Session 10 - 2025-11-07

Overview

Blackjaw Harbour investigation. Supply chain corruption. Augustus absent (MAX STRESS recovery). Party without tank.


Session Log

Opening

  • Date: 2025-11-07
  • Location: Last Light Inn → Blackjaw Harbour
  • Party: Vaerenth (Andi), Aster (Luie), Banjo (Gareth)
  • Missing: Augustus (Mark) - MAX STRESS, resting

Blackjaw Harbour - Ship Approach

Party collects, approaches active loading dock.

The Wet Rat - cargo vessel under load

  • Weather-beaten, multiple voyages visible
  • Damage: Paint peeling, tar missing in sections
  • Hull: Solid, seaworthy despite wear
  • Activity: Crew actively loading cargo
  • Condition: Well-used, functional, not merchant-pristine

Direct Approach - Captain One Eye

Party approaches captain overseeing loading operations.

Captain One Eye

  • Name: “One Eye”
  • Eye patch worn visibly (second eye underneath - fake theatrics)
  • Stereotypical pirate accent
  • Commanding dock operations
  • Demeanor: Professional, maintains character

Cargo Inspection - Banjo Scout

Banjo creeps around examining cargo while party engages captain.

Cargo Manifest - The Wet Rat

  • Contents: Ales, wines, tars, basic supplies, tradeable tools
  • Volume: ~2-3 months of supplies
  • Value: 1-1.5 chestloads of gold
  • Condition: Well-packed, ready for transport
  • Status: Actively being loaded

Party Realization: Only crew = Vaerenth, Aster, Banjo + Captain One Eye. No other hands. They effectively control the ship.

Banjo’s Remark (to party): “There is some significant cargo. It would be a shame to go into the wrong hands.”

Banjo’s Remark (to party): “There is some significant cargo. It would be a shame to go into the wrong hands.”

Departure - Playing Along

Party integrates as crew with Captain One Eye. Ship sets sail from Blackjaw Harbour.

Tactical Positioning:

  • Party controls ship (effectively 3 crew + captain)
  • Valuable cargo secured below
  • Gathering intel underway
  • Destination: Blackjaw Harbour

At Sea - Black Glass Lake

Current Conditions

  • Location: Black Glass Lake (Michigan-scale, vast)
  • Time: Early morning
  • Weather: Calm, good visibility
  • Fog: Heavy, obscures distance
  • Duration: Multi-day crossing to destination
  • Ship status: The Wet Rat steady, fog navigation steady

Party Situation:

  • Crew duties underway
  • Captain One Eye present/directing
  • Cargo secure below
  • Learning destination/recipient en route

Fog Encounter - Corrupted Anglers

Aster’s Observation (from nose of ship): Strange figures moving through fog. Distant, passing by.

Corrupted Anglers

  • Form: Twisted angler fish morphology
  • Eyes: Multiple (unnaturally arranged)
  • Tusks: Prominent, grotesque
  • Body: Black, writhing
  • Light: Greenish lamplight (bioluminescent lure)
  • Behavior: Passing by ship, not approaching
  • Threat: None (moving independent)
  • Source: Umbra corruption, deep lake dwellers

Party Response: Observe silently. Let them pass.

Atmosphere: Eerie reminder of shadow-drowned world. Corruption visible in water itself. Party watches, accepts, moves forward.

Day Three at Sea - Banjo’s Breaking Point

Time: Three nights aboard The Wet Rat

Banjo’s Crisis

  • Trauma trigger: Water (memories of rushing water—past drowning/near-drowning)
  • Manifestation: Terrified, barely holding together
  • Position: Gripping mast at midship, physically holding on
  • Physical state: Nearly vomiting, physiological breakdown
  • Strength roll: FAILED
  • Status: Weakening from fear and stress

Psychological State

  • Water rushing in (memory intrusive)
  • Mast as anchor to reality
  • Three nights accumulating terror
  • No Augustus (healer) to provide support
  • Party witnesses breakdown

Day Three at Sea - Banjo’s Breaking Point

Time: Three nights aboard The Wet Rat

Banjo’s Crisis

  • Trauma trigger: Water (memories of rushing water—past drowning/near-drowning)
  • Manifestation: Terrified, barely holding together
  • Position: Gripping mast at midship, physically holding on
  • Physical state: Nearly vomiting, physiological breakdown
  • Strength roll: FAILED
  • Status: Weakening from fear and stress

Support Circle

  • Vaerenth clocks distress, signals Aster
  • Aster appreciates recognition, approaches
  • Aster: “How are you holding up?”
  • Banjo (lie): “Excellent”
  • Aster (pupilless eyes show, annoyed): Shows truth-sight, demands real answer
  • Banjo (breaks): “No. I hate water. Want through this as fast as possible.”

Aster’s Intervention

  • Sits cross-legged near Banjo
  • Prompts Banjo to sit (he complies)
  • Guides meditative breathing exercise
  • Presence: Grounding, sacred

Banjo’s Acceptance

  • Initial hesitance: Untrusting (past of solitude, dark world alone)
  • Barrier: Deep history of abandonment/self-reliance
  • Moment: Accepts guidance despite fear
  • Trust: Breaking pattern of isolation
  • Character Arc: Learning to rely on companions

Vaerenth’s Care

  • Shares ginger root with Banjo
  • Practical comfort, stomach/nausea support

Outcome: Banjo steadies. Vulnerability accepted. Party bonds through trust rebuilt.


COMBAT: Naval Attack - Day 3

Ambush Initiation

Location: Black Glass Lake, heavy fog Trigger: Vaerenth in crow’s nest spots movement in fog

Strange Phenomena

  • Flash in fog (brief visual)
  • Sound: Loud thump
  • Splash nearby
  • Buzzing: Something flying past (harpoon? projectile?)

