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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