Professional Documents
Culture Documents
Buccaneer! - Traitor's Edition
Buccaneer! - Traitor's Edition
4
SALTY
DOGS
NEW
Buccaneer!
CAREERS
Many folk make the sea ‘Earn Your Crust’. For the
and the ports that connect sake of completeness, the
sea and land their home. rules for master careers
Some work on the great are also included below.
ships that ply trade
between the Kingdom and
further afield, some serve
the infrastructure that MASTER
keeps such trade alive. CAREERS
For characters who want Master careers are an
to show their connection optional way to include
to the sea, the following very senior characters.
pages include a wealth of To enter a master career
new careers for Warlock, costs five advances as
each connected in some usual, but the character
way to the sea or the must first have completed
great ports that serve it. two advanced careers by
There are basic careers, gaining the maximum skill
which are also presented levels in all their listed
in the table opposite so skills. There is also an
that they may be randomly equipment requirement
generated at character to enter as with advanced
creation, and advanced careers, containing items
careers for those souls and awards that are
who have truly made for usually rather difficult to
themselves a life at sea. obtain.
Also included are two
master careers, using the
optional rules as presented
in the Warlock supplement
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Buccaneer!
To randomly select a Buccaneer basic career at
character creation, roll 3d6 and select from the three
choices presented, as shown in the table below.
! Halfling Mascot
@ Marine
# Moneylender
Second dice........ $ Pirate
% Ropemaker
^ Sailor
! Smuggler
@ Stowaway
# Street Worker
Third dice............ $ Survivor
% Waterguard
^ Whaler
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CARPENTER
Salty Dogs
8
9
Salty Dogs
CARTOGRAPHER
Salty Dogs
10
11
Salty Dogs
CASTAWAY
Salty Dogs
12
13
Salty Dogs
DWARF SHIPWRIGHT
Salty Dogs
14
15
Salty Dogs
ELF OUTCAST
Salty Dogs
16
17
Salty Dogs
FISHERFOLK
Salty Dogs
18
19
Salty Dogs
Salty Dogs
HALFLING MASCOT
Seafarers are a together, and let them
superstitious bunch and believe you banish any bad
often require the presence omens. Make them lucky.
of their ship's lucky halfling Fingers crossed, for if the
to lift their morale. So, luck runs out, who's first to
it’s your role to keep their walk the plank?
spirits up, keep them
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21
Salty Dogs
Salty Dogs
MARINE
What a way to live, long the enemy vessel. Heart-a-
days cramped up with pounding and praying that
others in the sweat pit you’ll make it back to your
below deck, then the action bedroll. Until the next time.
starts. Up on deck to board
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23
Salty Dogs
MONEYLENDER
Salty Dogs
24
25
Salty Dogs
PIRATE
Salty Dogs
26
27
Salty Dogs
Salty Dogs
ROPEMAKER
You’ve learned the ropes, Next time someone makes
you’ve shown others the another rope joke or pun,
ropes and you’ve been you’ll finally be at the end
roped into carrying on in of your rope.
that trade time and again.
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29
Salty Dogs
Salty Dogs
SAILOR
Only brave or desperate ships. But there are some
men and women dare that face even worse
sail the treacherous dangers in land: a death
waters of the world. Deep sentence, a life debt or
terrors, savage lands unbearable public shame.
and fierce reavers are The deep blue sea opens
an ever present menace its arms to everyone.
to merchant and military
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31
Salty Dogs
Salty Dogs
SMUGGLER
You put rare and wanted important. For you, there
items in the hands of is no city wall strong
special customers, or that enough or trade route
is how you think of it. Sure, with enough surveillance.
sometimes the law tries to Things will find their way
control who can have what to their destination even if
and where and, because the route is dangerous, or
of that, your job is so illegal.
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33
Salty Dogs
Salty Dogs
STOWAWAY
Who you were before enough to survive, but if
doesn't matter. You're they give you a chance,
someone useful. At least they'll wonder how they
that's what you'll tell them. ever got this far without
Sure, you've been hiding you.
on their ship, stealing just
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35
Salty Dogs
Salty Dogs
STREET WORKER
You know what you are and would tell no one else.
no one calling you out on They think of you as an
the street can make you object or at best a service.
feel bad about it. They will But you do not take just
all come to you in the end their money, but also their
and tell you things they secrets. Ah, well.
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37
Salty Dogs
Salty Dogs
SURVIVOR
You are still here. You are to the beasts or another
still here. They tried their terrible fate. They failed.
best to hunt you down, take And the important thing is:
your freedom, feed you You are still here.
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39
Salty Dogs
Salty Dogs
WATERGUARD
Rescue ships in distress, recruitment. Now most all
they said. Enforce the you do is collect taxes and
King’s law at sea, control tariffs from those exotic
the border and meet exotic people.
people. Sounded good in
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41
Salty Dogs
Salty Dogs
WHALER
Seeking out the giants of oversized forearms. Your
the sea, your whole life last voyage ended in
has been a great hunt. The disaster, as a great whale
years at sea have chewed destroyed the ship and
you up and spit you out. swallowed the crew. You
What remains is a haggled want need revenge.
husk of leathery skin and
Equipment: A harpoon, sea wrecked clothing, at least a
dozen remaining teeth, and an unhealthy obsession with
a crew-eating whale.