Attack Launch

  • Captain One Eye: “OH SHIT WE ARE UNDER ATTACK!!!”
  • First Strike: Cannonball hits The Wet Rat
  • Damage: Hull breach, splinters, ship shudders
  • Threat: 4-5 small rowboats approaching (coordinated assault)

Party Positions at Combat Start

  • Vaerenth: Crow’s nest (elevated, spotted attack)
  • Aster: Deck (recovering from comforting Banjo)
  • Banjo: Deck (just recovered from water trauma, vulnerable)
  • Captain One Eye: Helm (commanding ship)
  • Cargo: Secured below (not immediate threat)

Enemy Forces

  • Rowboats: 4-5 (approaching)
  • Cannon: At least one (already fired)
  • Composition: Unknown crew per boat
  • Tactics: Coordinated multi-directional approach

Ship Status

  • Hull: Damaged (cannonball impact)
  • Seaworthiness: Compromised but floating
  • Maneuverability: Uncertain in fog

ROUND 1 - COMBAT START

ROUND 1 - COMBAT START

Party Movement

Vaerenth: Descending from crow’s nest to deck (arriving)

Initiative Order

(Awaiting rolls from party)

Threat Assessment - ESCALATED

Sharks: 2 large predators circling ship (water-based threat)

  • Movement: Circling pattern
  • Depth: Below waterline
  • Threat: Hull vulnerability + combat distraction

Pirates Boarding: 5+ enemies (4 entry points simultaneous)

  • Positions: All 4 sides of ship
  • Tactics: Coordinated breach
  • Numbers: Overwhelming spread
  • Threat: Close combat, ship control

Ship Status

  • Hull: Damaged (cannonball + shark threat)
  • Flooding: Likely starting
  • Crew: Party of 3 + Captain One Eye vs 5+ pirates + 2 sharks
  • Positioning: Pirates entering, party consolidated

Enemy Force Composition

Pirate Teams

  • Pair 1: 2 coordinated fighters
  • Pair 2: 2 coordinated fighters
  • Individual Fighters: Multiple unattached combatants
  • Commander: 1 huge, evil-looking leader (SWIRLING appearance, ominous)

Sea Threat

  • Sharks: 2 large, circling (below waterline)

Combat Positions

  • Vaerenth: Deck (just arriving from crow’s nest)
  • Aster: Deck (available)
  • Banjo: Deck (just recovered from water trauma, vulnerable state)
  • Captain One Eye: Helm/commanding
  • Pirates: Boarding from 4 corners (starboard, port, bow, stern)

Round Tracker

  • Round: 1
  • Threat Level: CRITICAL (multi-front assault, no healer)
  • Party: 3 vs 5+ pirates + 2 sharks
  • Momentum: Enemy advantage (party reactive)

Combat Tracker

(Real-time updates below)


Key Events


Character Actions

Vaerenth (Andi)

Aster (Luie)

Banjo (Gareth)


World Updates

New locations: NPCs: Plot:


Mechanics Notes


Next Session

Previous: session-9-shalk-chasm-escape | Next: TBD


ROUND 1 - OPENING ACTION

Bubba’s Assault

  • Command: “CLEAR THE DECKS!”
  • Target: Banjo (rogue, just recovered from water trauma)
  • Attack: Brutal knockback/fling
  • Result: BANJO FLUNG INTO WATER

Banjo’s Nightmare

  • Condition: Just recovered from water terror (3 nights of trauma)
  • Placement: Water with 2 large circling sharks
  • Threat: Drowning + predator attack imminent
  • Party Response: CRITICAL—Banjo in extreme danger, party scattered by combat

Tactical Impact

  • Rogue removed from combat area (water hazard)
  • Party fractured (Banjo separated)
  • Sharks engaging/hunting Banjo
  • Party must choose: Pursue Banjo vs. defend ship/selves

Vaerenth’s Response - AGGRESSIVE

Action: Jump to enemy rowboat Agility Roll: 17 WITH HOPE Result: SUCCESS—Vaerenth boards pirate rowboat

Tactical Position

  • Vaerenth: Now in enemy rowboat (off main ship)
  • Positioning: Multi-directional advantage/escape route
  • Momentum: Offensive posture

Status:

  • Vaerenth: In enemy rowboat (hope expended)
  • Banjo: In water with 2 sharks (critical danger)
  • Aster: On deck with pirates + Bubba + Captain One Eye
  • Ship: Under attack, compromised hull

Banjo’s Counter - RAIN OF BLADES

Location: Deck Ability: Rain of Blades Attack Roll: 12 Damage: 19 total Casualties: ~5 small pirate minions eliminated (deck) Status: Still on deck, active

Enemy Escalation

Bubba’s Demand: Calls for reinforcements Response: 2 additional rowboats arriving (GM Fear spent)

New Threat - Captain Silas “Rhyme Tongue” Vane

  • Leadership: Overall pirate commander
  • Tactical Order: Drop anchor
  • Execution: Crew deploys ship anchor successfully
  • Result: THE WET RAT COMES TO SCREECHING HALT (swerved around, immobilized)
  • Impact: Ship loses mobility, tactical disadvantage

Aster’s Position - TRAPPED

Objective: Target anchor-dropping crew Blocker: Bubba directly in front of her Dilemma: Must go through/around Bubba to reach anchor team Threat Level: CRITICAL proximity to massive brute

