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Principis directors de la planificació de la mobilitat

1.   Introducció

1.5.   Principis directors de la planificació de la mobilitat

T his long dagger has a corroded, wavy blade of a greenish

metal. A sparkling green emerald serves as its pommel.

The emerald dagger is a supernatural weapon that grants a +2 bonus on Fighting rolls and damage to its wielder. In addition, up to three times per day, whenever it strikes a living creature, the victim must succeed on a Vigor roll or suffer an additional.

This weapon is wicked, spawned from the dark sorceries of the Mazin fiend-binders. Each day the weapon remains in the character’s possession, he must succeed on a Spirit roll or be forced to commit a loathsome or vile act as determined by the GM. This is what prompted Beedle to try to poison his aunt.

Part IV: The Narwhale

The final scene of this adventure takes place on the Narwhale, O’takan Farastay’s ship. The characters may come to explore this ship through a variety of means. They may get here early on in the adventure, if they did a bit of snooping about the man in white, or they may go there after talking to Dimetrios, or they may go there after Beedle vanishes. This is a tough encounter and one that should test the limits of the characters’ capabilities.

Following Beedle

If Beedle has thus far escaped the characters, O’takan’s demons eventually catch up with the thief and take him to the ship. Beedle, however, doesn’t go quietly. A few uses of offensive spells are enough to get the attention of several witnesses, who see Beedle being dragged through the streets by a pair of squat creatures with spindly limbs. Learning about this confrontation requires a Streetwise roll. Following the path from here is easy, as several frightened onlookers can keep the characters on the path to the Narwhale.

Getting Here Early

It’s entirely possible for the characters to come across the ship while following other leads. Getting on board is tough, since there are 20 sailors on board who are quick to deal with intruders. Still, if the characters are doing well, putting together the pieces of the adventure quickly, you may let them take a stab at Farastay before he gets the

emerald dagger.

Getting Help

Attacking the ship is quite a challenge, what with the sailors and the officers. If everything goes as planned, the Watch should be interested in the ship as well, having heard the reports of the demons. The presence of the Watch enables the characters to get on board

the ship, attend to the named villains, and finally confront Farastay in the hold.

However, things have a way of spinning out of control and if the characters get here early or have botched things with the Watch, they may have to turn to others for help. Their best bets are the Blackened Knot or Dimetrios. The characters can enlist the aid of a dozen thugs from the Chumhouse if they had a fair bit of success there in Part

II and succeed on a Persuasion roll (claiming there are orcs onboard

grants a +1 bonus on the check). Alternatively, Dimetrios might help the characters if they have proof Farastay is a slaver and the PCs threaten to turn the smuggler over to the authorities. Dimetrios sends a dozen Apprentice Thugs, but ever after he’s the characters’ enemy—he does not tolerate blackmail.

The Emerald Dagger?

Defeating Farastay early stops the slaver from getting the knife, but it doesn’t bring the characters any closer to finding Beedle. Unless stopped, Beedle, still in the thrall of Melanie Crump, commits the murders until he gets to Uri. With the victims dead, Melanie is free to go to hell. Beedle, however, doesn’t part with the knife, and each day he’s driven to commit more and more unspeakable acts. If the characters don’t find him and rid themselves of the weapon, Freeport’s people may be in serious trouble.

Key Locations

All of the following locations can be found in the Narwhale.

A. Main Deck

The main deck of the Narwhale is surprisingly clean, with a few coils of rope, barrels to catch rainwater, and neatly stacked wooden crates tied down beneath a tarp as the only items on the deck. A trap door leads down to the hold. Two ladders lead up to the forecastle, while

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another ladder leads up to the aftcastle. At the top of the mainmast, which stands at about the center of the deck, is the crow’s nest.

B. Forecastle

The forecastle is spartan with a mast and chain leading to the dropped anchor. A capstan allows the crew to wind up the anchor.

C. Aftcastle

The aftcastle holds the helm and wheel as well as a pair of ballista that point aft.

D. Forward Cabins

This area serves as the cabin quarters for the crew. Hammocks hang stretched across the area, crisscrossing the room and creating a veritable maze. There are accommodations here for a dozen men. The crew works in rotations, getting sleep between shifts.

E. Captain's Quarters

This room serves as O’takan Farastay’s personal chambers. It contains a bed, a small writing desk, and a wardrobe for spare clothes. A Notice roll turns up the Captain’s Log. This book is small and filled with tight, neat writing. Notes indicate the Narwhale calls Mazin home and mention of chattel suggests the ship transports slaves. Presenting this log to Tarmon is enough to convince the wizard of his friend’s duplicity.

F. First Mate's Quarters

This room is similar to the Captain’s Quarters and houses the first mate, a foul sorcerer of the blackest arts. He knows little of sailing, but he keeps the crew in line through fear of his terrible gifts.

G. Hold and Cannon Deck

This large area is where the sailors man the cannons as well as keeping extra cargo. Manacles set in the floor suggest the typical types of cargo carried by the ship. A pile of cannonballs stands in a pyramid near the mainmast.

H. Mess

This room holds the ship’s kitchens and supplies. The cook creates bland though nourishing meals. There’s enough food and potable water for a month at sea. Heaped in a pile in the corner of this room are six bloated bodies crawling with vermin. A quick inspection reveals the bodies have been cut up and used for food. These victims were used as sacrifices by Farastay to summon the demons. Characters seeing the pile must make a Guts roll or roll on the Fright Table.

I. Stores

This room holds spare sails, an extra anchor, a length of chain, tar, and all the other accoutrements one would expect to find on a ship. A trap door in the floor leads to the bilge (not pictured), which is sometimes used to transport the hardier slaves.

All of the supplies have been shoved against the walls to accommodate a pentagram painted in blood. Farastay and his sorcerer use the summoning circle to conjure demons. The stench of blood and death hang heavy in the air. Black candles still sit arranged in a circle around the circle.

A copy of the Liber Demonica—a blasphemous tome Farastay and the sorcerer use to perform the ritual to summon their demonic servants—lies on the floor in a pool of blood. See sidebar for details.

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Crew

The ship has a crew of 20 mute slave sailors, a cook, the first mate, and Captain O’takan Farastay.