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AT SEA

AT SEA
A SANDBOX MINI-CAMPAIGN SETTING FOR
RETURN OF THE WOODLAND WARRIORS RPG

With art by Darrel Miller


Map by Gill Pearce
WW Logo by Peter Frain

Thanks go to the play testers:


Annette Washbourne, Robert Irwin, Nigel Uzzell, Janine Uzzell, Mike Richards,
Alison Richards, Paul Simonet and Ian Greenwood

First Edition SEPTEMBER 2011


Second Edition AUGUST 2017

LOOK OUT FOR OUT WEST THE WESTERN MINI-CAMPAIGN


CAMPAIGN SETTING FOR
RETURN OF THE WOODLAND WARRIORS RPG

http://beyondbeliefgames.webs.com/

Copyright 20
2011 Simon Washbourne
WOODLAND WARRIORS and Beyond Belief Games are the trademarks of Simon Washbourne

1
INTRODUCTION HEALING
AT SEA is an alternate setting for Return of the Woodland Recovering from wounds is much slower on board a ship than it
Warriors RPG, a copy of which will be needed to play this game. is in a decent bed in an Abbey infirmary. Accordingly, a
It is a major departure from the rest of the Woodland Warriors character recovers 1 HP per day, only on a successful Fortitude
line in that the player characters are Vermin (Weasels, Stoats, save. Otherwise his situation does not improve. If he goes 3
Rats and so on) rather than Kind. Therefore it requires a days without his situation improving, gangrene has set in. At
number of rule changes, mainly to better evoke the flavour of a this point, the ships Sawbones is needed as amputation is the
game about swashbuckling piracy on the high seas and naval only cure for gangrene!
battles. Otherwise, it uses the rules from the main Return of
the Woodland Warriors RPG rulebook. The Greyrock Isle and EQUIPMENT
Out West setting books also contain information that you might Characters can choose any equipment and weapons from the
find useful. main WOODLAND WARRIORS RPG rulebook, subject to
weapons allowed by class. In addition, the following flintlock
SEA DOGS guns are available:
All characters in AT SEA are referred to as Sea Dogs; characters
who make their home primarily on the ocean - sailors, pirates, Table 1: Guns
corsairs, sea rovers, rogues and marauders.
Weapon Dam Things Short Medium Long
DEADLIER COMBAT Range Range Range
(-1 to hit) (-2 to hit)
AT SEA combat is hard, brutal and horribly deadly. If the knives
Small Pistol 2d(L) 15paws 30paws 60paws
and swords dont kill you outright, the disease and gangrene
will get you. To represent the dangers of being wounded in a Pistol 1d 1 25paws 50paws 100paws
sea battle, the damage and death rules need to be changed, Musketoon 1d 1 40paws 80paws 160paws
just a little. Nothing changes until a character takes damage Musket 1d+1 3 50paws 100paws 200paws
resulting in HP falling to 0. At that point, he falls over and must Blunderbuss1 1d+2 2 20paws 40paws 80paws
roll on the damage and death results table, in the main Swivel Gun 2
1d+6 6 40paws 80 paws 160paws
rulebook. Also, he receives -1 to his roll for every HP below paws
Cannon, Small 1d+6 30 200paws 400paws 800paws
zero. So, if HP falls to -2 and the player gets a 3 on his roll, this paws
Cannon, Med 2d+6 45 250paws 500paws 1000paws
is reduced to 1 and the results for rolling a 1 are consulted. The
Cannon, Large 3d+6 60 paws
300paws 600paws 1200paws
table is repeated here for ease:
paws
1
If a character goes to negative hit points the following applies: A blunderbuss causes 1d+2 damage at close range, 1d at medium and d at
On his initiative phase on each subsequent round roll 1d: long range. Due to spread, at medium range it can affect two targets close
together and at long it can affect up to three targets close together.
2
A swivel gun causes 1d+6 damage at close range, 1d+3 at medium and 1d at
1=Make a fortitude roll. If it fails, the character dies, long range. Due to spread, at medium range it can affect up to three targets
roll up a new one! If successful, as 2-3 below but also: close together and at long it can affect up to five targets close together.
When the character comes round he or she develops a Cannon cannot really be used against individual Kind or Vermin. They can be
used against groups though. A cannon shot that results in a hit does the listed
phobia maybe blood, or death, or something damage against the first target and then hits the target directly behind doing
connected to the circumstances of the near death the same damage to that target and so on until out of range. Against large
if he or she was fighting spiders for example, the beasts/ships, use the Sea Battle rules.
character could develop a fear of spiders, or if he or
she was hit by a fireball it could be a fear of magic or
fire. The Keeper should work with the player to
determine what is appropriate.
2-3=No change, roll again next round
4-5=Character stabilizes, but won't regain
consciousness till after the battle is over (at which
point they will have 1 HP)
6=Character draws on their heroic reserves, regains
consciousness and 1 HP, and is able to get up and take
an action this turn. The character has also suffered a
scar or some other minor permanent injury. It doesnt
affect them, other than as a reminder of this particular
battle.
Table 2: General Goods CHARACTER CLASSES
Not all of the classes in the main rulebook are likely to be found
Item at sea amongst Vermin as much due to the fact that they
Boots, pair dont feel right in a pirate campaign. Friars, Scouts, Wizards and
Boots, with buckles Wayfarers are not included as PC classes. If your players really
Breeches want to play one of these, it isnt impossible though they just
need to give you a good reason they are at sea on a pirate ship!
Cards, deck
The following classes have much more flavour and it is
Coat, fancy
recommended you stick with these:
Coat, plain
Compass BUCCANEER
Doublet Buccaneers are rough, tough fightin types who can fight with
Drum just about anything they can get their paws on. Use the Warrior
Eye Patch class from the main rulebook to represent these Sea Dogs
Fiddle their favoured weapon must be a melee weapon (or unarmed).
Alternatively, they can take their favoured weapon as
Hook, Iron
toughness giving them a bonus of +4 Hit Points. Buccaneer
Jerkin
Stunts often involve dirty fighting techniques or charges,
Musket Balls, box of 50 th
bashes and knockdowns. At 6 level, Buccaneers become Sea
Pantaloons Captains and have their own ship. DC modifiers: +0 at level 1,
Penny Whistle +1 at levels 2 to 3, +2 at levels 4 and 5 and +3 at level 6.
Pirate Hat
Sash, plain NECROMANCER
Sash, silk A Necromancer is a Vermin spell-caster that has the ability to
raise, animate, create, or summon undead. They are not unlike
Telescope
Wizards, but they are more adept in the arts of necromancy,
Wooden Leg and magic pertaining to life after death. The Kind are never
Necromancers. Necromancers also get the ability of a Friar to
ARMOUR turn Undead, except that where a Friar might destroy Undead
Armour is less relevant at sea, mainly because its hard to swim completely, the Necromancer might prefer to bind them to his
when weighed down with bulky armour. However, flintlock will. Necromancers make their armour and weapons from the
weapons are not as effective as the guns used in Out West, bones of the dead.
so there is no change to AP for defence against these guns.
Another change is that Sea Dogs are not averse to wearing Prime Attribute: Intelligence 9+
leather armour, often made from the hides of their enemies st
Hit Dice: 1d at 1 level; then per the Necromancer
(making it readily available) something that the Kind would Advancement table below
never consider. Here are the various types of armour, including Armour/Shield Permitted: Bone armour (AP2), skull helmet
leather. Weapons Permitted: Club, cudgel, quarterstaff, dagger,
hatchet, cutlass, small pistol, pistol, and blunderbuss
Table 3: Armour Type
Table 4: Necromancer Advancement
Armour Type AP Things
Padded Wizards Robes 1 1 Spells by level
Quilted cloth/scrap armour 1 1 Level Hit Dice 1 2 3 4
Bone/Shell armour* 2 2 1 1d 1
Leather/Sharkskin 2 2 2 1d+1 2
Chainmail 3 3 3 2d 2 1
Breastplate 4 4 4 2d+1 3 2
Shield +1 1 5 3d 4 2 1
*Shell armour is made from shells of sea creatures, such as 6 3d+1 4 3 2 1
crabs, lobsters and limpets.

Necromancer Class Primary Abilities


st
Characters choosing not to wear armour receive a bonus to 1 Level - Primary Save (Will): Having the focus and
their DC depending on their character class and level. determination to learn, store and cast spells takes great levels
of concentration.

1
st
1 Level - Spell Casting (INT): Each day, Necromancers study (and use a shield). DC modifiers: +1 at levels 1 and 2, +2 at
their spell book, choosing any spells they want that are written levels 3 and 4 and +3 at levels 5 and 6.
in it up to the number he can cast per day, as in the
Necromancer Advancement table. Once a spell is cast, it cannot SWASHBUCKLER
be cast again until the next day, unless the Necromancer is able Swashbucklers are fighting-types that rely on their speed and
to prepare the spell more than once. agility in combat, rather than brute strength. Use the Warrior
class from the main rulebook to represent these Sea Dogs,
If Necromancers find scrolls of spells while adventuring, they except their prime attribute is DEX 9+ instead of STR.
can cast the spell once directly from the scroll but it then Swashbucklers dont wear armour at all, relying on the natural
magically becomes erased from the scroll. Alternatively, they skill to avoid being hit. Swashbuckler Stunts often involve
can copy the spell into their spell book, where it remains (but is swashbuckling-style maneuvers swinging on ropes, leaping
erased from the scroll). the gap between two ships, swinging on chandeliers and so
forth. Swashbucklers are more limited than Buccaneers as
To determine which spells you have in your spell book at the regards weapon selection, using only the following: Dagger,
start, go down the Necromancer spell list making an INT roll sword, cutlass, small pistol, pistol and musketoon. At 6th level,
(primary ability) for each one, in order. A successful roll means Swashbucklers become Sea Captains and have their own ship.
you start with that spell. Once you have gone down the list that DC modifiers: +1 at level 1, +2 at levels 2 and 3, +3 at levels 4
is it. Every Necromancer starts with at least one spell, so if you and 5 and +4 at level 6.
fail to make a successful roll, you get to choose one spell for
your book. SAWBONES
st
Being a surgeon on a pirate ship takes no great skill and only a
1 Level - Bind Undead (WIS): Necromancers can Bind the modest amount of learning. What is required is a steady hand,
undead, bringing them to heel as servants and minions). a sharp knife or saw and an iron constitution.
st
1 Level - Lore (INT): Necromancers are learned of histories Prime Attribute: Constitution 9+
and legends. They are particularly steeped in knowledge of st
Hit Dice: 1d+1 at 1 level, then per the Sawbones Advancement
death, the Undead and crypts, graves and tombs. A table
Necromancer may re-roll any Lore roll made involving these Armour/Shield Permitted: Quilted cloth, leather, shell and
things, once per level per game session. shield
st
Weapons Permitted: Dagger, cutlass, hatchet, small pistol,
1 Level - Read/Write (INT): Necromancers need to read old pistol, and blunderbuss
books and scrolls to learn their spells, so reading and writing DC modifiers: +1 at levels 3 and 4, +2 at levels 5 and 6.
is an important ability for them.
th
6 Level - Lichs Crypt: A Necromancer becomes an undead and
is known as a Lich. He can build a Lichs Crypt for himself to
house his libraries and laboratories. He will attract a mixed bag
of mercenaries, strange servants (some with odd abilities and
deformities) and a host of undead. This motley crew will cower
to him and serve him due to outright fear.