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43
Salty Dogs
GUNNER - ADVANCED
Salty Dogs
44
QUARTERMASTER - ADVANCED
Salty Dogs
Some people think the Without you to divvy out
captain is the most the loot and decide what
important member of counts as everyone's fair
a pirate crew - they're share, things would quickly
wrong. You may not be the descend into anarchy.
biggest or the strongest, You just hope the captain
but what you do requires appreciates that as much
brains and sophistication. as everyone else…
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SEAWITCH - ADVANCED
Salty Dogs
46
SHIP'S CAPTAIN - ADVANCED
Salty Dogs
You now have the ship and wind in your sails and an
crew to fulfil your dreams eye for opportunity, you
of attaining gold and will be renowned from
glory upon the high seas. Fesselmark to the Flaxen
From dockside tavern to Lands. Or end up as
the King’s court, they will sharkbait.
know your name. With the
47
SWASHBUCKLER - ADVANCED
Salty Dogs
48
ADMIRAL - MASTER
Salty Dogs
For a salty old seadog and Court etiquette. Duty
like you, it seems strange weighs heavy upon you but
that the navigation you still you hear the ocean's
engage in nowadays is call. What lies beyond the
through the stormy waters horizon?
of politics, paperwork
49
PIRATE COMMODORE - MASTER
Salty Dogs
You are at the height of know all too well the lure
your power, with ships of ambition. Should you
at your command and falter, those who now toast
a notoriety that would your name with grog and
have you lynched in any songs would soon plot your
civilised port. For now, the downfall. Stay sharp, stay
captains you call upon are ruthless.
outwardly loyal but you
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T’WAS FATE
RANDOM TABLES
T’was Fate
AT THE DOCKS
Whether it be the great Biskerstaf or elsewhere,
port of Far Marenesse, all life is on show at the
the river port of Grim docks...
DARKNESS FALLS…
1. A press gang looking for “volunteers” for their next
voyage across the Red Sea. There’s a broken jaw and
busted nose for those that resist.
2. A group of drunken sailors from the Flaxen Lands.
They’re singing a majestic song honouring their fallen
god. They greet you with a warm embrace and a flask
of ale.
3. The king’s guard on the hunt for vagrants and
scoundrels. Apparently, you match the description.
4. The rattle of dice against stone catches your ear.
Several gaunt figures huddle together up ahead,
hunched over a single candle. Their skeletal fingers
clenched into fists as they wait for the next one to
roll their dice. As you approach, they look up at you
with barren eyes, and hand you the dice.
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5. Swaggering youths, drunk and finely attired, attempt
T’was Fate
to bar your way, hurling pathetic insults. The youths
are well-connected and news of any bloodshed will
reach Count Tesse. On a successful Spot check, a
character spies a pickpocket lifting a purse from one
of the youths.
6. The ghost of Isabella de la Fonte standing on the
docks, waiting for her husband to return form a
doomed whaling expedition. She makes polite
conversation, but becomes frantic and irate when
her "condition" is pointed out.
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T’was Fate
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OBSCURE DOCKSIDE
T’was Fate
ESTABLISHMENTS
Roll a 5 or 6 on a d6 to find one, then roll again to see
where you ended up.
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WHO’S WHO AT THE DOCKS
T’was Fate
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turns a blind eye to crime unless it challenges the
status quo. Then people go missing.
T’was Fate
13. The Barrelbuilder. A Marenesse character who used
to be a cooper. He's a full-time font of bawdy jokes,
nasty coughing and incoherent stories of 'back in the
day'.
14. ‘People’s Preacher’ Caspar Hoen rants daily from a
makeshift pulpit, warning there are signs the Traitor
is still amongst us. His cronies plant such evidence
to sow suspicion. Why?
15. Puffy van Vliet. A backstreet distiller whose
eyebrows are long burned off. His eye-watering
hooch is very popular on the docks, and useful for
cleaning wounds. The moonshine is also good cover
for his lucrative side line in potion cooking.
16. Beatrix of Westerlan, famed duellist, now an addict.
Usually found sprawled in a smoking den or sat
slumped on the jetty, she needs something to believe
in and fight for. Anyway, just pass the pipe.
17. Daggers. A mute mugger armed with 2 long knives,
hence the name. He lurks in the shadows in the day,
preying on out-of-towners at night. Sees everything
that goes on, but you'll have a job getting him to
share what he knows.
18. Oaquine, the Soul of the West. A supposedly elven
medium and spiritual healer. Advance payment only,
"guaranteed solutions". Their ears look sort of glued
on.
19. Morrow, affable physician who visits the
port monthly for supplies and to provide free
consultation. Those requiring special treatment are
taken to his island clinic, never to return. In human
form anyway...
20. Adrienne, a diplomat from the Flaxen Lands. She
greets all arriving ships hailing from there, and sees
off those who depart that way. To what ends, one can
only speculate.
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ALWAYS IN TOWN...
T’was Fate
Charlus Debusk
A fallen hero of the navy…
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away, but only when he has a few drinks in him. Maybe
the alcohol slows down the jitters in his fingers so he
T’was Fate
can aim correctly. He is a jolly person to be around but
don’t ever try to match him drink for drink.
Secret: Panzo lost his family in an accident and gets
very sad when he is sober, so that’s why he drinks.
