Port Skagg: The Sunken Docks & Upper Moorings
Perched on the jagged rim of a dead rift valley, Port Skagg serves as a haven for air-freighters, corsairs, and illicit radium-smugglers. On red-sand worlds like those in Warriors of the Red Planet or low-magic, domain-driven OSR settings like Adventurer Conqueror King System II (ACKS II), this lawless outpost provides a vital hub for grey-market commerce away from imperial tax collectors and city-state blockades.
Key Port Infrastructure
The Upper Spire (High Moorings): A cluster of iron-girded towers anchored directly into the cliff face. Capable of mooring up to four heavy cloud-galleons or ether-rigs. Steel catwalks sway over a 2,000-foot drop.
The Sinking Basin (Lower Hangar): A hollowed-out natural cavern system at the cliff base where personal fliers, skiff-copters, and glider-bikes park under camouflage netting.
The Radium Well (Refueling Bay): A fortified vault housing liquid lift-gas or volatile blue-radium canisters. Run by a secretive guild of renegade engineers who demand sky-high fuel rates.
The Rust Market: A open-air bazaar built under the shadow of grounded hulls, where black-market cargo, salvaged sky-rigging, and ancient tech change hands.
D10 Encounters at the Docks
| d10 | Encounter |
| 1 | A dozen heavily armed corsairs unloading crates marked with Imperial seal stamps—clearly hijacked freight. |
| 2 | A high-altitude scout vessel dock-side with scorched envelope cloth and its crew frantically repairing a damaged keel. |
| 3 | Harbor enforcers demanding a 50-gold/crystal "landing tariff" on behalf of a local warlord who doesn't actually own the port. |
| 4 | A volatile radium fuel-leak at Bay 3, forcing a frantic evacuation while a fire begins to spread toward nearby powder stores. |
| 5 | An escaped thrall hiding in the cargo hold of an anchored trader, begging the party for safe passage out. |
| 6 | A sky-sail mechanic offering experimental "lift-pulp" modifications at half price, with a 20% chance of engine explosion. |
| 7 | Rival skyship captains involved in a loud, escalating duel with rapiers and ray-pistols over docking rights. |
| 8 | Imperial sky-patrol scouts watching the harbor through spyglasses from a distant mesa top, preparing an raid. |
| 9 | A shady merchant offering secret altitude maps through the Razor-Wind Gap for a suspicious price. |
| 10 | A swarm of predatory sky-ray creatures attracted by the port's generator humming, circling the upper catwalks. |
System Mechanics & Adaptation Notes
Warriors of the Red Planet
Atmosphere: Focus on pulp-planetary romance—bronze hulls, glowing ray-weapons, exotic alien crew members, and dramatic sword duels on high rigging.
Radium Supplies: Refueling costs 100gp per flier size-class. Low-grade radium fuel carries a cumulative 1-in-6 chance per voyage of engine failure during full-throttle maneuvers.
ACKS II (Adventurer Conqueror King System II)
Domain & Market Rating: Class V Haven (Lawless). Black-market goods carry a +25% markup when selling stolen goods, but finding specific high-end military equipment requires a successful Market Activity check with a -2 penalty.
Smuggling Operations: Smuggling cargo through Port Skagg bypasses standard Realm Tariffs (typically 5-10%), but requires a Proficiency check (Larceny, Navigation, or Seamanship) to avoid hazardous wind-shear or cliff collisions on entry.
Baroness Vexia "The Iron Eye"
Port Master of Port Skagg
Formerly a high-ranking officer in an imperial sky-fleet, Vexia abandoned her commission after a court-martial for refusing to fire on a civilian trade barge. She claimed Port Skagg by force five years ago, shooting the previous harbor boss off the catwalks. Cold, calculated, and fiercely protective of her sanctuary, she maintains order through sheer intimidation and an intricate network of paid informants. She wears a brass-and-quartz mechanical eye that detects lie-glows and thermal signatures.
Warriors of the Red Planet
Level 7 Warrior | HD: 7d8 (36 hp) | AC: 4 (15) (Radium-mesh cuirass + Dex)
Atk: Ray Pistol +7 (1d8+2 energy, range 60') or Duelist Rapier +8 (1d8+3)
Move: 120' (40') | SV: F7 (7+) | ML: 10 | AL: Neutral
Special: Ocular Implant (detects invisible/hidden targets within 30', immune to surprise), Tactical Command (allies within 30' gain +1 to hit).