Starting gear
Starting gear, broke: Tunic, quarterstaff, wand, spell book
Starting gear, poor: Robe, quarterstaff, sling, 12 bullets (pouch),
wand, spell book
Starting gear, moderate: Padded Necromancers robe, quarterstaff,
dagger, sling, 12 bullets (pouch), satchel, bedroll, flask of water,
wand, spell book
Starting gear, prosperous: Bone armour, robe, quarterstaff, dagger,
dart, sling, 24 bullets (pouch), satchel, bedroll, flask of water, ink
(vial), parchment, wand, spell book
Starting gear, rich: Bone armour, robe, quarterstaff, dagger, sling,
24 bullets (pouch), satchel, bedroll, flask of water, ink (vial),
parchment, wand, spell book

ROGUE
Rogues are found at sea, just as they are on land. Many put to
sea to escape justice or as punishment for their deeds. The only
changes are that rogues can also use pistols and wear leather

2
Table 5: Sawbones Advancement type that causes continual damage) ceases. It takes d days of
bed rest for the patient to recover.
Level Hit Dice Class Abilities
th
1 1d+1 Precision Strike, Amputation, Heal Wounds 4 Level - Treat Disease: The Sawbones is able to treat diseases
2 2d Aid Injured from affected characters. If successful, the disease no longer
3 2d+1 Treat Poisoning
afflicts the character. It takes 1D6+2 days of bed rest for the
patient to recover.
4 3d Treat disease
5 3d+1 Restoration th
5 Level - Restoration: The Sawbones can now rehabilitate
6 4d Surgery or Drunkard characters that have lost levels as a result of the level draining
abilities of Undead. If successful, the character is restored back
Sawbones Class Abilities to the level he was at prior to being level drained. It takes 1d+4
st
1 Level - Primary Save (CON): Sawbones are used to seeing days of bed rest to recover.
plenty of blood and gore and therefore have iron guts and
th
great resilience. 6 Level - Surgery: A Sawbones can go one of two ways: They
become almost respectable and will be called a Doctor and can
st
1 Level - Precision Strike: Because Sawbones know about have their own surgery, with a ready supply of wealthy
anatomy, in combat they are compelled to strike for the customers. Alternatively, he succumbs to the drink and gets
targets vitals and other critical points. When using a sharp thrown off his ship and becomes the town drunkard.
weapon and only in melee combat, they receive bonus damage
equal to their primary class ability modifier. SEAWISE
Seawise are elemental magicians a bit like Woodwise, but
st
1 Level Amputation (INT): When a character has died as a connected to the elements of water and air, rather than
result of injuries received in combat (see damage and death in forests, plants and nature. Seawise can turn these elements to
the main rulebook), a Sawbones has a chance of saving them by their command create a breeze to fill the ships sails when
amputation (for the purposes of this rule, it is assumed the becalmed and, sometimes even calm the waves if there is a
character is actually still alive and immediate and drastic storm brewing. They prefer not to use metal armour due to the
surgery might actually save them). The Sawbones declares I fact that they are often on water therefore they make their
can save him! and whips out his saw (or some other equally armour (and some weapons) from natural materials found on
nasty implement). The player of the Sawbones chooses which the beach, like driftwood, sea shells, crab shells, sharkskin and
body part to remove from their victim and a grisly scene ensues so on. Unlike Woodwise, Seawise are very interested in money
(which we wont elaborate on here). With a successful roll, the and wealth they love to collect gold, precious stones and
operation is a success and the character still lives (minus the other precious items.
body part usually an arm, leg or eye).
Prime Attribute: Wisdom 9+
st
1 Level - Heal Wounds (WIS): The Sawbones can stitch up Primary Save: Will
wounds and prevent infection using rum or other alcohol, Secondary Save: Fort
healing 1 point per character injured. It takes 5 minutes to do a Attack Rolls: Tertiary
st
reasonably decent patch-up job (probably leaving horrible scars Hit Dice: 1d+1 at 1 level; then per the Seawise Advancement
in the process). table
Armour/Shield Permitted: Sharkskin, seashell armour, shell
nd
2 Level - Aid Injured: A Sawbones is actually on the way to helm, shell shield
becoming a proper doctor. The Sawbones can attend a Weapons Permitted: Quarterstaff, dagger, cudgel, club, cutlass,
character that is at risk of death having fallen to 0 HP or lower. hatchet, small pistol, pistol, and blunderbuss
As long as the Sawbones is present when the character makes
th
their roll, the character receives a +1 bonus to the roll. At 4 Table 6: Seawise Advancement
level, the Sawbones can provide this bonus a second time and
th
at 6 level a third time (if his patient failed to recover at his Spells by level
previous attempts and provided the Sawbones is still with him Level Hit Dice Class Abilities 1 2 3 4
and working to keep him alive during the whole process). A 1 1d Spell casting, Lore, Swim 1
Sawbones can also aid the recovery of a number of injured
2 1d+1 Seamaster 2
characters that are recuperating in the infirmary. They can add
+1 to fortitude saves for recovery for a number of injured up to 3 2d 2 1
the Sawbones own level. 4 2d+1 Shapechange 2 2
5 3d 3 2 1
rd
3 Level - Treat Poisoning (WIS): The Sawbones can treat 6 3d+1 Island Retreat 3 2 2 1
individuals that have been poisoned by making an ability roll. If
successful the poisoning is treated and the patient survives the
poisoning. Any further damage from poison (if it is a poison of a
3
Seawise Primary Class Abilities Starting gear, prosperous: Robe, seashell armour, shell helm,
st shield, cutlass, quarterstaff, dagger, short bow, 12 arrows (quiver),
1 Level - Primary Save (Will): Having the focus and
determination to learn, store and cast spells takes great levels satchel, bedroll, flask of water, ink (vial), parchment, small sailboat
Starting gear, rich: Robe, seashell armour, shell helm, shield,
of concentration.
cutlass, quarterstaff, dagger, short bow, 24 arrows (quiver), satchel,
st bedroll, flask of water, ink (vial), parchment, small ship
1 Level - Spell Casting (WIS): Seawise cast elemental spells
from a specific list, as per the Seawise Advancement table. Each
day, the Seawise meditates, focusing on a certain set of spells,
SHANTYIST
Shantyists are entertainers and are valued and respected on
choosing any spells from the standard list. Once a spell is cast, it
board a ship, much as the Talespinner is on land. They provide
cannot be cast again until the next day, unless the Seawise can
the crew with a diversion with their music, stories and dance.
prepare the spell more than once.
Their songs are rather more ribald or earthy than the tales
st and songs of Talespinners though. Shantyists are also
1 Level Lore (INT): Seawise are learned of histories and
interested in learning about the world; picking up new songs,
legends. They are particularly steeped in knowledge of the sea
stories and friends from their travels. Use the Talespinner class
and the creatures that live in it. A Seawise may re-roll any Lore
to represent these musicians, except weapon choice is from:
roll made involving the oceans, plants and creatures of the sea,
Dagger, cutlass, hatchet, cudgel, club, small pistol, pistol and
once per level per game session.
blunderbuss and they can wear leather armour.
st DC modifiers: +1 at levels 2 and 3, +2 at levels 4 and 5, +3 at
1 Level - Swim (STR or DEX): Seawise are masters of the sea
level 6.
and therefore they learn to swim very well.
nd
2 Level - Seamaster: The Seawise is able to speak to all types TRICKSTER
of sea dwelling creature. The creature might not want to speak Like Rogues, Tricksters are unchanged from the main rules;
to them of course. At 3rd level, the Seawise can befriend one except their choice of weapons now includes small pistol and
sea creature, which will stay with him at all times (following the pistol and they can wear leather armour.
ship) as a familiar, messenger, spy and pet. DC modifiers: +1 at levels 3 and 4, +2 at levels 5 and 6.

