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Conan D20 1e Pirate Isles

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100% found this document useful (11 votes)
1K views129 pages

Conan D20 1e Pirate Isles

manual para 1e de Conan

Uploaded by

Jonathan Segura
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CONTENTS

Pirate Isles

Contents
Credits 2
Introduction 3
Pirates of Hyboria 4
Scurvy Dogs 17
Foreign Shores 21
Pirate Feats 43
Ships of the Sea 47
Seas of Steel 58
Riders of the Waves 69
Beasts of the Seas 90
Powers of the Sea 103
The Call of the Sea 112
Ship’s Charters 117
Pirate Coves 125
License 128
Pirate Isles is © 2004 Conan Properties International LLC. CONAN®, CONAN THE BARBARIAN® and related
logos, character, names, and distinctive likenesses thereof are trademarks of Conan Properties International LLC unless
otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User. Conan The Roleplaying Game is
released under version 1.0 of the Open Game License. Reproduction of non-Open Game Content of this work by
any means without the written permission of the pulisher is expressly forbidden. See Page 128 for the text of
this license. With the exception of the character creation rules detailing the mechanics of assigning dice roll
results to abilities and the advancement of character levels, all game mechanics and statistics (including
the game mechanics of all feats, skills, classes, creatures, spells and the combat chapter) are declared
open content. Printed in China

1
Credits
CREDITS

Author Playtesters
Shannon Kalvar Morgan Nash, Chiara Mac Call, Hayden Nash,
Adam Taylor, Ian Over, Simon English, Rafael Dei
Svaldi, Guilherme Dei Svaldi, Gustavo Emmel,
Additional Text Leonel Caldela, André Mendes Rotta, Harvey
Vincent Darlage Barker, Wesley R. Gassaway, Betty Gassaway, Danny
Gordon, Raven Gordon, Michael Dunmire, Vincent
Editor and Line Darlage, Bob Probst, Chris Bradley, Craig Pekar,
Jason Durall, Mark ‘Neo’ Howe, Mark Billanie,
Development Mark Sizer, Michael J Young, Alan Moore, Jamie
Richard Neale Godfrey, Daniel Scothorne, Daniel Haslam, Christy
Ward, Jason Ward, Jason Hohler, Kevin French,
Cover Art William Dvorak, Jack Cox, Brent Strickland,
Chris Quilliams Melissa Strickland, Adam Crossingham, Alex
Aplin, Paul Evans, David Little, Nick Lowson,
Dougal McLachan, Mark Steedman, Sam Vail,
Interior Artists Alan Marson, Robert Hall, Trevor Kerslake,
Jesus Barony, Chris Quilliams, Phil Renne, André Chabot, Antonio Eleuteri, Emilia Eleuteri,
Chad Sergesketter, Ursula Vernon & Alejandro Francesco Cascone, Claudio Mormile, Angelo
Villen Mormile, Paul O’Neal, Patrick O’Neal, Chuy
Hernandez, Butch Mercado, D’Angelo Ramos,
Jay Hafner, Eric D. Schurger, Geissler G. Golding,
Studio Manager Brian Fulford, Richard D. Cserep, Jason Waltrip,
Ian Barstow James Williams, Scott Bradley.

Production Director Special Thanks


Alexander Fennell Theodore Bergquist & Fredrik Malmberg at
Conan Properties.
Proofreading
Ashley Tarmin Support
Continuing support for Conan the Roleplaying
Game can be found at www.conan.com, www.
mongoosepublishing.com and in the pages of
Signs and Portents magazine.

2
Introduction

Introduction
Welcome to the Pirate Isles
The desert wind whips up from the coast of includes new feats for pirate characters, a system for leveraging
Hyrkania, sending waves of spray arcing over the shielded leadership and reputation to rule a pirate ship. This chapter
bulwark to break on the side of your face. Beside you another finishes with a description of the myths and legends surrounding
of the Red Brotherhood laughs with pleasure at the salty sting, pirate life, providing a system to quickly generate similar stories
gripping his tulwar firmly as your sleek galley closes with the for your own use.
limping merchantman. Soon the waves will run crimson once
more as another cargo of booty passes into cut-throat hands. Foreign Shores addresses the building of suitable settlements for
pillaging. It opens with a discussion of various coastal targets
Know, o reader, that poised within the covers of this tome lie then moves on to outline what kind of loot they might contain.
various texts describing all manner of brutal and sadistic sea After having found the loot, characters will need to dispose of
dogs. From the silk-pantalooned Red Brotherhood to the it using the rules contained for fencing. The last two sections
dusky menace of the corsairs of the Black Kingdoms, from provide rules for seeding in islands and for various complications
the swashbuckling rovers of the Barachan Isles to the ruthless that could occur during sea travel.
privateers of Zingara.
Pirate Feats looks into the details of building a character, their
All these assorted brigands and more besides await you amongst ship and the complexities of pirate feats, while Ships of the Sea
the Pirate Isles, the latest explosive source book for Conan the provides a simple system for building sea-worthy ships of the
Roleplaying Game. Seeking the freedom that only the sea can Hyborian Age.
bring, these renegades prey on the weak and helpless, piling their
decks high with bloodstained gold and hapless captives destined In Seas of Steel we present a contested system for closing with
for the slave blocks of a dozen lands. the target, including rules for withering arrow fire, boarding and
conquering a ship, mutinies and the looting of a ship’s cargo.
Whether you see them as brutal killers or dashing freebooters,
many of Conan’s greatest adventures were aboard pirate vessels Riders and Beasts of the Sea outlines various named personalities
or with a motley crew at his back. Now you too can stalk the as well as creatures, necromantic threats and various demons
western coast, ready to pillage goods intended for the Road summoned to dominate the deep places of the world.
of Kings, or row into royal Aghrapur itself to raid imperial
merchantmen. The will to summon these creatures is the focus of Powers of
the Sea. Outlining a variety of new spells, some of which fall
Hoist the sail, dog brothers, for the treasures of Hyboria are into the sorcery styles presented in the main rulebook, for two
waiting to be plucked! new sorcery styles: Sea Witchery and Weather Witching. The
chapter closes with a short discussion on the herbs, alchemical
preparations and magical items to be found at sea.
What will you The book draws towards a close with the Call of the Sea,
find within? providing Games Masters with various adventure seeds for both
short jouneys and entire campaigns of bloody piracy.
Pirate Isles contains rules for integrating sea-faring adventures
into your Hyborian chronicle. Although pirates and their kin
certainly receive the most focus, characters of all persuasions can Welcome to the wild world of the pirates of the Hyborian
find something of value within. Age. Rogues and murderers, revolutionaries and
fugitives, regardless of their background and motives,
Pirates of Hyboria details the cultures and lifestyles of various each has a gift that no other Hyborian can claim:
pirate bands. This chapter focuses on the four known pirate they are free.
fraternities, their secret ways and their illicit activities. It

3
Pirates of Hyboria
pirates of hyboria

Astride the Crimson Waves


Pirates of
Hyboria deals with
the most fundamental, ‘And I am Bêlit’, she cried, as one might say ‘I am queen.’
burning question posed ‘Look at me, Conan!’ She threw her arms wide. ‘I am Bêlit, queen of the
by pirate adventures. black coast. Oh, tiger of the North, you are as cold as the snowy mountains
‘Now what?’ Once the that bred you. Take me and crush me with your fierce love! Go with me to the
characters board a ship, ends of the earth and the ends of the sea. I am a queen by fire and steel and slaughter
what do they do? How – be thou my king!
do pirates live, work His eyes swept the bloodstained ranks, seeking expressions of wrath or jealousy. He
and gather the plunder saw none. The fury was gone from the ebon faces. He realised that to these men
of nations into their Bêlit was more than a woman: a goddess whose will was unquestioned. He glanced at
bloody hands? What the Argus, wallowing in the crimson sea-wash, heeling far over, her decks awash, held
up by grappling irons. He glanced at the blue-fringed shore, at the far green hazes of
rules do they follow in
the ocean, at the vibrant figure which stood before him; and his barbaric soul stirred
their life of slaughter? within him. To quest these shining blue realms with that white-skinned young tiger
Where do they come cat – to love, laugh, wander and pillage –
from and where are they
‘I’ll sail with you,’ he grunted, shaking the red drops from his blade.
going?

This chapter addresses


these questions in four sections. To Trail in the Wake gaze to the watery depths in their search for forgotten
of Blood, The Pirates’ Life, Royalty of the Sea and The powers and ancient lore.
Stuff of Legends. The first deals with the how characters
become involved with the pirate life. The second explains In a handful of countries serving on the sea is just another
that life in detail, going into the hazards and rewards of fact of life. Among the Argosseans, the men of the Black
the freest occupation. The third discusses the problems Kingdoms, the slaves of Turan and the Zingaran a man is
stemming from attempting to actually rule over wild not a man until he spends at least some of their life with
pirates. The fourth, and last, section provides information water under his feet. Argossean and Zingaran men may
about the stories that pirates tell themselves. undertake this passage in merchant fleets or among the
black-hearted pirates. The men of the Black Kingdoms
take to their ships only when the promise of plunder and
To Trail in the carnage calls them forth. Similarly, the slaves of Turan
regard their own Red Brotherhood as their only hope to
Wake of Blood freedom; the staid simplicity of legitimate trade cannot
Pirates come from all walks of life. Soldiers and sailors, compete with the opportunity to take up arms against
tinkers and farmers all take up the bloody path. Some those who would hold their kin in chains.
cultures actively encourage it; others force it on
any man with a spine and freedom in his blood. Many other countries including Khitai, Vendhya,
Many a lawless fighter or a member of a broken Kambuja, Kosala, Iranistan, Zembabwei, Kush, Stygia and
mercenary army finds his way onto the waves Shem have long traditions of naval service. These countries
as well. Even some sorcerers turn their all have access to the sea, and use it as yet another means of
transportation, trade and the acquisition of luxuries from
far away lands. Even countries like Iranistan, a vast desert,

4
Pirate Cultures
Culture Pirate Group Rivals Common Ship Hulls Referred to as
Argossean Barachan Pirates Zingaran Freebooters, Carrack, Galley Pirates, buccaneers

pirates of hyboria
(a.k.a. Red Zingaran Navy
Brotherhood)
Black Kingdoms Black Corsairs N/A Galley Corsairs
Turanian Red Brotherhood Turanian Navy Carrack, Galleon Pirates
Zingaran Fellowship of Barachan Pirates, Galleon, Galley Freebooters, buccaneers
Freebooters Argossean Navy

not noted for its ability to build ships, participate in the This environment creates an ideal recruiting ground for
maritime trade. the Barachan Pirates. Although technically outlaws, and
hunted by the Argossean Navy, in reality they are the
The remaining peoples of the world find themselves heroes of the common people and even merchants in
swept out to sea for any number of reasons. Mercenaries the Argossean cities turn a blind eye to their cargoes, so
often find themselves in the employ of fearful merchants. long as they do not bear the merchant’s stamp. Where
Soldiers from any number of countries follow diplomats service on a ship of the line or a merchant ship might earn
out onto the waves. Nobles travel as a matter of course, a man a living wage, a few years of plunder as a member
attempting to alleviate the boredom of their lives with of the Red Brotherhood can earn him enough to establish
journeys to far-off foreign ports. Even common folk himself.
might find themselves swept away on the bloody tide,
fleeing from accusations or doubt. Roughly three quarters of the Red Brotherhood is
composed of young men who take to the seas for a time,
then return to their homes. These young pirates spend a
Pirate Cultures few wild years raiding and plundering Zingarans under
Four cultures are known to directly support pirate
assumed names. Many pick up battle scars they will lie
‘brotherhoods’. These cultures and their associated pirates
about in later life and most of these young men leave
are detailed in the Pirate Culture table, the fields in the
their life of piracy with enough ill gotten gold to arrange a
table contain the following information:
marriage and establish a small business of some sort. Most
of the young men come either from the nobility or the
Culture: The culture supports a given pirate group.
absolute lowest classes as the greater bulk of the merchant
Pirate Group: The name of the pirate group.
and agricultural classes simply cannot spare their children
Rivals: The groups that the pirates deliberately target.
for such follies.
Common Ship Hulls: The most common type of ship these
pirates sail.
The other quarter of the Red Brotherhood, and backbone
Referred to as: The term used most often when referring to
of its fighting strength, is composed of equal measures true
a specific group.
outlaws and bold adventurers from many countries. These
men do not dabble in the world of the waves, they drink
Barachan Pirates deeply of the freedom it offers. Many have fled from the
The Barachan Pirates, also called the Red Brotherhood, law in other lands. Most have bounties on their head,
take their name from their home on the Barachan Isles. placed there by one government or another. These pirates
These hard living, hard drinking pirates sail the west will live and die on the waves, holding positions places of
coast of Hyboria as far north as Vanaheim though they command and respect on the hundreds of ships that make
rarely travel any further south than Kush, and try to avoid up the pirate fleet, where young men look up to them like
the Southern Isles unless blown there by an ill-favoured gods. They are full members of the Brotherhood, entitled
wind. to all of the rights and privileges thereof.

The young men of Argos grow up hearing tales of the It is an open secret that the Argossean government
ferocious, noble pirates and their never-ending war on supports the Red Brotherhood with gold,
the diabolic Freebooters of Zingara and their mother’s information, ships and occasionally ‘off
sing them to sleep with songs about the wonders of the duty’ officers and ‘mercenaries’ with
sea. Many grow up to serve on the great fleets that bring elite combat training. In return for
seemingly limitless wealth to the Argossean merchants and this support the hard-bitten core
nobles.

5
although they take slaves from many other tribes and
nations. These vessels may go north for occasional raids,
but generally avoid the Stygian coast entirely.
pirates of hyboria

The following feat is available to


Argossean youths who wish to take Roughly twenty percent of the black corsair ships
up the pirate’s trade. sail under the command of northern captains. These
foreigners typically hail from Argos, Shem or Zingara.
Argossean Dreamer (General) They bring boats south, using the secrets of deep-water
You grew up on tales of the daring deeds of the navigation to avoid the coast hugging corsairs. Once they
Barachan pirates. These tales give you a vast
dock at the Southern Isles they pick up crews of willing
storehouse of pirate lore, although not all of it
is of practical use. raiders with promises of plunder. The islanders happily
Prerequisites: Must be an Argossean, may only oblige; the lure of gold and slaughter draws them north
be taken at 1st level. without a moments pause.
Benefit: You gain a +1 bonus to your total skill
points per level when taking a level in the These northern ships roam the seas as far north as the
pirate class.
Pictish Wilderness and as far east as Vendhya. The
combination of the Southern Islander’s natural lust for
raiding and their foreign captain’s ambition leads to a
synergy far greater than the sum of its parts. These ships
of the Red Brotherhood avoids the Argossean coasts and may even take on pirates from other nations from time to
focuses on the eternally amusing sport of sinking Zingaran time, although their brutal approach makes it unlikely.
cargo boats. A part of this agreement insures that full
brothers will not be hunted down for their crimes,
regardless of where they were committed. Experienced
merchant sailors know to pay, and pay well, the various
authorities in Argossean ports or face the Barachan pirates’
The following feat is available to
wrath. Southern Isle and Black Kingdom
youths who wish to take up the pirate’s
Black Corsairs trade.
The Black Corsairs are not so much a pirate organisation
as they are a natural offshoot of the raiding culture of Black Corsair (General)
the Black Kingdoms. The people of the Southern Black You grew up hearing tales of the plunder and
slaves to be had in other kingdoms. These tales
Kingdoms, as well as Kush, Darfar, and Kesh engage in
fire your lust for blood, glory and raiding.
constant warfare among themselves. They also loot, Prerequisites: Must be an a Southern Islander or
hire on as mercenaries and seek out bloody mayhem as a from the Black Kingdoms, may only be taken
matter of course. Setting sail on a ship to raid the coasts or at 1st level
sail further north to loot good steel hardly conflicts with Benefit: You gain a +2 to any skill check or
their primal inclinations. attack roll required for a boarding action.

Although one may find members of many tribes aboard


a ship, the most famous and fearsome come from the
Southern Isles. These fierce black barbarians combine Red Brotherhood
the raiding culture of the south with nautical knowledge The Red Brotherhood of the Vilayet Sea owe its origins to
gathered over centuries of seafaring. They are natural radically different forces to those which shape other pirate
sailors, with a fierce warrior ethic which is uncomfortably groups. Certainly some of them are men of Hyrkanian
close to matching that of the Cimmerian barbarians. and Turanian descent who look to the waters hoping to
plunder the vast wealth moving down the coast to begin
Many Black Corsair vessels sail north under its journey along the Road of Kings. Most, however, carry
the command of tribal leaders. These ships, the brutal marks of a slave’s torment. Their callused hands
comprising roughly eighty percent of the and scarred bodies raise sails not for plunder, but for the
corsair’s encountered, generally confine bloody business of revenge.
their activities to the Black Coast
and Kush. Their free crews The Red Brotherhood is composed of equal parts men
all hail from one tribe, who took to the waves for glory and plunder and escaped

6
pirates of hyboria
Relations between the Red Brotherhoods
There is considerable speculation as to whether the two Red Brotherhoods, one in the Western
Ocean and the other in the Vilayet Sea, are related entities. Do they share members? Have a common
origin? Obey the same rules and regulations?

This point is left deliberately undefined in this book. The Games Master may instead select from among the
following options, depending on the needs of his own campaign. Some, none, or all of the following may be true;
more likely the truth was lost long ago, leaving only memories and stories behind.

The possible connections include:

 None. The coincidence of the names was just that, a coincidence. The two groups do not have anything
to do with one another.
 Argosseans founded the Red Brotherhood. A renegade band of Argossean slaves took to the waves of the
Vilayet Sea. They styled themselves the ‘Red Brotherhood’, using stories from their youths as free men to
sustain them during the lean years.
 The Red Brotherhood extends across the oceans. The two groups are actually the same, and there is
considerable commerce between the branches. Captains travel regularly between the Western Ocean and
the Vilayet Sea to exchange information and learn new sailing techniques.
 The two groups were once one (as three above) but now are engaged in bitter disputes.

slaves who desire nothing so much as the absolute Since simply being captured on a pirate ship is grounds
destruction of their former masters and Kozaks. The later for immediate arrest, torture and eventual execution,
two already have reason enough to hate the Turanian and anyone who is willing to haul a line is considered to
Hyrkanian governments. Those who take to sea of their be an immediate member of the Red Brotherhood. To
own choice quickly become outlaws, sentenced to slavery many outsiders this openness seems completely insane;
and the worst torments imaginable. This common hatred spies could easily slip into their midst, but from the
forms the bond that links all of the wandering pirates of Brotherhood’s point of view it makes perfect sense; spies
the Red Brotherhood pirates together. They know that, are no more likely to survive contact with government
regardless of any other arguments they might have, their forces than regular pirates.
common enemy will savour their destruction if they give
it a single chance. The Red Brotherhood preys on both mercantile and
military shipping. They hunt down the former both for
the loot they provide and to hear the delightful screams of
their former masters as they struggle to remain afloat. The
The following feat is available to any later they attack as a pre-emptive measure; each military
man who wishes to start his adventures ship removed from service, or commandeered for the
as a member of the Red Brotherhood. pirates’ use, is another hull that will never be used to hunt
them down.
Whip Weary (General)
You have survived the worst that your former
Turanian masters could offer. Their torments may
Zingaran Freebooters
have broken you for a time, but the freedom of Zingaran freebooters fancy themselves as a cut above
the sea healed your wounds, making you stronger the common run of pirates. Where others dress for
than those weak-willed men in their feathered beds practicality and battle, freebooters adorn themselves
could ever dream. in as many colourful silks as they can loot. Where
Prerequisites: Must have been a Turanian slave, may others use whatever weapons they can find,
only be taken at 1st level.
freebooters take the time to find exactly the
Benefit: You immediately lose 2 points from
either your Strength, Dexterity, Constitution or right tool for the job. When in a port
Charisma. You gain a +2 bonus to your Fortitude they regale others with tales of the
and Will saving throws. far-off places they have seen, the

7
beautiful women who threw themselves at their feet,
and the great treasures they found and lost to a whim of
chance.
pirates of hyboria

The following feat is available to


The reality of the freebooter’s life is not that much Zingaran youths who wish to take up
different from their Argossean counterparts. They live the freebooter’s call.
a hard life, filled with violence and death. They sail the
seas as far south as the Black Coast, and as far north as Freebooter’s Fortune (General)
the Pictish Wilderness. They prey primarily on their own Your absolute certainty that the bloody road
leads to a better life seems to lend a charm of
great merchant fleets, as well as those of Argos and Shem. good luck to your path.
Some will also attack Stygian galleys, although such Prerequisites: Must have been a Zingaran, may
exploits can cause more trouble than they might possibly only be taken at 1st level.
be worth. Benefit: If you fail a Swim or Profession (sailor)
skill check you may immediately re-roll the
Unlike the Barachan Pirates, the Zingaran Freebooters are check with a –4 penalty. If you fail this check
then you fail the skill roll.
not associated with the government of their homeland in
any way. Indeed, the constant civil wars that rend the
nation make it impossible for a pirate to know exactly
whom he should negotiate with. The best that most
pirates manage is a wary truce with the current ruler of
one of Zingara’s many ports. Such pacts, however, have Ocean Going Cultures
a tendency to end badly; once the wars sweep by, all Although pirate sagas dominate the shanties of the waves,
agreements become void. the vast majority of sea-faring activity involves honest
folk attempting to make a decent living. Merchants,
Most, if not all, of the freebooter captains come from fishermen, sailors, marines and numerous other nautical
noble lines who have fallen to hard times. Some are men all just hope that they reach their destinations
refugees, others take to the waves in the hope of amassing without meeting any pirates. This peaceful hope in a
a fortune sufficient enough to return home covered in world of decaying morality marks them as prey for those
glory. Out among the waves, regardless of their past, their who ride the barbaric tide.
noble bearing gives them a natural power to command,
and Zingarans, pirates or not, respond to the manners All coastal nations and peoples are home to fishing villages
bred into nobles from their earliest days. and small-scale water trade. This trade moves worked
goods from one village to another. In the north this local
The bulk of a freebooter crew come from the common trade can be marginally profitable, however, in the south,
castes. Like the nobles, they may be refugees from the where gold flows freely, many a skilled sailor has made
war, simply seeking out a fortune or more commonly, they a lifetime’s earning by boarding a seemingly innocuous
take to the waves to avoid the lash or the noose. Zingaran fishing boat.
‘justice’ miscarries as often as it bears logical fruit, but that
does not allay the harshness of its sentences. The corrupt Anything that could actually be called a nation, rather
and the pure alike often swim out to the closest ship rather than a gathering of peoples, also boasts a wealthy and
than allow a lord to flay the skin from their bodies. far ranging merchant fleet. This merchant activity is
divided into two separate routes; the Western Ocean
These common freebooters work hard to maintain the and the Southern Sea/Eastern Ocean. The Fires of the
mystique of their profession, subjecting newcomers to South mark the dividing line and few, with the exception
the most degrading experiences they can imagine. These of the fearsome Black Corsairs will attempt the long and
trials usually consist of nothing more sophisticated than dangerous crossing.
taunting and physical abuse, but some particularly
devilish tormentors can make their way onto Merchant ships of Zingara, Argos, Shem, Stygia and Kush
freebooters ships. Once passing though this ply their trade along the Western Ocean trade route, while
initiation, the newcomer finds acceptance the small boats of the various tribes of the Black Kingdoms
among the crew, so long as he does not also work this route at irregular intervals, depending on the
violate any of their many rules of whim of their king. This trade route moves goods along
conduct.