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T’was Fate
Spooky Joe
There when you least expect him…
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T’was Fate
Marvin the Medium
Has connections…
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T’was Fate
MERCHANT GUILDS
1. Kingdom Trading Guild, the biggest guild on the
block, always looking for some muscle. It’s well
known that they keep an office at every port.
2. Summer Sea Company, the newest merchant guild
of the kingdom, their pockets run deep. The church
of the Thrice Blessed has a vested interest in the
company.
3. Merchants of the Sun, hailing from the shores
of Far Hissain they specialize in rare spices and
frankincense, though it is whispered that the
Merchants of the Sun really dabble in stolen artifacts
and forbidden magic. The guild is made up of a dozen
distrustful merchants, who have put their differences
aside in pursuit of coin.
4. Company of One Hundred Associates, dirty deeds
done dirt cheap. A conglomerate of bastards princes,
scallywags, and cut throats with more money than
sense. Financiers of get rich quick schemes, that
usually end in blood and fire.
5. Gibbs and Hallock, Posh nobles from the upper
crust of the Fair Marenesse elite. They dabble in all
manner of illicit trade under the guise of being on
the up and up.
6. The Gilvenburg Trade Guild, a small backstreet
operation quietly supplying opposing sides of local
conflicts with whatever they need, for a price. No-
one has ever been to Gilvenburg, nor is it on any
map. The Guildmaster's identity and motives are a
mystery, even to the guildmembers, who receive
their instructions via courier.
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SEAFARER SOCIETY
T’was Fate
Every seafarer that is out of this fund the society
worth his salt is part of pays for all their services
the seafarer society. These including a handful of coins
folks make sure there is a for the ones left behind.
proper funeral and letter In these troubled days it
to the family for every soul is seen as something of
that never returns from the a necessity to be part of
sea. Every member pays the society, as one never
a small portion of their knows when the streak of
wages to the society and luck may end.
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3. A band of merfolk has captured a bunch of sailors
and held them hostage. Free these poor souls with
T’was Fate
all measures.
4. You shall deliver the message of passing to a local
family and hand over a package with the deceased’s
belongings. The bag is heavy and contains a full ingot
of cursed gold.
5. Last night a ship void of every soul sailed into the
port as the clock struck twelve. So far no one has
dared to set foot upon it. The ships name reveals it
was considered lost eight years ago. What happened
here?
6. You shall find the pirate king and offer him a signed
peace treaty from the society. This could be a great
opportunity to make the sea safer, but many are
opposed to the idea and may try to stop you.
EXPLORER FOUNDATION
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To go where no one has dangerous to say the least,
yet travelled is the goal of and most of the ships
T’was Fate
the explorer foundation. never make it back, but for
Often, they search for the ones that do there is
brave men and women gold and fame. Few take up
who want to go on a ship the chance these days but
and sail to unknown lands who knows, maybe you are
in the search for what lies the lucky ones who make it
beyond the known world. back…
These expeditions are
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ALL AT SEA
T’was Fate
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5. Heartstone’s Hail. The Heartstone has always
despised the ocean. The waves claw at its mountains
T’was Fate
and cliffs slowly dragging away rock and stone. To
extract its revenge the Heartstone will hurl stones
down at sea in a futile attempt to bury the ocean. The
storm drops fist size hail, causing severe damage to
ships and their crew.
6. Fury of the Nine Hells. Formed when a demon or
devil enters the realm of men. Strong winds push the
nauseous sulphur clouds towards the ocean where
they murder birds in flight and douse unsuspecting
vessels with acidic rain.
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A SHIP APPROACHES…
T’was Fate
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T’was Fate
6. A merchant ship can be seen in the distance floating
aimlessly. When approached, numerous statues of
sailors in agonizing poses clutter the deck. Down
below, the cargo hold is filled with cages. Each cage
holds a stone replica of various species of an exotic
animal. One cage appears open and littered with
chicken feathers.
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A DEN OF
T’was Fate
THIEVES
Cursed Sarragoh, the archipelago of innumerable
pirate haven, rots in the islands, reefs and lagoons
straits that form the major that mar the waters.
trading route between the Cursed Sarragoh is rightly
Kingdom and Far Hissain, infamous as a haven for
preying on vessels that pirates and all manner of
must thread their way rogues.
through the complex
RUMOURS OF CURSED
SARRAGOH
1. It is said that an ancient sea witch shrouds the isles
in mist and storms should enemy ships advance.
2. The High Table, a council of the most notorious pirate
captains, regularly meets under a truce in the port's
citadel, once an ancient temple to a forgotten god.
3. Whispers persist that Sarragoh has connections to
the Kingdom Trading Guild. Totally unproven as yet.
Who spreads these rumours and why?
4. Slain in a mutiny, the self-styled 'Pirate King'
Clawfoot Jobe haunts the isles desiring revenge.
Only then will he rest, when bloody is spilled.
5. Many who fought under the Traitor's flag fled to
Sarragoh, to join the wretched band of criminals,
deserters and exiles who call the squalid port their
home. Could the Traitor himself be hiding there,
plotting his return to Fesselmark?
6. Lord Vech's daughter recently eloped to the isles to
become a sailor's bride. Anyone who returns her to
the family will be handsomely rewarded.
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T’was Fate
WHO JUST ARRIVED AT CURSED
SARRAGOH?