th th
4 Level - Shapechange: At 4 level, Seawise can change their Table 7: Base un-armoured DC by class and level
shape into that of a fish or other sea-creature. They can change
th th th Class Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
once per day at 4 level, twice at 5 and three times at 6
level. Shifting shape takes one round, during which the Seawise Buccaneer 3 4 4 5 5 6
cannot take other actions. The Seawise can remain in the new Swashbuckler 4 5 5 6 6 7
shape indefinitely - the duration of a form ends only when the Necromancer 3 3 3 4 4 4
Seawise turns back to his normal form or assumes another one. Rogue 4 4 5 5 6 6
A Seawise can shift from one fish shape to another without Sawbones 3 3 4 4 5 5
returning to normal form first. Upon assuming a new form, the
Seawise 3 3 3 4 4 4
Seawise heals half of all damage suffered. The fish form a
Shantyist 3 4 4 5 5 6
Seawise assumes can vary from the size of a minnow to that of
a tuna. A Seawise in fish form takes on all the fish's physical Trickster 3 3 4 4 5 5
characteristics movement rate, abilities, AC, attacks and
damage. The Seawise retains original hit point and saving throw VERMIN PLAYER CHARACTERS
values. The Seawises clothing and one item held in each hand The player characters in AT SEA are mostly Vermin. The Keeper
also become part of the new body; these reappear when the may allow you to play gone bad Kind, if you wish. Moles and
Seawise resumes normal shape. hedgehogs tend not to like sea travel generally, so these Kind
will not often be found in the crews of ships of any type. A
th th
6 Level - Island Retreat At 6 level, a Seawise becomes known whole bunch of new beasts are needed for players to choose
as an Ascetic can locate and inhabit a deserted island from.
stronghold and populate it with followers loyal to him or
herself. These are usually creatures that are excellent FOX
swimmers - such as otters, voles and seabirds and water- Foxes are clever, cunning and arrogant. They usually find their
dwellers to surround the island. way to the top of any gang or group, or if not, they usually have
the ear of whoever is in charge. Foxes always feel they should
Starting gear be in charge of other Vermin and cannot abide being ordered
Starting gear, broke: Tunic, sharkskin armour, quarterstaff around. If ordered to do something by a superior, a fox is likely
Starting gear, poor: Robe, sharkskin armour, quarterstaff, sling, 12
to do exactly the opposite (make a Will save if successful the
bullets (pouch)
fox grudgingly carries out the order otherwise the fox ignores it
Starting gear, moderate: Seashell armour, shell helm, shield,
quarterstaff, dagger, sling, 12 bullets (pouch), satchel, bedroll, flask or does something else instead).
of water, coracle
A player-character fox receives +1 to STR, INT, WIS and CHA.
4
SNAKE
Fox Cunning: A fox gets a free re-roll of any failed class ability Snakes are wicked, devious and cruel. Having no paws, they are
roll per session. Alternatively, they may make any other beast not tool users. Snakes cannot be Buccaneers, Swashbucklers or
re-roll any successful roll made against themselves. Sawbones; they tend to be Tricksters, Shantyists, Seawise and
Necromancers. Their lack of paws is quite a hindrance in any
RAT other class.
Rats are extremely adaptable and can turn their paws to most
tasks. Whilst rats are notorious for squabbling amongst Player-character snakes receive +1 to INT.
themselves they actually enjoy the company of others this
with their ability to eat almost anything makes them ideal These are the primary abilities of a snake:
creatures to serve on board ship. Rats generally make up the Charm Beast: Every snake player-character has the natural
vast majority of any ships crew. ability of Charm Beast, as per the Wizard spell, which they can
use up to once per day. They can only have one charmed beast
Player-character rats receive +1 to their CON and -1 to CHA. under their control at any one time. They normally use the
ability to charm another beast into carrying out tasks for them
These are the primary abilities of a rat: that require the use of paws.

Disease resistance: Whilst some rats are carriers of disease, Tongues: Snakes are natural linguists and automatically speak
they are resistant to diseases themselves receiving a free re-roll two extra languages, plus those received based on their INT.
to failed fort saves against disease (magical or otherwise). Once
they have resisted a particular disease, they are considered Poison Bite: Snakes can poison any beast they bite; their bite
st nd rd
naturally immune and never need to roll against that type of causes d points of damage at 1 and 2 level, 2d(L) at 3 and
th th th
disease again. 4 and 1d at 5 and 6 level. The victim must also make a Fort
save or be paralyzed for d minutes plus the class level of the
Poison resistance: Rats can eat almost anything, poisoned or snake.
otherwise. Rats receive a free re-roll to failed fort saves against
ingested poison and once they have resisted a particular STOAT
poison, they are considered naturally immune and never need Normally, stoats have a brown coat, but during the winter
to roll against that type of poison again. months their fur goes white. Their bodies are long compared
with their paws. They are cunning and cruel and are notable
Knack: Rats can take one class ability from any character class bullies. They are bigger than their weasel cousins but otherwise
and treat it as one of their own class abilities. This doesnt look similar.
include spell-casting and some abilities will be subject to
KEEPER discretion. Stoats dont have any adjustments to their attributes.

SHREW These are the primary abilities of a stoat:


Shrews are sometimes mistaken for mice, although they are
smaller, their snouts are longer and their tails are shorter. They Bloodlust: The scent of blood sends stoats into frenzy. If their
are vicious little creatures, and love to use little knives and foe is bleeding, the stoat receives +1 to their attack rolls.
darts. Shrews are never Buccaneers but otherwise they can be
any class. Bloodthirsty: Stoats are vicious and cruel; they know where to
strike a foe to ensure it bleeds as long as possible. With a sharp
Player-character shrews receive -1 STR and -1 CON. However, melee weapon, if they score a hit, make a stunt roll. If
they receive +2 to DEX. successful, they have caused a bleeder, which means the
victim must make a fortitude roll or lose 1 HP per turn until it is
These are the primary abilities of a shrew: attended to.

Throwing: Shrew characters treat thrown darts and daggers as Disguise: Stoats are masters of disguise, receiving the disguise
a primary ability, regardless of the shrews character class. ability of Rogues for free or, if a Rogue, receiving a free re-roll
to any failed disguise attempt, once per session.
A shrew swashbuckler using a sling (already a primary attack for
a swashbuckler) can re-roll any miss once per session. Track: Stoats are good trackers and receive Track for free. If the
Scout class is chosen, the character gets a re-roll once per
Sneak: Shrew characters are small and very quiet. Sneak is session of a failed track roll.
always a primary ability for a shrew. If the shrew receives sneak
as a result of class, the shrew can re-roll any failed attempt at WEASEL
sneaking once per session. Weasels, like their cousins stoats, are cunning, cruel and
bullying. They have long slim bodies and are very nimble.

5
SEAWISE SPELL LIST
Player-character weasels receive -1 to STR and +1 to DEX. These are the spells of the Seawise. They are mainly elemental
in nature.
These are the primary abilities of a weasel:

Bloodlust: The scent of blood sends weasels into frenzy. If their SEAWISE LEVEL 1
foe is bleeding, the weasel receives +1 to their attack rolls. Breeze: This spell enables a gentle breeze to fill the sails of a
small ship (up to about 40 paws - the size of a small sailboat)
Track: Stoats are good trackers and receive Track for free. If the and push it along slowly at up to 2-3 knots. The caster must
Scout class is chosen, the character gets a re-roll once per stand by the main mast and must concentrate on the spell.
nd rd th
session of a failed track roll. Once a character has this spell, he can cast the 2 , 3 or 4
Level versions too, when he reaches the appropriate level. The
nd rd
Sneak: Weasel characters are small and very quiet. Sneak is 2 level version enables him to move a small ship, the 3 Level
th
always a primary ability for a weasel. If the weasel receives version enables him to move medium ships and the 4 Level
sneak as a result of class, the weasel can re-roll any failed version enables him to move large ships and galleons.
attempt at sneaking once per session.
Feather Fall: The affected creatures or objects fall slowly until it
Table 8: Player character vermin reaches the ground. It affects objects or beasts up to about the
size of a bear.
Vermin Size Attribute Special
Type (paws)* Modifiers Abilities Float: The spells makes something that would otherwise sink in
Fox 5-7 +1 STR, +1 INT Cunning water stay afloat. It can be a beast or object up to about the
+1 WIS, +1 CHA size and weight of a bear. It doesnt move the target, so it is still
Rat 3 - 4 +1 CON, -1 CHA Disease resistance, poison
resistance, knack
at the whims of winds and the tide.
Shrew 1 2 +2 DEX Throwing, Sneak
-1 STR, -1 CON Message: The caster can whisper messages and receive
Snake 4-7 +1 INT Charm Beast, Tongues, whispered replies with little chance of being overheard. He
Poison bite
points his paw at each creature he wants to receive the
Stoat 3 - 5 None Bloodlust, Bloodthirsty,
Disguise, Track, message. When he whispers, the whispered message is audible
Weasel 2 - 3 -1 STR, +1 DEX Bloodlust, Track, Sneak to all targeted creatures within range. Magical silence, 1 foot of
stone, 1 inch of common metal (or a thin sheet of lead), or 3
feet of wood or dirt blocks the spell. The creatures that receive
the message can whisper a short reply.

Obscuring Mist: The caster creates a magic fog in a 20 paw


radius, plus 10 paws per level. It makes it difficult to see inside,
adding +2 to all sneak rolls to hide. It also makes hitting a target
inside it difficult, giving -1 to any missile attacks made.

Sharkswim: The spell enables a creature to swim at a move of


12 strides per round, irrespective of how many things he is
carrying.

SEAWISE LEVEL 2
Fog Cloud: A bank of fog billows out in a 30 paw radius from
the point designated by the caster. The fog obscures all sight,
beyond 5 paws, meaning that nothing can be seen or targeted
by missile fire within. This spell can be cast underwater creating
cloudy water, with basically the same effects.

Gust of Wind: This spell creates a severe blast of air


(approximately 50 mph) that originates from the caster,
affecting all in its path. The force of the gust automatically
extinguishes candles, torches, and similar unprotected flames.
It causes protected flames, such as those of lanterns, to dance
wildly and has a 1-3 on a D6 chance to extinguish those lights.
Small creatures (3 paws high or smaller) are unable to move
against the gust. Bigger creatures have movement halved
against the gust. Arrows are knocked off target.
6
area of sleet at half normal speed with reflex roll. Failure means
Hold Sea Beast: The caster targets d+1 sea creatures, which it cant move in that round. Creatures climbing masts or in the
are completely immobilized for 6 rounds plus the level of the rigging need to make reflex saves to avoid falling. The sleet also
caster (a Will saving throw applies). The caster may instead extinguishes torches and small fires.
target a single beast, in which case the saving throw is made
with a penalty of -2. Wind Wall: An invisible vertical curtain of wind 2 paws thick
and of considerable strength is summoned up. It is a roaring
Levitate: This spell allows the Seawise to levitate, moving blast sufficient to blow away any bird smaller than an eagle, or
vertically up or down, but the spell itself provides no assistance tear papers and similar materials from unsuspecting hands. (A
with lateral movement. Reflex save allows a creature to maintain its grasp on an
object.) Loose materials and cloth garments fly upward when
Speak with Sea Plants: The caster can speak with and caught in a wind wall. Arrows and bolts are deflected upward
understand the speech of sea-plants. Plants smaller than trees and miss, while any other normal ranged weapon passing
will obey commands, as far as possible. through the wall has a miss chance of 1-2 on a D6. (A cannon
ball is not affected.) While the wall must be vertical, it can be
Warp Wood: The Seawise is able to cause wooden objects to shaped in any continuous path along the ground the caster
twist and bend out of shape. Effects are up to the situation and desires. It is possible to create cylindrical or square wind walls
the Keeper. to enclose specific points.