8
the entire west coast of Hyboria, as Ocean Going Cultures
well as linking distant nations with Culture Common Ship Hulls Occupations
inland trade routes to the rest of the
Argossean Carrack, Galley, Galleon Merchants, fishermen

pirates of hyboria
Hyborian kingdoms.
Black Kingdoms Galley Fishermen, slavers, merchants
The Southern Sea/Eastern Ocean Hyrkanian Dhow Slavers, bounty hunters
trade routes link the nations of Iranistani Dhow Merchants, fishermen
Zembabwei, Iranistan, Kosala, Kambujan Carrack, Galley Merchants, fishermen
Vendhya, Khitai and Kambuja. Khitan Junk Fishermen, merchants
These nations trade with one Kosalan Galley Merchants, fishermen
another, but must transport goods
Kushite Galley Fishermen, merchants
along the Road of Kings (starting in
Aghrapur) to ensure their delivery to Shemite Galley Fisherman merchants
the western side of the continent. Stygian Galley Slavers, merchants
Turanian Carrack, Galleon, Dhow Slavers, fishermen, merchants
The Ocean Going Cultures table Vanir Longboat Fishermen, raiders
lists the most common occupations Vendhyan Galley Merchants, fishermen
for ships by nationality in order of
Zembabweian Galley Fishermen
commonality and typical hull types.
Zingaran Galleon, Galley Fishermen, merchants

One step ahead of


the mob
The vast majority of adventurers will not start their travels
onboard a ship. In fact, they may well regard life aboard a
ship as a dull interlude in the midst of a life of great deeds.
The long calm of the open water offers no allure to those
accustomed to the bright blue flames of clashing swords.
Yet even the mighty Cimmerians must, from time to time,
leap onto a sailing boat, buying their passage with silver,
barbaric charisma or a bloody blade.

Even adventurers who try to avoid ships completely might


find themselves aboard a pirate or merchant ship for the
following reasons:

 The pirates sank the boat he was on for whatever


reason.
 He needs to get from one place to another fairly
quickly.
 Hired on as a mercenary guard for a valuable
cargo.
 Pressed into service after falling into a drunken
stupor.
 Finding a map to an old pirate treasure.
 Travelling with a friend who has any of the
above categories.

While most adventurers caught


at sea will try to return to
the solid land as soon
as possible, they may
soon find the sea’s wild freedom

9
plaguing their dreams and few who taste the life of a pirate out of sight, surfacing in midnight squabbles and the
can every fully turn their back on it. occasional quiet murder.
pirates of hyboria

The Black Corsairs take a very different approach to


The Pirates’ Life controlling the crew’s bloodlust. They do not. The
Drunken pirates, whether lolling by bright fires in dismal captain maintains order by force of will alone. The
brothels or squatting on wave-stained docks, sing the majority of the ship’s crew avoids actual work, preferring
praises of their wild lifestyle. They tell of the women they to spend their time waiting for the next opportunity for
have ravished, great cargoes thrown down into the abyssal bloodshed. Work is assigned out either as punishment (for
ocean because they had no more room for plunder and the real work involving the ship’s structure and movement) or
cities which fell before their ravenous hunger. as a reward (specifically dealing with the oar slaves). The
captain must hand out rewards and punishments liberally,
The realities of pirate life play out differently. The day- or very little actually gets done.
to-day work of a pirate closely resembles that of any other
sailor. If he wishes to remain alive he must not only The Turanian Red Brotherhood works hard to maintain
master the arts of wind and sail, but also the red rage of the fighting readiness of its crews. Each crewmember
war. Not even rage will save him if luck turns against him, spends at least some time every day training with knife,
as a result, most pirates also engage in innumerable petty scimitar and captured bows. Those not training take
superstitions they claim turn Fortune’s favour. Add to all shifts performing basic ship’s functions, with older
of that the wild joy of the seas, the freedom of each man sailors assisting the less able. Each shift has roughly three
to let nothing stand between him and the horizon, and quarters experienced sailors and one quarter new recruits
nothing could possibly keep order in their lives other than who might not even know how to tie a knot.
a strong arm or an iron will.
Of all the pirate brotherhoods, the Freebooters know the
Working the Rigging most about how to make down time interesting. They
are well known for having one or more ‘playthings’ on
The day-to-day life of any sailor hardly counts as high
board; usually young women snatched from their homes
adventure. Pirate vessels suffer from this problem even
and pressed into service by uncouth masters. In casting
more than more legitimate traffic. Merchant and fishing
off their ties with their homelands the Freebooters also
vessels typically run with a light crew, so everyone has
deliberately rebel against the code of chivalry that binds
something to do most of the time. Pirate and military
their brothers. They seem to delight in forming cabals
vessels must deliberately over crew, so that they have
and spreading rumours, to the point where even a corrupt
bodies to lose and yet still maintain a sizeable force. This
noble would have trouble following all of the plots. Their
forces most pirates to spend long, lazy days aboard ship.
captains tend to ignore treachery within the crew so long
Work details break the monotony, but pirates are known
as it does not grow to become a true threat.
to amuse themselves with backbiting, gossiping and
occasionally maiming each other in knife accidents.
Of Sail and Stern
Each of the four pirate brotherhoods and each ship Pirates, and sailors of all stripes, spend most of their time
captain handles this ennui differently, and this difference sitting on ships. They know the intricacies of every plank,
in approach gives each pirate ship a unique culture and can speak for hours about the difference between the
flavour, similar to that of others of the same brotherhood, types of rope used for various applications, and honestly
but still very different from those of other pirate bands. consider issues about keel length and composition to be
some of the most pressing issues imaginable. When one
Barachan pirates organise their crews into relatively orderly spends every day and every night for six months floating
rotations, each rotation containing sufficient sailors in what amounts to a wooden box with a sheet attached to
and ‘marines’ to crew a ship and man all available it, these things do, in fact, become important. However,
posts. Off duty pirates spend their time sleeping, what is more important to a pirate than what a ship looks
talking quietly or working on various maintenance like is what it can carry. Although some pirates capture
projects. Of the entire pirate brotherhoods the ships, most just loot them and let them sink into the same
Barachan seem the most like an ordinary, if blood-stained waters that consumed its crew.
very overpopulated, merchant ship.
The violence in their blood lurks Rather than trying to duplicate every possible ship type,
the Ships section in the Seas of Steel chapter (pg. 58)

10
Common Occurences and Conventions Table
Event Barachan Pirates Black Corsairs Red Brotherhood Zingaran Freebooters
New member joins New member allowed New member forced New member forced to New member forced to

pirates of hyboria
the crew to participate, but to clean the slave’s be the first person to fight one crewmember
not given a voice in pen. board the next target of equal strength.
affairs until after three ship.
successful raids.
Challenge the Untried members Anyone allowed to Anyone allowed to Untried members
Captain attacked by full crew, challenge. challenge. attacked by full crew,
while full brothers are full brothers allowed to
allowed to challenge. challenge.
Dividing the One share for each Plunder divided by One share for each One half share for
Plunder crewmember, three for the captain as he sees crewmember, one for each crewmember, one
officers. fit. officers, four shares for share for full members,
the common good. four shares for officers.
Approach an Flags flown, offer of Immediate boarding Immediate boarding Immediate boarding
unknown ship surrender extended. attempt. attempt. attempt.
Settle a dispute Duel to first blood Duel to the death. Contest of endurance, Duel to the death.
between acceptable, captain usually involving simple
crewmembers may also judge torture (holding breath,
dispute. holding hand in a flame).
Dealing with Returned to Argossean Thrown overboard. Released on an island Returned to a
disabled port with three shares. with one month’s Zingaran port with
crewmember provisions. one share.
Common Officer Captain, Boson, First Captain. Captain, Boson, Master Captain, Boson, First
Positions and Second Mate, of Arms, Master of Sails. and Second Mate,
Navigator. Navigator.

contains information about a wide variety of generic hulls.


Pirates, merchants and navies can modify these hulls using Royalty of the
the rules presented there. Each hull has relative values
for its speed, manoeuvrability and cargo capacity that Sea
determine exactly how it performs while boarding or waits A rare few pirates, probably including the characters,
to be boarded. will find the life of swabbing over decks and dying at the
command of another unbearable. These natural leaders
rise up, seizing power in the small self-contained world of
Codes of Conduct the ship on which they serve, throwing other contenders
As stated in the Codes of Honour section of the Conan overboard to feed the plentiful sharks. Leading a band
the Roleplaying Game, there are no pirate codes of honour. of murderous cut-throats infected by the surge of the sea
Most pirates throw honour to the waves with their first usually proves more difficult than these ruthless few had
kill. However, these rough characters do have a code of imagined. Without a steady supply of bloodshed and
behaviour that governs their actions. plunder sea-dogs become restless, eventually turning to
bite the hand which feeds them.
The above table lists common occurrences and the
conventions that govern them among the four pirate
brotherhoods. Ruling a Floating
A share is defined by dividing the total value of the cargo
Kingdom
Each ship, whether pirate or legitimate, is its own,
by the total number of the individuals in the crew at the individual kingdom when sailing abroad. The
time the ship arrives at port. Individuals who receive ½ captain is the god who sets the rules and ensures
shares count as ½ a crewman. Individuals who receive the enforcement of those rules. Ships, and
more than one share count as that number of crewmen those who sail them, live and die by
when making the division. his word. Only those with strong
leadership skills, a solid strategic

11
sense and the will to do what must be done can successfully enter into a frenzy of activity. The actual break down
take up this challenge. of order may occur up to a week later, but the event
precipitates the crisis.
pirates of hyboria

Most pirate crews spend most of their time plotting and


scheming to kill one another off. Beyond these petty Loyal Retainers
rivalries most crews contain a core of loyal retainers, a Loyal retainers never make checks for potential mutiny.
pirate horde and those unaligned pirates content simply They will follow the captain to whatever end. They may
to serve the good of the ship. strike against a usurper, but only if they think they can get
away with it. In any event, many times the former loyal
The loyal retainers are pirates who bind their lives to the retainers do not survive long enough to take a coherent
captain. Mechanically they are the retainers gained by the plan of action.
captain’s Leadership feat. These loyal retainers will never
turn on the captain, they may, however, stand down or Pirate Horde
transfer their loyalty if the captain falls to a legitimate Whenever an event occurs (see the Stuff of Legends
challenge. More often, they attack the challenger and the section below) a captain leading a pirate horde must make
rest of the crew, knowing that the other wolves will not a mutiny check. This mutiny check is separate from the
hesitate to take revenge for their past slights. Captains one required by the unaligned pirates. The DC of this
generally give their servants choice assignments and a check and its modifiers depends on the circumstances
slightly better share of the loot. Loyal retainers generally surrounding the event. If the mutiny is not lead by a
comprise less than a third of the total crew of any given Player Character, assign one character from the pirate
pirate ship. horde to lead it. The Mutiny Table refers to both the DC
and the modifiers for mutiny checks.
The pirate horde comprises those pirates attracted to the
captain by his reputation for plunder and slaughter. They
Unaligned Pirates
do not feel any particular loyalty to a specific captain, but
Whenever an event occurs (see the Stuff of Legends
rather allow their own personal agendas to keep them
section below) a captain with unaligned pirates in his
aboard. So long as the captain continues to live up to his
crew must make a mutiny check. This mutiny check
reputation the horde remains content. If the captain falls
is separate from the one required for the pirate horde.
to a challenger or fails to give enough sport, the horde
The DC of this check and its modifiers depends on the
becomes restless and may mutiny. Mechanically pirate
circumstances surrounding the event Player Character,
hordes are the followers gathered using the Pirate Horde
assign one character from the unaligned pirates to lead it.
feat (pg. 44). A sufficiently charismatic or famous person
The Mutiny Table refers to both the DC and the modifiers
can easily sway these followers, as the feat is heavily tied to
for mutiny checks.
the Reputation mechanics.
If the captain fails this check the mutiny will occur in seven
Unaligned pirates represent the bulk of pirates around
days, minus the amount by which he failed. Thus, if the
the world. They swear allegiance only to themselves and
captain fails a mutiny check by three then the pirate horde
serve only for as long as it remains in their best interest
will revolt sometime in the next four days. If the captain
to do so. Characters who have no followers but who do
fails by seven or more the pirate horde immediately surges
have the Leadership feat find ready recruits from within
out of control.
this faction. Generally these fellows are the first to break
first when things go bad, and scream the loudest for larger
Under this system, a ship with three crew components
rewards when things go well.
(loyal retainers, a pirate horde and unaligned pirates) is
extremely unstable. Every time one of the two disloyal
Maintaining Order groups mutinies there is a chance of a cascading effect in
Maintaining order on a pirate ship does not require the other group.
any effort during the long downtimes associated
with sailing. The crew may wander about and Automatic Mutinies
grumble, but they will rarely take up weapons When a character of sufficient importance joins an already
against an established captain until they existing pirate crew (Reputation 35 or higher), that
have reason to. This reason typically character may immediately trigger a mutiny check. If
comes during the brief moments he has the Leadership, Horde, or Pirate feat but does not
of action when pirate crews currently have followers he automatically triggers a full

12
Mutiny Table
Event Horde DC Unaligned DC
Mutiny among the unaligned pirates 15 –

pirates of hyboria
Mutiny among the pirate horde – 20
Natural event (storm, disease, and so on) 15 10
Unnatural event (targeted by a spell or curse) 20 25
Violent event (attacked by another ship) 10 15
Disaster (ship wrecked) 25 30
Captain fails to share plunder 25 20
Crew finds an extremely valuable (30,000 sp or more) plunder 20 25
Bonuses and Penalties Modifier
Captain’s experience + Captain’s character level
Captain’s personal magnetism + Captain’s positive Charisma modifier
Captain has Leadership +2
Captain has Pirate Horde +2
Mutiny leader has Leadership -2
Mutiny leader has Pirate Horde -2
Every 5 points by which a captain’s reputation exceeds the mutiny leader’s +1
Every 5 points by which a mutiny leader’s reputation exceeds the captain’s -1
Situational Modifiers Modifier
Barachan Pirate crew fighting Zingaran ship or settlement +4
Zingaran Freebooter fighting Argossean/Barachan ship or settlement +4
Red Brotherhood ship attacking a Turanian ship +6
Black Corsair ship attacking anything +2
Black Corsair ship under attack -2

mutiny, gathering up to his entire follower allotment from


the available crew onboard the ship.

If there are any remaining members of the pirate horde or


Anatomy of unaligned pirates then the captain must make immediate
mutiny checks or they turn against him as well. These
a Mutiny ‘secondary mutineers’ do not necessarily swear immediate
Mechanically all mutinies go though the
allegiance to the character, but their leader may become
following steps:
 An event occurs that triggers a mutiny his cohort.
check
 The captain makes separate mutiny check for If a captain fails mutiny checks on both his pirate horde
the unaligned pirates and the pirate horde and unaligned pirate crew members, both groups mutiny
 If he succeeds on both mutiny checks the crew at the earliest possible opportunity.
does not mutiny
 If he fails one mutiny check but not the other
then a mutiny occurs within seven days minus
the amount that he failed by. The part of the
Effects of a Mutiny
Mutinies play out as a boarding action by a hostile
crew not in mutiny must then make a mutiny
check or join in crew. The mutineers battle the loyal crew until
 If he fails both mutiny checks then the crew one or the other can no longer sustain the conflict.
mutinies in seven days minus the greater of the This action may result in the death of some or
two amounts that he failed the check by all of the crew, damage to the ship, on the
destruction of all onboard cargo. For
more information please refer to the
Seas of Steel chapter (pg. 58).

13
whips, lashing their slaves into a bloody rowing frenzy.
The Stuff of Drums beat, trumpets sound and the sailors prepare for
the moments in which stories are born.
Legends
pirates of hyboria

The romance of a pirate’s life cannot be found in the daily Pirates live for these moments when something happens.
grind of his existence. The sailing man cannot find it in Then the long days of quiet toil fall behind them as the
the ripe smell of unwashed slaves chained to long oars, or waves carry them forward to charge headlong at their
in the bubbling screams of men with spears in their bowels. prey or flee stronger pirates, naval vessels or storm winds.
Instead it glimmers under the shining stars as pirates Whether charging an opponent or running away, these
gather around their rum to sing the legends spawned by moments create the framework upon which pirates hang
others of their kind. They sing of Amra the Lion, of Belit their tales.
the Queen of the Black Sea and of the legendary pirates
from long ago. They sing of forgotten islands filled with The stories pirates tell about themselves revolve around
gold, of shores far beyond the endless blue water, of the a very basic predator/prey relationship. The pirate
darkness below the waves that reached up to drink in the ship either finds prey (a merchant vessel, settlement or
life of many a sea-dog. These legends add glamour to their wounded pirate vessel) or is avoiding some greater force
own brief, harsh existence, giving them something to hope that wishes to consume it (a storm, a stronger vessel or
for beyond a hard death at the hands of their enemies. the like). This basic relationship leads to the pirate’s
nickname: Wolves of the Sea.
The Wolves of the
Seas Using this Section
The information in this section provides players and Games
The interesting parts of a pirate’s life start when the fragile
Masters with the tools required to quickly build ‘pirate
order ruling the day breaks apart at the sight of a sail,
stories’. These stories may be used for adventure seeds, to
village of reasonable size, or other unusual happenstance.
enhance the campaign background, to fill in down time
The entire crew rouses to life, breaking out weapons and
between adventures or simply to help character’s come up
swarming the rigging. Galley crews break out the barbed
with tall tales with which to awe landlubbers.

Elements of a Pirate
Legend
All pirate legends follow the same basic pattern:

 The pirate and/or his ship are either the


predator seeking out some target, or the prey
fleeing from a stronger force. In either case the
pirate/ship/crew are engaged in a predator/prey
relationship with something. See the Hunter
and Prey subsection for more details.
 Great wealth is available, but
must be lost for one reason or another.
See the Heaps of Gleaming Gems
subsection for more details.
 The hunt/chase runs into a
number of complications. These
complications may be bad omens,
bad weather, other
pirates, unexpected
resistance or any of
a number of other

14
potential issues. See the Complications and Omens Some entries occur on both lists. For example, a pirate
section for more details. ship may either hunt a giant animal (perhaps in pursuit of
 When the pirate finally achieves the goal there is an orgy some unique element in its body) or be hunted by such an

pirates of hyboria
of excess surrounding it. Villages are sacked, women animal (perhaps in retaliation for an unintended violation
ravished and treasures squandered in insane abandon. of the creature’s hunting grounds).
See the Resolution section for more details.
The lists above provide some general suggestions. Players
The following sections list suggestions for base types and and Games Master are encouraged to embellish the basic
details to insert into the structure outlined above. descriptions with details drawn from other sections of
this book, information from other media and their own
Compiled examples using this basic structure can be imaginations.
found in the Call of the Sea chapter (pg. 112).

