching, sneaking the crates one by one through into the sewers and hauling them up the body chute to Ibishammus, or any other reasonable way of sneaking the crates in. If this goes wrong in any way and the crates confiscated.

Finishing the quest
Upon moving the crates into Ibishammus, the players can go to see Bobby ''who is talking to Balz in the office. They're both eating cake with their feet kicked up on the desk, notably Bobby is looking much better.'' J'Krin stays in the main area to deal with the crates. Bobby addresses the party ''"Ah, you're back, we got some baker to make a cheesecake, took some promptin', they had no idea what one was. Care for any?" Balz says "Mmmph immsts mmmmmd goooo"; he has his mouth completely full. Bobby takes a bite and says: "You ge' th' shtuff?"'' If the crates were confiscated continue on from the linked section. Otherwise continue on in this section.

''Bobby gives a thumbs up, still chewing his cake. He gets up and swallows his cheesecake, leading the party to the main area while saying: "Case didn't go too well, s'why J'Krin was helpin' today. Turns out Khajiit have less rights socially than in law. It's whatever," he looks at J'Krin as the party walk over to her still caring for the crates "we'll do it our way. Grab 10-a these." He opens the crate revealing racked skooma. "Plant 'em somewhere back in that author's house where he can't find 'em, then tell the guards, it's in our interests he's on the streets. Oh, an' the racist ass judge, know her last name, Sadri. High up in the tribunal ladder she is. Other than that we know nothin'. Those two should keep ya' busy since I'm away for a while, goin' to see my mother in Sentinel among other things; I'm taking the same ship you used. It's been too long, and I'm far from home. Either way, while I'm gone J'Krin'll distribute the skooma y'all brought in, everythin'll run as normal 'cept Balz's in charge." Bobby slings his pack over his shoulder "I'm actually leavin' now, can y'all walk with me?" Bobby walks outside Ibishammus and him and the players start to walk towards the ladder out of the sewers: "Wanted to get this off my chest, but 'aven't got a minute alone with you lot in a while, I know, it's been hectic. D'you know WHY I took in Balz?"'' Players reply. Bobby continues: ''"...'Cause when I spoke to the lad, I saw a kid in despair. Lad never had a childhood, you know, but it's not my place to detail. But I've been there, I really have, for a long time... He's only a couple younger than myself, but I could damn near call the kid my son. I trust him more with my life than anyone else; but that's also why I chose you, not him. I know he was suspicious 'bout what I've been going through, what Orvas did to me..." Bobby turns back to the party, they've reached the ladder. "I don't want it to affect him as much as it has me." Bobby turns and climbs up the ladder. "See y'all in a week, it's bleak outside but stay strong though, tables turn, trust." Bobby exits out the ladder.''

The party now has completed this quest and has now moved onto quest Crunzarga.

If the players' ship sinks
If it sinks during the fight, players can climb aboard the enemy ship and instead sail theirs. If they don't do this, or it sinks any other time:

''As the ship sinks into the ocean, J'Krin shouts: "Grab me!" She chants some Daedric from a scroll, but the scroll blows up in her own face; she says "Fuckin Balz..." under he breath and pulls out another scroll, reading the same inscription and teleporting the party back to Ebonheart. She addresses the party: "Well, we fucked that... But who knows, maybe we don't need the ship eh? It's not about material things, it's about things that bring you joy. My losses are what made me a winner, so this could be a blessing in disguise. I was gonna pay them a visit myself, but maybe we could use them to bring some skooma back for Bobby; Ashinabi and Gadasu Serothan, will never forget those names. They smuggled me here... I'll meet you there, west a' Gnisis." J'Krin leaves.''

The party raid Ashinabi with J'Krin after arriving, she is rearing to go, and has a carriage to bring back prospective goods they find: "Okay, you're here, let's get it." Where Gadasu Serothan and Jine are is where they find smuggled goods, crates and crates of skooma, which are loaded onto the carriage. Over the next 22 hours the party travel straight to Vivec City, which is where the events of section 'Getting the crates into Vivec' happens.

If the crates are confiscated
After the party are led into Vivec City WITHOUT their crates, J'Krin says: ''"Ah, fuck. Choked at the last hurdle... Let's follow to where they're taking them." She and the party follow the destination of the crates, which happens to be the Hall of Justice. J'Krin says: "Look, don't think they'd appreciate a Khajiit 'ere eh? I'm goin' a' tell Bobby what happened, I'm sure you've got it yeah?" The crates are taken in under supervision of Elam Andas or Tarer Braryn of the Office of the Watch to 'dispose' of. Which one is there is explained previously in the quest Magicka Murimush.

Here there are the same number of crates to get out as there are party members. One person can carry one crate each, and they must decide how the crates are extracted. This is an open ended part of the quest so requires heavy GM improvisation depending on the plan the party cook up. After this, crates a brought to Bobby and the quest picks up from the events of the section 'Finishing the quest'.