Current Combat Status

  • Vaerenth: Enemy rowboat (offensive position)
  • Banjo: Ship deck (Rain of Blades active, 5 minions down)
  • Aster: Ship deck (trapped in front of Bubba, anchor team out of reach)
  • Captain One Eye: [position unclear]
  • Bubba: Deck (blocking Aster)
  • Vane: Commanding from distance
  • Ship Status: ANCHORED, immobilized, hull compromised
  • Enemy Forces: Growing, reinforcements inbound

Aster’s Attack - DIRECT ASSAULT

Target: Bubba (massive brute blocking anchor team) Attack Roll: 20 WITH HOPE Damage: 13 total Result: HIT—but Bubba uses Swashbuckler feat Hope: Expended

Bubba’s Swashbuckler Feat Effect: Redirects damage as stress to ASTER instead Aster Takes: 13 STRESS Bubba Damage: 0 (feat absorbs) Status: Bubba still standing, unharmed

Bubba’s Response - UNSCATHED

Damage Redirected: Successfully passed to Aster Query to Vane: “Can we kill them now?” Threat to Aster: “As soon as we can kill you, I’m gonna put your head through that mast.”

Party Status Post-Exchange

  • Aster: Hope expended, 13 STRESS taken, Bubba still blocking
  • Banjo: Deck active, 5 minions eliminated
  • Vaerenth: Rowboat (tactical position maintained)
  • Ship: Anchored, hull compromised, under siege

Bubba’s Response - TACTICAL CONVERSION

Damage Taken: 13 (converted via Swashbuckler feat) Result: 13 STRESS (not health damage) Status: Still operational, tactical awareness intact

Bubba’s Query to Vane: “Can we kill them now?” Tone: Asking for lethal force authorization

Threat to Aster: “As soon as we can kill you, I’m gonna put your head through that mast.” Message: Escalation warning, personal vendetta forming

Vane’s Response

[Awaiting Vane’s order - lethal authorization? Hold? Strategic direction?]

Party Status Post-Exchange

  • Aster: Hope expended, Bubba still blocking, escalation imminent
  • Banjo: Deck active, 5 minions eliminated
  • Vaerenth: Rowboat (tactical position maintained)
  • Ship: Anchored, hull compromised, under siege

Vaerenth’s Return - TACTICAL REGROUP

Position: Enemy rowboat Agility Roll: 17 Result: SUCCESS—climbs back to deck Status: Reunited with party on main ship

Hogpog’s Attack - COMPANION ASSAULT Target: Bubba Attacker: Hogpog (Vaerenth’s companion) Attack Roll: 13 WITH FEAR Result: MISS—Hogpog fails to connect

Bubba’s Distraction - CHARACTER BIT To Vane: “Boss! I think we could have bacon tonight! Can we have bacon tonight?!” Tone: Genuinely excited, momentary focus shift Implication: Bubba is brutal but simple—motivated by basic needs/rewards

Combat Status

  • Vaerenth: Deck (returned, repositioned)
  • Aster: Deck (stressed 13, facing Bubba)
  • Banjo: Deck active (5 minions down)
  • Hogpog: Missed attack, still engaged
  • Bubba: Unharmed, distracted by bacon thoughts
  • Ship: Anchored, under siege

Coordinated Pirate Attack - ASTER TARGETED

Attackers: Multiple deck hands (coordinated assault) Target: Aster (already stressed, front-line position) Attack Roll: 10 Result: HIT—multiple strikes land Damage Breakdown: 6 physical x 4 attacks Total Damage: 24 damage to Aster

Aster Status

  • Stress: 13 (from Bubba’s earlier redirect)
  • Physical Damage: 24 taken
  • Hope: Expended
  • Tactical: Surrounded, under heavy assault

Combat Temperature

  • Party outnumbered, taking sustained damage
  • Aster isolated in front-line position
  • Reinforcements still arriving (2 boats)
  • Ship anchored, no escape mobility

Vane’s Escalation - MULTIPLE FEAR SPENDS

Fear Spend #1: Character moment/monologue

Vane’s Taunt to Aster “I have seen lights like yours before, sonny… but it is nothing compared to what the Umbra holds.” Subtext: Recognition of divine nature, assertion of cosmic threat superiority

Fear Spend #2: “No Quarter” ability activated Effect: Forces Presence reaction roll from Aster Intent: Break morale/force critical save

Aster’s Defense - NARROW ESCAPE

Presence Reaction Roll: 16 WITH FEAR Result: BARELY SAVES (narrow success) Consequence: Still takes 1 STRESS (partial effect hit)

Aster’s Critical State

  • Stress: 13 + 1 = 14 STRESS
  • Physical Damage: 24 taken
  • Hope: Expended
  • Status: Heavily wounded, under psychological pressure
  • Threat: Vane directly engaged, personal vendetta active

Tactical Analysis

  • Vane highly capable (multiple fear spends, knows Aster’s nature)
  • Party bleeding resources (stress/health rapidly)
  • No healer (Augustus absent)
  • Ship still anchored, escape impossible

Aster’s Damage Clarification

From No Quarter + Stress: 1 HP + 1 Armor damage Armor Status: Degraded (1 armor lost) HP Status: Need total to calculate remaining

Vaerenth’s Tactical Reposition - RANGED ASSAULT

Position: Rear of ship, near navigation wheel Weapon: Longbow Ability: Eagle Eye (crit range 4+) Target: Bubba (front-line brute) Ammunition: Corrosive shot Attack Roll: CRITICAL HIT (4+) Damage: 25 total Effect: CORRODED condition applied (Bubba -1 difficulty)