Heaps of Gleaming Gems


Hunter and Prey Pirates rarely do anything unless the action results in some
The basic hunter/prey relationship inherent in pirate sort of reward. In classical thinking this reward is always
stories requires that the pirate ship either be seeking some a huge heap of gold and gems, perhaps only partially
specific target or that it be under assault from a hostile contained in an otherwise intact chest and such luxurious
force. In either case the relationship between the two treasure is certainly common in the Hyborian Age. Other
dominates the story. treasures exist, however, just waiting for a determined man
to pluck them from their weak-willed holder’s hands.
d8 Pirates taking the role of predator in the story are
hunting…
The suggestions listed below are further explained in the
1 A merchant ship. Cargo and Plunder section of the Foreign Shores chapter
2 A ship from a rival pirate group. (pg. 21). Players and Games Masters wishing to create
3 A village or merchant camp. detailed treasures should refer to that section for further
4 A poorly defended town with a major weakness information including how to tailor a treasure based on its
(corrupt mayor, recent sickness, internal civil history or nationality.
conflict, etc.)
5 A lost pirate treasure. All lost pirate treasures have d6 Pirate’s prey carries…
their own background story, constructed on this
1 Crates of gold and gems.
model.
2 A cargo of relatively non-perishable luxury goods (i.e.
6 A wastrel who violated the sanctity of the pirate’s
spices and silk).
way of life.
3 A cargo of well made weapons.
7 An old enemy.
4 A hold full of perishable luxury goods (i.e. flowers,
8 A large, malignant animal (i.e. great whales, great
plants, exotic grains, slaves).
sharks, and giant squid).
5 A hold full of goods that seem worthless, but are in
d6 Pirates taking the role of prey in the story may be fact extremely valuable to the right buyer (i.e. books,
hunted by… artefacts from an ancient civilisation, etc.)
1 A naval vessel from a rival government. 6 An empty hold. The prize is either hidden (i.e. a
2 A storm or other natural event. These may also be letter) or a person/small object on board.
used as complications rather than predators.
3 A pirate vessel from a rival faction. A common feature of pirate stories is for or more reversals
regarding the ‘cargo type’. For example, a pirate may
4 A curse or other supernatural effect/creature. These
effects will typically have some kind of source, either attack his prey believing that it holds crates of gold and
a hostile living sorcerer or an ancient force from the gems. When he finally overtakes the target it turns out
forgotten abyss of time. to have a load of dried millet. Just before they sink
5 Necromantic events (i.e. raised dead and ghost the thing in disgust a crewmember searches through
ships). the cargo, discovering a quantity of gems. The
6 Large, malignant animals (i.e. great whales, great gems turn out to be glass, but hidden in two
sharks, and giant squid). of the bags of millet there are old books
that contain necromantic secrets fit
to blast the mind of lesser men.

15
Complications and d6 Superstitions that created psychological conflict
for pirates were…
Omens
pirates of hyboria

1 White rocks in the ballast will cause the ship to sink.


A story that runs roughly ‘We came, we saw, we A man found stacking such stones into a ship is a
conquered’, with few complications along the way, does traitor or sorcerer.
not truly attract a listener’s interest. Instead, things must 2 Dolphins sailing along side mean safe passage.
be difficult to be interesting. There must be problems,
3 A ringing glass means that a sailor will die.
setbacks and conflicts that cause the pirate to show his
pluck. These complications come in a wide variety of 4 A knife driven into the mast, handle pointing in the
direction of the needed wind, will call up enough
forms, including supernatural entities, other pirates and wind to travel forward. A white handled knife will
natural events like sudden storms, fog, and becalming. kill the wind.
5 When there is no wind, it is a curse placed on one
Throughout this book there are examples and detailed person in the crew. Kill the person and the curse
information about these complications. The information will lift.
provided below is intended to provide the players and 6 The green stone from the island ruins wants to
Games Masters with key ideas, not present a definitive list return home. Any craft carrying a bit of it will sink,
of all possible problems. with the crew rising as shades to carry the stone back
to its rightful resting place.
d4 Natural and supernatural conflict involved…
1 Being blown far off course or out into the deep sea. Resolution
This may or may not force the pirate away from his One of the oddest things about pirate tales is that the
prey. pirates only rarely actually get the treasure. If they do
2 Encountering an ancient ruin with a curse. If the somehow secure it, they lose it to some random twist of
prey flees into it the pirates have to choose to dare fate later on, while trying to sell it or store it for future
the curse.
use.
3 Encountering a giant, enraged animal (usually sent
by a sorcerer).
Unless there is some reason to assume otherwise, whatever
4 Becoming becalmed. treasure the pirates acquire does not have a lasting effect
on their lifestyle. The sole exceptions to this rule are the
d4 Human originated conflict involved… Barachan Pirates. Although as a group they do no better
1 Another ship appears, seeking the same treasure (may than the other pirates, many of the young men who come
be a pirate or a legitimate vessel). to the sea to make their fortune do in fact manage to put
2 The heap of gleaming gems has a guardian of some a good bit away. Enough, at least, to stop the roving
kind. life after a few years and set themselves up with a small
3 The crew may mutiny. business back home.
4 The map may be encrypted requiring a key to
decipher.

In addition to what we think of as normal conflicts, pirates


are subject to a wide variety of internal psychological
conflicts stemming from their extensive exposure to the
superstitions of the sea. Many of these superstitions come
from garbled legends of various magical effects; a few are
simply fantasies concocted by men with too much time on
their hands. The magical effects referred to here can be
found in the Powers of the Sea chapter. The practical
effects of some (but not all) superstitions can be
bound in the Seas of Steel chapter.

16
Scurvy Dogs

Scurvy Dogs
Staying on Top of the Pile
As described in the Maintaining Order section up on deck, either sailing or preparing for the boarding
of Pirates of Hyboria (pg. 4), ship crews are divided into action.
three distinct groups: loyal retainers, the pirate horde and
unaligned pirates. The captain oversees these three groups A sailor onboard a ship may find himself performing one
with varying levels of interest or indifference, depending of the following duties:
on his personality and circumstances. Too much of either
can spark a mutiny. Cabin Boy: The captain’s personal servant, generally a
young boy or slave.
However, even dedicated captains cannot be everywhere
at once. They must rely on their officers, custom and Carpenter: Responsible for mending the ship and
clear duties and roles in order to ensure the ship’s survival. providing basic ship maintenance. Carpenters report to a
These forces may be just as strong, or even stronger boson or a master carpenter.
than the captain, depending on the ship and its crew
composition. Cook: Responsible for making something out of the
dried, salted and often mouldy provisions available on the
In game terms, failing to fulfil the required roles or ship. The cook is usually not able to perform any other
breaking the shipboard traditions increases the difficulty of duty, either due to injury or mental defect.
the captain’s mutiny checks. Similarly, elevating an officer
to a position with too much power can spark a mutiny, Coxswain: Responsible for the captain’s launch.
although it might make the ship a bit more efficient.
Fireman: Responsible for monitoring any fires aboard the
ship, as well as dowsing any out of control flames.
Watches and
Stations Grapher: responsible for painting, making signs and
A ship operates 24 hours a day, every day. Each day is drawing maps.
divided into six ‘watches’, as follows:
Lookout: Responsible for watching the horizon and
Watch Time identifying incoming ships, weather and land.
Midwatch 00:00 to 4:00
Mate: Either a foreman responsible for several other
Morning Watch 04:00 to 8:00
seamen or an assistant to an officer (or the cook).
Fore-noon Watch 08:00 to 12:00
Afternoon Watch 12:00 to 16:00 Rigger: Responsible for the lines, sails and ship’s rigging.
Dog Watch (1 )
st
16:00 to 18:00 Most riggers are fearless men who will cling to the highest
Dog Watch (2nd) 18:00 to 20:00 rigging even in the middle of a storm.
Evening Watch 20:00 to 24:00
Seaman: Responsible for general shipboard duties.
Sailors aboard naval and merchant vessels usually serve May assist the riggers or work the deck and lines.
three watches in a row. Pirates only serve two, as their Sometimes seamen are referred to as able-
ships generally have a much larger crew. However, when bodied seamen.
pursuing a prey vessel all members of a pirate crew end

17
Swabbie: Responsible for cleaning the deck, the hold, and Helmsman: Responsible for steering the ship. A
often the ship’s outer hull. Swabbies are at the bottom of helmsmen is not really an officer, but his position is
the social hierarchy on pirate vessels. Most swabbies were important enough that he wields considerable influence
assigned their duties as punishment for some infraction among the other crewmen.
and devotedly hope for the day when they will finally
Scurvy Dogs

work off their debt enough to become seamen again. Master of Arms: Responsible for combat training and
combat readiness. He manages the store of arms and
Once a character assumes his duties, he is stuck there until armour, ensures all of the crewmen have some basic
the crew situation changes. Among pirates, this means martial savvy.
that every engagement is an opportunity for advancement.
Swabbies always look for opportunities to ‘remove’ any of Master Carpenter: Responsible for the carpenters in the
the other crewmen in the hope of finally receiving a real crew. Most master carpenters are crippled in the ship’s
assignment. Mates, who are slightly more important than service and often find service as cooks.
regular crew, are just also tempting targets.
Master of Sails: Responsible for the helmsmen, riggers
and the navigator, although the navigator may be
Officers independent.
Most characters, being extraordinary men and women
with great egos, will not content themselves with holding
Navigator: Responsible for setting the course and
a mundane role among the crew. Instead, they will strive
maintaining the ship charts. Navigators may report to the
for a place of power among their peers. At first, this
Master of Sails or directly to the captain.
may simply mean becoming a mate; later, though, they
will want to take on the powers associated with officer
Officer of the Watch: A temporary position, shared by
positions.
the various officers on deck. The officer of the watch is the
highest-ranking officer on deck during a particular watch.
Vessels in the Hyborian Age have a number of the
He may make minor decisions on his own, but must wake
following officers aboard them:
the 1st mate for anything more important than changing
the sail’s tacking.
Captain: Responsible for the ship as a whole. A ship’s
captain is its final judge, its master, and its military
Quartermaster: Responsible for the ship stores and
commander. A ship cannot function without a captain.
provisions. The Quartermaster may also act as the crews
advocate to the captain.
1st Mate (also called Captain’s Mate): Responsible for
the ship when the captain is otherwise occupied. Acts as a Officers and Mutiny
liaison with the crew, enforcing the captain’s will with hard A single person can properly perform a number of officer
words and sharp blows. duties equal to his Intelligence modifier.

2nd Mate: Assists the 1st mate in the execution of his duties. The captain receives a bonus to his mutiny check equal to
May be even harsher than the 1st mate when forcing sailors the number of additional roles he takes on.
to perform their duties.
An officer receives a bonus to his effective Leadership
Boson (also called Boatswain): A foreman for the crew, score equal to the number of roles he takes on when
responsible for the rigging, ship maintenance and the sails. determining the number of sailors he can pull into his
May come into conflict with the Master Carpenter if that loyal retainer crew when forming a mutiny.
position exists because of their overlapping duties.
Officers aboard Barachan Vessels
Healer: A scholar responsible for providing basic Barachan pirates generally maintain the following officer
medical services to the crew. The healer might or roles: Captain, Boson, 1st Mate, 2nd Mate, and Navigator.
might not have the Heal skill. If he does, the ship’s The Navigator and Captain usually take on the Helmsman
injured casualties may recover normally. If he role, while the Boson acts as the Quartermaster.
does not, the ship’s casualties automatically
die within 2d4 days. Each officer commissions at least one mate. Some officers
commission as many as three, although only aboard the
largest ships is this practice acceptable.

18
Aboard Barachan vessels the loyal retainers serve the 1st removed, the ship stops dead in the water until a new
mate and the boson. The unaligned pirates generally live leader emerges. This can take a week or more, depending
in well-deserved fear of the 1st mate’s whip and the boson’s on the political skills of the various faction leaders.
rough hands. If the captain has called up a pirate horde its
members will generally ignore the other officers as long as Officers aboard Zingaran Freebooters

Scurvy Dogs
they can, grudgingly obeying when forced into action. The Zingaran Freebooters run relatively well-organised
ships. They support the following officer roles: Captain,
Officers aboard Black Corsair Vessels Boson, 1st and 2nd Mate, Navigator and Quartermaster.
The Black Corsairs do not adopt the weak, civilized ways
of the other pirate groups. They answer only to one In a change from the Argossean model, the Quartermaster,
person; their chief, their god-king, their captain. Navigator and the 1st Mate report directly to the captain.
The Boson reports to the Quartermaster. Each officer has
A captain may raise the status of individual crewmembers the right of life and death over his crews, although the
at his whim. For example, King Conan serves as a Master captain retains the right to spare a crewmember’s life if he
of Arms aboard a Black Corsair vessel for years, but never chooses to do so.
aspired to become captain himself.
Zingaran pirate ships suffer from extreme fractionalisation.
Aboard Black Corsair vessels the three parts of the crew The loyal retainers keep to themselves, avoiding the
live in identical subservience to the captain. The lack of a potential taint of associating with those of unproven
formal command structure makes the Corsairs marginally loyalty. The unaligned pirates, recognising their second-
less effective on long raids, but they make up for their lack class status, often resent the ‘captain’s men’. Any mutiny is
of logistics with their animalistic rage. accompanied by a bloody purge of the loyal retainers. The
pirate horde is even worse, since they only serve because of
Officers aboard Red Brotherhood their belief in the captain. If a stronger leader appears,
Vessels or if the captain falls, they can almost always be
Unlike the other pirate crews, the Red counted upon to launch their own mutiny, lead
Brotherhood runs relatively loose ships. by their own prospective leaders.
They regard one another as comrades-
in-arms, brothers in the long fight Traditions and
against Turan’s King. Many of these
ships elect their officers by common Superstitions
acclimation rather than accepting The Hyborian Age is a time of
the captain’s decisions. superstition and sorcery, an era when
the common man lives in fear of evil
Red Brotherhood ships often magic and whole kingdoms topple at
maintain the following roles: the whim of depraved sorcerers. In
Captain, Boson, Master of Arms this time sailors, always a superstitious
and Master of Sails. All three of the folk, live in a complex miasma of
lesser officers report directly to the rituals and fears derived from the lore
captain. The captain also serves as of the sea. Captains who violate these
the Quartermaster, administering traditions run the risk of sparking
the ship’s common funds. a mutiny. At the very least, they
reduce their standing with their
Red Brotherhood ship crews, crew, making a mutiny much
regardless of their divisions harder to suppress.
among the three crew types,
uniformly hate Turan. They do Each of the four pirate
not engage in mutinies when groups has its own
in striking distance of their signature superstitions
enemies. Furthermore, they and traditions. A
mutiny to remove a captain, captain
not to put a particular leader w h o
in place. Once the captain is violates

19
these rituals suffers a –1 penalty per incident on his next  The ghosts of sailors become monsters under the
mutiny check. waves. They demand a regular sacrifice of grain and
beer or these sea monsters will capsize the ship.
Barachan Traditions
The Barachan Pirates, deriving as they do from the Red Brotherhood Traditions
Scurvy Dogs

maritime culture of Argos, observe a plethora of complex The former slaves who make up the Red Brotherhood
superstitions. They, being civilised folk, would naturally cling to rituals that demonstrate their continued freedom.
resent being called superstitious while they engage in these Anything that could potentially interfere with that freedom
practices. presents a threat they must deal with immediately.

Among the hundreds of petty rituals and beliefs the  White rocks in the ballast will cause the ship to sink.
Barachans hold to, the following stand out for particular A man found stacking such stones into a ship is a
attention: traitor or sorcerer.
 Red rocks in the ballast bring good luck, but also
 Dolphins sailing along side mean safe passage. make the ship more subject to storms. Only a very
 The green stone from the island ruins wants to foolhardy captain will allow such ballast onto his
return home. Any craft carrying a bit of it will sink, vessel.
with the crew rising as shades to carry the stone  Leaving a man with obvious shackle gall to die
back to its rightful resting place. brings bad luck.
 A woman who stands on deck during a sunny day  Officers must keep a bit of earth in their boots to
will bring a thunderstorm. ensure the ship will find safe harbours. Barefooted
 A woman in the hold will spoil any grain carried officers condemn the ship to a watery grave.
there.  A sailor who hangs himself from the spars dooms
 The ship’s captain must spit on the deck before his shipmates to servitude for the rest of their lives.
leaving the ship. When he returns, he must step Sailors will abandon the ship as soon as they can,
where he spat. and even the officers may well flee if given the
 A boson must use a whip made of cow’s leather on opportunity.
a malingerer or the crewman will never learn his
lesson. Zingaran Traditions
 If a crow lands on the ship’s mast the lookout will Zingaran Freebooters pride themselves on their
die within a day. flamboyant style and passionate approach to the pirate’s
 If a crow lands on the ship’s figurehead the ship will life. They also hate the Barachan Pirates and Argossean
sink within a week. Killing the bird will break the Navy with undying passion.
curse.
 A white handled knife turns in the mate’s hands,
Black Corsair Traditions cutting a cord at a critical time.
The Black Corsairs, like their countrymen in the far  A knife driven into the mast, handle pointing in the
south, live a life filled with superstitious fear. They have direction of the needed wind, will call up enough
the following notable traditions and superstitions: wind to travel forward. A white handled knife will
kill the wind.
 When there is no wind, it is a curse placed on one  A ringing glass means that a sailor will die.
person in the crew. Kill the person and the curse  An Argossean woman on board a ship will cause the
will lift. ship to founder at sea. The only possible solution
 If the ship’s captain catches a fish he must give each is to throw her overboard, weighted down with a
crewmember a piece. The crewmembers that do hunk of bleeding meat.
not receive a piece will die during the next fight.  A pirate’s weapon is his manhood. If he looses his
 If a woman bleeds on the deck the ship will sword or it breaks, the pirate is impotent until he
never find a safe harbour during a storm. takes a replacement blade from the cold, dead hands
 Sea gulls are the ghosts of dead of another pirate.
pirates. They must be fed or the
ghosts will bring disaster to the ship.