1. Capt. Tam Brekfoot and his crew. Tam will take no
man aboard his ship who is not a halfling, perhaps
luckily as the Whispering Whale is not built to the
scale of the larger sort of fellow. Tam seeks to
replenish his crew at Cursed Sarragoh after a most
vicious series of sorties have left him short-handed.
2. Exiled sorcerer Mickolas Rootch is loudly puking
as he descends a gangplank to shore, prompting
curses from passing shiphands. His companion,
the cadaverous diviner Ernst Trapeck, casts his
professional eye over the chunks of vomit. Poking a
finger at it he exclaims ‘A most fortuitous arrival my
friend. Our success is assured, most gratifying!’
3. Hissaini corsair Lucky Zahra is straining against
her shackles as she is carried by an ogre towards
the citadel. The High Table put a price on her head
for raids against islanders under their protection.
Suddenly an arrow fells the ogre. The corsair
staggers to her feet and into an alley.
4. With broken mast and tattered sails, the Sunset
Shrike drifts into port. The Captain, ex-priest Lost
Matthias, yells 'They're coming, ring the bells!’ before
collapsing from his wounds.
5. The arrival of the goblin-crewed Perdition empties
the dockside. Hewn from treemen and captained by
Tal Sharrow, an elven magus, the ship is considered
an abomination. The Perdition is said to hold secrets
that have ensured Sharrow's success at sea and
tolerance at the High Table.
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T’was Fate
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WHOSE SHRINE IS THAT?
T’was Fate
1. Knip, the God of Shells. Variously described as an
iridescent hermit crab or a mussel that can ‘talk’ with
its valves. Its worshippers believe Knip gifts beauty,
wealth and protection. They say pressing a shell to
your ear allows you to hear its voice whispering to
you.
2. The Jagged One. Said to reside in reefs and
treacherous shoals, the Jagged One is the
embodiment of undercurrents, hidden rocks and
other veiled dangers of the sea. It is not venerated
but feared, with sailors asking it for mercy on their
passage.
3. The Sky Steward. The god of navigation by the
firmament, the Sky Steward is an incredibly
important entity to seafarers. Represented as a hand
pointing upwards, it keeps the stars, signs and other
celestial bodies in order, so as to ensure they are
always reliable for orientation.
4. She-Who-Salts. The goddess of saltwater, she is
believed to put salt into the oceans after every
rainfall. To spite the humans by making it non
potable, or to help the sea life that cannot tolerate
freshwater, no one knows. She has very few actual
followers save for a few salt farmers, but every child
along the Kingdom’s coast knows she is the reason
seawater is different.
5. The Bloated Man. A god of death at sea, most who
travel the waters mutter a prayer to the bloated man
to make their death a quick one, should death at sea
be their destiny.
6. The deep ones. Some claim that in the depths of the
ocean, dark beings dwell, all tentacles and suckers.
They even say that these things covet the surface
world. Those that believe in their coming build
shrines to appease them, when the reckoning comes.
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T’was Fate
KNOWN SMUGGLERS
1. Hoffmann & Jakes: two garrulous wizards and a
sickly mule. They transport items of dark sorcery
abroad evading the clutches of both the priests of the
Thrice Blessed and corrupted cultists.
2. The Kausey clan: from Bleakpoole on the Wreckers
Coast, a family of three generations of tough
weather-beaten fisherfolk supply the buccaneers of
Sarragoh and fence pirate booty.
3. Dwarf Cheesemongers Union: guarded wagons of
goat’s cheese trundle down the mountains to the
ports. Bearing the dwarf Queen’s crest stating ‘By
Royal Appointment’, they are never searched.
4. The Red Rukh: a Hissaini ship that supplies the
underworld of Fair Marenesse with drugs, rare hides
and exotic meats. The crew has a long-established
arrangement with the portmaster.
5. Uncle Yockie and his bargees: goblin boatmen
carrying guns and black powder down the major
rivers and canals. They’ll supply anyone who pays,
but will double-cross the foolish.
6. ‘Eloise’: the epitome of the beautiful but brooding elf,
she smuggles people in or out of anywhere. During
the siege of Pomperburg, she helped treacherous
nobles escape the city to Far Hissain.
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FAMOUS PIRATES
T’was Fate
1. Tessek, cabin boy on the ill-fated ‘Emmaretta’, is the
only living soul to have seen a merfolk city and lived
to tell the tale. A sadder and wiser man, he now
works as a cobbler in Tresselback.
2. Pirate Commodore ‘No-nose’ Robey founded the
pirate haven of Sarragoh. He was garrotted while
playing cards. Only Robey’s daughter knows where
his treasure is stashed. Where is she?
3. Captain ‘Mercy’ Mien took the ‘Kestrel’s Claw’
through a Hissaini blockade. Manoeuvring through
reef-strewn narrows, she eluded enemy ships with a
hold filled with the Sultan’s gold.
4. ‘Tusker’ Pugh, walrus-faced unman that once sat at
the High Table at Sarragoh. Now his ship ‘Lazy Nell’
exclusively preys on other pirates, secretly backed
by the Gilvenburg trade guild.
5. Ship’s doctor turned captain, ‘Sawbones’ Sneep of
the ‘Black Boar', has a prosthetic forearm with a
serrated blade attached. It sees brutal use both in
boarding actions and surgery.