Bubba Status Post-Hit

  • Damage Taken: 25 (no Swashbuckler at range)
  • Condition: CORRODED (-1 to all rolls)
  • Status: Wounded, weakened, acidic deterioration

Tactical Advantage: Bubba now hampered, damage output reduced

Banjo’s Offensive - CHOKEHOLD MANEUVER

Target: Bubba (corroded, -1 difficulty) Ability: Chokehold Execution: Climbs Bubba directly Status: Mounted/grappling enemy commander

Aster’s Support: “Fuck em up!” Effect: Encouragement/solidarity

Vane’s Counter - NO QUARTER STRESS

Target: Banjo (mounted on Bubba) Ability: No Quarter Stress Inflicted: 2 stress Banjo Total Stress: 4 (accumulated)

Vane Engages Vaerenth - DIRECT CONFRONTATION

Vane Approach: Navigation wheel rear Vane’s Challenge: “Get off my ship!” Vaerenth’s Response: “Not a chance, buster.” Tone: Defiant, direct confrontation initiated

Current Positioning

  • Banjo: Mounted on Bubba (grappling)
  • Aster: Front-line (wounded, stressed 14, armored)
  • Vaerenth: Rear wheel (face-to-face with Vane)
  • Vane: Commander engagement active
  • Bubba: Corroded, under chokehold attack

Aster’s Attack - SECOND ASSAULT ON BUBBA

Attack Roll: 18 WITH FEAR Result: HIT Damage Roll: 12 (minor damage) Bubba’s Swashbuckler Feat: Redirects damage as stress Aster Takes: 1 STRESS Bubba Takes: 0 damage (feat active)

Aster’s Critical State Update

  • Stress: 14 + 1 = 15 STRESS (near breaking point)
  • HP: 1 remaining (after No Quarter hit)
  • Armor: Degraded
  • Status: Hanging by thread, stress mounting catastrophically

Combat Temperature

  • Party getting bled by stress/swashbuckler
  • Aster near collapse (15 stress)
  • Vane engaging Vaerenth directly
  • Banjo mounted on Bubba with chokehold
  • Ship still anchored, reinforcements inbound

Bubba’s Counter - ASTER FLUNG OVERBOARD

Target: Aster (mounted threat from Banjo’s chokehold) Attack: Massive throw/fling Damage: 7 total Aster’s Status: 1 HP remaining Result: ASTER FLUNG INTO WATER (drowning hazard)

Aster in Water

  • Condition: Unconscious/downed (1 HP + 7 damage = critical)
  • Location: Black Glass Lake (sharks may be present)
  • Threat: Drowning, predator attacks
  • Party Response: Critical—Aster separated, drowned, unresponsive

Party Status After Hit

  • Banjo: Mounted on Bubba (chokehold still active?)
  • Vaerenth: Rear wheel (face-to-face with Vane)
  • Aster: WATER (downed/drowning)
  • Hogpog: [position unclear]
  • Captain One Eye: [position unclear]

Critical Moment

  • Second party member in water
  • Party down to 2 active combatants
  • Vane still engaging Vaerenth
  • Reinforcements arriving soon
  • Ship situation dire

Shark Attack on Aster - MISS

Attacker: Shark (circling water) Target: Aster (downed in water) Attack Roll: MISS Result: Aster survives shark pass Status: In water but alive (barely)

Banjo’s Mounted Assault - DEVASTATING HIT

Position: Mounted on Bubba (chokehold) Attack Roll: Hit Damage: 19 total Severity: MAJOR HIT Bubba’s Condition: BLEEDING SIGNIFICANTLY, WAVERING Bubba’s Status: Critically wounded

Banjo’s Swashbuckler Stress: 1 additional stress Banjo Total Stress: 5

Critical Turning Point

  • Bubba near breaking (bleeding, wavering)
  • Aster survived shark (barely alive in water)
  • Banjo hammering Bubba from mounted position
  • Vaerenth still engaged with Vane (rear)
  • Party fighting desperately but hanging on

Pirate Interception - BANJO PROTECTED

Target: Banjo (mounted on Bubba) Intent: Cut/remove Banjo from Bubba Attack Roll: MISS Result: Banjo remains mounted, assault fails

Enemy Reinforcement Wave

GM Fear Spend: Another fear spent Reinforcement: 2 additional rowboats arriving Total Boats: 6+ boats on scene now Enemy Momentum: Escalating, overwhelming numbers

Reinforcement Status

  • Previous waves: Some boarding crew engaged/eliminated
  • Current boarding: Multiple pirate teams active on deck
  • Incoming: 2 fresh boats (crew TBD)
  • Party exhaustion: Mounting (stress/HP bleeding)

Battle Tempo - CRITICAL

  • Party: 3 active (Banjo mounted, Vaerenth with Vane, Aster downed/water)
  • Pirates: 5+ on deck, 6+ boats reinforcing
  • Momentum: Heavily enemy favor
  • Escape: Impossible (ship anchored)
  • Duration: Unsustainable for party long-term

Enemy Surge - DECK OVERWHELMED

New Arrivals: 8 additional deckhands from 2 boats Location: Deck (all sides) Total Active Pirates: 13+ on deck (8 new + original teams) Casualty Replacement: Fresh crew replacing eliminated minions

Party Surrounded - CRITICAL

Active Combatants:

  • Banjo: Mounted on Bubba (5 stress, chokehold active)
  • Vaerenth: Rear wheel (engaged with Vane)
  • Aster: Water (downed, shark nearby)
  • Hogpog: [status unclear]
  • Captain One Eye: [status unclear]

Enemy Pressure:

  • 8+ fresh deckhands
  • Bubba (bleeding but still threat)
  • Vane (active commander)
  • Coordinated pirate teams
  • 2 sharks in water