Water Breathing: The creature touched can breathe under SEAWISE LEVEL 4
water for the duration of the spell Air Walk: The caster can tread on air as if walking on solid
ground. Moving upward is similar to walking up a hill.
Water Walk: The caster or creature touched can tread on
water as if walking on solid ground. Control Water: The caster can raise or lower water. He can
cause water to raise or lower in height. In extremely large and
Whispering Wind: The caster sends a message or sound on the deep bodies of water, such as a deep ocean, the spell creates a
wind to a designated spot at a speed designated by him, up to 1 whirlpool that sweeps ships and similar craft downward,
furlong per 10 minutes. The whispering wind travels to a putting them at risk. Boats raised slide down the sides of the
specific location within range that is familiar to him. A hump that the spell creates. If the area affected by the spell
whispering wind is as gentle and unnoticed as a zephyr until it includes riverbanks, a beach, or other land nearby, the water
reaches the location. It then delivers its whisper-quiet message can spill over onto dry land. Other effects are up to the KEEPER
or other sound. and depend on circumstances.

SEAWISE LEVEL 3 Control Winds: The caster alters wind force in the surrounding
Call Lightning: Immediately upon completion of the spell, and area. He can make the wind blow in a certain direction or
once per round thereafter, you may call down a 5-paw-wide, manner, increase its strength, or decrease its strength. The new
30-paw-long, vertical bolt of lightning that deals 2D6 points of wind direction and strength persist until the spell ends or until
electricity damage. The bolt of lightning flashes down in a the caster choose to alter it (which requires concentration). The
vertical stroke at whatever target point you choose within the exact effects depend on the situation and GM interpretation.
spells range (measured from your position at the time). Any This spell can be used to fill the sails of a becalmed ship
creature in the target square or in the path of the bolt is allowing it to move at its normal rate, or to increase the speed
affected and receives a reflex save to avoid half the damage. of a ship by up to 5 knots.
rd
Fly: This spell is exactly the same as the 3 Level Wizards spell Hallucinatory Seascape: This spell changes the appearance of
of the same name the sea into the semblance of what the caster desires. An island
can be made to disappear, or could be replaced with an illusory
Stinking Cloud: A Seawise can create a cloud of noxious gas in a ship, for example.
15 paw radius, which requires anybeast caught in it except the
Seawise to make a fort save or become unable to function Ice Storm: A whirling vortex of ice, snow, and hail forms in a
other than to try to get out of the cloud. Once out of the cloud, cube roughly thirty feet across. Massive hailstones inflict 3d hit
they act at -2 for two rounds and -1 for a further two rounds. points of damage (no saving throw applies) to all within the
Even with a successful save, the beast is acting at -2 to rolls area.
until he can get out of the cloud, whereupon the beast acts
normally. The cloud can be cast equally well under water as it Polymorph: The caster or touched creature assumes the form
can on land. of any sea creature, gaining the new forms attributes (the use
of gills, for example), but not its hit points or combat abilities.
Sleet Storm: Driving sleet blocks all sight within it and causes The Keeper might allow the benefit of the new forms armour
the ground (deck) in the area, 40 paws in radius and 30 paws in protection, if it is due to heavily armored skin. A great deal of
height, to be icy. A creature can walk within or through the the spells effect is left to the Keeper to decide.
7
receives a Will save to do anything it wouldnt ordinarily do or if
Solid Fog: This spell functions like fog cloud, but in addition to against its previous masters commands (assuming the undead
obscuring sight, the solid fog is so thick that any creature was created by another Necromancer). A mindless undead
attempting to move through it progresses at a speed of 5 paws, creature gets no saving throw against this spell and wont even
regardless of its normal speed, and it takes a 1 penalty on all resist suicidal or obviously harmful orders.
melee attack and melee damage rolls. The vapors prevent
effective ranged weapon attacks. A creature or object that falls Darkness: The spell creates an area of total darkness that
into solid fog is slowed, so that each 10 paws of vapor that it cannot be brightened with normal torches or lamps. A light
passes through reduces falling damage by 1d. spell cast by a higher level caster will negate it (as will darkness
negate a light spell of a lower level).
NECROMANCER SPELL LIST
These are the spells of the Necromancer. They deal with death, Darkvision: The caster can see up to 60 paws distant in total
the Undead, decay and are cast only be beasts that are darkness, even in magical darkness.
inherently evil.
Desecrate: The caster creates an evil area that to the Kind feels
NECROMANCER LEVEL 1 unsettling, causing -1 to all attacks, class abilities and saves
Bane: Bane fills all the casters enemies within 30 paws with while in the area. In addition, the Necromancer can increase
fear and doubt. Each affected creature takes a -1 penalty on the effect of animating undead whilst in the area.
attack rolls and a -1 penalty on saving throws against fear
effects. A Will save negates the spell effects. Ghoul Touch: This spell enables the caster to paralyze the
creature he touches for 1d+level rounds. A fortitude save is
Chill Touch: A touch from the casters paw, which glows with required to reduce the paralyzing effects to just 1 round.
evil energy, disrupts the life force of living creatures. Each
touch deals 1d points of damage. The touched creature also Spectral Paw: The caster conjures a ghostly, glowing paw
takes 1 point of Strength damage unless it makes a successful shaped from his life force. It moves as desired and apart from
Fortitude saving throw. The caster can use this touch up to one startling creatures not expecting to see it, it can also be used to
time per level. deliver touch spells. On casting the spell, the caster loses d HP
and, if the paw is struck (it has AC 6 and cannot be hit by
Detect Undead: The caster can sense the presence and location normal weapons, (which just pass through it) has as many HP as
of undead within a 60 paw radius. He detects a stronger the caster lost creating it). For as long as the spell lasts, any
presence the more there are or the more powerful they are. touch spell cast can be delivered by the spectral paw.

Disrupt Undead: The spell causes 1d (+1 per level) damage to NECROMANCER LEVEL 3
undead touched by the caster. Animate Dead: This spell animates dead bodies. 1d undead are
animated as skeletons, zombie-vermin or ghoul-rats. The
Ghost Sound: This allows the caster to create a volume of corpses remain animated until destroyed.
sound that rises, recedes, approaches, or remains at a fixed
place. The caster chooses what type of sound ghost sound Bestow Curse: The caster places a curse on the subject. Choose
creates when casting it and cannot thereafter change the one of the following three effects: -6 decrease to an ability
sounds basic character. score (minimum 1), -2 penalty on attack rolls, saves, and class
ability rolls, or each turn, the target has a 50% (roll 1-3 on a die)
Scare: The single target is frightened and must make a Will save chance to act normally; otherwise, it takes no action. You may
or drop anything held and become rooted to the spot for one also invent your own curse, but it should be no more powerful
round. than any of these.
rd
Spider Climb: The caster is able to run up walls, masts, ceilings Dispel Magic: This is exactly the same as the 3 level
etc. as if on the ground although it does require all 4 paws Necromancer spell of the same name.
and the caster looks rather unsettling whilst he is doing this.
Fear: The targets (up to 3 creatures) are terrified. Any beasts of
NECROMANCER LEVEL 2 1HD or less need to make a Will save or they drop dead of
Blindness/Deafness: The caster can render the victim unable to fright. Even if they save, they drop anything held and are
see or hear (or, if preferred unable to speak). The victim rooted to the spot for the duration or flee directly away from
receives a fort save. the caster as fast as they can (the caster decides which). Those
over 1HD drop anything held and are either rooted to the spot
Command Undead: This spell allows the caster some degree of for the duration or flee directly away from the caster as fast as
control over an undead creature. It perceives the casters they can (the caster decides which). If the targets succeed a
words and actions in the most favorable way and will not attack Will save, they still drop held items and are still rooted to the
him while the spell lasts. It will perform as commanded, but it spot for 1 round.

8
Halt Undead: This spell renders as many as three undead recovered at 1 point per day, if the victim survives the
creatures immobile. A mindless undead creature gets no saving poisoning.
throw; an intelligent undead creature does. If the spell is
successful, it renders the undead creature immobile for the Terror: The targets (up to 6 creatures) are terrified. Any beasts
duration of the spell (similar to the effect of hold person on a of 2HD or less need to make a Will save or they drop dead of
living creature). The effect is broken if the halted creatures are fright. Even if they save, they drop anything held and are
attacked or take damage. rooted to the spot for the duration or flee directly away from
the caster as fast as they can (the caster decides which). Those
rd
Speak With Dead: This spell is exactly the same as the 3 Level over 1HD drop anything held and are either rooted to the spot
Friar spell of the same name. for the duration or flee directly away from the caster as fast as
they can (the caster decides which). If the targets succeed a
Vampires Touch: The casters touch deals 1d points of damage Will save, they still drop held items and are still rooted to the
th
per two caster levels (maximum 3d at 6 level). The caster spot for 1 round.
gains temporary hit points equal to the damage caused. The
temporary hit points disappear 1 hour later, unless the caster Wither Paw: The spell causes one appendage (chosen by the
receives damage, in which case the temporary points are lost caster) to blacken (on the first day), wither (on day two) and
first. eventually fall off (day three). At each stage, the victim receives
a Fort save to negate the later effects (but any previous effects
NECROMANCER LEVEL 4 remain). A blackened paw has STR and DEX reduced by 2 (for
th
Confusion: This spell is the same as the 4 level Wizard spell that paw). A withered paw has STR and DEX reduced by half.

Contagion: The victim catches a disease if it fails its fortitude


save. If the victim touches another creature, the disease is
passed to that creature and so on (but it takes an hour to set in
on the second and subsequent transfers). It can spread to a
number of creatures up to twice the casters level, until it fizzles
out. Choose from the following diseases: Blinding
Sickness (creatures eyes are covered with an oozing
film of puss), Cackle Fever (the creatures throat fills
with mucus and he can only croak unintelligibly), Filth
Fever (reduces CON by 5) Brainburn (reduces INT and
WIS by 3), Red Ache (reduces STR by 5), Shakes
(reduces DEX by 5), Muzzle Pox (reduces CHA by 5),
Slimy Doom (reduces all stats by 2).

Death Touch: The spell immediately reduces the


victim to -2 HP. A Fortitude save is allowed; with a
modifier equal to the difference in HD of the victim to
the level of the caster).

Dismissal: This spell forces an Undead creature back


to its grave, if it fails a Will save (modified by the
difference between the HD of the Undead and the
level of the caster). If the spell is successful, the
Undead instantly falls to dust or evaporates, usually
with a gnashing and wailing.