ACKS II
Level 7 Fighter (Port Warden) | HP: 38 | AC: 6 (Brigandine + Shield) | Initiative: +2
Atk: Fine Rapier +8 (1d6+4, Cleave 2) or Heavy Crossbow +7 (1d8+1, range 80')
SV: F7 (Petrify/Paralyze 11+, Poison/Death 11+, Blast 12+, Spells 13+) | ML: +2
Proficiencies: Command, Fighting Style (Weapon & Shield), Leadership, Navigation, Seduction/Persuasion, Seamanship.
Captain Jax "Ghost-Wind" Vane
Smuggler Captain of the Ether-Clipper 'Night-Stalker'
Jax is a cynical, sharp-witted void-farer who has navigated every dead-rift canyon and storm-belt on the planet. He cares about three things: his vessel, his crew, and getting paid. Known for running low-altitude routes through radar-blind valleys, he carries a heavy bounty in three imperial city-states. Despite his rugged mercenary exterior, Vane abides by a strict personal code—never drop cargo to save your own skin, and never sell out a client who paid in full.
Warriors of the Red Planet
Level 5 Scoundrel | HD: 5d6 (22 hp) | AC: 6 (13) (Soft leather harness)
Atk: Twin Ray Carbines +6/+6 (1d6+1 each, range 90') or Vibro-dagger +5 (1d4+2)
Move: 120' (40') | SV: S5 (9+) | ML: 8 | AL: Neutral
Special: Evasion (half damage on successful save), Pilot Mastery (grants his skyship +2 AC and +1 Maneuverability class while piloting).
ACKS II
Level 5 Explorer / Nightprowler | HP: 24 | AC: 4 (Leather armor, High Dex) | Initiative: +3
Atk: Cutlass +6 (1d8+2) or Pair of Wheel-lock Pistols +7 (1d8+1, range 50')
SV: E5 (Petrify/Paralyze 12+, Poison/Death 12+, Blast 13+, Spells 14+) | ML: +1
Proficiencies: Precise Shooting, Running, Seamanship, Signal, Smuggling (Specialist: +2 on checks to conceal cargo or bypass tariffs), Acrobatics.
Comparative Quick-Reference
| Feature | Baroness Vexia | Captain Jax Vane |
| Role | Port Authority / Power Broker | Freelance Smuggler / Pilot |
| Primary Motivation | Maintain Skagg's neutrality & profit | Pay off ship debt & stay free |
| Leverage Over PCs | Docking permits, fuel access, port security | Passage through blockades, covert transport |
| Tactical Style | Holds high ground, directs guards, uses ray-pistol | Mobile, uses cover, fires off dual shots |
The Night-Stalker is a modified Scout Skiff designed for high-speed block-running, low-altitude canyon darting, and silent night approaches. Fitted with reinforced hull plating and an overpowered radium drive engine, it trades cargo capacity for raw maneuverability and firepower.
Vessel Overview & Features
Design & Hull: Sleek, needle-nosed hull forged from lightweight bronze-and-strontium alloy with dark, non-reflective coating. Features twin folding cloud-sails for high-altitude thermal gliding.
Armament: Forward-mounted dual Light Ray Cannons (pulp lasers) and a swivel-mounted Aft Ballista/Scorpion firing grappling lines or flare charges.
Special Systems (Silent Lift): A modified baffle mechanism on the radium engine allows the ship to drift silently for up to 1 hour, reducing detection distance by 75% at night.
Warriors of the Red Planet
Ship Class: Medium Skiff / Light Corsair
Armor Class (AC): 3 (16) (Reflective alloy hull + maneuverability)
Hit Dice / Structure: 6 HD (32 Hull Points)
Movement: Flight 180' (60' combat) / Sails 120'
Crew: 4 minimum (Captain, Pilot, 2 Gunners), 10 maximum / 8 troops
Cargo Capacity: 3 tons
Armament:
Twin Light Ray-Cannons (Forward): Range 300', Damage 3d6 energy per shot (fires as one salvo).
Aft Swivel-Ray (Pivoting): Range 150', Damage 2d6 energy.