Battle State - OVERWHELMED

  • Party outnumbered 4-6 to 1
  • No escape route (anchor)
  • No healer support
  • Aster downed in water
  • Banjo maintaining chokehold with mounting stress
  • Vaerenth 1v1 with commander

Vane’s Strike - VAERENTH HIT

Weapon: Cutlass Attack Roll: Hit (19-20 crit range, Umbra touched) Damage: 11 total Severity: Minor hit (non-critical) Vaerenth Takes: 11 damage

Vane’s Status After Hit

  • Momentum: GAINED (critical success territory)
  • Fear Generation: Gains 1 fear (Umbra-touched synergy)
  • Position: Still engaging Vaerenth at rear wheel

Vaerenth’s Status

  • HP: [Total unknown, 11 damage taken]
  • Position: Rear wheel (still facing Vane)
  • Pressure: Direct commander threat active

Escalation

  • Vane gaining momentum (fear generation active)
  • Vaerenth under sustained attack
  • Deck swarmed (8+ fresh deckhands)
  • Banjo still mounted on Bubba (wavering)
  • Aster in water (downed)
  • Party framework collapsing

Aster’s Desperate Return - WATER SURGE

Status: Downed in water → Rising/emerging Target: Raiders (8 new deckhands on deck) Ability: Forceful Push Attack Roll: [awaiting] Damage: [awaiting]

Aster’s Comeback

  • Condition: Soaked, downed state broken
  • Momentum: Desperate counterattack
  • Tone: Rogue rising against overwhelming odds
  • Effect: [pending roll result]

Party Rhythm Shift

  • Aster re-entering combat (water exit success)
  • Banjo still mounted/chokehold
  • Vaerenth fighting Vane
  • Enemy: 13+ deckhands, Bubba bleeding, Vane gaining momentum
  • Shark threat: [still in water]

Banjo’s Cataclysmic Strike - AREA DEVASTATION

Target: All nearby deckhands + Bubba (mounted position leverage) Ability: [Heavy AoE attack from chokehold] Result: Massive casualties

Enemy Casualties

  • Deckhands nearby: ELIMINATED
  • Bubba: KILLED (major commander down)
  • Tactical victory: Front-line commander eliminated

Swashbuckler Backlash - CASCADING STRESS Bubba’s Swashbuckler: Redirects damage as stress to Banjo Deckhand Swashbucklers: Also redirect stress to Banjo Total Stress Inflicted: Massive surge Banjo Stress: 7/7 (MAXED OUT) Additional Damage: 1 HP taken (overflow/critical)

Banjo’s Critical State

  • Stress: 7/7 (completely overwhelmed)
  • HP: Damaged (1 HP lost to overflow)
  • Status: Exhausted, pushed to absolute limit
  • Condition: Still alive but breaking

Tactical Shift

  • Bubba eliminated (major threat down)
  • Front-line raiders cleared
  • Banjo now catatonic/near-catatonic from stress
  • Vaerenth still fighting Vane (rear)
  • Aster just emerged (ready to fight)
  • 5+ raiders remain (original teams)

Vane vs Aster - TACTICAL EXCHANGE

Vane’s Approach: From rear wheel → Aster (just emerged) Vane’s Attack: MISS Aster’s Counter: MISS

Stalemate: Both whiffing, testing positioning

Party Status Snapshot

  • Banjo: 7/7 stress (maxed), 1 HP damaged (nearly broken)
  • Aster: Just emerged, engaged with Vane (commander 1v1)
  • Vaerenth: Rear wheel area (post-Vane engagement)
  • Ship: Anchored, hull compromised
  • Bubba: DEAD
  • Remaining Pirates: 5+ coordinated teams
  • Vane: Still active, Umbra-touched, gaining momentum

Combat Intensity

  • Major commander eliminated (Bubba)
  • Rogue at breaking point (Banjo)
  • Healer absent (Augustus)
  • Escape impossible (anchored)
  • Vane fully engaged (commander duel brewing)

Vane’s Retaliation - MAJOR HIT

Attack Roll: 17 Result: HIT Damage: 19 total Fear Generated: +1 fear for Vane (Umbra synergy) Aster Status: Takes 19 damage

Aster’s Critical Condition

  • Previous HP: 1 (post-water emergence)
  • Damage Taken: 19
  • Status: LIKELY DOWN/UNCONSCIOUS (exceeded remaining HP)
  • Position: Deck (vulnerable if downed)

Vane’s Momentum

  • Fear: Escalating (gaining on each hit)
  • Momentum: Building
  • Status: Umbra-touched advantage active

Party Framework - COLLAPSING

  • Banjo: 7/7 stress (can’t act, breaking point)
  • Aster: DOWNED (19 damage spike)
  • Vaerenth: Alone (rear position, possibly still fighting)
  • Pirates: 5+ active
  • Vane: Gaining strength/fear (commander advantage)
  • Ship: Anchored, compromised, overwhelmed

Critical Threshold

  • 2 of 3 party members incapacitated/breaking
  • Only Vaerenth standing
  • Enemy momentum unstoppable
  • No escape, no healer support

Banjo’s Desperate Gamble - STAMINA POTION + CHOKEHOLD

Status: 7/7 stress (maxed out, breaking) Resource: Quaffs stamina potion (resource spent) Effect: [Awaiting - stress recovery? Physical refresh?] Action: Sprints to Vane, jumps on back Target: Vane (commander, currently over Aster) Ability: Chokehold (same as Bubba mount) Attack Roll: [awaiting]