20
Foreign Shores

Foreign shores
Of Savage Shores & Crossed Palms
Pirates live out their lives on the open waves, think they have the advantage for some reason.
trusting to the strength of their own skills in the chaotic Pirates will generally attack these settlements
might of the sea. However, the things that they wish to without a second thought, attempting to raze them
buy come from nations that will never know the scent of and steal anything of value.
the sea. The dives and fleshpots that they gift with their
song cluster at the mouths of rivers, not on large rafts far  Ports of Call – a port of call has something that
out at sea. In fact, although a pirate may well live out his the pirates need, usually a renewable resource like
life on the open seas he spends the majority of his time food, water, or liquor. Pirates will only attack one
planning what he will do when he finally gets back to of their own ports of call if they are truly desperate.
shore. The company of a hundred other men will not However, another pirate crew’s port of call may
hold his undivided attention for long. well be a valid target, especially if the pirates can
catch the rival ship in port with the crew otherwise
This chapter deals with those forlorn shores without engaged.
trying to provide a large number of extraneous details.
Readers looking for detailed information about the lands  Ports – a port is a place (usually a city) where many
of the Hyborian Age should refer to The Road of Kings. pirates gather at once. These places may well
be legitimate settlements, although a few cities
The system presented here creates settlements that the dedicated to particular pirate groups exist among
characters can encounter, plunder, and leave. It does the mist-shrouded isles. As a rule, pirates of the
not include a great deal of information about the power same group do not attack one another when in a
structures of the community or how many X level nomads port, although similar restraint does not apply to
are sitting getting drunk in the local tavern. If the Games rivals. Any conflicts will have to be relatively covert,
Master wishes to create a more in depth community he as the city may well have the resources to intervene
should examine any one of a number of other products, if the pirate crews run riot in the streets.
including the Core Rule Book II and the Book of Strongholds
and Lairs. When generating a settlement the Games Master uses
slightly different rules for each of the three types. This
Settlements allows him to customise the settlement for its role in the
story, rather than customising the story to meet the needs
From bustling port cities to tiny villages that will never
have a name, pirates of all types look forward to finding of the settlement.
a nice settlement to dock at or plunder. Sometimes their
intention turns from one to the other in an instant. A brief Prey Settlements
stop for water at a fishing village might end quite badly The people living in them think of them as fishing
for it’s inhabitant, while an attack on a better-defended villages, as little nameless towns gathering the wealth of
settlement may well end with a stalemate involving the a region to send it out for luxuries on the occasional
pirates unloading their cargo for a premium rate. merchant ships, or as places of rest along the long,
weary road between the various nations of the
For pirate purposes settlements fall into three basic world. Pirates consider all settlements that
categories: line the coasts from Vanaheim to Khitai
as prey, seeing them only in terms
 Prey Settlements – these settlements have fewer
people in them than the pirate’s crew, or the pirates

21
of what can be looted from them: gold, supplies, trade Thus, the first and most important entry in the settlement
goods, women, and slaves. statistic block are its complications. Pirate characters are
assumed to engage in various outrageous acts between
All of these settlements share specific characteristics games. The game sessions themselves focus on those times
Foreign shores

including: when things go wrong, when unexpected complications


come up causing the situation to run quickly out of
 Complications control. It is these moments, when the characters must
 Defences respond to rapidly changing circumstances, which capture
 Dock the essence of pirate tales.
 Human Assets
 Leadership Each settlement that the players interact with should
 Storage have at least one complication. Larger, more important
settlements may have two or three. As a general rule
When combined these elements create a simple settlement insignificant settlements have one complication, minor
for the characters to plunder. The remainder of this section settlements have one or two, and important settlements
provides generic information about these elements, as well have one to three. These complications in turn come in
as culturally appropriate modifications to things like one of three basic forms:
complications, defences, human assets and leadership.
 Someone within the settlement is not who they
Generally these rules assume that settlements fall into appear to be. They may be a demon in disguise,
one of three categories: insignificant, minor or important. a sorcerer attempting to secure sacrifices for an
Insignificant settlements may not even have a name. ancient ritual or a well-known pirate searching
Minor settlements have a name and usually some kind for his long lost daughter. The characters’ sudden
of permanent structures associated with them. Important appearance on the scene forces the individual to
settlements may not be incredibly large, but they have take extraordinary actions.
access to something that causes the local government
to take notice of them. Pirates can loot insignificant  Something in the settlement is more important
settlements with relative impunity, but harming minor than it appears. In the above example the lord of
and important settlements carries repercussions that may the province uses the fishing village as a stopping
affect the pirate’s reputation and even his life. point in his lotus smuggling operation. Other
examples of this kind of complication include: an
A typical settlement statistic block for an insignificant old painting in the village inn is actually a map to
village on the Zingaran coast might look like this: an ancient pirate treasure or the town is built on the
foundations of an ancient and haunted ruin.
Insignificant Zingaran Village
Complication: Lord using fishing boats for smuggling  An event is about to occur that makes the settlement
illegal goods. important for a brief time. The character’s timing
Defences: Fenced village, Village militia. brings them into conflict with this event. Examples
Dock: Class 1 (can dock small ship hulls) of this might include: a noble is travelling though
Human Assets: 120 commoners, 4 beautiful females and the settlement, a war party from a rival nation is
2 beautiful males preparing to attack the settlement or a large storm
Leadership: 4th level Zingaran soldier (Lord’s niece) comes sweeping in just as the characters land to
Storage: 3 Cargo Units – two of salt fish, one of black attack.
lotus
Although Games Masters can probably create an infinite
Complications number of complications for their players to interact with,
After burning a few defenceless villages to the ground, the following lists some common issues by culture:
the thrill of it will wear off. Even Conan’s exploits
as a successful corsair are treated in a few cursory The goal of a complication is to make the characters
sentences. Simply put, there is not that attempt to sack the village more interesting. In effect,
much interest in a simple story of ‘sail the complication is the ‘adventure seed’ that leads the
in, kill everyone, loot the place’, characters from the mundane activity of looting to a
repeated twenty or thirty more exciting experience involving unexpected twists and
times. reversals.

22
Culture Example Complications
Hyborian The village leader was once a pirate of great renown. Initiate an immediate mutiny check when he calls on the crew.
One of the village women comes from an unbroken line of wise women. She offers to take the pirates to an ‘ancient

Foreign shores
treasure’ in return for them sparing the village.
The local lord has greatly expanded the dock in preparation for building a war fleet and has stationed a garrison of
fighting men in the settlement to protect his investment.
The local shrine to Mithra has powerful counterspells around it that prevent sorcery from functioning there. Its
destruction at the pirates’ hands unleashes an ancient and unspeakable evil.
The village is a gathering place for rebels who are planning a great battle within the next month. Not only do they
have considerable military power but the local authorities are closing in on them with a sizeable force as well.
The village is host to a terrible plague.
Shemite A child in the settlement is the illegitimate son of one of the local merchant princes. He is quite valuable as a hostage
and very dangerous to kill.
The local priest was a great Zamorian thief (Reputation 25+) who fled his past long ago. One of the characters may
well recognise him.
The village well is the only source of sweet water within a day’s walk on foot.
The village is a well-known gathering point for nomads of all kinds. Immediately after the pirates attack the nomads
begin to gather for their annual festival.
One of the women in the village is about to marry the son of an important nomad chief.
Stygian The local village priest is actually a highly placed member of The Black Ring.
One of the village leaders long ago made a demonic pact to gain greater power over his fellows. He turns this magic
against the pirates when they arrive.
The village has a guardian spirit, some creature that protects the village as an unintended side effect of protecting some
ancient, evil sorcery.
Several of the commoners dabble in sorcery. When the pirates appear they band together to level curses on those who
would destroy them.
The pirates attack at the same time that a smuggler is moving a magical treasure though the village towards one of the
larger inland settlements.
A high priest of The Black Ring is searching the village for the ‘reborn sacrifice’ that will complete a vile ritual he
wishes to enact in order to strengthen his own position within the cult.
Southern The village hetman was once a black corsair and still has connections among the many pirate fleets.
The village witch doctor is actually a sorcerer of some small skill, especially adept at curses and sea witchery.
The village is wealthy beyond measure because it lies close to a nearly infinite source of ivory; perhaps an elephant
graveyard or something more sinister.
The village’s foundations go back to the time of Atlantis. Deep underground there are chambers that the villagers use
for storage in which a famous black corsair hid his plunder in centuries ago.
A rival tribe attacks the village when the pirates strike.
A rival tribe’s hetman is visiting the village for peace talks when the pirates attack.
Turanian One of the villagers is actually a spy, sent by the King to keep an eye on pirate activities.
The village shipwright worked for the Turanian navy before he fled to safety. He knows how to build masterwork hulls
and fast ships unlike anything available to ordinary pirates.
The village is actually a staging ground for a small, unaligned pirate fleet.
The village acts as a waypoint for naval scout ships on their long patrols around the Vilayet Sea.
A Khitain merchant ship, attempting to escape the heavy tolls of Aghrapur, has slipped into the settlement.
It contains exotic cargoes that even the Turanians might think twice about allowing though.
The slaves in the settlement revolted the day before the pirates arrived. A detachment of the Turanian army
is on its way to deal with the problem.

23
Defences catwalks are covered to prevent arched arrow fire.
Settlements in the Hyborian Age are less defenceless than (Hardness 5, Hit Points 10)
a reaver would like to think. For every innocent village
without a presentable fence, pirates can find a half dozen  Slate Roofs: provide cover from arrow fire and
Foreign shores

with crude walls of wood and a sturdy gate. When faced negates the use of fire arrows to ignite the building.
with these obstacles weak willed corsairs change their (Hardness 8, Hit Points 2)
course to easier waters; those made of stronger stuff
prepare themselves arm up for the battle ahead.  Wooden Roof: provides cover form arrow fire but
does not negate the use of fire. (Hardness 4, Hit
Defences come in three basic types: cover, garrisons and Points 2)
impediments. Cover provides protection from attacks.
Garrisons indicate some kind of military force, generally a  Shutters: Many walls have stout wooden shutters
militia, but sometimes armed guards or a mercenary unit. built into the windows. These shutters keep out
Impediments count as either difficult terrain or obstacles, the wind, and can be opened to provide a clear arc
depending on the exact type of impediment present. of fire. They can take a modest beating but can be
broken down by a determined attacker. (Hardness
As with complications, the number of defences present 4, Hit Points 5)
depends entirely on the importance and number of
structures in the settlement they defend. Insignificant Some defensive structures may provide concealment
settlements generally have no defences at all but may have rather than cover. Concealment allows the defender
as many as two structures. Minor settlements will have to make a miss change percentile roll to avoid being
at least one structure and potentially two. An important struck. If he rolls a 20 or less the attack misses due to the
settlement might have as many as four. concealment.

The similarity between defences and complications does Typical concealment providing defensive structures
not end with their quantity. Defences serve the same include:
purpose as complications; they make the settlement more
interesting to interact with than a small group of houses  Blinds: Defensive blinds are curtains, crannies and
on a beach. However, where complications add narrative other places where the defenders can hide. Some
depth to the settlement defences, serve to increase the villages actually have blinds built into the rooftops,
tactical interest of the encounter. Rather than worrying allowing defenders to fight with concealment as
about what would be ‘historically accurate’ or ‘logical’, they retreat though the settlement.
these settlements attempt to pose interesting tactical
challenges.  Thatch Roof: A thatch roof provides concealment
from ranged fire but does not prevent the use of
The following defences provide the Games Master with fire.
examples to draw from when designing defences for
settlements the character’s encounter. Impediments: Defences that check the attacker’s
movement for a long period of time (like a wall) are
Cover: Defences that provide cover do so by interposing impediments. The defenders place impediments where
some relatively hard mass (usually wood or stone) between they can hold the attackers in place for direct assault.
the defender and the attacker. This mass hampers those
who attack around it, although the defender usually selects Some impediments (like walls) provide cover as well
a position that hampers his attacker more than him; as as impeding progress. Others (like mud pits) impede
cover provides a +4 bonus to the defender’s Defensive progress but do not provide other bonuses.
Value (DV).
Typical impediments include:
Typical cover providing defensive structures
include:  Ditches: a five-foot wide drainage or irrigation ditch
creates hampered terrain for movement.
 Catwalk: a catwalk is attached
to a impeding wall to allow the  Dragon’s Teeth: These rows of stakes (which are
defenders to attack over the commonly tipped with poison in Stygia) hamper
impediment. Some movement but do not prevent it. Creatures of Large

24
The Use of Fire

Foreign shores
Several of the structures above (particularly thatch roofs and wooden walls) note
that they do not prevent fire attacks. Similarly the slate roof entry indicates that it
‘negates attacks by fire’. However, there are few rules for the use of fire in a large-scale
conflict like the sacking of a settlement.

Any structure made of wood or thatch can be set on fire as a full round action, assuming that the
attacker has access to flame. The fire starts in a five-foot square and expands to all adjacent squares
at the beginning of every round until the object is completely ablaze. A burning object takes 1d4
damage per round, regardless of its Hardness.

Putting out a fire takes one full round action per 5-ft. square, and requires that the character have
access to water or something with which to smother the flames. Characters attempting to put out a
fire must make a Reflex save (DC 12) or take 1d4 damage from the fire.

A character attempting to pass though a flame filled square takes 1d4 damage per square crossed. He
may also try to Jump over or around the fires, depending on the situation, though failure to succeed
the Jump check deals the character the aforementioned damage.

or greater size take 1d8 damage for every five-feet of  Pottery Shards: broken pottery can carry a razor’s
dragon’s teeth they pass though. edge, at least until someone steps on it with a
booted foot. Settlements that use pottery shards
 Earthen Wall: An earthen wall is made from generally scatter them under straw or light sand so
alternating layers of a laminate of grasses, stones, that they are not immediately obvious.
and packed soil. In areas with sufficiently fine soil
the outer skin may be made of partially glazed clay  Stone Wall: a wall made of local stone, usually
resembling pottery. The wall may be of any height. mortared together, although dry stone walls are not
A normal earthen wall has a Climb DC of 15, unknown or significantly different. The wall has a
hardness 4 and 300 hp per ten foot section. Climb DC of 20, hardness 8 and 450 hp per ten-
foot section.
 Hedges: hedges (and other large, thorny bushes) are
common in almost any land. These hedges block  Sunken Stakes: Another water-based impediment,
movement and also provide those hiding in or sunken stakes are long iron-tipped poleswith iron
behind them with concealment from attacks. If the heads driven into the ground near the village’s
attacker has an edged weapon he may spend a full pier. The locals know where the stakes are, but
round action to hack down a five foot by five foot any medium or large hulled ship that runs into one
section of the hedge. takes 1d8 structural damage per round per stake,
and may become stuck (10% chance per round).
 Kelp Anchors: Although rarely planned, the sudden
appearance of a large kelp forest in a bay may  Trench: where many villages have ditches of various
well choke it off to larger ships. Any ship with a kinds, very few bother to dig a defensive trench.
medium or large hull attempting to enter the bay A trench, unlike a ditch, is kept free of
becomes stuck. obstructions and provides cover to those who
are within it. Entering or leaving a trench
 Mud Pit: Mud, especially when it is deep enough requires a Jump skill check (DC 10).
as to completely encase the legs, forms a very Failure on entry means that the
effective impediment. Strategically placed mudpits character falls into the trench,
(especially concealed ones) can easily form a killing taking 1d6 damage.
field for a prepared group of archers.

25
 Wooden Fence: A wooden fence provides importance – insignificant settlements rarely have docks of
concealment and acts as a barrier to movement decent size, while important settlements boast impressive
(Climb DC 15 to cross). It has hardness 4 and 50 docks useful for a wide variety of purposes.
hit points per ten-foot section. Some of these fences
Foreign shores

have spikes or some kind of simple trap on the top Although the art of building docks and piers has
to prevent people from climbing over so easily. preoccupied some of the greatest architectural minds in
history, settlement statistics generally group these complex
 Wooden Wall: A wooden wall is made from lengths entities into one of four classes:
of wood which have been lashed together, usually
either whole logs or split logs treated with tar. The Class 1: These docks can handle small hulls, and potentially
wall has hardness 4 and 80 hit points per ten-foot up to one medium hull. They consist of little more than a
section. Getting over the wall requires a Climb skill space to tie off the boats.
check (DC 20).
Class 2: These docks can handle multiple medium hulls.
Garrisons: Garrisons give the settlement a defensive unit They consist of wooden or stone pylons with walkways
beyond its mass of unarmed and unarmoured commoners. built between the ship anchorage points. A Class 2 dock
This unit may be a militia, a formal military unit or a can dry-dock a small hull.
noble’s retinue.
Class 3: These docks can handle multiple large hulls. They
 Militia: A militia is a group of armed and armoured consist of stone pylons driven into the harbour bottom,
citizen fighters who work in the settlement by day creating an elaborate array of anchorage points for ships of
and train in the evenings. The militia may be all sizes. They can dry-dock a medium hull.
well or poorly equipped, but in either case it will
provide more resistance than the average villager. A Class 4: These docks can handle multiple gargantuan ship
sample militia unit is described in the Riders of the hulls. They have an elaborate network of stone pylons
Waves chapter (pg. 69). driven deep into the sea floor along with river side and
harbour access. Class 4 docks only occur in the largest
 Military: military units are professional soldiers and most important settlements (like Messantia) or in
commissioned by the local government. A military unique pirate settlements. Class 4 docks can dry-dock
unit will be very well trained and well equipped, any size ship.
although they may not be willing to engage pirates
unless directly threatened. Sample military units If the pirates choose to attack a settlement that cannot
are described under the Marines entry in the Riders dock their ship they must use landing craft to get to shore.
of the Waves chapter (pg. 69). Otherwise they stand a good chance of running their ship
aground, preventing them from escaping and potentially
 Noble’s Retinue: in lands where nobles have official stranding them in the settlement until they can repair
title to the land they also have the responsibility to their vessel.
defend it. Their retinues will include their own
followers, cohorts and a number of mercenary Human Assets
soldiers. Use the Naval Captain and Marines Each settlement has a wide array of commoners in it.
entries in the Riders of the Waves chapter (pg. 69) From the character’s point of view, these crudely armed
respectively, or create a noble based on the needs of commoners are mostly just an impediment on their path
a particular adventure. to riches. However, a few of them might actually have
some value in and of themselves; assuming that the pirates
Dock do not accidentally kill them.
All coastal settlements, whether on the Western Ocean
or the inland Vilayet Sea, boast some form of dock As with all of the other attributes, the number of human
or pier. This dock may be nothing more than a assets depends on the importance of the settlement.
line of barely worked trees driven into the sand Insignificant settlements will have between 50 and 150
to tie boats to or an elaborate stone structure individuals; minor settlements will have between 75 and
with space for all but the largest of 200 individuals, while important settlements may have as
ships. The quality of a settlement’s many as 500 commoners of various sorts.
dock is directly related to its

26
Within this population roughly 1 in 20 will qualify for sale common cargo on the Black Coast (say, ivory) may be
as a ‘beautiful’ slave. These individuals may be of either worth more elsewhere.
gender. If the village has a noble garrison it will also have
at least one beautiful, educated noble’s daughter waiting to Minor settlements can store up to six cargoes. These will

Foreign shores
be captured and sold to the highest bidder. generally be common cargoes, although one or two may be
uncommon or exotic cargoes. There is a 10% chance that
For information about the combat abilities of the average any given minor settlement will have one exotic cargo.
villager please refer to the Riders of the Waves chapter (pg.
69). For information about how many survive a typical Important settlements can store up to nine cargoes. At
plundering attempt please refer to the Cargo and Plunder least half of these are common cargoes for the region. The
section below. other half is comprised equally of uncommon and exotic
cargoes.
Note that southerners (both South Islanders and those
from the Black Kingdoms) tend to be barbarians rather Any settlement may, at the Games Master’s discretion,
than commoners and these peoples are more difficult to have a unique cargo of some kind. These cargoes are
plunder than the softer people of the north. always tied to specific story events that drive the characters
ever deeper into the wild conflicts of the Hyborian Age.
Leadership
The question of village leadership often poses a problem Example Settlements
for the Games Master. On one hand, it provides yet The following example settlements provide the Games
another opportunity to differentiate the settlement from Master with ready to loot targets in a wide variety of
a ‘generic’ loot and pillage encounter. On the other, settings. They can be easily modified to allow for variations
detailed and interesting Non-Player Characters can take in region, campaign level and political complexity.
quite a while to put together. The Road of Kings provides
considerable assistance with this, although the simple Insignificant Argossean Village
system provided below can also help. Complication: Village is the port of call for a famous
pirate ship.
Any random settlement has an 80% chance of being Defences: Ditches
lead by a commoner with a commoner level of 1d8+1. Dock: Class 3 (can dock up to large ship hulls)
This commoner acts as the local headsman and tries to Human Assets: 100 commoners, 2 beautiful females and
negotiate with the pirates before they land. 3 beautiful males
Leadership: 5th Level Commoner
The settlement has a 20% chance of having a character Storage: 3 Cargo Units – two of salt fish, one of silver
from one of the race’s favoured classes as its leader (level (held over from the last pirate visit)
1d8+1). This leader will deal with the pirates directly,
and may try to hire them for other purposes. This means This small village does not even have a name. The people
that, for example, a Stygian settlement will likely have who live in it just call it home; the pirates who come to
a scholar/priest leader who can wield terrible magic in trade with one of the large merchant concerns in Argos
the defence of his own interests. Similarly a Zingaran refer to it as their ‘bread basket’. Unless the other pirates
settlement will likely have a pirate or a soldier, perhaps and their merchant cohorts are in port for some reason
with noble pretensions. the village looks much like any Argossean village – small
cottages lining a large and relatively sturdy pier. Closer
Storage examination shows that the pier is quite a bit larger
Settlements, unlike ships, have quite a bit of space to store than one might ordinarily expect from such an isolated
cargo. This cargo may be local produce or items stored at settlement.
the settlement for eventual shipment elsewhere. The level
of importance attached to the settlement determines how Important Turanian Village (Kumzar)
many cargoes it contains, as well as their potential value. Complication: The village shipwright is a master
of his trade (Commoner 20).
Insignificant settlements can store up to three cargoes. Defences: Earthen Wall, Catwalks, Dragon’s
These will generally be common cargoes for the region, Teeth, Military garrison (Turanian
rather than uncommon or exotic cargoes. Note that a Army)

27
Dock: Class 3 (can dock large ship hulls) Dock: Class 1 (can dock small ship hulls)
Human Assets: 400 commoners, 12 beautiful females Human Assets: 80 commoners, 2 beautiful females and 2
and 8 beautiful males beautiful males
Leadership: 8th level Turanian nomad Leadership: 2nd level Commoner
Foreign shores

Storage: 8 Cargo Units – four of cured lumber, two of Storage: 3 Cargo Units – one of salt fish, one of silk, one
rough silk, one of fine silk and one of dried provisions of black lotus

Kumzar, a small walled garrison on the Vilayet Sea, This small Khitai village would be rather uninteresting to
provides a temporary home to naval and merchant ships the local pirates, but highly exciting to Black Corsairs or
that are blown north from Aghrapur during their journey. other foreign thieves. The silk and black lotus are hardly
They have sufficient facilities to refit a ship damaged uncommon in Khitai, but will fetch a considerable price
by the intermittent storms, or build a new one if need in the west. The village itself is rather unremarkable;
be. Most of the time they act as a supply depot for the wood and reed circular huts set against a beach with a
Turanian Navy, repairing ships after combat. The village simple worked stone pier capable of holding a handful of
is encircled completely by a wall made of mud bricks and fishing craft, a larger warehouse filled with silk and fish,
packed earth, with a loose stone core. The garrison lives and of course a mulberry grove a few hundred yards from
alongside the less militant villagers. the sea. When attacked the villagers retreat to the grove,
throwing broken pottery and straw into the streets to slow
Minor Kambujan Village the attackers.
Complication: The people of the village are fighting off
a dark, winged terror that comes from the jungles once The scholar will only use his magic if he feels directly
every month. They do not know what it wants or why it threatened. Although the death of his neighbours would
comes, but they do know that it takes one woman or girl trouble him, he feels that maintaining his cover is more
child to feed its hunger. important than anything else.
Defences: Militia, slate roofs, wooden fence.
Dock: Class 2 (can dock medium ship hulls) Minor Shemite Village (Jbail)
Human Assets: 200 commoners, 6 beautiful females and Complication: The headman’s daughter is not his own,
4 beautiful males but the child of a merchant prince. He receives a stipend
Leadership: 3rd level Eastern (count as Vendhyan) noble every year to maintain her.
Storage: 5 Cargo Units – two of salt fish, one of black
lotus, two of exotic wines

This little village on the Kambujan peninsula is suitable


for raiding either by the local pirates or by the black
corsairs. It is composed of dozens of small, tile roofed
homes (counted as a slate roof for game purposes),
clustered around a central well. About half of the houses
stand in the sheltered bay that the fishermen use to
protect their boats. About a year ago the village started
to suffer monthly attacks by an unknown and seemingly
unstoppable force, a great winged creature that smells of
brimstone. The villagers believe it to be a demon god
from the ancient world, something that must be obeyed
and endured. The village leader (a local noble) believes
that it is a sending but he cannot find the magician
responsible or work out why it plagues his home.

