Friday, August 28, 2026

OSR Dangerous Adventure Location - Port Skagg: The Sunken Docks & Upper Moorings - Warriors of the Red Planet Combined With ACKS II

 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

d10Encounter
1A dozen heavily armed corsairs unloading crates marked with Imperial seal stamps—clearly hijacked freight.
2A high-altitude scout vessel dock-side with scorched envelope cloth and its crew frantically repairing a damaged keel.
3Harbor enforcers demanding a 50-gold/crystal "landing tariff" on behalf of a local warlord who doesn't actually own the port.
4A volatile radium fuel-leak at Bay 3, forcing a frantic evacuation while a fire begins to spread toward nearby powder stores.
5An escaped thrall hiding in the cargo hold of an anchored trader, begging the party for safe passage out.
6A sky-sail mechanic offering experimental "lift-pulp" modifications at half price, with a 20% chance of engine explosion.
7Rival skyship captains involved in a loud, escalating duel with rapiers and ray-pistols over docking rights.
8Imperial sky-patrol scouts watching the harbor through spyglasses from a distant mesa top, preparing an raid.
9A shady merchant offering secret altitude maps through the Razor-Wind Gap for a suspicious price.
10A 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

FeatureBaroness VexiaCaptain Jax Vane
RolePort Authority / Power BrokerFreelance Smuggler / Pilot
Primary MotivationMaintain Skagg's neutrality & profitPay off ship debt & stay free
Leverage Over PCsDocking permits, fuel access, port securityPassage through blockades, covert transport
Tactical StyleHolds high ground, directs guards, uses ray-pistolMobile, 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.

Plaintext
               [ 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
1.Round 1: Magnetic Clamps Impact:Initiative Phase / Boarding Preparation.

Two magnetic grapple lines slam into the starboard hull near (B). Three Corsair Boarders reel across using zip-lines.

  • Tactical Objective: Prevent boarders from securing the main hatch.

  • Ship Event: High-altitude crosswinds hit the hull. All ranged attacks made this round suffer a -2 penalty due to sudden vessel instability.

2.Round 2: Corsair Vanguard Onslaught:Main Deck Breach.

Four more boarders swarm the port rail, while a Corsair Shock-Captain drops directly onto the Forecastle (A) to disable the forward ray cannon/ballista.

  • Tactical Objective: Secure the Helm (D) and prevent the Shock-Captain from spiking the forward gun.

  • Action Economy Check: Captain Jax Vane calls out to cut the grapple cables (requires a melee attack dealing 8 damage to a cable or a successful Strength check at B).

3.Round 3: Environmental Complication:Sky-Ray Swarm Attraction.

The commotion and hum of exposed energy systems attract a pair of wild, territorial Sky-Rays (aerial beasts). They swoop in, attacking both crew and boarders indiscriminately at (C) and (D).

  • Hazard Event: Every creature in the open main deck must pass a Save vs. Hazard/Reflexes or take 1d6 damage from low-sweeping beast wings.

4.Round 4: Desperate Defense:Rally or Fall.

If at least one grapple line remains intact, reinforcements attempt to breach the aft swivel mount at (E).

  • Tactical Choice: A player can attempt to overload the Radium Baffle at (D) (Requires a INT/Larceny check). Success fires a plume of blue superheated gas down the starboard flank.

5.Round 5: Radium Baffle Flare / Resolution:Engine Venting & Escape.

If the Radium Baffle was triggered, all enemies on the starboard rail take 3d6 energy/fire damage and must save or fall from the ship. Remaining boarders attempt a retreat back to their skiff if their leader falls or if they lose half their numbers.

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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