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“No ash, no glass! It's as simple as that. Something has to be done about these pirates.” ―The Smiling Guildmistress

River-Pirates is an event in Dragon Age: The Last Court. It is continued from the card Glass or A Meeting with the Outlaw.

Description[]

Serault's recent prosperity has attracted predators. Pirates have begun to prey on vessels travelling up the river. Several of the lost ships carried soda ash, which the glassmakers need to practice their craft. The Smiling Guildmistress appeals for your intervention, as does the Dashing Outlaw.

You ask the Outlaw what her interest is. "Well it's your river," she says. "Just thought you'd be interested." You point out it's your forest, too, and that doesn't stop her swanning about like she owns it. She laughs. "All right. Let's say I don't need the competition. And I don't like getting my feet wet."

Available actions[]

1.

Tighten the policing of the river
Search boats. Require legitimate travellers buy writs of passage. Chase down vessels that can't prove their business. Pay for all of it with increased tolls.
Difficulty: Rulership*2

Success: Blood in the water
Your guard-vessels see several successful engagements with the pirates, who melt away as suddenly as they appeared. That will teach wolves to think they can prey on lions.
The new laws mean the river is less-travelled than of old, but safer.
+20 Prosperity, -9-10 Freedom

Failure: Cat and mouse
Whenever the river pirates see your new guard-ships on the water, they flee to hidden inlets and marshlands, creeping out again only when your swan-prowed vessels have passed.
You'd rather have had a comprehensive engagement and broken their power, but the situation is at least improved while your ships are on the water.
-10 Freedom, +10 Prosperity

2.

Hire mercenaries and lay a trap for the river-pirates
A few fat merchant-barges, their holds stuffed with armed men of cruel intention and ill-temper...
Difficulty: Cunning*2

Success: Hook, line, sinker
Your ruse is a success. Your mercenaries board and take three vessels before word about the ploy escapes and the remaining pirates row downriver to find less inventive prey. River-trade swells, and the glassworkers' chimneys belch to life again.
-1 Bag of Royals, +30 Prosperity

Failure: Fruitless
Do the pirates have an agent in your troops? Or friends among the mercenaries? Someone, somewhere is talking and your trapped boats sail the length of the river unmolested.
Worse, not all the mercenaries return home when their employment ends. Some linger, joining outlaw bands in the woods. At least the rivers are safe while your ships make their journey/
-1 Bag of Royals, +10 Prosperity, +2 Peril

2.

Wait them out
There's little you can do. The pirates vanish at the first sign of danger.

Result: The long game
Serault labours under the depredations of the pirates as you study every new report of their movements, their habits and their targets. Gradually, a pattern begins to emerge.
-10 Prosperity, +5 Clues

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