Poison: The caster creates a magic fog surrounding


himself in a 30 paw radius. It makes it difficult to see
inside, adding +2 to all stealth rolls to hide. It also
makes hitting a target inside it difficult, giving -1 to
any missile attacks made. A moderate wind disperses
the mist in 10 minutes. The caster infects the subject with a
horrible poison by touching him. The poison deals 1d+2 points
of temporary CON damage immediately and another 1d+2
points of temporary CON damage 1 minute later. If this reduces
the victim to zero CON, he dies. Each instance of damage can
be negated by a Fortitude save which is modified by the
difference in level between the caster and the victim. CON is
9
SAILING best bet for pirates is to operate in waters where patrolling is
As this WOODLAND WARRIORS supplement takes place mainly negligent while trade is abundant. The Fairwind Islands trade
at sea, it is worth saying a few words about basic ship handling provides good hunting grounds for pirates. Being able to sail
and sea skills here. closer hauled to the wind than your pursuer helps you gain
distance even if the pursuer is moving at a faster speed.
SEA LORE Seeking shelter in waters shallower than the pursuer can safely
All Sea Dogs have some knowledge of navigation, the seas and approach is another valid tactic. This entails knowing the local
ports in the area as well as rumours of treasure islands, sea waters better than your opponent a knowledgeable Pilot is a
monsters and so on. Whilst Shantyists are best at recalling such must for Sea Captains.
esoteric information, anyone can make a Lore roll (based on
INT) for some of the more common knowledge. LIFE ON BOARD
st
1 level player-characters will start their marauding lives as
nd
SWIMMING lowly crew members. At 2 level, more prominent positions
All Vermin (and Kind, for that matter) can swim, to some might be achieved; a Sawbones character may be assigned to
degree or other some like Otters are better than most. If the the ships Surgeon as a Surgeons Mate, a Shantyist will be
sea is calm and there are no other factors, a beast can swim assigned to the Musician as the Musicians Mate, those that
without needing to make a roll. When there is some other show potential at crafts will be assigned as the Carpenters
element that might affect the beasts chances of staying afloat, Mate; anybeast showing skill at navigation will be assigned as
that is when you need to make some checks. Choppy seas, the Pilots Mate and so on.
injuries, wearing chain or plate armour, fighting in the water
these might be situations a roll is called for. Normally, you Life on board Vermin ships is tough; its no place for the weak.
would make a STR (possibly DEX) roll. Failing the roll doesnt The strong will rise to the top; they get the best food, the best
mean the beast is drowning but it means they are struggling berth and the best of everything. The weaker crew members
and starting to go under their strength has failed. If they start are left to fight over the scraps. Shrews often find themselves
to sink, you could make a Fort roll to see if they begin to drown. at the bottom of the Vermin pile, but even a shrew can find his
niche if he is smart enough. Whilst Shrews dont rise to become
Normal swimming speed is 1/3 of normal movement, Sea Captains very often, many find their niche as a ships
depending on things carried. See the table below: Quartermaster.

Table 9: Movement and Swimming Rate POSITIONS ON BOARD


Captain: On a Vermin ship, the Captain is the law. What the
Things Carried* Rate (strides) Swim (strides) Captain says goes no ifs or buts. He (or she) holds power of
Up to 5 12 4 life or death. The Captain must be tough enough to hold onto
6-8 9 3
his position as he will often be challenged. On board some
ships, the Captain changes every week. On other ships the
9 - 10 6 2
Captain holds command for years.
11 - 12 3 1
*Modified by STR The Captain can use their level ability modifier as a pool of
points each round to add +1 to increase the effectiveness of any
Note: Beasts noted for their swimming (Otters, Beaver etc.) can of the positions on board the ship. So, a captain can add +1 to
swim at double the normal his Pilots effective initiative roll
swimming rate. and +1 to the attack roll for one of
the broadsides. They can instead
SHIP HANDLING lead a boarding action, in which
There are many types of pirate case their level counts as two crew
ships - all with their unique for leading boarding actions (so a
th
advantages; however, the main 6 level Captain counts as 12
criteria for Sea Dogs choosing a crew).
ship are its speed and agility.
Pirate ships cannot outfight First Mate: The First Mate is the
most Warships, so evading them Captains right paw. The First Mate
is the primary concern. should be loyal to the core; else
the Captain will struggle to
Sailing downwind, you would maintain control of the crew. In
have a hard time outrunning a some cases, the First Mate is
large Warship. Once the tougher than the Captain. The
Warship caught up, youd First Mate dishes out
probably be outgunned too. The punishments where necessary

10
and carries a cat-o-nine-tails at all times. The Ships
Musician counts
The First Mates level counts as two crew for leading boarding as 1 crew
th
actions (so a 5 level First Mate counts as 10 crew). member per
level in a
Quartermaster: After the First Mate, the most important boarding action.
position on board the ship. Some Quartermasters can rise to an If he isnt
almost equal status with the Captain, so this is a coveted fighting and is
position indeed. The Quartermaster keeps all accounts, buys playing
provisions and organizes the sale and division of plunder. He or music/singing
she often has an apprentice clerk called the Quartermasters and succeeds a
Mate. persuade roll, he
counts as two
The Quartermaster has sufficient spares on board equal to five crew per level.
times their level in effective HP for repairs.
SHIP TYPES
Pilot: The Pilot is an expert navigator and must know where the There are dozens of different types of vessel that can be found
dangerous waters are. The Pilot steers the ship into harbour sailing around the Fairwind Isles Galleons, Sloops, Cutters,
and during battle. Schooners, Brigs, Frigates, Snows, Barks, and Brigantines and so
on. They might have one, two, three or four masts, one, two or
The Pilot can increase the ships effective DEX for the initiative more decks and 4 to 74 or more cannon. What makes a
check by his level ability modifier if he is doing nothing else merchant ship, a pirate ship or a warship depends on what the
during that round. ship is designed to do.

Chief Gunner: The Gunner is in charge of the cannons and the SHIP STATS
gun crew. If a ship does have any moles on board, they are Size: The approximate length of the ship from bow to stern, in
likely to be found at the guns. paws
The Chief Gunner can add twice their level to the effective Crew: The first number is the absolute minimum required to
damage from a broadside. sail the ship (called a skeleton crew). They cannot fire any
guns whilst this reduced. DEX and MOVE are halved at this
Master-at-Arms: The Master-At-Arms keeps order below the level. The second number is the normal crew required to
decks, looks after the shipboard weapons and leads boarding handle the ship and the last number represents the maximum
actions. They are usually buccaneers. crew the ship can carry. Ships rarely have this maximum
number of crew on board.
Leading boarding actions, they can improve the effectiveness of
the crew their level counts as two crew for leading boarding Dex: This is the relative agility and handling of the ship. It is
th
actions (so a 5 level Master-at Arms counts as 10 crew). If the used (with other factors) to determine which ship gains
Captain or First Mate is leading the boarding action, the initiative in combat.
Master-At-Arms still counts as 1 crew per level.
Defence Class: This is a measure of the size and ease of
Carpenter: The Carpenter keeps the ship ship-shape. handling of the ship. Small size and fast speed means it is
Sometimes the Carpenter is also the Ships Surgeon. The harder to hit.
Carpenter can carry out repairs, even during battle.
Armour Protection: This represents the size and strength of the
Provided the Carpenter is only working on ships repairs, he can ship. Bigger ships will generally have tougher hulls and
restore his level in HP per round, as long as there are sufficient therefore be able to absorb more damage.
spares on board the ship. Some damage is un-repairable at sea
and the ship must be taken into port for full repair. Hit Dice: Ships have Hit Dice just like characters and other
beasts. Bigger ships naturally have a greater number of hit
Surgeon: The surgeon looks after the crews health. points before they are turned into matchsticks.
The Surgeon can restore 1 killed crew member back to the Broadside: This is the damage to roll from a successful attack
crew per level, provided that is all he is doing for that round. when firing a broadside. A ships AP absorbs some of this dame.
Musician: The musician provides entertainment, improving Stern/Bow: Ships have a small number of guns in the bow
morale and leading to a happier ship. and/or stern to fire on the enemy when they are giving chase
or being chased.

11
Saving Throws: There may be times when the KEEPER requires
a saving throw to be made for a ship. This might be to see
whether a fire catches hold, or if magic spells are cast directly
against a ship, during a particularly rough storm to see if it
starts to break up and so on.

Move: This is the move rate of the ship under battle conditions.

Rather than detail every type of ship that is available, I will give
several very broad and generic classifications. You can tinker
with these as much as you like:

CORSAIR
A Corsair is a small, highly maneuverable type of ship that is
favoured by smugglers and pirates. Some ship types which fall
into this category are cutters, sloops, small brigantines, and
MERCHANT
schooners. Corsairs are characterized by shallow drafts, length
A Merchant is a large, sturdily built ship, designed to carry large
to beam ratios of about 6:1, and relatively small cargo
commercial cargos. Ships in this category include brigs,
tonnages. A Corsair cannot hold a crew of more than 100.
brigantines and medium capital ships. Merchant have deep
Normal Cargo Tonnage for a Corsair is 10 tons.
drafts, and length to beam ratios of about 4:1. A Merchant will
not carry a crew of more than 160. Normal Cargo Tonnage for a
Size: 60 paws
Merchant is 24 tons.
Crew: 6/70/100
Dex: 13
Merchant (Small)
DC: 4
Size: 70 paws
AP: 4
Crew: 12/90/110
Hit Dice: 12d (+10)
Dex: 11
Broadside: 6d+6
DC: 4
Stern/Bow: 2d+6
AP: 2
Saving Throws: Fort 4+, Reflex 3+
Hit Dice: 14d (+10)
Move: 11
Broadside: 4d+4
Stern/Bow: 1d+6
SMALL TRADER Saving Throws: Fort 4+, Reflex 4+
A Small Trader is a small nimble ship, used largely between the Special:
islands rather than for longer sea voyages. It is relatively easy Move: 10
prey for most pirate ships, if caught as it is rarely armed and
generally has a crew of 30 or fewer. Normal Cargo Tonnage for Merchant (Large)
a Small Trader is 5 tons. Size: 90 paws
Crew: 15/100/160
Size: 30 paws Dex: 10
Crew: 4/15/30 DC: 3
Dex: 14 AP: 4
DC: 5 Hit Dice: 18d (+15)
AP: 0 Broadside: 6d+4
Hit Dice: 6d (+5) Stern/Bow: 2d+6
Broadside: N/A Saving Throws: Fort 4+, Reflex 4+
Stern/Bow: Nil or 1d+6 Move: 9
Saving Throws: Fort 5+, Reflex 2+
Move: 12
SMALL WARSHIP
A small warship is a sleek naval ship, designed to carry many
guns without sacrificing maneuverability. Typical ships in this
category include corvettes, sloops-of-war and frigates. Small
Warships have fairly shallow drafts (except for frigates), and
length to beam ratios of about 5:l. A Small Warship will not
carry a crew of more than 160. Normal Cargo Tonnage for a
Small Warship is 16 tons.