6. Magdalene Krosse led the mutiny on the Revenue
ship ‘Sagacious’ and turned the crew to piracy. Ex-
lover of Viscount Rubrix, she plots revenge with a
shadowy cabal of insurrectionists.
7. Honest Pelle, a halfling missing both his ears, is
the unlikely captain of the ‘Pretty Lady’. Apparently
mad as the moon and vicious as a rabid dog, he
entertains his crew with his beautiful singing voice.
8. Karadus von Terbenstein, a scion of one of
Pomperburg's notable families. A naval officer
during the war against the Traitor, he defected from
the King's Navy. Some say he fought on the Traitor's
side, others variously claim he was turned mad by
his wartime experiences, decided to use the turmoil
to his own material advantage or separated from the
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T’was Fate
76
T’was Fate
16. Florian Quayle, hedonist and dabbler in cults. Falling
drunkenly into the arms of a press-gang after a wild
night of debauchery, he somehow attained captaincy
of the ‘Agnes Undone’, and has led its disbelieving
crew of ruffians to surprising success. It seems the
demon Delock has plans for him.
17. Mother Ocean, an ageless sea-witch of considerable
foresight and patience, preys on merchant shipping
from ‘Jurgen’s Folly’, a seemingly crewless ship,
slow but remarkably robust. Plunder is shared
among the poorest island and coastal communities,
making the witch a heroine to some.
18. The Twin Blades, twin siblings Rosalie and Gerard
Temmenston. Both captain their own ships, their
coordinated attacks being feared far and wide. If your
lookout spots red on both starboard and port you
better hoist everything there is to hoist!
19. The Hissaini crew of the ‘Sword of Anara ‘, a ship
without a captain. Escapees from the infamous Jenta
Prison, these hardened criminals have plagued the
Pearl Coast for three years, and have sworn never to
be taken alive.
20. Elsa Von Dranck of the ‘Shady Maiden’ and her
sombre crew are thought mad by many pirates. They
only sail at night, have no fear of raging storms, and
the captain never leaves the ship. Though they take
many prisoners at sea, their captives never reach
port.
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PEG LIMBS AND THE LIKE
T’was Fate
Table 3
! Cutlass blade strapped
to upper arm.
@ Steel thumb
Table 1
and forefinger
! Full wig.
replacements.
@ Tattooed eyebrows.
# Wooden fingers sewn
# Brass auricle.
to leather glove.
$ Eye patch.
$ Wooden hand, wrong
% Glass eye (weird
orientation.
colour available).
% Iron screws protruding
^ Leather nose cover
from arm.
with strap.
^ Gears to adjust elbow
angle.
Table 2
! Wooden or gold
Table 4
teeth (determine
! Skin graft covering
randomly).
burns on arm, donor
@ Hook hand.
species unknown.
# Wooden forearm and
@ Metal rod permanently
hand.
fused to where
$ Full wooden arm with
forearm used to be by
adjustable elbow
explosion or magic.
hinge.
# Thin bent steel plate
% Mechanical hand,
bolted to rib cage.
movable.
$ Rigid whale bone
^ Threaded wrist of
corset immobilizing the
metal, with set of
% spine.
different attachments.
Tight iron collar for
^ that snapped neck.
Wood-and-leather
buttocks with belt.
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Table 5 Table 6
Gold-rimmed metal Home-made crutch,
T’was Fate
! !
belly button. straps to shin when
@ Peg leg. knee is bent.
# Peg legs, both sides. @ Wooden foot (comes
$ Steel kneecap. with boot).
% Steel shin. # Artificial toe nails,
^ Finely crafted covered in gold leaf.
dwarven leg $ Anti-slip sole with
prosthesis with two laces.
movable knee and % Wooden big toe,
shock-absorbing nicely carved, with
ankle. calfskin sleeve fit to
foot.
^ Steel heel (with
hidden spring-loaded
blade).
79
UNDER
SAIL
NEW RULES
Under Sail
These optional rules be simple and intuitive,
allow the games master but of course players
to create adventures and games masters can
focused on sea travel, adopt a more ‘free-form’,
exploration and trade. narrative approach to sea
They are designed to adventures if they prefer.
THE CHART
The first step of a sea but could also be done as
adventure is to create the a group activity at the start
chart and territories to of the campaign, giving
be explored. This could everyone a vote over what
be a solo activity for the kind of adventure they wish
games master that wishes to play. An example chart
to maintain the mystery of is shown below.
exploration for the players
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STEP ONE: TERRITORIES
Under Sail
82
of them as you please. This results in a Travel
Under Sail
will be the Travel Hardship Hardship of 6 or more,
value of that region. If any roll on the following
die comes up a 6, add an Sea and Land Features
additional d6 to that region. tables to determine its
Travel Hardship is used characteristics. You can
when travelling and will come up with your own
be explained in the Sailing detailed features or use
chapter. the ones in the tables that
follow.
For every region that
83
SEA REGION RANDOM
ENCOUNTERS
Under Sail
84
5. A group of Drowned Ones takes over the deck. Fight!
6. A savage storm swirls around the ship. The crew
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speaks of an offering to appease the old sea.
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LAND REGION RANDOM
ENCOUNTERS
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Surveilled areas, roll 1d6
1. You stumble on the corpses of a royal patrol, their
heads dry and fragile as old paper. The rest seems
fresh.
