Strife:Sangiin Rawl (Camonna Tong)

To the GM's page

Overview
Bloody water...
 * Quest Giver: Bobby.
 * Location(s): Vivec.
 * Prerequisite Quest: Magicka Murimush.
 * Next Quest: Crunzarga.
 * Reward: One Daedric Hand Crossbow.
 * 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: "He was one of Orvas' boys; he shoulda been known who the fuck I was, just by my tone. Either way imma 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. The guard leaves. J'Krin beckons over the party, saying: "Get these onto the boat!" After the crates are hauled onto the boat, the sails are once again raised and the party sails off.
 * 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.

"Let me begin, baby... My name, is J'Krin" She grins.