12
Size: 80 paws GALLEON
Crew: 10/120/160 A Galleon is a huge, slow, hulk of a ship, bristling with guns.
Dex: 11 This type of ship iss the legendary 'treasure ship.' Galleons have
DC: 4 deep drafts and length to o beam ratios of about 3:1.
3:1 A Galleon
AP: 5 can carry no more than 300 crew. Normal Cargo Tonnage for a
Hit Dice: 16d (+15) Galleon is 32 tons. Many Galleons are engaged in transporting
Attacks: 8d+8 valuable treasures back to the Abbeys in Evernesse. These are
Stern/Bow: 3d+3 the Galleons that most of the pirate captains would like to
Saving Throws: Fort 4+, Reflex 4+ capture.
Move: 10
Size: 200+ paws
LARGE WARSHIP Crew: 18/200/300
A Large Warship is a big, bulky type of ship, designed to carry Dex: 8
heavy batteries of guns. Ships that fall into this category are DC: 3
ships-of-the-line. Large Warships are
re almost always owned by AP: 7
an Abbey or the Kings Navy, and arere rarely seen in the Fairwind Hit Dice: 30d (+25)
Isles, except when bringing cargos of payment for garrisoned Broadside: 12d+12
troops. Large Warships are characterized by deep drafts, and Stern/Bow: 5d+5
length to beam ratios of about 4:l. A Large Warship will carry a Saving Throws: Fort 2+, Reflex 5+
+
maximum crew of 200. Normal Cargo Tonnage for a Large Move: 8
Warship is 20 tons.
SEA BATTLES
Size: 100 paws This is a role playing game, not a sea-battle
sea game. Therefore,
Crew: 12/170/200 the story, the player characters actions, the drama and the
Dex: 10 adventure are far more important than modeling every minute
DC: 3 detail of what might happen when two enemy ships engage
AP: 6 one another. These rules also do not cater for everything; they
Hit Dice: 25d (+20) are really designed to give you some general guidelines
gui on how
Attacks: 10d+10 to handle a sea battle. The main thing is to give the Sea Dogs
Stern/Bow: 4d+4 something to do each round of combat if they are boarding,
Saving Throws: Fort 3+, Reflex 4+ use the rules to determine what is happening around them, but
Move: 9 break up the boarding action into scenes where the Sea Dogs
are involved in smaller side-battles
battles against smaller groups of
enemy. Or create a separate scenario for them, where they
have to fight their way down into the interior of the ship, to
rescue someone, or find an artifact or prevent the enemy
captain from
om destroying his papers etc. Give the Sea Dogs
plenty of opportunities to come up with tactics and ideas to
improve their chances in sea actions. With these points in
mind, ship-to-ship
ship battles are carried out in a far more abstract
way than fighting in thehe main rulebook although many of the
rules are as similar as possible. The main difference is that the
rules for sea battles assume you dont use miniatures or
markers in any way, just your collective imaginations.

SEA CONDITIONS
There are many possible weather conditions at sea that might
impact the average travel times for each vessel. The Keeper will
check current conditions at the start of each day by rolling 2d.
2 A
result of 12 indicates strong winds & stormy weather and a 2
means
ans there is no wind, meaning a ship will become becalmed.

13
Table 10: Modifier to ship movement due to conditions
You can increase the effective MOVE of your ship each round
Roll Move Adjustment Wind Conditions by rolling 1d and adding the level of the Pilot or Captain (if they
2 Becalmed* No wind are doing nothing else that round).
3 all movement** Greatly unfavourable
4-5 all movement** unfavourable THE ATTACK ROLL
Roll a dice for the attack. This needs to equal or exceed the DC
6-8 None*** Normal
of the enemy ship to be effective. If a hit is scored, roll the
9 - 10 + all movement favourable
appropriate damage (either broadside or bow/stern). From the
11 x2 all movement Greatly favourable damage, deduct the targets AP the rest is damage to the
12 x2 all movement**** Stormy targets HP.
* Roll D6: 1 = Thick fog, 2 = fog, 3-4 = misty or hazy
** Roll 1D6: 1 = fog, 2-3 = misty or hazy If there are enemy ships on both sides, the ship can fire two
*** Roll 1D6: 1 = fog, 2 = misty or hazy
****The ship will travel in a random direction determined by the Keeper. The broadsides; one from each side of the ship. If there are enemies
ship will also suffer 3D6 damage. to the front and rear too, the bow and stern guns can also be
fired. Each is a separate attack roll.

SIGHTING FIRING AT SAILS AND RIGGING


First of all, you need to determine the range at which you have
Instead of aiming for the ships hull, you might simply want to
sighted or been sighted by your opponent. A lot depends on
stop a ship from getting away. Aiming at the rigging is at -1 to
the weather and upon the vigilance of the crew. The ranges are
the attack roll. However, shots at the sails and rigging that hit
touching, close, medium, long and far. Close, medium and long
cause 1 point of damage directly to the MOVE of the ship, per
equate to cannon ranges. Touching means boarding can take
1d of the damage roll. So a large warship firing its bow chaser
place. Far means sighting is possible, but the ships are too far
at a small trader would do 4 damage to its MOVE, reducing it
apart for their cannons.
from 12 to 8.
Factors that will affect sighting include weather conditions, the
sizes of the ships in question and the eyesight of the creature FIRING AT CREW
doing the looking; usually from the crows nest (if a player Instead of aiming for the ships hull, you might simply want to
character is in the crows nest, making a notice roll with reduce the effective crew for boarding. Shots at the crew are
appropriate modifiers would do the job here). again at -1 to the attack roll. However, damage is caused
directly to the crew numbers. You cannot target a skeleton
Modifiers crew with ships guns (there are too few to aim at).
Very poor visibility (stormy, thick fog, pitch black) -2
Poor visibility (misty, hazy, smoke) -1 REPAIRS
Far range -2 The Ships Carpenter can make temporary repairs. He can
Long range -1 repair 1 HP per level to the ships HP in a round. However, 1 HP
Close range +1 and any damage over 6 HP caused by any single broadside is
Touching Automatic un-repairable at sea and can only be restored in port. For
example, two broadsides cause 10 HP and 5 HP respectively.
DETERMINE INTIATIVE The first broadside can be fixed up by 5 points, with 5 un-
The ship with the highest DEX score acts first, moving and repairable and the second can be repaired up by 4 points,
attacking. If the ships Pilot (or Captain) is a player character leaving just 1 HP un-repairable (6 HP in total), until the ship
then they can increase the ships effective initiative. reaches port.

FIGHT, CHASE OR FLEE BOARDING ACTIONS


Once you have seen your enemy, you need to decide whether When ships close to touching, that means the side with the
to engage them or run. This is entirely the Captains decision. If initiative can attempt to board or repel any boarders. If the
both decide to run, the ships eventually pull away from each boarders have the initiative, they can gain the other ship
other. If both decide to engage, they close in on each other and without suffering close range fire. If the opposition has the
the rules for combat are consulted. If one runs and the other initiative, they can fire their weapons into the boarders to try
tries to engage, the chase is on. to destroy or repel them. In a boarding action, you usually leave
at least a skeleton crew on your own ship.
MOVEMENT
Check each ships MOVE. In a chase the faster ship either cuts COMPARE CREW SIZES
the range (if pursuing) or increases the range by one step in Roll 1d for every 5 (or per 10 for larger numbers involved)
fleeing. If the faster ship has more than twice the MOVE of the boarders (remember to add extra crew for the Musician, the
slower ship, it increases/reduces the distance by two range Master-At-Arms and so on). Compare this roll with the
steps. opponents DC (usually about 3 for average crews). Those
14
repelling the boarders get +1 to their own DC in the first round NEW BEASTS
of fighting. The resulting number of hits count as damage As spiders, ants and scorpions are all classed as Insects, so
against enemy crew numbers. Repeat for each side. sea creatures are all classed as Fish. This is because no sea
dweller has been noted as a tool user and, for the most part,
When one side has more than twice as many crew as the Abbeys have found no way of communicating with them. They
enemy, the smaller force will surrender. Sea Dogs dont need to were classed as Wild for a while, but it was felt better to give
surrender, of course. sea dwellers a category all of their own.

PLUNDER KIND
Far more important to Vermin than to Kind is the chance to Hutia
loot, pillage and plunder. In most cases, the opportunity for Size: 3 - 5 paws
booty is the only thing that drives them to a life at sea. Even Dex: 9
then, most dont get rich they die of disease, starvation or in DC: 3
battle before they make it to port with their loot. Those that do AP: 0 (or by armour type)
manage to make a few coins tend to gamble or drink it all away Hit Dice: 1d (+2)
in port within a short time and are soon back at sea again Attack: +0
looking for more riches. Damage: By weapon type
Saving Throws: Fort 5+, Reflex 5+, Will 6
General cargo: Most of the cargo of merchant ships is typical Special:
trade goods, equipment and stores. This might be booty like Move: 6
foodstuffs, raw materials, spices, soap, gunpowder,
cannonballs, weapons, medicines, rope, wood and sailcloth for Hutia like to wear outrageously colourful attire; despite this
restock, repairs or resale etc. Before any value can be gained they still look a bit like a cross between beaver and prairie dogs.
from this booty, the ship has to go into port to sell it. There are They are stocky and short-legged (tending to waddle slightly)
agents in Port Mustela who would happily take such goods off a although they are good climbers. Hutia are also pretty tough for
Pirates paws to sell on to their own merchant contacts. their size, and their unusual stomachs enable them to eat food
that many other beasts might pass over (a useful ability on
Coins & precious metals: Ships might be carrying freshly mined board a ship!). Some Hutia may have knowledge of a type of
silver and gold bullion from mines in the area bound for magic unknown to other Kind; but the art is either lost or there
Evernesse or their holds might contain chests of coins from are very few practitioners remaining.
home to pay the Kings Navy. Merchant ships might be
transporting money back to their vaults back home. Pirates love FISH
to find chests full of coins as this can be distributed and spent The move rates for all fish are given as swimming rates. Most of
as soon as they reach port. them cannot move or can barely move out of water.