Insignificant Khitan Village


Complication: One of the villagers is a powerful
sage (scholar 15) hiding from his enemies.
Defences: Pottery shards (scattered
under straw when they see the
pirates coming)

28
Defences: Dragon’s teeth, militia, wooden fence A thousand years ago Alwaye was a great religious centre,
Dock: Class 2 (can dock medium ship hulls) noted for its learning and debauchery. Those days of glory
Human Assets: 150 commoners, 2 beautiful female and long ago past into legend, leaving behind a modest town
5 beautiful males and a great ruin where thousands of scholars are gathered

Foreign shores
Leadership: 6th level Shemite nomad for orgies of blood and power. The locals do their best
Storage: 4 Cargo Units – two of salt fish, one of hides, to maintain their homes among the old stones, but the
one of gold ancient ruin shows the wear of countless generations of
trophy takers.
Jbail sits on the rocky coast of Shem, protected from the
winds and waves by low cliffs of native stone. The village The local noble, a skilled fighter and relatively kind man,
centre has a large pen made of wooden stakes, a tall slat has recently begun to organise pilgrimages to the old site.
fence and a central wooden tower. The pen is used to hold He takes care to not show the pilgrims how the once great
the village goat herd and warehouse, as well as providing sanctuary has been converted into a vast warehouse for his
a defensible fortress should pirates or nomads come. mercantile wealth. He also made arrangements for good
This central pen makes Jbail an attractive storage place smelted iron to transfer though his hands, taking a bit of
for various merchant concerns along the western coast, profit from the venture for very little cost.
something that the old headsman worked hard to promote
by charging well under one third what the nearby Shemite
cities charge for warehouse space. Whether his successor
Ports of Call
Ports of call are built using the same rules as prey
will continue the trend remains to be seen.
settlements. However, the settlement has some resource
that makes it useful to the pirates. These resources may
Insignificant Stygian Village
include:
Complication: The commoner’s dabble in sorcery.
Defences: Sunken Stakes.
 A friendly village council that maintains a good
Dock: Class 1 (can dock small ship hulls)
dock for dry-docking and repairs.
Human Assets: 60 commoners, 3 beautiful females
 A particularly large population of whores and
Leadership: 9th level commoner
taverns.
Storage: 3 Cargo Units – two of salt fish, one of rope
 One or more relatively corrupt merchants who will
buy and sell anything.
Pirate’s tales about the prevalence of magic among the
 A steady supply of fresh water or food.
Stygians have their roots in little villages like this one.
 Skilled craftsmen (blacksmiths, coopers and
Ten of the villagers have extensive experience with curses,
shipwrights) who can help the pirates repair their
and happily use them to break pirates who attack their
vessel or refit a captured ship.
homes. These dabblers are not actually scholars, but
have the Dabbler feat. Otherwise this village is fairly
A port of call may be fairly large, or it may be just a small
unremarkable; square reed huts with palm leaf roofs, a
village that happens to have an arrangement. In either
great central cooking fire, with the whole affair strung out
case pirates of the same group may use the port of call,
over almost a quarter of a mile of beach.
assuming that they are not rivals. Other pirate groups will
happily treat the port of call as a prey settlement, partially
Important Vendhyan Settlement (Alwaye)
just to deny the other pirates access to the valuable
Complication: The village, although mostly
resource.
unremarkable, holds an ancient temple complex. The
villagers cannot maintain the temple, but pilgrims come
from around the country to pray on the ruined steps. Ports
Defences: Blinds, kelp anchors, noble’s retinue, thatch The great ports of the world, including Messantia, Khem
roofs, trenches. and Aghrapur, are beyond the scope of this system. No
Dock: Class 2 (can dock medium ship hulls, but kelp single pirate ship, or even a fleet of such ships, could
keeps anything beyond a small hull out) reasonably threaten them, though a sorcerer with
Human Assets: 300 commoners, 10 beautiful females a serious grudge might be able to damage such a
and 5 beautiful males place.
Leadership: 7th level Vendhyan noble
Storage: 8 Cargo Units – one of salt fish, one of dried Although pirates cannot easily prey
foods, one of meat, three of iron, one of common gems, on the great ports, they are highly
one of silk

29
concerned with getting Port Access Difficulties Table
access to them. Each port Barachan Black Red Zingaran
has excellent facilities, Port Pirate Corsair Brotherhood Freebooter Independent
access to master craftsmen Kordava 25 25 – 15 20
Foreign shores

and markets for a wide


Messantia 15 25 – 25 20
variety of plunders. When
Asgalun 20 30 – 20 20
a pirate ship gains access
to a port he can use these Khemi 25 30 – 25 25
resources, effectively giving Kulalo 30 20 – 30 20
him large bonuses to any Yota-Pong – 20 – – 20
skill rolls required to refit Khorala – 20 – – 20
his ship or sell the plunder Angkhor – 20 – – 20
gathered from a hundred
Paikang – 25 – – 20
other ships.
Aghrapur – – 25 – –
Gaining access to a Khoraf – – 25 – –
particular port requires Tortage 5 – – – –
a Diplomacy skill check.
This check’s DC depends
on the port, the pirate captain’s reputation and the
captain’s affiliation. The table below provides the Leadership, Port Access, and
necessary information to calculate the check DC. Fencing
Pirate captains may use their reputation as a bonus on Most pirate captains have ready blades, not
any Diplomacy skill checks required to gain access to silver tongues. How, then, do individuals like
a port for which the DC is 20 or less. Captains may Amra and Storn gain access to reputable ports?
Similarly how do individual captains with limited
attempt to gain access to a port once a month, and may Gather Information skills find a reasonably dishonest
not take 10 or 20 on this skill check. Failing this skill fence?
check by more than five causes a fully armed naval fleet
to chase away the pirate ship. The key to such activities for those characters that lack
extensive social graces lies in the Leadership feat. Rather
than having a pirate cohort the captain may choose to
Cargoes and have a contact in one of the great ports. Similarly, the
captain may substitute a known fence for one or more of

Plunder his personal followers. So long as the cohort remains alive


the captain will always have free access to the specified
Although many pirates enjoy indulging in the red tide of port; so long as the followers are well paid he will retain a
war, most would rather be rich than dead. As such, they fence who can help him to dispose of his goods.
regard the quality of plunder as being far more important
than the quality of the fight to secure it.
region. Uncommon cargoes come from distant lands,
The basic unit of plunder is the cargo – defined as an
but are not unheard of. Exotic cargoes come from distant
ambiguous unit equal to what a mid-sized ship could
lands, passing from hand to hand before they finally end
carry. Cargoes are generally bigger than a breadbasket,
up in the pirate’s holds. Of the three, exotic cargoes
and somewhat smaller than a herd of elephants. A cargo is
generally bring the best price while common cargoes are
generally larger than anything one man could comfortably
readily available and can easily be both bought and sold.
carry. A small or medium hulled ship can carry one
cargo (barring modifications). Large hulled merchant
The value of a cargo depends on its rarity in the market
ships may carry as many as four cargoes with proper
the individual brings it to. Some goods are always rare
modifications, although they will be rather slow
(gems, gold, silver and the like) while others may be quite
when fully loaded.
valuable in one place and almost worthless in another
(silk, spices). The cargo tables suggest values by region
Cargoes fall into one of four categories
as well as listing various common, uncommon and exotic
of rarity: common, uncommon and
cargoes.
exotic. Common cargoes are
easily available within the

30
Cargo By Region Ale: A somewhat bitter,
Region Common (1000 sp) Uncommon (10,000sp) Exotic (50,000 sp) somewhat sweet alcoholic
East Dried Fish Arms Furs beverage brewed with yeast
Dried Fruits Armour Ivory and (if the drinker is fortunate)

Foreign shores
Exotic Feathers Ale Olive Oil hops. Well-known breweries
Grain Exotic Cloth Shemite Wine may sell their ale into other
Leather Exotic Goods – kingdoms, but most are locally
Lumber Fine Lumber – brewed. A pirate crew finding
Raw Metal Gems – a cargo of ale may not get
Regional Cloth Gold – incredibly rich, but they will
Regional Goods Lotus – have a solid liquid ration for a
Semi-precious stones Incense – few weeks.
Silk Silver –
Spices Slaves – Arms: The ship is carrying a
Wine – – load of weapons suitable to
South Ale Arms Lotus its country of origin. At the
Dried Fish Armour Fine Lumber Games Masters discretion
Dried Fruits Exotic Cloth Furs the crew may break out these
Exotic Feathers Exotic Goods Gems weapons when the pirates
Grain Gold Incense attack, giving them access to
Leather Ivory Olive Oil better weapons than the average
Raw Metal Lumber Shemite Wine
merchant crew.
Regional Cloth Semi-precious stones Silk
Regional Goods Spices Silver
Armour: The hold bulges with
Slaves – –
jerkins, shirts and hauberks
Wine – –
made by local craftsmen. The
West Ale Arms Fine Lumber merchants will not have time to
Dried Fish Armour Gems break out the armour, but if the
Dried Fruit Exotic Cloth Gold
Games Master allows, the pirate
Grain Exotic Feathers Incense
crew may make use of it.
Leather Exotic Goods Ivory
Lumber Furs Lotus
Dried Fish: Dried, smoked and
Raw Metal Olive Oil Silk
salt cured local fish. These
Regional Cloth Semi-precious stones Silver
cargoes may not be terribly
Regional Goods Shemite Wine Spices
valuable but they do provide
Wine Slaves –
Vilayet Sea Ale Arms Fine Lumber
food for many days. A single
Dried Fish Armour Furs
cargo of dried fish contains
Dried Fruits Exotic Cloth Gold 3000 days of food.
Grain Exotic Goods Lotus
Incense Gems Ivory Dried Fruits: Dried, sugar cured
Leather Silver Olive Oil or otherwise preserved fruits.
Lumber Spices Shemite Wine These cargoes may be somewhat
Regional Goods Raw Metal – valuable if taken outside of their
Semi-precious stones – – originating region, but most
Silk – – preserved fruits do not travel
Slaves – – very well at all.
Wine – –
Exotic Cloth: A hold full
Cargo Descriptions of non-local cloth. A
The following entries give general descriptions of the load of regional cloth taken to another region
cargoes mentioned above. When necessary the Games becomes exotic cloth. A load of exotic
Master should feel free to invent whatever details seem cloth taken back to its home region
necessary at the time. becomes regional cloth. When the

31
Games Master establishes this cargo he must specify which can get them to a good-sized port the reward can be
region the cargo originally came from. tremendous.

Exotic Feathers: A hold full of colourful, exotic feathers. Ivory: The raw tusks of elephants. Ivory is valued all over
Foreign shores

Although each feather may only sell for half a silver in the world, although its largest market is currently the
bulk, but in mass they can be quite valuable. The majority Hyborian nations.
of the cargo hold is taken up with measures to prevent salt
water from damaging the merchandise. Leather: Tanned animal hides, usually cattle but sometimes
camel, goat or sheep as well. Finely tanned leather is an
Exotic Goods: A hold full of non-local worked goods important and regular trade item, but not something that
(shoes, boots, belts, silverware, bells and so on). A load many pirates consider worthy plunder.
of regional goods taken to another region becomes exotic
goods. A load of exotic goods taken back to its home Lotus: This cargo may include black, golden, green, grey,
region becomes regional goods. When the Games Master purple, white or yellow lotus. A cargo of lotus is usually
establishes this cargo he must specify which region the small enough to hide in some other ‘junk’ cargo like grain
cargo originally came from. The Games Master should or lumber. The value of the trash cargo is figured into the
also feel free to describe the contents of the cargo, taking value of lotus cargo. Finding the lotus requires a Search
into account its region and country of origin. check (DC 15)

Fine Lumber: A hold full of fine-grained lumber. This Lumber: Dried lumber of various species and kinds.
lumber is not overly useful for making ships or buildings, Although each type of lumber is useful for a different
but makes fine furniture, statuary and other fancywork. purpose, pirates tend to see anything that is not directly
nailed to their ship as all being of the same sort of thing;
Furs: A massive load of fine furs from the northern lands. heavy cargo that is not worth much, but that does float.
Furs are particularly valuable in many lands, as they can
only be gathered from the furthest north, where few Olive Oil: Large barrels of olive oil, used for waterproofing,
merchants dare to tread. Few animals rarely have hide cooking and lamp oil. This oil is very valuable in most
stout enough to make armour from, but civilised people regions of the world, but is also hard to transport for any
pay handsomely for tissue thin leather attached to a pretty distance. Pirates know that Shemite ships often carry a
pelt. cargo of olive oil, and so target them whenever they may
be headed to the east.
Gems: A chest of rubies, emeralds, pearls and other rare
stones. The chest is hidden in a ‘junk’ cargo of common Raw Metal: The exact contents and type of a raw metal
goods (usually lumber or regional goods). The value of cargo must be defined when the Games Master places it.
the cargo is included in the gem price. Finding the gem The metal has not yet been worked; instead it is headed to
cargo requires a Search check (DC 15). a larger market where craftsmen are more plentiful.

Gold: A chest of worked and unworked gold. This is the Regional Cloth: A hold full of local cloth. A load of
ultimate pirate cargo, the great haul that they all dream regional cloth taken to another region becomes exotic
of. The chest is hidden in a ‘junk’ cargo of common cloth. A load of exotic cloth taken back to its home
goods (usually lumber or grain). The value of the cargo region becomes regional cloth. When the Games Master
is included in the gold value. Finding the gold cargo establishes this cargo he must specify which region the
requires a Search check (DC 20). cargo originally came from.

Grain: A cargo hold full of dried grain. These cargoes Regional Goods: A hold full of local worked goods (shoes,
are often used to mask more interesting, and valuable, boots, belts, silverware, bells and so on). A load of
cargoes. regional goods taken to another region becomes exotic
goods. A load of exotic goods taken back to its home
Incense: A cargo hold full of aromatics, including region becomes regional goods. When the Games Master
several kinds of mixed incense. These cargoes establishes this cargo he must specify which region the
tend to be highly flammable and subject cargo originally came from. The Games Master should
to water damage, but if the pirate also feel free to describe the contents of the cargo, taking
into account its region and country of origin.

32
Semi-precious Stones: A chest full of semi-precious stones Pirate captains may attempt to fence their goods at any
(lapis lazuli, opals, topaz and the like). The chest is port or port of call. In order to do so they may make a
hidden in a ‘junk’ cargo of common goods (usually lumber Gather Information skill check (DC 20) to find a reputable
or regional goods). The value of the cargo is included in fence or merchant who is willing to make shady dealings.

Foreign shores
the stone’s price. Finding the semi-precious stone cargo If he succeeds the fence will buy the cargo for 20% of its
requires a Search check (DC 20). absolute value. For every 10 points by which he exceeds
the DC he earns an additional 10% of the value. If he sells
Shemite Wine: The vineyards of Shem are known his cargo in one of the great ports he receives an additional
throughout the world for their fine wines. It is said that 10% of the value automatically.
the people of the East will pay handsomely for even a
flagon of their finest. Fortunately it comes a bit less dear If, on the other hand, the pirate fails this Gather
to those who live in the west. A hold full of shemite wine Information skill check then the captain and his crew
contains dozens of casks, each containing enough well come to the attention of the local authorities. At best they
made wine to get a dozen men drunk. can expect to have to fight off an attempt to seize their
ship, along with a fast and bloody execution should they
Silk: A hold full of bolts of silk cloth. Silk is very common themselves find iron chains wrapped around them. At
in the East (where it is the regional cloth) but hardly seen worst, they may have to flee the region entirely, hounded
at all in the west. A man who could get a hold full of silk by naval vessels to the furthest corners of the world.
from the East all the way to Messantia would have his
fortunes made. If the pirate sells to one of his followers he does not have
to make the skill check and gains 20% of the cargo’s value.
Silver: A chest full of raw and worked silver. The chest If he has a cohort in a port he may automatically enter
is hidden in a ‘junk’ cargo of common goods (usually the port and gets 30% of his the value. In either case he
lumber or grain). The value of the cargo is included in cannot make a skill check to increase the proportion of the
the silver’s price. Finding the silver cargo requires a Search wealth he receives.
check (DC 15).

Slaves: A cargo hold full of human merchandise, usually in


The Merchant Life
Perceptive players will no doubt recognise that there is
relatively good condition. Many pirate ships maintain a
considerable wealth to be made hauling cargo from one
cargo of slaves to work the oars.
place to another. Although this is strictly true, the rules
and focus of Pirate Isles is on pirates, not on their prey.
Spices: A small chest full of spices, worth their weight in
gold. The chest is hidden in a ‘junk’ cargo of common
If the players wish to engage in long term play as
goods (usually grain or lumber). The value of the cargo is
merchants, Games Masters may find the following rules
included in the spice cargo price. Finding the spice cargo
helpful:
requires a Search check (DC 15).
 A merchant character can buy a cargo for 100% of
Wine: Casks of good, drinkable wine. The casks are not
its local value. If he makes a Diplomacy skill check
worth much individually but there is a 5% chance that
(DC 15) he can decrease this initial cost by 10%.
the character can fence this particular cargo for ten times
For every five points by which he surpasses the DC,
its normal value to a collector or someone with a specific,
subtract an additional 10%.
seasonal need.
 A merchant character may sell a cargo for its full
Fencing Goods value, but it takes 30 days to find a buyer. The
character may reduce this time by making a
After the pirates successfully acquire a cargo they will
wish to sell it. Unfortunately they cannot simply sail into Diplomacy skill check (DC 15). Subtract the
a friendly port and spend months looking for a buyer. amount by which the skill check exceeded
Instead they have to smuggle the cargo in at the dead of the DC from the total number of days spent
night, avoiding port authorities should they seize their selling the cargo, with a minimum of 15
cargo of ill-gotten gains. Unfortunately this means that days spent.
the pirates usually sell their cargoes for silver on the luna.