Tactical Desperation

  • Last reserves spent (potion)
  • Risk: Already at breaking point
  • Target: Umbra-touched commander
  • Momentum: Interrupting Vane’s assault on Aster
  • All-in: No backup, no safety net

Party Status - LAST STAND

  • Banjo: Mounted on Vane (potion-fueled, chokehold attempt)
  • Aster: Down on deck (vulnerable)
  • Vaerenth: [position - likely moving to support?]
  • Enemy: 5+ pirates, Vane under mount, ship overwhelmed

Banjo’s Mount Complete

Status: Chokehold on Vane established (turn action spent)

Hogpog’s Support - COMPANION DEFENSE

Target: Raiders attacking Vaerenth Damage Dealt: 7 total Raider Counter: 1 stress inflicted to Hogpog Hogpog Stress: 1 accumulated

Tactical Situation

  • Hogpog protecting Vaerenth (flanking support)
  • Raiders suffering casualties (7 damage group)
  • Vaerenth: Back covered by companion

Round Status

  • Banjo: Mounted on Vane (chokehold, action spent)
  • Aster: Down on deck
  • Vaerenth: Defended by Hogpog (countering raider attacks)
  • Hogpog: 1 stress, engaged
  • Vane: Under chokehold (mobile threat contained)
  • Pirates: 5+ remaining (reduced by Hogpog strike)

Aster’s Counter - DEVASTATING RESPONSE

Status: Down on deck → Rising with counterattack Attack Roll: 19 WITH FEAR Base Damage: Hit Damage Breakdown: 2d6 + 1d8 (wings enhancement) Total Damage: 25 total Severity: MAJOR HIT on Vane

Vane Under Siege

  • Banjo: Chokehold mounted on back
  • Aster: Rising from deck, 25 damage direct
  • Momentum: Party coordinating devastating combo
  • Vane Status: Heavily damaged, contained, under pressure

Tactical Momentum Shift

  • Aster recovered (damage spike survived, rising)
  • Banjo holding Vane immobilized
  • Coordinated assault active
  • Pirates: Still 5+ remaining
  • Ship: Still anchored, overwhelmed
  • Commander Status: Under siege (chokehold + direct hit)

Aster’s Counter Strike - COMMANDER ASSAULT

Status: Downed on deck (rising/retaliating) Target: Vane (under Banjo chokehold) Attack Roll: 19 WITH FEAR Damage: 30 total Breakdown: 19 base + 2d6 + 1d8 wings damage Severity: MAJOR/SEVERE HIT on Vane

Vane’s Status Post-Hit

  • Damage Taken: 30 (massive strike)
  • Position: Under chokehold from Banjo + struck by Aster
  • Condition: Heavily wounded, pinned, under coordinated assault
  • Threat Level: Critical (commander being eliminated)

Combat Convergence - COORDINATED TAKEDOWN

  • Banjo: Chokehold locked (immobilizing)
  • Aster: Rising, devastating counter (30 damage)
  • Vane: Caught between both, overwhelmed
  • Hogpog: Protecting Vaerenth’s flank
  • Pirates: 5+ remaining but commander in crisis

Momentum Shift

  • Party fighting from disadvantage → Coordinated takedown
  • Vane (Umbra-touched, gaining fear) → Overwhelmed
  • Last stand → Possible breakthrough

Vane’s Retaliation - CHOKEHOLD COUNTER

Status: Under Banjo chokehold, Aster attacking Attack Roll: 23 Damage: 15 total Result: HIT—Aster takes damage

Aster’s Loss

  • 1 HP consumed
  • 1 Armor degraded
  • Critical condition: Armor nearly gone

Aster’s State

  • HP: Minimal (armor spent)
  • Armor: Degraded further
  • Status: Wounded repeatedly, barely standing
  • Position: Still engaged with Vane

Stalemate Forming

  • Banjo: Chokehold locked (action spent)
  • Vane: Pinned but countering (30 damage taken, still fighting)
  • Aster: Exchange ongoing (wounded, armor failing)
  • Vaerenth: Hogpog supporting
  • Pirates: 5+ remaining (watching commander battle)

GM Escalation - FEAR SPENT x3

Intent: Break Banjo chokehold with fresh deckhands Tactic: Group assault on mounted Banjo

Deckhand Group Attack - MISS

Target: Banjo (on Vane’s back) Attack Roll: MISS Result: Banjo chokehold remains intact

Banjo’s Rain of Blades - SECOND DETONATION

Target: All nearby deckhands (AoE) Damage: 44 total (massive) Casualties: All deckhands ELIMINATED Casualties Scope: Severe deckhand losses

Vane’s Impossible Status

  • Takes NO DAMAGE from Rain of Blades
  • Remains UNBLOODIED (completely unharmed)
  • Still under Banjo chokehold
  • Position: Unclear how damage avoided (ability? feat? broke chokehold?)
  • Implication: Vane has protection mechanics party doesn’t understand

Party Status - GRINDING ATTRITION

  • Banjo: 7/7 stress (MAXED, no relief, using potions)
  • Aster: 1 HP, armor failing
  • Vaerenth: Supported by Hogpog
  • Vane: Unbloodied, unkillable, chokehold holding but ineffective
  • Pirates: Deckhands eliminated, 5+ original teams remain
  • Ship: Anchored, deteriorating

Vane’s Escape - PHANTOM SHIFT

Status: Pinned under chokehold, Aster attacking Ability: Phantom Shift (teleportation/escape) Result: VANE VANISHES—returns to own ship Effect: Commander withdrawal, chokehold broken Implication: Vane had exit strategy all along

Remaining Enemy Forces

Survivors:

  • Pirate Teams: 2 groups reduced to 1/2 effectiveness (1-2 teams remaining)
  • Deckhands: 2 on deck
  • Total Remaining: ~5-8 fighters (drastically reduced)
  • Vane: GONE (on own ship, beyond deck)

Party Status - COMMANDER GONE, SURVIVORS REMAIN

  • Banjo: 7/7 stress (maxed), mounted position broken
  • Aster: 1 HP, armor degraded, standing
  • Vaerenth: Alive, Hogpog supporting
  • Ship: Anchored, hull compromised
  • Momentum: Party advantage (commander fled, raiders overwhelmed)

Tactical Shift

  • Vane withdrawal = admission of defeat
  • Remaining pirates = manageable threat
  • Party survives (barely)
  • Control of ship possible

Environmental Threat - SHARK STRIKE

Attacker: Shark (circling in water) Target: Raider (in water/deck edge) Attack Roll: MISS Result: Raider avoids bite

Shark Status

  • Now attacking all combatants (indiscriminate)
  • Creating additional chaos
  • Forcing deck crowding/avoidance

Tactical Layer

  • Party exhausted but holding
  • 2-3 raider teams remaining (1/2 strength)
  • 2 deckhands on deck
  • Sharks now threat to everyone
  • Vane gone (own ship, watching)
  • Chaos increasing

Hogpog’s Attack - MISS

Target: Raiders Attack Roll: MISS Status: Still engaged, companion flanking support continues

Raider Counter on Vaerenth - MISS

Attack Roll: MISS Vaerenth: Survives, position held

Banjo’s Final Offensive - LAST RAIDER DOWN

Target: Remaining raider Result: KILLED Casualties: Last raider eliminated

Remaining Enemy Forces

  • Deckhands: 3 remaining
  • Raiders: ALL ELIMINATED
  • Vane: On own ship (watching, not engaging)
  • Sharks: 2 (water threat, lower priority)
  • Status: Drastically reduced threat

Party Status - HOLDING LINE

  • Banjo: 7/7 stress (completely maxed, barely functional)
  • Aster: 1 HP (armor gone, critical)
  • Vaerenth: Wounded but standing
  • Hogpog: Supporting
  • Ship: Anchored, deck controlled by party
  • Combat Status: Near victory (3 deckhands left)

Raider Counter - MISS

Target: Vaerenth Attack Roll: MISS Result: Vaerenth avoids

Banjo’s Final Assault - LAST RAIDER DOWN

Action: Sprints in, eliminates final raider team Damage: [sufficient to eliminate] Result: LAST COORDINATED RAIDER TEAM DOWN

Enemy Forces - NEARLY CLEARED

Remaining: 4 deckhands (basic crew, not elite fighters) Status: No commander, no organized teams, isolated survivors Threat Level: DRASTICALLY REDUCED

Party Status - BREAKTHROUGH

  • Banjo: 7/7 stress (STILL MAXED, beyond breaking)
  • Aster: 1 HP (barely standing)
  • Vaerenth: Wounded but standing, Hogpog supporting
  • Ship: Anchored, crew largely eliminated
  • Enemy: 4 deckhands vs party that just eliminated elite raiders

Tide Turning

  • Commander fled
  • Elite teams eliminated
  • Survivors scattered
  • Party holds deck
  • Victory within reach (barely)

Final Deckhand - SURRENDER/ESCAPE

Target: Last remaining deckhand Banjo’s Action: Shadowstep behind Banjo’s Quip: “Should have joined a union.” Deckhand Response: FLEES—jumps into rowboat, abandons ship Result: DECKHAND ESCAPES (rowing away)

DECK CLEARED - VICTORY

Enemy Status: ALL ELIMINATED/FLED

  • Vane: Gone (phantom shifted to own ship)
  • Bubba: DEAD
  • Elite Raiders: DEAD
  • Deckhands: Fled/eliminated
  • Ship: SECURED

SESSION 10 ENDING - THE WET RAT SECURED

Party Status - BARELY ALIVE

  • Banjo: 7/7 STRESS (completely broken, cannot take more), 1 HP damaged, stamina potion spent
  • Aster: 1 HP remaining, armor degraded/gone, soaked
  • Vaerenth: Wounded (11+ damage taken), standing
  • Hogpog: 1 stress accumulated
  • Captain One Eye: [status unclear]
  • Orb: Secured below decks (artifact intact)

Ship Status

  • The Wet Rat: Anchored (still immobilized)
  • Hull: Damaged (cannonball + boarding assault)
  • Seaworthiness: Compromised but floating
  • Cargo: 1-1.5 chestloads of gold value (still intact)
  • Control: Party holds deck

Victory Assessment

  • Eliminated major pirate force (30+ casualties across battle)
  • Commander escaped but subordinates destroyed
  • Ship defended despite overwhelming odds
  • Party survives (catastrophically wounded)
  • Cargo preserved

Immediate Threats

  • Hull flooding (repair needed)
  • Anchor (still deployed)
  • Vane (watching from own ship, phantom-shifted escape active)
  • Exhaustion (party at breaking point)

AFTERMATH - RECOVERY & REVELATIONS

Captain One Eye - FALSE CAPTAIN REVEAL

Emergence: From hiding during battle Discovery: Eyepatch on wrong eye Correction: “Oh, it must have been an illusion! I’m not a real pirate. I just need to portray experience.” Implication: One Eye was never pirate—just actor/hired captain, unaware of attack Status: Not enemy, just civilian caught in crossfire

Aster’s Healing - STRESS RECOVERY

Action: Attends to Banjo’s psychological state Healing: 2 stress reduced Banjo Stress: 7/7 → 5/7 (still critical but breathing room) Effect: Sacred intervention, grounding presence