2. A regiment of Flame Knights rides swiftly by the road
towards you, their lances high.
3. A group of 1d6 soldiers sit at the side of the road,
chatting and waiting for the rabbit over the fire.
4. Four gibbets hang at the sides of the road, rotting
carcasses inside. One of them mumbles something
to you.
5. A mercenary company closes your path. A peasant
riot has taken the territories ahead.
6. A horse passes by with its rider hanging from the
saddle. Is he still alive?
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pours; if it was cold now a shining sun appears to
warm your bones. This lasts for one day.
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your beautiful metal armour?
6. You smell seaweed all day. Maybe the itch inside your
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nostrils has something to do with it.
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THE SHIP AND
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CREW
The Treacherous Sea is should decide which
home to a vast array of ones are available given
ships. Here we describe the background of the
the most common characters. Otherwise,
vessels to be found. If these could be vessels that
the players start the they can cross roads with
campaign in possession of in the future.
a ship, the games master
COMMON SHIPS
Seevogel (the Seabird) - Händler (the Merchant) -
Fast and manoeuvrable, Heavy and sturdy, the
the Seevogel is the runner Händler is the backbone
of the coasts. Her shallow of most mercantile
keel and the option to guilds. With enough
propel her by oars make space to carry the load
them the usual choice of of an entire season, it
messengers and small travels the coast making
traders, who can even profit on the way. Though
travel upriver if the winds considerably smaller than
are fair and the arms other ships, it has enough
strong. With not much space to accommodate
space to mount guns, her a respectable number of
defence depends on her soldiers, a few cannons
speed and the guards it and powder kegs.
carries.
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Under Sail
Treshchina (the Breaker) Reaver Longboats - From
- A sailship of foreign a distance, these vessels
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CREATING A SHIP
When players create their navigation instruments.
vessel, if they start with When you sail, you use
one, they should first the Resources value of
choose one type of sail your ship to determine the
from the above or make maximum distance your
up one themselves. Then vessel can travel without
they should assign twenty consequences. Resources
points between the two are only replenished in
ship’s statistics: Resources land, be it civilised or not.
and Crew.
Crew - Crew represents
Resources - Resources the strength to work
represent all the elements and fight of the men
the sail and crew need to and women aboard the
travel and follow a route: ship. A low Crew value
food, water, medicine, represents many of them
tools, spare parts and being demoralised, sick,
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afraid or dead. The Crew UPGRADING
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value is used in sea battle
and boarding other ships Characters can spend
(see Sailing), and is only four advances in total to
replenished in known permanently upgrade the
settlements. Crew value by one. This
When the Crew value represents the use of their
reaches zero by travelling, well-earned reputation
mutiny ensues. When it and gold to increase the
reaches zero by Boarding number or quality of the
actions, the crew crew.
surrenders.
SAILING
When sailing, determine for a brief moment.
your route in the chart
and subtract the Travel If you arrive at your
Hardship value of each destination with zero or
sea and land Region from more Resources you suffer
your Resources as you no consequences and can
travel. For this you ignore replenish Resources when
the Travel Hardship of in land, civilised or not.
your starting Region but
consider the destination, If at any point of your
even if it is land. This travel your Resources get
represents the cost of to zero, your Crew value
disembarking. Because sea diminishes by one for every
routes are never straight, extra Travel Hardship point
ships are not allowed you couldn't pay. When at
to travel from corner to zero Crew value, your ship
corner of the Regions, and is adrift, and your fate is in
must pass through their the games master's hands.
lateral borders, even if only
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BOARDING
When two vessels start are slain, at the choice of
combat at sea and one the winners.
side decides it is time to
board the enemy, both CHARACTER
ships roll an opposed Crew
test (1d20+Crew). If one ACTIONS
side is mainly composed
of combatants trained in Boarding is a bloody affair
melee at sea and the other that boils down to the
is not, the trained side brutish, impetuous actions
gets a +5 bonus to the test.of the whole crew, and
If both sides are trained individual actions are less
there is no bonus. relevant except maybe for
strength of leadership.
The loser of the test Before rolling Crew
loses Crew equal to the tests for boarding, one
difference between the designated character can
totals rolled and a new succeed at a Command
opposed roll begins. When test to inspire the troops
one side reaches zero and gain +2 bonus for the
Crew the battle is over and roll.
the fighters surrender or
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NAVAL COMBAT
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If your game includes with the exception that
cannons or other firearms the difference between
suitable for naval the Crew tests subtracts
combat at a distance, from Resources, not Crew.
the rules for structural When one ship gets to zero
damages between the Resources, it is unable
ships follow the same to sail and shoot, and
sequence as boarding, surrenders.
TRADE AND
COMMERCE
To establish a trade route, their actions grow their
first characters must prestige. Even though it
decide a settlement where is often up to the games
to establish their head master how Acumen
office and acquire enough accumulates, here is a list
commercial reputation, of actions that each grant
Acumen, to be seen as one point of Acumen.
trustworthy partners.
• Striking a good
Acumen is a group commercial deal.
resource, and even if the • Personally contacting a
reputation originates in the partner in a new city.
actions of one character, • Increasing the revenue
the Acumen acquired goes of an investor.
to the whole game table. • Securing a trade route
from thieves, bad
A game group starts at weather or monsters.
zero Acumen, and through • Bringing new goods to
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Under Sail
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The game group can decide
to spend three points of
2-3 Players lose all
Acumen to better their
money invested.
results one step.