Special Rules:
Overburn Drive: Captain Jax can push the engine past safe limits, increasing move speed to 240' for 3 rounds. Requires a Saving Throw vs. Hazard after use; failure disables the engine for 1d6 turns.
ACKS II (Adventurer Conqueror King System II)
Vessel Type: Airship (Light Clipper)
Structural Hit Points (shp): 12 shp
Armor Class (AC): 4 (Hardened alloy superstructure)
Movement: 150' / round (Combat), 60 miles / day (Overland Cruise)
Maneuverability Rating: Average (+1 to evasion/piloting checks under Captain Jax)
Crew & Passengers: 1 Officer (Captain), 3 Sailors/Gunners, up to 6 passengers
Cargo Capacity: 300 stone (~3,000 lbs / 1.5 tons)
Cost / Value: 18,000 gp (base ship + modifications)
Armament & Artillery:
2 Light Ballistae (Forward): Crew 1 each, Range 150'/300', Damage 2d6 hp / 1 shp, Area: Single target.
1 Medium Catapult / Flare-Pitcher (Aft): Crew 2, Range 200'/400', Damage 3d6 hp / 1d3 shp.
Smuggling Modifications & Domain Rules:
Concealed Hold: Fits up to 50 stone of illicit cargo. Requires a Proficiency Check (Larceny/Smuggling) with a -4 penalty for boarders to locate.
Low-Altitude Thermal Drift: Allows the Night-Stalker to bypass standard Realm Watchtowers without triggering garrison detection rolls unless within 1 mile.
Deck Map Layout: The Night-Stalker
The combat takes place across a compact, high-speed clipper deck measuring 60 feet from bow to stern and 20 feet across at its widest point.
[ FORECASTLE ]
/ (A) \
/ [==] \ (A) Twin Light Ray Cannon / Ballista
/ | | \ (Forward Gun Mount)
| | | |
|===|======|====| [==] Main Hatch to Crew Quarters / Hold
| | | |
| | (B) | | (B) Main Deck & Cargo Grate
| | | | (Low Cover: Cargo Crates)
[PORT PORTAL]|===|======|====|[STBD PORTAL]
(Boarders) | | (C) | | (Boarders)
| | | | (C) Main Mast & Sail Rigging
|===|======|====| (Vertical Climbing / Crow's Nest)
| [S] |
\ (D) / (D) Helm & Radium Baffle Controls
\ [==] / [S] Ship's Wheel / Captain's Position
\ (E) / (E) Aft Swivel Ray / Flare Pitcher
\________/
[ STERN ]
Key Features & Environmental Hazards:
Low Cover (Cargo Crates @ B): Provides +2 AC against ranged attacks. Pushing a heavy crate requires a DC 12 Strength / Hazard check to crush an opponent (1d6 damage, knocks prone).
Verticality (Main Mast @ C): A 20-foot climb leads to the crow's nest (+1 to-hit with ranged weapons). Rigging ropes can be cut (Attack AC 10, 5 HP) to swing across the deck or drop a yardarm onto boarders below (2d6 bludgeoning damage).
The Helm (D): Unattended helm causes the vessel to drift violently into wind-shear (everyone on deck must roll a Saving Throw/Hazard check or fall prone at the end of the round).
Deck Railing (Outer Edge): Any character moved forcibly against the rail must make a Save vs. Paralyze/Dexterity or be thrown overboard into open air.
Encounters & Event Timeline
The encounter begins mid-air as a rival corsair skiff clamps onto the Night-Stalker's starboard side with magnetic grappling cables.
Round 1: Magnetic Clamps Impact --> Round 2: Corsair Vanguard Onslaught
|
Round 5: Engine Baffle Flare <-- Round 3-4: Grapple Cutting & Sky-Rays
Boarder Enemy Quick-Stats
Corsair Boarder (x6-8): HD 1+1 (6 hp) | AC 6 (13) | Atk Cutlass +2 (1d6+1) or Ray Pistol +2 (1d6).
Corsair Shock-Captain (x1): HD 4 (22 hp) | AC 4 (15) | Atk Electrified Sabre +5 (1d8+2 + 1d4 shock) | Special: Can use a bonus action to shove targets 10 feet.
Territorial Sky-Rays (x2): HD 3 (14 hp) | AC 5 (14) | Atk Tail Stinger +4 (1d6+ poison/paralysis).
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