Party Sentiment - SHARED FRUSTRATION

Target: Vane’s escape Feeling: Incomplete victory, commander got away Recognition: Vane’s phantom shift ability unaccounted for Implication: Vane threat remains (own ship, nearby, unresolved)

Departure & Port Arrival

Ship Status: The Wet Rat sets sail (anchor raised, hull compromised but seaworthy) Destination: [Port name/location - awaiting] Journey: Black Glass Lake crossing continues Party Condition: Wounded, stressed, but functional

Port Arrival

Location: [Awaiting - which port?] Time: [Current game time] Party Status Upon Arrival:

  • Banjo: 5/7 stress (reduced by Aster’s healing)
  • Aster: 1 HP (critical)
  • Vaerenth: Wounded
  • Cargo: Intact (1-1.5 chestloads value)
  • Orb: Secured below

[Scene continues…]

PORT ARRIVAL - BLACKJAW HARBOUR

Approach - Atmospheric Dread

Captain One Eye: “Land ho!” First Sight: Blackjaw Harbour emerges

Environmental Observations

Shoreline: Dead fish scattered (decay, contamination) Temperature: Cold, biting Atmosphere: Unsettling, heavy Population: People visible but almost zombielike from afar

  • Movement unnatural
  • Demeanor hollow/empty
  • Status: Umbra touched? Corrupted? Enslaved?

Cosmic Horror Presence

Northern Distance: Faint glow visible Source: Okros and its spire (way off in distance, north) Significance:

  • Spire visible from harbor
  • Light source: Okros cosmic horror beacon
  • Reminder: World-ending artifact near party’s location
  • Implication: Umbra origin point nearby

Party Unease

  • Victory against Vane feels hollow
  • Arriving at corrupted port
  • Zombielike population unsettling
  • Okros spire watching from north
  • Cargo destination leads to THIS?

Questions

  • Why is Blackjaw Harbour corrupted?
  • Who are these zombie-like people?
  • Is this Vane’s home port?
  • Supply chain corruption = Umbra corruption?

Blackjaw Harbour - Depressing Landscape

Overall Mood: Desolate, hopeless, heavy shadow Population: Zombielike, barely moving, hollow Infrastructure: Decayed, minimal activity Atmosphere: Death-like stagnation

Single Point of Life - THE CROOKED KEEL

Type: Pub/tavern Activity: ONLY active establishment visible Structure: Lighthouse attached above Significance:

  • Only gathering point in harbor
  • Light source (beacon)
  • Social hub for corrupted population
  • Likely information nexus
  • Likely destination for Vane

Cargo Destination

Question: Does cargo go to Crooked Keel? To deeper harbor? To unknown recipient? Vane’s Movements: Likely headed to Crooked Keel (natural gathering point for captain) Party Advantage: Single focal point for investigation

Tactical Awareness

  • Party exhausted (Banjo 5/7 stress, Aster 1 HP, Vaerenth wounded)
  • One Eye (fake captain, uncertain reliability)
  • Ship still anchored/damaged
  • Only one safe place visible (Crooked Keel)

THE CROOKED KEEL - LONG REST

Arrival & Recovery

Location: The Crooked Keel (only active establishment, lighthouse above) Action: Party secures lodging, takes long rest Duration: Full recovery cycle

Banjo’s Recovery Stats

  • HP: 2/7 (still wounded)
  • Armor: 0/3
  • Stress: 0/7 (FULLY RECOVERED—psychologically grounded)
  • Hope: 5/6

Party Recovery Status

Banjo: Stress gone, physically fragile Aster: 1 HP → [recovered to full?] (confirmation needed) Vaerenth: Wounds tended, ready All: Prepared for next confrontation

Strategic Position

  • Rested and reset
  • Stress manageable
  • Hope reserves available
  • Armor vulnerability critical (unprotected)
  • Vane location: Unknown (likely in Crooked Keel or nearby)
  • Cargo: Still aboard ship
  • Next move: Investigation/confrontation pending

THE CROOKED KEEL - BUILDING STRUCTURE

Building Origin

Structure: Ship run aground, converted into permanent pub/building Age: Long-established (salvaged vessel) Architecture: Repurposed maritime vessel Atmosphere: Unique, decayed, maritime

Hidden Feature - GM Hint

Discovery: Hole somewhere in structure Connection: Runs into water (inlet/tunnel system) Tactical Significance:

  • Possible escape route for Vane
  • Underground infrastructure nexus
  • Smuggling corridor
  • Access to deeper Blackjaw operations
  • Party investigation trigger

Next Phase

  • Party needs to locate hole
  • Exploration of underground access
  • Likely confrontation with Vane or discovery of corruption infrastructure
  • Connection to supply chain corruption revealed

Key Discoveries

  • Blackjaw Harbour is corruption epicenter (Umbra territory)
  • Supply chain corruption perhaps originates here
  • Vane’s home port—likely underground infrastructure
  • Crooked Keel = ship repurposed as pub with hidden water access
  • Population completely corrupted/enslaved

Party Status

  • Exhausted but recovered from long rest
  • Mentally grounded (stress reset)
  • Physically vulnerable (Banjo no armor, low HP; Aster previously critical)
  • Hope reserves stable
  • Ready for investigation/confrontation

Unresolved Threats

  • Vane: Still active, phantom shift capable, escaped to unknown location
  • Okros Spire: Cosmic horror beacon visible, origin point unknown
  • Corruption: Systematic, deep infrastructure
  • Underground Network: Hole connection suggests smuggling/operations

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