4-5 Players receive 1x
the amount invested.
If at any point there are
6-8 Players receive 1.5x
more trade routes than the
the amount invested.
number of Acumen needed
9-11 Players Receive 2x
to hold them, players must
the amount invested.
decide which of them are
12 Players receive 2.5x
broken. Broken trade
the amount invested.
routes must be reinstated
as any new trade route.
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SHIPS IN THE REGION
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Faction: Adversary
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Name : Lightning
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Faction: Pirate
Name: Victorious
Faction: Pirate
Captain: Jackal
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Name: Intrepid
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Faction: Ally
Faction: Adversary
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Name: Dark Thunder
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Faction: Ally
Name : Scepter
Faction: Adversary
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ENCHANTED ITEMS OF THE
SEA
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Allak). With a ritual on a full moon, it can summon
ghost crew members. In return, the ghosts’ demand
services from their remaining loved ones or revenge
against their enemies. The ghosts are wise and
cunning, but the price is always high.
8. Ghost Shore: A cannonball covered in reef corals
that will sink a ship with a single hit. Only the
madman of the bleakshore lighthouse knows how
to perform the ritual to power these weapons. Ships
struck by these bullets sink with survivors.
9. Black Sails: Only the desire for revenge keeps them
moving, even when there is no favorable wind.
When the revenge is fulfilled, they stop. They must
be burned and their ashes blessed at this time
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to end the curse, or it will fall on another victim,
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TERRORS OF
THE SEA
Terrors of
the Sea
THE MERFOLK
We have never conquered them for an easy catch, the
the sea. Don’t let yourself ocean is their world, not
be tricked by the whispers ours.
and loud cheers you hear
from people who have UNDERSEA
barely stepped a foot away
from the shore. SOCIETY
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Terrors of
the Sea
over the ages. The merfolk favourite weapon of Derna,
see themselves as direct is also the main symbol of
descendants of their worship amongst merfolk
goddess, their priestesses communities. The great
having positions of great temples in the centre of
power in their society. The their settlements are often
trident that is said to be the shaped after the weapon.
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Terrors of
the Sea
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THE OCEAN’S can sink underwater and
CURSE travel the deeps, before
Terrors of
rising suddenly to launch
the Sea
Rumours of this fabled ship a surprise attack on its
can be heard at any port enemies. Sailors, pirates
of the Kingdom. They say it and merchants tremble
is crewed by some of the when they hear of this
nastiest merfolk sailors great vessel rising from
to ever sail the briny the ocean, overgrown with
seas. Stories say the ship barnacles and algae.
109
Terrors of
the Sea
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Terrors of
the Sea
CORRAL COMMANDO
Type Merfolk
Actions/Round 3
Weapon/skill/damage Trident/10/2d6+4
Armour None
Adventuring Skills 8
Stamina 24
Notes Intelligent
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Terrors of
the Sea
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Terrors of
the Sea
MERFOLK PIRATE
Type Merfolk
Actions/Round 1
Weapon/skill/damage Coral blade/8/1W6+2
Armour None
Adventuring Skills 5
Stamina 17
Notes Intelligent
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Terrors of
the Sea
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Terrors of
the Sea
TIDECALLER
Type Merfolk
Actions/Round 1
Weapon/skill/damage Staff/5/1d6
Armour 1d6 Scale armour
Adventuring Skills 10
Stamina 18
Notes Intelligent, Spellcaster
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Terrors of
the Sea
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Terrors of
the Sea
GILLWRESTLER
Type Merfolk
Actions/Round 1
Weapon/skill/damage Unarmed/12/1d6-1
Armour None
Adventuring Skills 5
Stamina 16
Notes Intelligent
117
Terrors of
the Sea
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Terrors of
the Sea
TRIDENT PRIESTESS
Type Merfolk
Actions/Round 2
Weapon/skill/damage Trident/10/2d6+2
Armour 1d3 Religious Merfolk armour
Adventuring Skills 10
Stamina 18
Notes Intelligent , Spell Caster
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Terrors of
the Sea
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Terrors of
the Sea
FANG BERSERKER
Type Merfolk
Actions/Round 4
Weapon/skill/damage Claw/10/1d6+2
Armour None
Adventuring Skills 2
Stamina 26
Notes None
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Terrors of
the Sea
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Terrors of
the Sea
SERVANT OF THE TRIDENT
Type Merfolk
Actions/Round 1
Weapon/skill/damage Claw/6/1W6
Armour None
Adventuring Skills 5
Stamina 8
Notes Intelligent
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Terrors of
the Sea
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Terrors of
the Sea
FERAL OF THE DEPTHS
Type Merfolk
Actions/Round 2
Weapon/skill/damage Claw/14/2d6
Armour 1d6 Hardened Rubber hide
Adventuring Skills 8
Stamina 18
Notes Intelligent, Poisonous
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NEW MONSTER
Terrors of
the Sea
ABILITIES
SUNLIGHT VAMPIRIC
HATRED
The creature gains a bite
The creature needs to attack (1d6+3) and half of
succeed on an adventuring the damage dealt it regains
skill test to be able to as stamina.
act in direct sunlight,
otherwise it will stay
hidden in darkness or HIVE MIND
retreats.