Gems & jewelry: These are a fairly common plunder, but hard Barracuda
to sell. However, what pirate worth his salt doesnt like to wear Size: 8 - 10 paws
earrings, rings and other jewelry? Not only does it boost his Dex: 12
status, it can be an easy way of carrying his wealth around with DC: 4
him selling, gambling or exchanging it as needed. AP: 0
Hit Dice: 2d (+1), 3d(+2) or 3d (+3)
Art and silverware: Paintings, bronze statuettes, golden Attack: +2 bite
goblets, silver cutlery and candelabra; these are all valuable Damage: d6 bite
items that can swiftly be taken from the Captains cabin or from Saving Throws: Fort 4+, Reflex 5+, Will 6
the cabins of any passengers that happen to be aboard. Special: Swallow whole
Move: 12
Cloth & clothing: With just about every item of clothing being
pawmade, costs vary greatly. However, rich merchants, nobles Barracuda are fearsome fish with wicked fangs set in large jaws.
and high-ranking Abbey-kind are likely to be wearing clothing of They are nasty predators with a quick burst of speed that lie in
high quality and will therefore fetch high prices. Vermin will wait for their prey. They use their sharp teeth to seize their
think nothing of stripping their captives of their attire for sale prey, which are swallowed whole (reflex save to avoid, if bitten.
or even to wear themselves.
Dolphins
Unusual & magical artifacts: Very rarely a ship or a hidden Size: 12 - 20 paws
pirate hoard might contain some wondrous magical treasure. Dex: 13
As in the main rules, magical items are special and should be DC: 4
created especially for the adventure. AP: 1
Hit Dice: 4d (+2), 5d (+2) or 6d (+2)

15
Attack: +0 buffet Lobster
Damage: d3 Size: 2-4 paws
Saving Throws: Fort 3+, Reflex 5+, Will 4+ Dex: 8
Special: DC: 3
Move: 12 (swim) AP: 6
Hit Dice: 1d (+3)
Dolphins vary greatly in size. There are some types that are Attacks: +0 claws
smaller or even larger than the above. They are friendly and Damage: 1d3+1
dont tend to attack beasts that end up in the water, unless Saving Throws: Fort 4+, Reflex 6, Will 6
attacked themselves. They are clever and are able to talk. Many Special:
Kind believe Dolphins should be included amongst their Move: 6
number.
Lobsters are frightening creatures encased in armour. They
Goliath Fish wave their huge claws around aggressively when threatened.
Size: 5 - 9 paws
Dex: 11 Octopus
DC: 3 Size: 5-25 paws
AP: 1 Dex: 10
Hit Dice: 1d, 2d, or 3d DC: 3
Attack: +1 bite AP: 2
Damage: 2d(L)+1 Hit Dice: 2d - 8d
Saving Throws: Fort 5+, Reflex 4+, Will 5+ Attacks: +2 tentacles
Special: Swallow whole, Intimidate Damage: 1d6 (bite), 1d3 (tentacles)
Move: 9 (swim) Saving Throws: Fort 4+, Reflex 4+, Will 4+
Special: Paralyzing venom, ink
Goliath fish like the coral reefs, rocky ledges, and deep holes Move: 12 (swim)
where they can hide. The fish range all throughout the Fairwind
Isles, feeding on just about anything that happens to pass by Octopi vary greatly in size. The kraken is believed by many just
that is smaller than them. They use their sharp teeth to seize to be a very large octopus. They attack their prey with up to
their prey, which are swallowed whole (reflex save to avoid, if four of their eight tentacles and grab hold. If they hit with two
bitten). They ward off enemies by making a rumbling sound of them, that means they have grabbed their prey and, using
that travels great distances underwater, which intimidates the hard beaks they pierce through its skin to inject paralyzing
those who are able to hear it. venom into it. The prey get a Fort save or is paralyzed. Some
Octopi also squirt out a black ink as a defence.
Kraken
Size: 40-50 paws Sharks
Dex: 6 Size: 10-25 paws
DC: 2 Dex: 10
AP: 5 DC: 3
Hit Dice: 20d (+20) AP: 2
Attacks: +2 tentacles Hit Dice: 3d(+3), 4d(+5), 5d(+7), 6d(+9), 7d(+11)
Damage: 2d(H)+5 (bite), d6 (tentacles) Attack: +3 bite
Saving Throws: Fort 2+, Reflex 6, Will 3+ Damage: 1d+2, 2d(H)+2, 2d(H) +4, 2d(H)+6, 2d(H) +8
Special: Swallow whole Saving Throws: Fort 3+, Reflex 3+, Will 4+
Move: 9 (swim) Special: Bloodlust, track
Move: 12 (swim)
Massive monsters; the largest creature recorded. The monster
may be due to Shantyists imaginations, but the Sea Dogs Like most sea creatures, sharks vary greatly in size. Sharks are
believe this monster exists, so they are always on the lookout the ultimate predator in the sea and can track any bleeding
for it. The Kraken is reputed to have a huge thick barnacle- prey with absolute accuracy. Once they have their prey, if they
encrusted leathery body, 8 huge tentacles that grip and never are bleeding, the shark becomes frenzied and attacks at +1.
let go, a massive beak-like mouth and a huge appetite. If at
least 3 tentacles hit (the beast attacks with up to four of them
in any round) they have grabbed their opponent and will bite
them. A reflex save is then required to avoid being swallowed
whole.

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THE FAIRWIND ISLES SETTING Table 10: Roll up an island name

The Fairwind Isles is an area consisting of the Fairwind Sea, D6 1 2 3 4 5 6


several coastal regions and thousands of islands, islets, reefs, 1 Crows Nest Longtail Claw Abbey Snake Crab
and cays. Hutia (see New Beasts) are the natural natives of the 2 Doomed Crew Hawksbill Shrew Fort Lizard Tobada
Fairwind Isles. 3 Freebooter Tortanga Stoat Schooner Skull Noose
4 Drunk Weasel Scourge Friars Galleon Lost Shanty
The largest of these islands are: Baradella, Barcuda, Domenada,
5 Cockroach Dungeon Rum Hutia Gutrot Shark
Jumento, Marauder Island, Mosquito Cay, Priors Rock,
6 Dead Rats Dorada Black Vermin Vixen Scurvy
Scorpion Island, Tintamerre and Verminada.

Many of the smaller islands (not included on the map) are


either rarely visited, uninhabited or still inhabited by Hutia, THE FOUR POWERS IN THE FAIRWIND
who may or may not have come into contact with the Vermin ISLES
or Kind. There are four main naval powers in the Fairwind Isles:

Naming the Other Islands Kings Warships


If you need a name for one of the smaller islands, simply roll on Abbeys Fleet
the table below and add either Island, Cay or Rock after Merchants Guild
whatever name comes up.
Pirate Fleet

The Kings Warships are in the region to protect the Kings


interests. The King is largely interested in taxing the Merchants
and defending his settlements and ports. The Abbey Fleet is
smaller but performs a similar function, seeking also to protect
the Kind that live in the region. The Merchants are here for
trade theirs are the largest number of ships, albeit they tend
17
to be less well-armed and often have to pay for protection. BARCUDA
Lastly, the Pirates seek to avoid The Kings Warships and the Barcuda is an unimportant island with a population of about
Abbey Fleet, whilst attacking and looting the Merchant ships as 1200; 800 of them Hutia, who mainly live away from the main
well as raiding undefended coastal towns and ports. town of Swamptown, but visit occasionally for trade. The Hutia
were slaves of the Vermin until a few years ago when the island
BARADELLA was taken from Vermin paws by Grim Silvisorex. Now there are
Baradella is settled mainly by Kind currently, but the Island has still a few hundred Vermin living on the island that fled into the
changed paws many times over the years; often being overrun jungles after the battle. One of the few features of interest in
by Vermin. There are several Hutia settlements dotted around this island is Dragons Cave, a large sea cavern that was reputed
the island but they tend to stay out of the way, except for to be used by a Hutia magician to perform strange rites. There
occasional trade with the other Kind. Inland are some dense are old carvings on the cavern walls that help to perpetuate
jungles and a dormant volcano. these superstitions. The cavern is sometimes used by pirates as
it has a large enough opening for a small ship and there are
Port Majestic: This is the largest settlement on Baradella. remains of a wooden jetty within.
Located on the south side of the island, it is a major trade and
naval port with a large natural harbour and shipyards where Important NPCs of Swamptown
repairs can be carried out. Fat Feroculus is the mole merchant that effectively runs
Swamptown; he became its self-appointed mayor after Grim
Important NPCs of Port Majestic Silvisorex returned to Baradella. His empire extends to half a
Grim Silvisorex Otter Warship Captain (The Balladeer), dozen small trading ships and a large house and warehouse in
Buccaneer Level 6, HD 6+2, HP 26, DC6, AP2 (leather), +3 to hit, Swamptown. He is a small merchant but aspires to bigger
favoured weapon: cutlass, warrior stunt, cleave, combat master things. He has three Hutia bodyguards nearby at all times.

Captain Twitchelstick Mouse Marine, Buccaneer Level 4, HD Fat Feroculus: Mole, Merchant, HD 1+1, HP 7, DC 3, AP 0, small
4+2, HP 16, DC 5, AP 1 (cloth), +2 to hit, favoured weapon: pistol 2d(L).
musketoon, warrior stunt, cleave, combat master Hutia Bodyguards: Buccaneers Level 2, HD 2+2, HP 11, DC4, AP
0, +2 to hit, favoured weapons: cutlass, warrior stunt
Abbeytown: Abbeytown is just slightly inland from Port
Majestic and is built around the magnificent Redstone Abbey. Fat Feroculus recently agreed to purchase a chest of gems and
jewelry from Ratbeard (his booty from a recent act of piracy).
Ratbeard cant bring the goods into Swamptown (there is a
Important NPCs of Abbeytown Warship in the area), so Feroculus has agreed to send a ship to
Abbot Wincey: Vole, Friar Level 6, HD 4d, HP 13, DC 5, AP 1 make an exchange at Corsairs Rock, a small uninhabited island
(cloth), spell casting, lay on paws, fellowship, lore, read/write, between Barcuda and Scorpion Island. The mole doesnt like sea-
herbalism, Abbey (called Redstone Abbey) travel, so wants to hire the PCs to take one of his smallest ships to
make the exchange. He will send one of his Hutia bodyguards with
the PCs to look after his interests. Is Ratbeard planning a double-
cross? Will the PCs just flee with the Moles money and his ship?