33
If the players wish to engage in long term play as presence into a mockery of life. If we take our cue from
fences, Games Masters may find the following rules the tales then every island encounter should include this
helpful: element of the unknown.
Foreign shores

 When the fence wishes to acquire a cargo, he must At the same time, most of the Cimmerian’s island
make a Gather Information skill check (DC 15 adventures also involve one or more contemporary forces
for common, 25 for uncommon and 35 for exotic invading the island for their own reasons. They may be
cargoes). If he succeeds he locates a pirate who fleeing others, searching for treasures or trying to discover
can acquire the cargo within 2d4 weeks. If he fails the lost secrets of the civilisation that once dwelled there.
by more than 5 points his inquiries come to the These contemporary forces may either compete with the
attention of one or more hostile characters. adventurer or simply ignore him as they go about their
own business.
 A fence can purchase this cargo for 40% of its
absolute value. He may make a Bluff skill check In order to allow Games Masters and players to easily
(DC 20) to reduce this by 10%. If he fails this skill simulate this structure, islands have a ‘statistic block’
check by more than 5 points he angers his contact, much like that of a settlement. This statistic block
potentially triggering an attack. contains information about the island’s geography, the
threat contained on the island, and various interested
 A fence may sell this cargo for 50% of its absolute parties who are actively interested in the island when the
value. He may increase this by making a Diplomacy adventurers arrive.
skill check (DC 15). For every 5 points by which
the skill check exceeds the DC increase the sales An example statistic block might look like this:
price by 10%. If he fails this skill check he draws
the attention of the local authorities. Island of the Black Ones
Geography: Far out to sea, low volcanic tropical island,
In either case remember that the characters have become white sand, shallow water
extremely vulnerable. Merchants are the rightful prey of Legend: Said to be the resting place of an ancient
pirates. Fences draw quite a bit of unwanted attention, treasure.
especially if they get aggressive or greedy. Ancients: Black Ones (ancient demons, bound to defend
the island). Defensive plants cause the eaters to sleep.
Current: Factious Zingaran Freebooter crew (loyal
Unknown Islands retainers and unaligned pirates).
The uncharted island chains of Hyboria, much like her
great coasts and dark inland regions, provide characters Suggestions for how to fill out these descriptions are listed
and Games Masters with a broad canvas upon which to below.
paint incredible adventures. Such a large, blank canvas
can be daunting. How can we create island adventures in
keeping with the Hyborian Age? How do we capture the Geography
unique flavour of the islands while still presenting a setting Island geography comes into play in several of the Conan
the players will recognise? stories, but only when it presents an obstacle to the hero.
From this, we can assume that if it does not specifically hurt
In a practical sense islands are Hyborian dungeons. They or hinder the characters, the islands specific geography is
are cut off from the surrounding world by distance and relatively irrelevant to the story being told.
time. The adventurers have whatever resources they
brought to the island with them, and face whatever dwells Taking from the stories, the geography attribute contains
there until they leave or destroy the target. In either the following information:
case the island itself is not the threat; the threat comes
from what lives there.  Distance to mainland
 Geographical barriers to entry/exit
In the Conan tales, islands preserve fragments  Distinctive features that character’s might notice
of the past. Every island Conan  An assessment of the depth of the water around the
encounters shelters some ancient island
remnant of a forgotten era,
awakened by his mighty

34
The only area of the description with an actual game effect
is the water depth. Shallow water can only support small Ancients
or medium ship hulls. Deep water can support any ship Island ruins are uniformly made out of green stone, with
hull. unearthly or archaic architecture. These ruins are almost

Foreign shores
always remarkably well preserved, although they do show
some of the signs of age (fallen blocks, broken statues and
The Rule of Inaccessibility
similar wear).
As a general rule the closer an island is to the main land
the more inaccessible it is. For example, an island in the
The ancient’s description covers two distinct elements:
middle of the empty vastness of the sea will probably have
the intelligence present on the island and a natural or
easily accessible beaches. Islands close to shore may be
supernatural defence that presents an obstacle to the
composed of great cliffs, have nearly impassable swamps
characters. When combined these two create a potential
around them or similar such barriers.
story, as well as a glimpse of the past.
This rule does not derive from any known geological
The intelligence may be a single entity (a demon or
or practical process. It comes from the function of
powerful sorcerer) or a group of creatures (the Black Ones
islands in the Hyborian world. In order for an island to
or grey apes). In the later case the group will have a leader
maintain remnants from past times it must be physically
who wields some form of necromantic or magical powers.
isolated from the general population. This can either be
These ancient creatures cannot replace themselves; once
accomplished by setting the island far away, or by making
they die they leave this world forever. It is possible for
it difficult to access.
an intrepid adventurer or stout group to entirely clear an
island, forever destroying a remnant of the long forgotten
Legend past. Scholars may weep; men of more substance know
Islands all have legends, whether they be of great pirate that such foulness cannot be allowed to persevere in the
treasures or ancient evils best forgotten by the modern modern world.
world. Islands seem to pick up these stories, and they
form a tangible way to make the characters not only aware All islands with an ancient component have some
of the island, but interested and attracted to whatever protective mechanism. These generally fall into one of
might actually exist there. these types:

A legend either tells the characters why they would want  The island’s flora has a soporific effect on those who
to go to a specific island (i.e. it holds a great treasure) or pass beneath or ingest it. The target must make a
why they wish to avoid it at all costs (i.e. unearthly things Fortitude save (DC 20) or fall into slumber for 2d4
walk there, things that can drive a man to visions and hours. During this time the affected character may
madness). have visions of the past or the future. The island’s
intelligence will act against all affected characters,
executing diabolical plans that usually involve some
grisly sacrifice.

 The island’s ruins are particularly


decayed. Every 10 minutes (real time)
characters moving around in them must
make a Reflex save (DC 15) or take 1d4 blunt
damage from falling debris. If the character
rolls a natural 1 he takes damage and twists
his ankle, reducing his movement speed by
ten feet per round until someone takes
the time to make a Heal check (DC
20).

 The island’s ruins contain


some inexplicable
element of horror.
Those who look

35
upon them must make Examples of possible current
a Terror check (DC 15). entries include:
Characters that succeed
do not need to make the
Naval  Someone has fled
Foreign shores

check again. Characters and Pirate to the island in an attempt to


that fail receive a –2
penalty on attack rolls,
Variation escape pursuit
 The crew is about to
A pirate ship may make the Knowledge
saving throws, skill (geography) skill check described above to mutiny
checks, ability checks find, rather than avoid other ships.  A pirate left a great
and flees from the area as treasure on the island, but no
quickly as possible. If the A naval vessel that seeks out pirates may one knows exactly where it is
make the Knowledge (geography) check
area has an active horrific  The character’s cohort
described above to find a pirate rather than
effect (i.e. it restores itself avoid pirates. will defect, choosing to stay on
to its former grandeur the island with well over half the
during the night hours) crew
then character’s that
formerly succeeded must make a second Terror In each case the characters must deal with the event or
check. This effect remains until the character leaves effect while still dealing with whatever ancient evil lurks
the island for at least 24 hours. on the island itself.

Each of these base types may have any number of


variations. For example, what if the decayed ruins were Travel by Sea
covered with a moss that causes hallucinations when it gets Swift sailing ships fly like birds over the choppy waters,
into wounds? What about an ancient, horrible ruin that driven by prefect winds. Great galleys break the backs
causes people to act to rebuild it when they fail their Will of a hundred slaves sweeping down on hapless merchant
saving throws? Such variations add interest and danger to vessels driven by the weak arms of civilised men. A ship is
what would otherwise be very repetitive experiences. always leaving for somewhere, and can easily find the wind
it needs to come into and out of a harbour. These are the
seas of legend; troubles that plague later ages simply do
Current not occur here.
In addition to the issues that come from the past, most
islands also have some current problem. This problem So long as sea travel is a secondary element of the game,
may be brought to the island by the characters (mutinous this attitude is enough. More than enough really; the
crew or disease) or it may be following on the character’s dangers of the sea pose a threat to the narrative flow of
heels (another pirate ship or naval vessel). Alternatively it the adventure. Being becalmed out in the middle of the
could be an event in the recent past that makes the island ocean lay at the foundation of many a sailor’s nightmare;
more attractive than it would ordinarily be (a pirate left a so too does it pose the Games Master with an incredible
great treasure behind). headache. Better to just consult a chart and be done with
it.
The ‘current’ entry provides
information about secondary However, games revolving
complications that affect the
character’s adventure on the Pirate around interactions at sea need
a bit more narrative meat to
island. Current information Treasures their sea travel. In these cases
that does not provide some A ‘pirate treasure’ is between three and
the journey is itself part of the
kind of potential conflict five exotic cargoes located on an island
or other similar place. Deserted islands story, not just a throw away
is just background noise, element. The characters should
are traditional, but one might find them
and probably should be face difficulties, overcome
anywhere sufficiently far from the ‘civilised’
changed to create a more world. obstacles and potentially
interesting event. deal with problems varying
In order to create a pirate treasure adventure,
from crew discontent to the
simply build an island-like encounter and
place it wherever you wish. ship capsizing because of an
insufficiently deep keel.

36
Distance from Common Ports (Miles at Sea)
Yota-
Port Kordava Messantia Asgalun Khemi Kulalo Pong Khorla Angkhor Paikang Tortage

Foreign shores
Kordava – 1400 2000 2300 3650 7450 8050 11050 13850 300
Messantia 1400 – 600 900 2250 6050 6650 9650 12450 900
Asgalun 2000 600 – 300 1650 5450 6050 9050 11850 1500
Khemi 2300 900 300 – 1350 5150 5750 8750 11550 1800
Kulalo 3650 2250 1650 1350 – 3800 4400 7400 10200 –
Yota-Pong 7450 6050 5450 5150 3800 – 600 3600 7400 –
Khorala 8050 6650 6050 5750 4400 600 – 3000 5800 –
Angkhor 11050 9650 9050 8750 7400 3600 3000 – 2800 –
Paikang 13850 12450 11850 11550 10200 7400 5800 2800 – –
Tortage 300 900 1500 1800 – – – – – –
Travel Time between Common Ports (Days/rowed)
Yota-
Port Kordava Messantia Asgalun Khemi Kulalo Pong Khorla Angkhor Paikang Tortage
Kordava – 23 33 38 61 124 134 184 231 5
Messantia 23 – 10 15 38 101 111 161 208 15
Asgalun 33 10 – 5 28 91 101 151 198 25
Khemi 38 15 5 – 23 86 96 146 193 30
Kulalo 61 38 28 23 – 63 73 123 170 –
Yota-Pong 124 101 91 86 63 – 10 60 123 –
Khorala 134 111 101 96 73 10 – 50 97 –
Angkhor 184 161 151 146 123 60 50 – 47 –
Paikang 231 208 198 193 170 123 97 47 – –
Tortage 5 15 25 30 – – – – – –
Travel Time between Common Ports (Fast Travel)
Yota-
Port Kordava Messantia Asgalun Khemi Kulalo Pong Khorla Angkhor Paikang Tortage
Kordava – 12 17 19 30 62 67 92 115 3
Messantia 12 – 5 8 19 50 55 80 104 8
Asgalun 17 5 – 3 14 45 50 75 99 13
Khemi 19 8 3 – 11 43 48 73 96 15
Kulalo 30 19 14 11 – 32 37 62 85 –
Yota-Pong 62 50 45 43 32 – 5 30 62 –
Khorala 67 55 50 48 37 5 – 25 48 –
Angkhor 92 80 75 73 62 30 25 – 23 –
Paikang 115 104 99 96 85 62 48 23 – –
Tortage 3 8 13 15 – – – – – –

The great cities of Aghrapur and Khoraf on the


Simple Travel Vilayet sea are 450 miles apart. These distances
When ordinarily land bound characters wish to use a ship reflect likely sea routes as well as expected currents
to move along the coast, use the following chart. Unless and wind patterns; they are not direct lines
there is a specific reason otherwise there is a ship available from the great ports.
that can be convinced to take passengers where they wish
to go. Using the standard travel speed for
a trading galley under sail, we can

37
determine the time distance between the ports as detailed ship’s captain fails a Profession (sailor) skill check (DC
above. 20).

It takes eight days to cross the Vilayet Sea. These times also assume a minimum of deep water travel;
Foreign shores

ships may be able to cut down travel times between certain


From the above chart, we can see that it takes almost a ports by as much as 30% if they are capable of deep water
year and a half to get from Zingara to Khitai, assuming journeys. These journeys are: Messentia to Khemi (10%),
that the adventurer’s travel from one major port to Yota-Pong to Khorala (20%) and Khorala to Angkhor
another on a ship making the long haul. This does not (30%).
count time spent in various ports along the way; loading
and offloading cargoes could easily result in up to an Travel Costs
additional 25% extension in travel time. As a matter of dignity the mighty Cimmerian never pays
for his passage. Instead he either forces his way onto the
The above times assume a mix of days under sail and ship and takes mercenary service or takes over the ship,
becalmed, effectively equalling the speed of a rowed tossing the cold, lifeless body of its former master to the
craft. Generally rowed craft assume that they can move circling sharks. Characters other than Conan may well
for 10 hours a day. These times also assume a minimum find that they have to pay.
of deep water travel; ships may be able to cut down travel
times between certain ports by as much as 30% if they As a general rule, assume that all travel by merchant ship
are capable of deep water journeys. These journeys are: costs 1 silver per day of the passage. Travel by pirate ship
Messentia to Khemi (10%), Yota-Pong to Khorala (20%) costs 2 silver per day of passage. Travel in one of those
and Khorala to Angkhor (30%). ships designed to transport people rather than cargo or
thieves costs 3 silver per day of passage.
Assume that when a ship leaves port it will arrive at its
destination within a window of time equal to 80% of the A character with 6 or more ranks in Profession (sailor)
base time +3% for every point by which the ship’s captain can take on work as an able bodied seaman, defraying the
fails a Profession (sailor) skill check (DC 20). cost of his travel and earning 1 silver per day of passage.
A character with a base attack bonus of +5 or higher
Fast Travel may take on service as a marine if he makes a successful
The travel time tables above use the rather leisurely speeds Intimidate skill check (DC 15), earning him passage and
outlined in the Conan the Roleplaying Game. Although board but no additional dues.
these speeds seem fast compared to land movement, many
ships can far exceed the two knot speed suggested there for
the average merchant ship.
Narrative Travel
Narrative travel occurs when the players and Games
Master wish for the journey itself to be part of the story.
The Games Masters may choose to use the table below,
The characters may need to get to a particular place before
which reduces travel times for ships in half. This
a deadline, race before a storm using the winds to carry
represents not only the less leisurely pace of shipping, but
them far away from their oppressors or some similar travel
also the incredible distances travelled by a ship under sail.
related activity. In this case the simple system outlined
above does not provide sufficient information or details to
Using this higher speed it still takes quite a bit of time to
allow for an epic journey. It resolves trips half way around
travel from one point in Hyboria to another, but not the
the world with a single Profession (sailor) skill check and
multiple years indicated by the previous method. Traffic
the expenditure of a number of silver coins.
between Kordava and Messentia or Asgalum becomes not
only possible, but profitable as well. Long sea voyages
The narrative system focuses on the production of
to Paikang seem possible, but hardly worth the effort
challenges that the characters can resolve. It also presents
compared to the easier, safer and shorter Road of
a slightly more complex model of ship travel, including
Kings.
currents, wind-speeds and tides.
Assume that when a ship leaves port it
will arrive at its destination within a Setting Out
window of time equal to 80% of Sometimes the single most difficult part of a journey by
the base time +3% for every sea comes when the characters wish to set out. Contrary
point by which the winds can keep a sailing ship in harbour for days, even

38
Found Ship Type
d100 Ship Type In order to gain passage you must:
1 – 40 Fishing Convince the fisherman to let you on or head in the direction you need to go. Bluff or

Foreign shores
Diplomacy skill check (DC 15).
41 – 60 Merchant Sign on to the ship as an able-bodied seaman or as a marine. Alternately, may be able to talk
the captain into taking on passengers. The first required a Profession (sailor) skill check (DC
15). The second requires a full kit of armour or weapons and a base attack bonus of +3 or
higher. The third requires a Diplomacy skill check (DC 20) and costs 2 sp per day of the
voyage.
61 – 65 Pleasure Acquire or hijack the craft. Pleasure ships generally do not take on non-noble passengers, nor
do they alter their intended destinations at the whims of adventurers.
66 – 70 Religious Members of the cult are always welcome on board. Others must pay 3 silver per day of
passage or join the cult.
71 – 90 Naval Join the service. You may do this as an able bodied sailor (requires Profession (sailor) skill
check, DC 10), as a marine (requires Base Attack Bonus +2 or higher) or as a rower (requires
STR 15 or higher). Alternately you may be pressed into service by being attacked by a group
of sailors armed with clubs.
91 – 100 Pirate Join the crew. If you have 3 or more levels of pirate you may do this automatically. If not,
make an Intimidate skill check (DC 15) or a Bluff skill check (DC 20) to make your way
onto the ship.

weeks. Ship captains usually have a purpose other than a good catch. Pirates generally leave them alone. Fishing
sailing wherever the character’s wish; sometimes there ships take 150% of the normal time to get anywhere,
might not even be any ships in the harbour, thanks to unless the characters kill the crew and take over.
piracy, a whim of fate, or just bad weather.
Merchant ships have medium or large hulls. They generally
When the character’s wish to take ship to a port or small run with light crews, but travel fast in an attempt to avoid
town have them make a Gather Information skill check being overhauled by pirates. Merchant ships sometimes
(DC 25). If the character succeeds then they learn of a employ marines to protect them out on the open seas.
ship leaving within 2d4 days that will head in generally
the correct direction. If the characters beat this Gather Pleasure craft have small or medium hulls. They are
Information skill check by 5 or more the ship leaves within nobles’ toys, built for speed and beauty rather than
1d4 days. If they beat it by 10 or more then the ship will fighting or cargo hauling. A pleasure craft can generally
leave that day as soon as the tide starts to go out. See the achieve speeds impossible to other craft, but laying hands
Determining the Tide sidebar below for more details. on one can be difficult at best. A character with the Do
You Know Who I Am? noble class ability may make a
If the characters fail this Gather Information skill check contested Charisma check with the boat’s owner (a noble
they must spend 2d4 days in port before making another with a level equal to 2d4+2) to commandeer the craft.
attempt.
Religious craft may have small or medium hulls. They
Once a boat is found, roll on the following table to generally move pilgrims from one place to another, or
determine what kind of vessel it is. carry cargoes for various cults. Some are on religious
journeys requiring specific ritual actions. A priest of the
Note that all of the skill checks and ‘automatic’ rules above sect may always commandeer a religious vessel. When
can be superseded by a role-playing opportunity. the dice result indicates a religious craft, roll 1d4. On a
result of 1, the craft is from a cult followed by one of the
Each of the ship types displayed above have their own characters. Otherwise it is from a different cult or a
challenges, as described below: potentially a hostile one.

Fishing ships are generally small hulls built to carry a large Naval craft have medium or large hulls. They
amount of cargo. They generally do not have deep-water answer to the local government and
keels, but are relatively hearty and weather tested ships. typically leave a port only if they have
Fishing ships may head to sea for long periods of time, and a specific mission. These missions
generally cover a wide range of waters in their search for are often ‘secret’, but well known

39
For each port, roll 1d12. This sets the port’s ‘cycle’ for
the rest of the game. Record this number with the Games
Master’s notes about the city.
Foreign shores

Determining the Tide


Value Tide
1 Low Tide – tide fully out. Small ships can leave
the port.
2 Tide coming in – rowed ships can leave the port.
3 Tide coming in – ships cannot leave the port.
4 Tide coming in – ships cannot leave the port.
5 Tide coming in – ships cannot leave the port.
6 Tide coming in – ships cannot leave the port.
7 Tide fully in – high tide. Ships can leave the port.
8 Tide going out – ships can leave the port.
9 Tide going out – ships can leave the port.
10 Tide going out – medium ships can leave the port.
11 Tide going out – medium ships can leave the port.
12 Tide going out – small ships can leave the port.

The result tells the players and Games Master what phase
the tide is in at the moment it is rolled. Increment this
to the local population. Once a character signs on he is number once per hour, creating a cycle with two high tides
expected to travel with the ship for the duration of its and two low tides every day.
mission; naval captains generally look poorly on people
who try to escape their terms of service. Being hanged for Note that some of the ports with deepwater harbours
mutiny or insubordination probably does not rank highly allow medium and even large ships to leave at any time
on most character’s list of potential fates. that the tide is not against them. These harbours include
Kordava, Tortage, Messantia, Yota-Pong and Paikang.
Pirate craft have medium or large hulls. They enter ports
under the guise of merchant ships, but generally the local’s With Sails Unfurled
know the truth within a few hours. Pirate ships already When events progress smoothly, ships can travel
have a captain; the characters may choose just to sign on, considerable distance quickly. The chart below lists
or may challenge for leadership as soon as they meet the typical speeds for various boat builds, including those
appropriate criteria. See the Pirates of Hyboria chapter from Conan the Roleplaying Game book. Where there are
(pg. 4) for more information on leading mutinies. differences between what the core book lists and what this
book recommends, this book takes precedence.
Determining the Tide
Generally players, even dedicated players of pirates, do For more information about these ships please refer to the
not need to know when the tide is coming in or going Ships of the Sea chapter (pg. 47). For more information
out. In a travel time scale of days, a few hours delay in the about those things that slow ships down please refer to the
beginning does not cause the adventure to end. section below.

However, there are times when minutes count. For Note that the speeds per day above are in knots: multiply
example, if the characters pursue a Stygian priest the overland value by 1.15 to determine exactly how many
down to the docks and he leaps aboard his miles the ship travels in a day.
ship, using a tortured slave to turn the tide,
the characters will want to pursue
him as quickly as possible. In
these cases use the following
approximation:

40
Ship Speed per day A large, well-trained crew provides
Speed Speed a bonus to these skill checks equal
(Rowed/ (Sail/ Crew Min/Max plus to the bonus they provide to tactical
Name per day) per day) Marines movement and boarding manoeuvres.

Foreign shores
Argossean Galleon 0 5/120 16/80 plus 50 marines See the Seas of Steel (pg. 58) chapter for
Argossean Merchant 2.5/25 2.5/60 24/72 more details.
Barachan Sloop 0 4/96 4/12
Black Corsair Galley 4/40 2/48 68/224
Pirate Encounters
When a ship runs into a pirate, its
Red Brotherhood Dhow 0 3/72 4/12 plus 100 pirates
response depends entirely on its
Turanian Dhow 0 4/96 4/12 plus 50 marines mission. Pleasure ships, religious ships
Trading Galley 2.5/25 2.5/60 24/72 and merchant ships generally run for
Stygian Galley 3/30 2/48 30/90 their lives. Naval and pirate ships will
Zingaran Carrack 2/20 3/72 56/224 generally attempt to engage. Fishing
Zingaran Galleon 0 6/144 16/80 plus 50 marines
vessels generally ignore pirates; other
than fish they have nothing worth
stealing. In any case, use the rules in
Perils of the Sea the Seas of Steel chapter (pg. 58) to resolve the tactical
Once the characters finally get out of port, things do not movement required.
always go well. Contrary winds, storms and predators can
delay travel in any number of unexpected ways. A skilled In the Western Ocean roll 1d6 to determine what kind of
captain can often avoid these challenges; a skilled crew pirate the ship encounters. A result of 1 or 2 is a Barachan
however is at the mercy of their officers. Pirate, a 3 or 4 produces a Zingaran Freebooter, and 5 or
6 results in a Black Corsair.
When the characters are crewing a ship, simply roll 1d4
and use that number of obstacles for the characters to In the Southern Sea and Eastern Ocean most pirates are
overcome. either independent or Black Corsairs.