Whenever a creature with
the hive mind ability makes
MASTERFUL a skill test for a dangerous
situation in proximity to
SPELLCASTER another creature of the
same type that is aware
Treat the creature’s of the danger, it adds a +4
adventuring skill at bonus for the roll.
two times the normal
level for tests involving
spellcasting.
HARMFUL
PRESENCE (X)
SILVER
Any character at close
WEAKNESS or nearby distance from
this creature receives x
If attacked by weapons damage per turn. Armour
made of silver the damage reduction to damage may
is rolled twice and the apply or not, as determined
higher value applied. by the games master.
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BANDITS
Terrors of
the Sea
Type Civilised
Actions/round 1
Weapon/skill/damage Weapon/7/-
Armour Armour
Adventuring skills 5
Stamina 15
Notes Intelligent
CORAL MOTHER
Type Monster
Actions/round 3
Weapon/skill/damage Pincers/6/1d6
Armour 2d6 coral exoskeleton
Adventuring skills 7
Stamina 22
Notes Hive mind
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alike. One man rescued from the shore said that a pistol
shot would bounce from its carapace, but that can't be
Terrors of
true, right?
the Sea
CORAL SPAWN
Type Monster
Actions/round 2
Weapon/skill/damage Pincers/6/1d6
Armour 2d6 coral exoskeleton
Adventuring skills 4
Stamina 10
Notes Hive mind
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FOGLIN
Terrors of
Type Otherworldly
the Sea
Actions/round 1
Weapon/skill/damage Weapons/3/-
Armour None
Adventuring skills 4
Stamina 8
Notes: Flying, Aversion to Light
KRAKEN
Type Monster
Actions/Round 4
Weapon/skill/damage Tentacle/14/3d6+5
Armour 1d6 Ancient slimy Skin
Adventuring Skills 6
Stamina 70
Notes Puppet, Regenerating
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people believed out the kraken is alive and real, there
would be far fewer seafarers out on the waters.
Terrors of
the Sea
130
LIVING ECHO
Terrors of
the Sea
Type Otherworldly
Actions/round 1
Weapon/skill/damage Weapon/4/-
Armour Armour
Adventuring skills 6
Stamina 14
Notes Immaterial, harmful
presence (sound 1d6)
MANHUNTER
Type Civilised
Actions/round 1
Weapon/skill/damage Short sword/16/1d6+3
slashing
Armour Armour
Adventuring skills 10
Stamina 18
Notes Intelligent
131
so many eyes upon you, you need someone without
a name to do the job: enter the Manhunter. Discreet,
Terrors of
problems.
MERCENARY
Type Civilised
Actions/round 1
Weapon/skill/damage Polearm/14/2d6+2 slashing
Armour Armour
Adventuring skills 8
Stamina 18
Notes Intelligent
PIRATE CAPTAIN
Type Humanoid
Actions/Round 2
Weapon/skill/damage Sabre/10/2d6+2
Armour 1d6 fine leather armour
Adventuring Skills 8
Stamina 17
Notes Intelligent
Ability Barrage
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Barrage: The captain can order a barrage when on
Terrors of
the Sea
board his ship. Every creature and structure in a small
area the size of a house takes 2d6 of damage.
REAVERS
Type Civilised
Actions/round 1
Weapon/skill/damage Weapons/6/-
Armour Armour
Adventuring skills 7
Stamina 18
Notes Intelligent
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SPAWN OF THE DEEP
Terrors of
the Sea
Type Monster
Actions/Round: 1d6
Weapon/skill/damage Tentacle/12/4d6
Armour 2d6 unnatural Alien hide
Adventuring Skills 6
Stamina 65
Notes Ethereal, sunlight
vulnerability
134
SWAMP BEINGS
Terrors of
Type Monster
the Sea
Actions/round 1
Weapon/skill/damage Big Fists/7/1d6
Armour 1d3 dense mud
Adventuring skills 5
Stamina 18
Notes Intelligent
THORN-MAN
Type Monster
Actions/round 2
Weapon/skill/damage Thorns/10/1d6+1
Armour 1d6 bark
Adventuring skills 5
Stamina 22
Notes Intelligent
135
legends say he was once a thief-king that fell in love
with the wrong dryad.
Terrors of
the Sea
WALKING HEAT
Type Otherworldly
Actions/round 2
Weapon/skill/damage Weapon/4/-
Armour Armour
Adventuring skills 5
Stamina 14
Notes Intelligent, formless, harmful
presence (heat 1d6)
WEEPING OGRE-MAGE
Type Otherworldly
Actions/round 1
Weapon/skill/damage Weapons/10/-
Armour Armour
Adventuring skills 5
Stamina 22
Notes Ethereal, spell-caster,
intelligent
136
Terrors of
the Sea
Description: Far into the mountains dwelt an ogre-
mage of great skill. He lived with his companion quietly
and happily. One night, from the mountain path, a
stranger asked for hospitality as the storm raged. The
ogres allowed him in. In the middle of the night the
stranger, a greedy wizard, killed the ogre's companion
and battled the mage. Both died in the duel, and the
magical energy bound the mournful ogre-mage's spirit
to this place, forever.
137