DOMENADA
Domenada is a low, flat land, full of all manner of tropical birds,
from flamingos to parakeets and terns. Sailors who visit it for
the first time often find themselves unable to resist buying one
of the beautiful green budgerigars for which the island is
famous.

The Hutia locals often speak of a great and fiery bird that sweeps
over Domenada sometime during the mid-summer. While most
settlers think this nothing more than a foolish superstition, some
Shantyists suggest that the bird is the last Firebird. If so, the value
of such a creature is near incalculable.

Martenport: The largest settlement on Domenada. There are


many merchants selling many brightly coloured birds in the
marketplace in the town.

JUMENTO
The majority of the population consists of Hutia slaves who
herd lizards for the Vermin. Herding is perhaps the best

18
economic use for the islandalthough it is flat and outside the SCORPION ISLAND
main hurricane risk area, the soil is relatively infertile, and it has Scorpion Islands inland areas are virtually overrun by
few other natural resources. The ruins of a pirate castle can be scorpions. Technically claimed by the Abbey, the island is more
found at Gallowstown. commonly home to careening pirates than settlers.
Occasionally the Kind have tried to establish a home here, but
Gallowstown: This is a small impoverished settlement of very pirates usually kill them within a year or two at most.
little interest other than the tavern called The Nags Head from
where one can see a ruin on a hilltop. The locals steer clear of Rumtown: This is a small Vermin settlement, centered around
this place and have many different tales to tell about it. a large tavern that doubles as a trading post, built from the
ruins of a priory that stood here for a couple of years before
The pirate castle at Gallowstown, on moonless nights, appears being looted.
undamaged in the darkness. Many a spirit sails the waterways
here and the dead are restless. Then again, several massive
Important NPCs in Rumtown
treasures are supposedly buried or sunk here. Maybe these two
facts have something to do with one another? Hullabaloo runs the tavern/store which is called The Many-
Scarred Possum. It is rumoured he had a falling out with Black
Bullimus who left him here to be eaten by the scorpions, but
MARAUDER ISLAND Hullabaloo is a survivor.
Marauder Islands terrain is varied, with mountainous, volcanic Hullabaloo Weasel, Shantyist Level 3, HD 2+1, HP 8, DC 4, AP
areas, crater lakes, rainforest, mixed woodland, mangrove, 2 (leather), enthrall, charm, the voice, fellowship, lore, trained
beaches and coral reefs. It is occupied by just 250 Kind (almost memory, disguise, bardic immunity.
all otters or beaver) and 500 Hutia. Most of the population is
clustered around the port of Scum Bay (named when Pirates TINTAMERRE
held the Island, and not changed since). The largest of the Fairwind Isles, Tintamerre is near the centre
of the island chain and is considered the seat of government,
Important NPCs in Scum Bay spiritually, militarily and economically. Tintamerre is valued
Buncey Female Hutia Merchant, HD 1+2, HP 8, DC 3, AP 0, because it is sheltered by the other islands from the worst of
pistol 1d, cutlass 1d. Buncey runs a tavern and store called The the storms, the calm seas and reefs around the island for
Frantic Parrot. All sorts of goods can be bought here and shrimp and other seafood and wonderfully fertile soils found on
Buncey specializes in exotic charms and hutia-made items she the island for abundant crops of sugar, fruit and grain. Most of
buys in from the locals to sell to visitors to the town. Her food is the wine, cider, beer and rum produced in the Islands is made
excellent quality and her home-brewed ale is widely renowned. from produce grown on Tintamerre.

MOSQUITO CAY Abbotsbay: Abbotsbay is the most protected and largest


High cliffs surround this island making only one point accessible natural harbour in the Fairwind Isles. Because of this, many
to ships Vermintown. As its name suggests there are huge ships take cover here during the frequent storms that assail the
numbers of mosquitoes in the swamps that are scattered Fairwind Isles region. This is also the home port of the Kings
around the island making inland travel very uncomfortable. An Warships and of the Abbey Fleet.
active volcano is also located in the centre of Mosquito Cay.
Vermintown: A run-down collection of rude huts and shacks. Lord-Admiral Bellowhead: Badger Buccaneer Level 6, HD 6+2,
There isnt much to attract a traveller to Vermintown, unless HP 30, DC 7, AP 1 (cloth), favoured weapon: pike, warrior stunt,
they need to speak with Mouldy Mog for any reason. cleave, combat master, rage, own ship: The Troubleshooter (a
Vermintown used to be inhabited by vermin only, but now large warship).
others live here too. Nearly all of the inhabitants have their Abbess Bookpaw: Hare, Friar Level 6, HD 4, HP 20, DC 5, AP 1
own rum stills and are drunk most of the time. (cloth), quarterstaff, spell casting, lay on paws, banish undead,
fellowship, read/write, herbalism, Abbey (called Sandcastle
Important NPCs in Vermintown Abbey)
Mouldy Mog Female Weasel, seawise Level 4, HD 2d+1, HP
10, DC 4, AP 2 (seashell armour), hatchet 1d, spell casting, lore, VERMINADA
read/write. Verminada is the smallest of the large islands, with one major
port-town, Port Mustela: The Pirate City.
PRIORS ROCK
Priors Rock has several good harbours and many beaches and Port Mustela, The Pirate City: Port Mustela provides a safe
coves, making it a popular waypoint and hurricane haven for harbour for pirates plying the shipping lanes around the islands.
legitimate traders, smugglers and pirates alike. It is considered Its proximity to trade routes allows easy access to prey, but the
an important strategic gateway, being situated by one of the most important advantage is that the port is close to several of
main trade routes from Evernesse to the Mainland and so the the only safe passages or straits giving access from Evernesse to
King has protected it well, with a number of forts and gun the Mainland.
batteries. These include Fort Cocoa and Squid Island Fort,
which protect the main town of Priors Port.
19
The harbour is large enough to accommodate the pirate ships Ratbeard: Rat, Rogue Level 6, HD 4, HP 12, DC 6, AP 2 (leather),
and provides a place to careen and repair these vessels. The cutlass 1d, pistol 1d, dagger 2d(L), sneak attack, jump/climb,
harbour mouth is defended by small stone forts containing locks & traps, sleight, stealth, disguise, gang (crew).
several huge guns, presenting a daunting prospect for any Grug: Badger, Buccaneer, Level 5, HD 5+2, HP 30, DC 6,
warship captain intending to attack the town. favoured weapon: boarding pike, warrior stunt, cleave, combat
master
Important NPCs in Port Mustela Natterjack: The landlord of the popular tavern, The Foaming
Black Bullimus (The Pirate King): The de facto ruler of Port Goblet. Natterjack was Black Bullimuss Mate, but having lost a
Mustela and, when the pirate ships sail together, The Grand leg and an eye in the battle and on receiving his share of the
Admiral of The Pirate Fleet. Black Bullimus is the legendary spoils decided to settle down to a quieter life running a
Captain of The Screaming Eel, a treasure Galleon he captured gambling and drinking den.
several years ago from Captain Roseberry; adding to his legend
and making him the richest beast in the Fairwind Isles and the Natterjack: Weasel, Rogue, Level 4, HD 3, HP 10, DC 5, AP 2
most important (and dangerous) of all the pirate captains. (leather), cutlass 1d, cudgel 2d(L), blunderbuss 2d(H), 1d, d

Black Bullimus: Stoat Buccaneer/Necromancer, Level 6, HD 6+2, Stinkpike: Stinkpike is well-known amongst the vermin. If
HP 26 (CON 14), DC 6, AP 3 (chainmail), cutlass 1d+2 (STR 16), anyone wants to know anything about anyone or anyplace,
spellcasting, lore, favoured weapon: cutlass, pistols (x2) 1d, Stinkpike is the first beast to seek out. He has served on many
blunderbuss 1d+2/1d/d3, warrior stunt, cleave, combat master. of the ships out of Port Mustela at one time or another but
Old Barnacle Rat, Sawbones Level 3, HD 2+1, HP 9, DC 4, AP 2 doesnt like to be tied to one ship or one captain; he feels he
(leather), precision strike, amputation, aid injured, treat poison. can learn more by serving under many different captains. If he
Old Barnacle is the ships sawbones on board the Screaming Eel. isnt on board one of the ships, he will often be found in the
Foaming Goblet spinning yarns, singing sea shanties and
Captain Killcrow: Captain of The Cutlass, a powerful sloop. listening to gossip.
Captain Killcrow is known, not only for his cruel ways and skill
with the cutlass but also for the budgerigar that sits almost Stinkpike: Shrew Shantyist/Trickster, Level 4, HD 3d, HP 12, DC
constantly on his left shoulder. Woe-betide the fool that dares 5, AP 2 (leather coat), dagger 2d(L), small pistol 2d(L), enthrall,
laugh or question Killcrow about his little budgie friend! charm, the voice, fellowship, lore, trained memory, sneak,
bardic immunity, suggestion, detect illusions, sleight, deceit,
Killcrow: Fox, swashbuckler Level 6, HD 6+2, HP 26, DC 8 (DEX spell casting
17), AP 0, cutlass 1d, dagger 2d(L), pistol 1d, swashbuckler
stunt, cleave, combat master, ship (The Cutlass)
Skullbone Snake, necromancer Level 3, HD 2, HP 9, DC 4, AP 2
(bone armour), staff, pistol, spellcasting, lore, bind undead,
read/write. Skullbone is often found onboard The Cutlass.

Captain Tash Tanglefoot: Captain of Ravendoom, a converted


brigantine. Tash got into bad ways early on in life through
unfortunate circumstances she doesnt discuss, which is how
she ended up as a pirate. She was recently serving on Captain
Catclaws ship, and took one lash of the whip too many
turning on the sadistic captain and killing him. By rights, she is
now the ships captain but she is comparatively new to this and
will have to get even tougher to keep her verminous crew in
check.

Tash Tanglefoot: Female Hutia Swashbuckler Level 4, HD 4+2,


HP 19, DC 6, favoured weapon: rapier, 1d+1, warrior stunt,
cleave, combat master
Saltwhiskers Rat, Seawise Level 2, HD 1+1, HP 7, DC 3, AP 2
(seashell armour), spell casting, lore, read/write.

Captain Ratbeard: Captain of The Lustful Grin, a fast cutter.


Although a comparatively modest fighter, he holds onto his
ship because of his Whipmaster (First Mate) Grug, a grizzled
badger who has vowed to die before he lets anyone kill his
Captain. Quite what the story is between the two of them, only
they (and possibly Stinkpike see below) know.

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