When they actually control the vessel in question make In the Vilayet Sea almost all (99%) of pirate encounters
the following skill checks once per week to determine if will be with Red Brotherhood ships.
something unpleasant occurs:
Accidents at Sea
 Knowledge (geography) skill check (DC 20) to Things rarely run perfectly onboard a ship. Problems
identify and avoid known pirate routes. The DC of occur; rats get into the food stocks, weakened boards let
this check increases to 25 for merchant vessels and water in and sometimes mistakes happen with lanterns
decreases to 15 for naval vessels. Failure initiates an and other fire sources. These accidents can severely
encounter with a pirate ship. damage the ship but most are simply difficulties to be
overcome rather than life threatening problems.
 Profession (sailor) skill check (DC 20) to prevent
shipboard accidents. Failure generates an accident Roll 1d12 and consult the chart below for possible
at sea from the table below. accidents and their resolution mechanics. Games Masters
are encouraged to use the table below as a starting
 Survival skill check (DC 20) to predict and avoid point, embellishing as necessary to create an interesting
inclement weather. Failure causes a weather adventure situation.
difficulty from the table below. If the character
beats this skill check by 10 or more he doubles the Weather Problems
ship’s base speed for 1d4 days. Just as things rarely run perfectly well, the weather
rarely co-operates with those who find themselves
One character may make the three skill checks or the relying on sails or oars for travel. Storms appear,
checks may be broken up among the crew. A character winds vanish and strange sea currents
that chooses not to make the skill check may instead select appear out of nowhere, to vanish as
one of the checks above and make an aid another check to soon as they have worked their
give the primary character a +2 bonus to his result. mischief.

41
Accidents at Sea
d12 Accident
1 Sailor badly injured during the marine’s practice. The crew and marines (or other armed characters on board) are at odds. The crew
may mutiny (see rules in Pirates of Hyboria, pg. 4).
Foreign shores

2 Undetected rot in the rigging causes a sail to come crashing down. The accident injures 1d4 x 10% of the crew. Properly re-rigging
the sails at sea requires two Profession (sailor) skill checks and two Use Rope skill checks (DC 25) and each attempt takes one day.
Only one character may roll for either Profession (sailor) or Use Rope, but other characters may aid another to assist.
3 Hull punctured by underwater creature. The hull takes 2d10 structural damage and begins to leak. Repairing the leak takes one day
and a Profession (carpenter) skill check (DC 15).
4 A loose rope tangles the rudder. The ship maintains its current direction, regardless of your efforts, until it is untangled. Make a
Profession (sailor) skill check (DC 15) and a Swim skill check (DC 15) to remove the obstruction and avoid going down with it
respectively.
5 Insects hatch in the foodstuffs, spoiling them. The captain must make a mutiny check (DC 20) to maintain course. The crew will
begin to starve in 1d4 days.
6 The ship’s livestock break loose. Recapturing the animals requires the characters to chase around after them using the standard
combat rules.
7 Incorrectly secured cargo breaks free in the hold. Roll 2d6 – it takes the resulting number of Strength checks (DC 15) to get
the cargo secured. Each time the character makes an attempt to stow the cargo he must make a Reflex save (DC 10) or take 1d4
bludgeoning damage.
8 Something particularly nasty begins growing in the bilge water. All characters must make a Fortitude save (DC 10) or take 1 point of
Constitution damage each day. This damage begins to heal when the character makes his saving throw. Purging the bilge takes 1d4
days, and forces the characters engaged in the effort to make a Fortitude save (DC 20) or become sick as described above.
9 Rats begin to consume the food and supplies aboard the ship. If the rats are not dealt with somehow they double the food
consumption on board the ship and inflict 1d4 damage directly to the cargo and rigging every day.
10 One of the sailors drops a torch. The characters have 2d4 rounds to put it out before it begins to burn the ship. See the rules for fire
in the Seas of Steel chapter (pg. 58) for more details.
11 Galley Only. The drummer strikes a bad rhythm, causing the oars to tangle. 1d8 crewmembers are killed outright, and another 1d8
take 2d6 bludgeoning damage. Untangling the oars and the rowers takes 1 day. Injured crew members require a Heal check (DC 15)
to be able to man their oars within the week. Those that do not receive treatment are crippled.
12 The cooking fire spills out of its bounds. The characters have 1d4 rounds to put it out before it begins to burn the ship. See the rules
for fire in the Seas of Steel chapter (pg. 58) for more details.

Weather problems
d10 Accident
1 A great storm comes racing up behind you. The captain must make a Profession (sailor) check (DC 20) to squeeze out
an extra day of travel in the hours before it arrives. Once within the storm, all crewmembers actively working the ship
(usually 20% of the crew) must make Profession (sailor) skill checks (DC 10) or be swept overboard.
2 The lookout spots a great wind storm just before it arrives. The crew must make two Profession (sailor) skill checks (DC
25) to lower the sails or the rigging and mast will be damaged, taking 1d4 days to repair.
3 With a great rending sound the main sail splits in two under a sudden gust. Getting the ship back under control
requires a Profession (sailor) skill check (DC 10) by the pilot. Repairing the sail requires 4 days,
–1 for every crewmember that makes a Use Rope skill check (DC 20). Up to four crewmembers can work on the sail at
a time.
4 The wind dies, leaving the ship immobile. This lasts for 2d4 days; at the end of that time the captain may make a
Survival skill check (DC 20) to find a zephyr of wind. A ship with oars may row itself at its normal rowing speed.
5 In the middle of an otherwise uneventful storm a wave strikes the hull from an unexpected angle. There is a massive
influx of water, equal to flooding below decks. The ship will sink unless something is done. See the flooding rules in
Seas of Steel (see pg. 58) for more details.
6 Under the relentless pounding of the waves the cargo breaks free. One cargo unit will be lost each round unless the
characters can work together to make a DC 20 Strength check.
7 A sudden cold wind causes the deck to become incredibly slick. Each character on deck must make a Balance skill check
(DC 15) or fall overboard.
8 A wave washes over the deck, taking 1d4 crewmembers with it. Any character caught on deck must make a Reflex save
(DC 15) or be washed overboard as well.
9 A gust of wind knocks a crewman overboard. The characters have 2d4 rounds to save him before he begins to drown.
10 Sea fire plays around the prow and mast. The sailors become edgy, expecting disaster. The captain must make a
Diplomacy skill check (DC 20) or the crew acts as a Novice crew for 2d4 days.

Roll 1d10 and consult the chart effects on the ship. Games Masters are encouraged to
above for possible weather use the table below as a starting point, embellishing as
problems and their necessary to create an interesting adventure situation.

42
Pirate Feats

Pirate Feats
Whispered on the Waves
Anyone with an iota of training and a good sword can Prerequisites: Sneak Attack class feature, Brawl.
take to the waves and call himself a pirate. If he burns a few boats Benefit: As a full attack you make one unarmed attack it is always
or loots a handful of villages other people may even take his claim considered a sneak attack unless the opponent takes the total
seriously. However, the old pirate brotherhoods have refined their defence action.
art over centuries. Although they lack anything resembling formal Normal: In order to execute a sneak attack the target must be
schooling, the vast array of stories and traditions that make up their denied his dodge or parry bonus to Defence Value.
culture still contain refined knowledge of how to best spot a mark,
set sails to catch even the last breath of wind and when to take them
down before they shatter the mast. Heart of Hate
Marine (General)
Hate for your former masters gives you incredible strength of arm

Formation
and will. Unfortunately it also blinds you to the consequences of
your actions.
Soldiers who wish to take to sea may gain the following new Prerequisites: Whip Weary (see pg. 7).
formation rather than one of the standard four. They may do this Benefit: You gain a +1 bonus to attack and damage rolls when
any time they gain the Formation Combat class ability. attacking a Turanin or Hyrkanian target. You gain a further +1
bonus to Will saves to resist any fear effect created by a Turanin or
Marine: You are highly trained in the arts of both boarding and Hyrkanian character.
repelling borders. While there are at least two other soldiers with Special: You suffer an additional –2 penalty to save against
this Formation Combat ability in the action with you, you gain a hypnotism of any kind. Your rage makes you very easy to
+1 circumstance bonus to any attack roll or skill check required to manipulate.
execute or resist a boarding manoeuvre.

This is an extraordinary ability. Hunted


Blooded Spear (General)
Your time as an escaped slave has sharpened your senses. Others
may think that you suffer from paranoia, but you know that in every
(General) shadow there lurks a potential slaver waiting to return you to your
You have blooded your spear in the body of many enemies. The former masters.
sure knowledge that you can and will kill again guides your hands Prerequisites: Uncanny Dodge class feature, Whip Weary (see pg.
to further victory. 7).
Prerequisites: Black Corsair (see pg. 6), must be a Southern Benefit: Your sensitive nerves snap when someone gets the drop
Islander, must have three levels of pirate. on you. If someone attacks you while you are flat-footed you may
Benefit: You increase your racial bonus to attack rolls with any kind immediately make an attack of opportunity against the attacker.
of spear or javelin to +2. This attack of opportunity counts against your maximum number
Normal: Southern Islanders gain a +1 racial bonus to attack rolls of attacks of opportunity for the round.
with any kind of spear or javelin.

Jolly Chants
Hard Hands
(General)
(General) You know a hundred chants to help lift a sailor’s
Working with sail and sheet has hardened your hands so that heart. Your songs help your fellow crewmates
they feel like stone. A blow from your fist can rock back even the endure the long, dull moments before the
strongest opponent. prey finally comes into sight.

43
Pirate Feats
Feat Type Prerequisites
Blooded Spear General Black Corsair, must be a Southern Islander, must have three levels of pirate class
Hard Hands General Sneak Attack class feature, Brawl
Pirate Feats

Heart of Hate General Whip Weary


Hunted General Uncanny Dodge class feature, Whip Weary
Jolly Chants General Cha 13, Argossean Dreamer
Master of the Waves General Int 13, Navigation, Profession (sailor) 12 ranks
Ocean’s Wrath General Con 13, Blooded Spear, Fighting-Madness, Must be Southern Islander, Base Attack
Bonus +1
Pirate Horde General Cha 13, Leadership, must have 12 levels of pirate class
Pirate Chants General Cha 13, Argossean Dreamer
Pirate Cure General Con 15, must have three levels of pirate class
Sea’s Breath General Con 13, Swim 5 ranks, Endurance
Sharp Blade General Seamanship Class feature, must be a Zingaran
Steel’s Sacrifice General Whip Weary
Take the Tap General Argossean Dreamer, Brawl, Endurance
True Brother General Argossean Dreamer, Leadership, must be at least 6th level
Unfettered General Whip Weary
Unfurled Sails General Argossean Dreamer
Up the Rigging General Freebooter’s Fortune
Viper ‘s Speed General Freebooter’s Fortune
Voice like a Drum General Cha 15, Black Corsair, must be a Southern Islander
Water Snake General Endurance, Swim 10 ranks
Wave Dance General Seamanship class ability, Freebooter’s Fortune, must be a Zingaran

Prerequisites: Cha 13, Argossean Dreamer (see pg. 6).


Benefit: You may choose to add your Charisma modifier to the Ocean’s Wrath
captain’s for the purposes of making a mutiny check. Alternately,
you may apply your Charisma modifier as a penalty to the captain’s (General)
check. This second action represents your support of the mutiny The wrath in your heart rivals that of the great sea storms. It gives
leader rather than the current authority. you the strength to sweep aside any who would oppose you.
Prerequisites: Con 13, Blooded Spear, Fighting-Madness, Must be
a Southern Islander, Base Attack Bonus +1.
Master of the Benefit: When under the effects of Fighting-Madness your
ferocious attacks stagger your opponent. Each time you successful
Waves (General) strike a target while gaining the benefits of Fighting-Madness the
target must make a contested Strength check with you. If you fail
Your experience as a sailor, pirate and navigator gives you an edge
there is no effect. If the target fails the check he must move five
in naval combat. You know how to make the most out of any
feet for every 10 points by which he failed in the direction of your
wind, predict where your target will next appear, and can anticipate
choice. An opponent knocked against the rail or over a cliff may
problems long before they occur.
make a Reflex save (DC equalling the amount of damage dealt) to
Prerequisites: Int 13, Navigation, Profession (sailor) 12 ranks.
avoid falling.
Benefit: You may predict the course of any ship by looking at it
and making a Knowledge (geography) check (DC 20). You gain
a +1 bonus to any Profession (sailor) skill check required when
commanding a ship to perform nautical manoeuvres. Pirate Horde
Normal: You must guess the course of any ship, without
systemic confirmation of any kind. (General)
Your reputation and knowledge allow you to gather together a pirate
horde to crew your ship. You must be able to lead them to plunder
and glory or they will turn on you.
Prerequisites: Cha 13, Leadership, must have 12 levels of pirate
class.

44
Benefit: You may assemble a group of pirates to sail your ship,
augmenting your existing followers. You must be in a port of call
frequented by pirates and must send out word that you are looking
Steel’s Sacrifice
for able-bodied seamen. You will have to expend 100 gl in up front
payments each week. Every week that you gather the horde you
(General)
You know that the true strength of steel lies in the hand of the man
gain a number of followers equal to your loyal retainers. This crew

Pirate Feats
who wields it.
forms a pirate horde and is subject to the rules governing mutiny
Prerequisites: Whip Weary (see pg. 7).
outlined in the Pirates of Hyboria chapter (pg. 4). You may gather
Benefit: When you strike an object to do damage you may subtract
a horde for a number of weeks equal to your positive Charisma
your Wisdom bonus from the object’s hardness for the purposes of
modifier.
damaging it.
Normal: All crewmembers you recruit beyond your loyal retainers
are unaligned pirates.
Take the Tap
Pirate Chants (General)
(General) Your life among the pirates forced you to learn how to take a few
blows without flinching. This makes you a superior unarmed
You know hundreds of songs about the red glory of plunder and the
fighter.
pirate life. When you sing them your crewmates take heart, surging
Prerequisites: Argossean Dreamer, Brawl, Endurance.
forward against seemingly impossible odds.
Benefit: When you are unarmed, wearing no armour, and choose
Prerequisites: Cha 13, Argossean Dreamer (see pg. 6).
to fight defensively you gain Damage Reduction equal to your
Benefit: During a boarding manoeuvre or action you may take a
Constitution modifier against unarmed attacks. This Damage
full round action that does not provoke an attack of opportunity
Reduction works as normal and stacks with any natural Damage
reciting an inspiring chant. For one round all allied units within
Reduction you might have.
earshot gain a +2 bonus to any required Morale checks and a +1
bonus to their attack rolls and skill checks.
True Brother
Pirate Cure (General)
(General) You are a true member of the Barachan Pirates, a member of
respected member of their loose band of brothers. Your brother
Pirate medicine is rough, but it includes a number of highly effective
pirates look to you for wisdom and solace in times of trouble.
treatments. In some cases, the cure might be worse than the ill.
Prerequisites: Argossean Dreamer (see pg. 6), Leadership, must be
Prerequisites: Con 15, must have three levels of pirate class.
at least 6th level.
Benefit: When you make a Heal check to help treat a wound,
Benefit: When you captain a Barachan ship and you fail a mutiny
poison or disease you may choose to roll 1d4. You gain a bonus
check you may immediately make a second mutiny check at the
equal to the result, though the target takes a corresponding amount
same DC. If you fail this check the mutiny occurs normally. If you
of Constitution damage due to the roughness of the treatment.
succeed, you receive warning from some member of the mutineers
who still retains a vestige of loyalty to you.

Sea’s Breath
(General) Unfettered
You are very adept at holding your breath and moving underwater.
There are those who think that you are part fish; in truth though
(General)
After spending a part of your life in slavery you vowed that no chain
you simply have a knack for swimming properly.
or bond would ever hold you again. This vow dominates your every
Prerequisites: Con 13, Swim 5 ranks, Endurance.
waking moment, giving you a remarkable ability to slip bonds but
Benefit: You count rounds normally when holding your breath.
also making you uncomfortable in closed spaces.
Normal: You lose one round of breath every time you take a
Prerequisites: Whip Weary (see pg. 7).
standard action.
Benefit: You gain a +2 bonus to any Escape Artist and Open Lock
skill checks. When struggling to remove bonds using the Open

Sharp Blade Lock skill you do not suffer from a circumstance penalty for
using simple tools.

(General)
You have a gift for cutting deep with a blade in your hands and a
deck under your feat.
Prerequisites: Seamanship class feature, must be a Zingaran.
Benefit: When you successfully execute a sneak attack and you
would qualify for your Seamanship bonus you may add your
Seamanship bonus to the total damage you do.

45
Unfurled
Sails
(General)
Pirate Feats

The accumulated wisdom of a thousand stories tells


you exactly how far you can push a mast before it
unmoors from the deck.
Prerequisites: Argossean Dreamer (see pg. 6).
Benefit: When you are an officer on a ship you may
increase the bonus movement that the ship receives
from a strong wind by your Wisdom modifier.

Up the
Rigging
(General)
You are far more comfortable on rigging than any
sane person should be. You can run along ropes
as if they were bridges, swing from mast to deck
without harming yourself, and leap from deck to
deck without tripping on anything.
Prerequisites: Freebooter’s Fortune (see pg. 8).
Benefit: You do not need to make a Balance
check when executing a boarding or shipboard
manoeuvre.
Normal: Many boarding and shipboard manoeuvres
require a Balance check to prevent the character
from falling into the ocean.

Viper’s Speed
(General) Water Snake
You can move with the speed of a striking viper, sailing past
defenders before they can take action.
Prerequisites: Freebooter’s Fortune (see pg. 8). (General)
Benefit: You do not suffer from attacks of opportunity when You can swim like a coral snake or a dolphin, covering long distances
performing boarding and shipboard manoeuvres. at great speed.
Prerequisites: Endurance, Swim 10 ranks.
Benefit: You can move your normal movement as a full round
Voice like a Drum action or one half your normal movement as a move action while
swimming.

(General) Normal: You can move one half your normal movement as a full
round action or one quarter your normal movement as a move
You can chant the cadence of the great rowing drums, bellowing action while swimming.
loudly enough keep the rowers in synch.
Prerequisites: Cha 15, Black Corsair (see pg. 6), must be a
Southern Islander.
Benefit: As a full round action you may bellow a perfect rowing
Wave Dance
cadence. This increases the movement granted by the ships
rowing banks by +1. This effect does not stack with the (General)
cadence drum component. You are extremely adept at using the pitch and weave of a sailing
ship to your defensive advantage.
Prerequisites: Seamanship class feature, Freebooter’s Fortune (see
pg. 8).
Benefit: You may increase your DV bonus from the Seamanship
class ability by +2.

46
Ships of the Sea

Ships of the sea


Vessels of Choice
characteristics and usefulness of those found in the Conan
Speaking of pirates invokes images of great
stories.
sailing ships travelling the far waters of the world. Conan
himself captains galleys and carracks, faces galleons and
This chapter proposes a system for shipbuilding based
gondolas, and even drives a rowboat down a river with his
on the concept of ship hulls and components. Each
mighty arms.
hull is a generic size; the components represent relative
technologies that increase the functions of the ship.
However, what exactly are these ships and boats? How
These functions may or may not represent actual,
do they work in terms of the story and the mechanics?
physical technologies: in some cases they are logistical or
How do pirates customise their ships over, say, a merchant
organisational improvements that simply make the ship
or a naval vessel? What about a fishing boat or a small
function more effectively.
gondola?

Ships, ship hulls, and their associated kit represent one


Ship Hull Size
Pirate Isles assumes that most ships fit into one of three
of the most complex endeavours of human technology broad hull categories: small, medium and large. There are
over the last few thousand years. New technology and also two other ship sizes – a one-man or smaller vessel, a
innovations spawn in the minds of ship builders on a Tiny hull such as a coracle and the rare Gargantuan hulls
yearly basis over at least the last six thousand years. produced by Khitai and occasionally Argos for military
use.
The system presented below does not claim to represent
all ships from every era, or even ‘realistic’ ships. It tries All wooden hulls have hardness 5 unless this is further
to duplicate the feel of vessels implied in the source modified.
material, rather than history or other forms of literature.
True sailing buffs would be well advised to use another Tiny hulls are suitable for a small personal craft like a
supplement to simulate the ships of the Caribbean or rowboat, coracle or canoe. Barring modification these
ancient Roman war galleys. ships move at 1 plus the rower’s strength modifier in
knots. They may have a small sail of some kind as well.
This section presents a system for building these ships, a By definition all Tiny hulls are equipped for both rowing
system tied to the narrative combat system described in and light sailing.
the Seas of Steel chapter (pg. 58). The system does not
produce ‘historically accurate’ vessels. Instead it focuses Small hulls appear in all manner of applications from
on the creation of ships that mirror the performance local fishing boats to the pleasure yachts of powerful
nobles. Their
Ship Qualities by Hull Size shallow depth and
Hull Size Length Beam Depth Hit Components Min Cost relatively low
Points Crew draft make
Tiny > 12 ft. < 8 ft. > 2 ft. 15 0 1 10 sp them useful
Small > 30 ft. < 15 ft. > 4 ft. 100 1 2 3,000 sp riverboats
Medium > 100 ft. < 25 ft. > 6 ft. 200 3 4 5,000 sp
Large > 181 ft. < 32 ft. > 8 ft. 400 4 8 50.000 sp
Huge > 210 ft. < 70 ft. > 10 ft. 800 6 16 80,000 sp
Gargantuan > 300 ft. < 90 ft. > 25 ft. 1600 9 32 150,000 sp

47
as well. Small ships have a base speed of 1.5 knots and are
too large for one person to row effectively.

Medium ship hulls comprise the bulk of Hyboria’s Ship


Ships of the sea

merchant fleets. These relatively fast, manoeuvrable,


and light ships can carry a good amount of cargo and are Spotting
flexible enough to meet a wide variety of needs. Prosperous A character that sees a ship for the
fishermen also sail in medium hulled ships, ranging far out first time may make a Profession
to sea in their quest for larger schools of fish. A medium (sailor) skill check (DC 15) to
hulled ship moves at a base speed of 2 knots. identify which nation built her.
Each nation has a unique style,
Large hulled ships make up the bulk of the naval and and most sailors pick up on
pirate forces of the Hyborian Age. These large ships common silhouettes quickly.
generally have both sails and oars to ensure that whatever
the weather conditions they will always be able to move
towards their objective. Prosperous merchants also use
large hulled ships for their superior range capabilities and
larger cargo holds. A large hulled ship moves at a base components as the hull allows. Once constructed,
speed of 2 knots. refitting a ship requires access to a dry dock and costs
twice as much as the amounts listed below.
Huge-hulled ships are the rare flagships of great ocean-
going powers. These massive ships dwarf anything The following rules apply to any ship using the above
else on the seas in terms of resources, weaponry and named components:
speed. Unfortunately they also require a king’s ransom
to maintain. Argos, Shem, Stygia and Zingara all have Argossean Rigging: Ships with Argossean Rigging can
one or two of these leviathans at their disposal should the take the best advantage of whatever wind presents itself,
need arise. Pirates of all of the brotherhoods sit for days, even tacking against an almost head on wind. In tactical
spinning tales about how they will be the ones who finally movement they gain +1 movement point regardless of
‘crack the nut’ and get their hands on these magnificent the wind direction. In strategic/overland movement they
vessels. These ships have a base speed of 2 knots. gain +2 knots from any windy condition except bestilled.
Gargantuan ships are little more than legend if one were Ships may only have one kind of rigging (i.e. a ship may
ever to be discovered it would be the making of anyone not have both merchant and Turanian rigging)
who could claim her.

All ships carry two weeks of provisions unless they


have a component (like a vitals store or deep water
hull) that allows them to travel further. Building and
modifying by
Ship hand
Components
Crews can use the normal Craft rules to build or
modify a ship. The components and the appropriate
The ship hulls presented above have little more than skills are as follows:
empty shells, constructed with a bare minimum of  Building the hull requires a Craft (shipmaking)
equipment. An owner could, theoretically, take skill check DC 15.
these ships out into the open water. However,  Craft (shipmaking) governs: banks of
the true strength of a ship comes not from its oars, boarding deck, castle deck, combat
reinforcement, deep water hull, hard wood, hull
basic configuration, but from the components
sheathing, moorings, ramming prow, and thin
built into it during its construction. lines.
 Craft (woodworking) governs: barracks, cargo
When a ship is built the builder hold, catapult, drums, fishing hold, passenger
may choose to add as many rooms, slave hold and vitals storage.
 Craft (sailmaking) governs all of the riggings.

48
Ship Components
Name Cost Craft DC Effect
Argossean Rigging 18,000 25 Allows for tacking against the wind.

Ships of the sea


Banks of Oars 3,000 15 Vehicle has a rowed speed, additional banks create higher speeds.
Barracks 5,000 15 Can easily house marines or non-combatants
Boarding Deck 5,000 15 Gains a bonus to initiating and a penalty to resisting boarding
manoeuvres.
Cargo Hold 2,000 10 Can hold one cargo.
Castle Deck 4,000 15 Gains a bonus to resisting and a penalty to initiating boarding
manoeuvres.
Catapult 4,000 20 Ship has a ranged attack in addition to that granted by any marines
or pirates.
Combat Reinforcement 4,000 per 15 Gains a bonus % to hit points.
size category
over Tiny
Deep Water Hull 2,000 15 Has a keel that allows it to move in deep water with ease, but is less
manoeuvrable and more limited in its selection of harbours.
Drums 700 10 Can gain a temporary bonus to rowing speed.
Fishing Hold 1,000 10 Has a wide array of nets and a hold designed for fish storage.
Hardwood 2,000 per 15 Hull becomes harder to damage. May be layered with hull
size category cladding.
Hull cladding 2,000 per 15 Hull becomes harder to damage. May be layered with hardened
size over wood.
Medium
Merchant Rigging 3,000 10 Adds slightly to base speed.
Moorings 4,000 15 Can carry one or more smaller boats on board.
Passenger Rooms 10,000 20 Can carry up to four people in comfort.
Ramming Prow 1,000 10 Ship does additional damage when ramming a target.
Slave Hold 2,000 10 Ship can carry a cargo of slaves.
Thin lines 5,000 10 Ship can move faster, but is less manoeuvrable.
Turanian Rigging 9,000 20 Ship moves quickly on the wind.
Vitals Storage 2,000 10 Ship can go for longer periods of time without contact with the
land.
Zingaran Rigging 18,000 20 More speed but less manoeuvrable.

A character can recognise Argossean rigging on any ship Galleys of all kinds generally use their sails for strategic
in line of sight by making a Profession (sailor) skill check movement, and then ship oars when engaging in ship-to-
(DC 15). ship combat.

Banks of Oars: Ships with banks of oars have the ability Barracks: Ships with a barracks have bunks, a storage
to move themselves at their ‘base’ speed. By adding a locker and equipment for maintaining a ready compliment
second bank of oars the ship can double its base speed; a of marines at sea. Each barracks can hold up to 50 marines
third bank of oars will triple it. A ship with two banks of if they live in very close quarters.
oars is called a bireme and one with three banks a trireme.
A ship of medium or larger hull size that can move under Boarding Deck: A boarding deck is relatively
oar power is called a galley. flat and low from stem to stern, with a small rail
and readily available boarding lines. There are
Most galleys use freemen or pressed crews to man their planks, hooked pools, and other tools used
oars rather than slaves. These men can expect to be paid as for grappling another ship within
normal crewmen. Each ore requires one rower; each bank easy reach of any point. Boarding
of oars has one oar per five feet of the ships length. decks give the crew a +1 bonus to

49
initiating any boarding manoeuvre and a –1 penalty to A sailor can recognise the sound of a galley drum by
resisting a similar manoeuvre executed by a hostile vessel. making a Profession (sailor) skill check (DC 10).

Cargo Hold: A cargo hold is more than just a placeholder; Fishing Hold: The ship has a wide array of nets, lines and
Ships of the sea

it contains a wide variety of fixings with which to fasten traps designed to catch fish and other sea creatures. The
cargo in place along with special reinforcing and cargo hold is modified to store fish for a long period of
waterproofing to help preserver cargoes. Each cargo hold time. Traditionally this means that the ship holds a good
on a ship can hold one ‘cargo’ as described in the Foreign bit of water, more than would ordinarily be safe. The
Shores chapter (pg. 21). A cargo hold can carry up to 100 ship counts as a vessel one size larger for the purpose of
men but not in a combat ready state. determining the damage it can do with a ram, but loses
half a knot from its maximum speed. The crew may
Castle Deck: A castle deck has elaborate defences against choose to bail out the water in order to regain their speed,
board including raised fore and aft castles, a high railing and but doing so loses the ramming advantage as well.
various modifications to the deck in order to prevent long-
term grappling. These modifications give the defenders a Hardwood: The ship is made of a particularly hard wood
+1 bonus to rolls to resist boarding manoeuvres, but a –1 like oak. Increase its base hardness by 2.
penalty to any roll required to initiate one.
Hull Cladding: The ship has a lining of lead, copper or
Catapult: Although dangerous, some ships carry catapults bronze over its lower hull. This protects the ship from
to throw balls of flaming pitch at their targets. This ramming attacks: add +2 to the ships hardness against
modification includes not only the catapult, but also the prow rams.
carefully constructed pitch warming and storing sections
of the ship as well. The catapult inflicts little physical Merchant Rigging: The ship is rigged to run with both
damage on its target, but it does have a chance of setting sails and oars. This somewhat clumsy arrangement is easy
the opposing vessel ablaze. See the Seas of Steel chapter to make, but only adds half a knot to the ships base speed
(pg. 58) for more details. (under sail or oar). Merchant rigging does not add any
movement points during closing turns. Ships may only
Combat Reinforcement: The hull has an exceptional have one kind of rigging (i.e. a ship may not have both
amount of cross bracing and additional support built merchant and turan rigging)
into it. This increases the hull’s absolute hit points by
20%. The total number of hit points a ship has not only A character can recognise Merchant rigging on any ship
keeps it afloat longer, but also protects the crew and cargo in line of sight by making a Profession (sailor) skill check
from incidental damage inflicted during the average pirate (DC 15).
attack.
Moorings: The ship has sufficient rigs to carry and deploy
Deep Water Hull: The hull has a number of modifications several smaller boats. This component can only be built
for deep water travel, including a long keel, altered into a medium or larger ship. Medium ships can moor up
ballast’s, a larger food store and some crude means of to two Tiny hulls. Large ships can moor up to two Small
water purification. These ships can go for months without ships or four Tiny hulls. Gargantuan ship hulls may more
seeing another ship or land, although they generally try up to four Small hulls. These ships may be used for ship-
to return to somewhere with food and water before to-shore commerce or ship-to-ship combat.
starvation sets in.
Passenger Rooms: The ship has two well-appointed
A deep-water ship gives its crew a +2 bonus to any skill cabins, along with a store of luxury foods and fine wines
check required to resist a weather based effect. for noble passengers enjoyment. These passenger rooms
allow the ship to charge 4 sp/day for passage rather than
Drums: An important part of any galley is the 1 sp/day.
great drums that sets the rowing rhythm. When
properly used these drums can add +1 knot to the Ramming Prow: The ship has a curved metal ram
galley’s maximum speed. Sounding the drum attached to the prow. This enables it to do considerable
requires a Perform (percussion) skill damage when ramming a target. Increase the damage
check (DC 15). done by the ship’s ramming attack by one size increment
and increase the critical hit modifier to x3.

50
Slave Hold: The ship is capable of hauling a cargo of slaves except for a contrary wind or bestilled. A ship may only
for a significant distance (over 100 miles) without having have one kind of rigging.
the majority of the cargo die due to poor conditions. The
conditions within a slave hold are little better than those A character can recognise Zingaran rigging on any ship

Ships of the sea


for animal cargoes, but they are survivable. in line of sight by making a Profession (sailor) skill check
(DC 15).
Thin Lines: The ship has a very narrow profile and is low
to the water, allowing it to race forward. The ship can
add +1 knot to its base speed. A thin lined ship gives its Maintenance
captain a –2 penalty on his attack roll to resist boarding. Ships unfortunately consume resources much like a
barbarian guzzles wine. Not only does the owner have to
Turanian Rigging: The ship is well rigged to take pay his crews; he must also keep the ship itself in working
advantage of the wind. It gains +1 knot to overland order. This requires time, energy and no small amount
movement and +1 movement point in during closing of silver.
turns when the wind favours the ship. Ships may only
have one kind of rigging (i.e. a ship may not have both All ship hulls require monthly maintenance. This activity
merchant and turan rigging). is assumed to take place during the ships normal travels.
If this maintenance fails then the ship sustains damage,
A character can recognise Turainian rigging on any ship which must be repaired normally. Repairing damage is
in line of sight by making a Profession (sailor) skill check described in the Seas of Steel chapter (pg. 58).
(DC 10).
The captain may make the Profession (sailor) skill check
Vitals Store: The ship has sufficient resources to supply its to manage the ship maintenance himself, or he may
crew and marines with food and water for 120 days. delegate this task to one of his loyal retainers. Whoever
makes the skill check may gain assistance (from the aid
Zingaran Rigging: The ship is rigged in the Zingaran another action) from a number of other crewmen equal
fashion, allowing it to run fast and hard with the wind to his Wisdom modifier. Additionally, a skilled crew
but making it less likely to be able to use any wind to its provides its bonus to the skill check.
own advantage. In closing turns they gain +1 movement
point when the wind favours them. In strategic/overland The first time the crew fails to maintain the ship deal the
movement they gain +3 knots from most wind conditions damage from the 1st failure column. If they do not repair
this damage failure deals the damage described in the 2nd
failure column. If
they continue to
ignore the decay
of their ship and
fail again deal the
damage from the
3rd failure column.

When repairing
maintenance
damage the crew
must fix the effects
in reverse order.
For example,
the crew
must fix the
damage

51
Maintenance Requirements rounded down. The entries
Ship Hull DC 1st Failure 2nd Failure 3rd Failure
assume favourable wind.
Modifiers: The accumulated
Tiny 10 10% Hit Points 10% Hit points 20% Hit Points
modifiers from the ships
Ships of the sea

Small 15 10% Hit Points 10% Hit Points 1 Component components.


Medium 20 1 Component 10% Hit Points 1 Component Max. Cargo: The maximum
Large 25 1 Component 1 Component 10% Hit Points number of cargoes the vessel
Huge 25 1 Component 1 Component 10% Hit Points can hold.
Gargantuan 30 2 Components 2 Components 2 Components and Components: The raw list of
20% Hit Points components installed on the
ship.
inflicted by the 3rd maintenance failure before they can
address the underlying issues in the 2nd failure. This statistic block is then followed by a description of the
Damage listed as a 10% of the vessels hit points inflicts ship in question.
that amount to the vessel’s maximum hit points, not its
current hit points. Damage to a component renders it
inoperable until repaired. Sample Ships
Argossean Galleon
Custom Ships Huge Argossean Naval Vessel (107,000 sp)
Dimensions: 190 ft. long x 30 ft. wide
The following ships demonstrate the system used to build
Crew: 16/80 with a complement of 50 marines.
ships. Each ship statistic block contains the following
Hardness/HP: 7/800
information:
Speed (Rowed): 0
Speed (Sail): 5
Ship Size Nationality General type (Value): Describes
Tactical Movement: 4
the hull’s size, country of origin, general use and the cost
Modifiers: +1 tactical movement, +2 movement overland,
to buy the ship in silver.
+1 base speed from thin lines, -2 to attack rolls made to
Dimensions: Length x Beam
resist boarding.
Crew: Listed as Minimum/Maximum, along with
Max Cargo: 0.
the maximum number of marines if applicable. The
Components: Barracks, Catapult, Deep water hull,
maximum crew size is equal to x 2 the minimum for Tiny
Hardwood, Ramming Prow, Thin Lines
and Small craft, x 3 the minimum for a Medium craft, x 4
for a Large craft and x 7 the minimum for a Huge craft, x9
the minimum for a Gargantuan craft.
Hardness/HP: The hardness and
hit points of the vessel. These are
used extensively in the Seas of Steel
chapter.
Speed (Rowed): The maximum
speed the ship can achieve when
moved under oars. Given in knots.
Speed (Sail): The maximum speed
the ship can achieve with a good
wind. Given in knots.
Tactical Movement: The maximum
number of movement points the
ship can spend per round. This
equals the speed in knots a
particular vessel can achieve
under the appropriate
method of motion
(either rowed
or sailed)

52
Argos can field as many as
four of these massive galleons,
although they claim to only
have two. Each galleon is more

Ships of the sea


than a match for any four other
ships; the massive size, heavy
timbers and remarkable speed
make it almost impossible to
escape them and dangerous to
close with. More importantly
these ships each have a single
short range catapult built into them.
Secured to the deck with heavy pins, the
catapult slings a dangerous mix of oils and
tar at enemy ships, potentially burning them
to the waterline before they even begin to
engage.

Argossean
Merchantman
Medium Argossean Merchant Galley
(15,000 sp) Components: Banks of oars, merchant rigging, cargo
Dimensions: 50 ft. long x 15 ft. wide hold
Crew: 24/72
Hardness/HP: 5/200 This common merchant ship has up to two masts and
Speed (Rowed): 2.5 knots well rigged sails. It sails with a complement of rowers,
Speed (Sail): 2.5 knots and may have as many as twice its minimum required
Tactical Movement: 2 crew on board at any given time. More often it runs with
Modifiers: – 30 crewmembers (20 rowers, 4 sailors, a captain and a
Max Cargo: 1 handful of replacements).

Pirates can find this kind


of ship plying the waters of
every sea, as well as working
the great rivers. These ships
are cheap enough to be
owned by small merchant
concerns; a great one may
well sport dozens of these
vessels.

Barachan
Sloop
Medium Barachan
Pirate Vessel (35,000 sp)
Dimensions: 80 ft. long x 10 ft.
wide
Crew: 4/12
Hardness/HP: 5/200
Speed (Rowed): 0
Speed (Sail): 4

53
Tactical Movement: 4
Modifiers: –
Max Cargo: 2
Components: 2 Banks of Oars, 2
Ships of the sea

Cargo Holds

These long, low galleys have two


banks of oars, one offset from the
other. When the southern corsairs
begin to sing their chants and
pull their oars little on the sea can
outrun them. These ships also have
deep holds, capable of storing the
booty they acquire during their long
days of hunting and destruction.

Red
Brotherhood
Dhow
Medium Turanian Pirate Vessel
Tactical Movement: 3 (22,000 sp)
Modifiers: +1 to boarding actions, -1 to resist boarding, Dimensions: 60 ft. long x 15 ft. wide
+2 overland movement, +1 movement point during Crew: 4/12 plus 100 pirates in the hold
closing. Hardness/HP: 5/200
Max Cargo: 1 Speed (Rowed): 0
Components: Argossean rigging, boarding deck, cargo Speed (Sail): 3
hold. Tactical Movement: 3
These small single mast ships are used more for travel than
plundering. They are modified
pleasure craft, designed to
move quickly and target other
pleasure vessels and small
merchant ships. A number also
see service as smugglers and
illegal couriers.

Black
Corsair
Galley
Large South Islander Pirate
Bireme (60,000 sp)
Dimensions: 120 ft. long x
12 ft. wide
Crew: 68/272 crew
Hardness/HP: 5/400
Speed (Rowed): 4
Speed (Sail):
2

54
Modifiers: +1 to boarding
actions, -3 to resist boarding,
+1 base speed from thin
lines

Ships of the sea


Max Cargo: 1
Components: Boarding
Deck, Cargo Hold, Thin
Lines

These stolen Turanian


vessels have lateen
(triangular) sails with
relatively sophisticated
rigging. They move about
the Vilayet Sea at will,
striking down smaller crews by
force of numbers. Unlike most
pirate ships they will commonly
attack a naval vessel.

Turanian Modifiers: +1 overland speed from rigging, +1 movement


Naval Dhow point when the wind is favourable in closing, +1 base
Medium Turanian Naval Galley (29,000 sp) speed from thin lines, -2 to resist boarding.
Dimensions: 55 ft. long x 15 ft. wide Max Cargo: None
Crew: 4/12 plus 50 marines Components: Barracks, Turan Rigging, Thin Lines
Hardness/HP: 5/200
Speed (Rowed): 0 These small ships are extremely fast, so as to better hunt
Speed (Sail): 4 down their pirate prey. Few ships on the Vilayet Sea can
Tactical Movement: 4 outpace them in the wind, although a galley can escape
them if the wind fails. Once they close the marines set to
work, cutting down the escaped
slaves who make up most of the
Red Brotherhood.

The Tigress
Large South Islander Pirate
Bireme (59,000 sp)
Dimensions: 125 ft. long x 15
ft. wide
Crew: 68/272 crew
Hardness/HP: 5/400
Speed (Rowed): 4
Speed (Sail): 2
Tactical Movement: 4
Modifiers: Makes ramming
attacks.

55
Ships of the sea

Max Cargo: 1 Crew: 30/90 with up to 100 slaves on board


Components: 2 Banks of Oars, Cargo Hold, Ramming Hardness/HP: 5/200
Prow Speed (Rowed): 3
Speed (Sail): 2
The Tigress is a Black Corsair galley (technically a bireme) Tactical Movement: 3
under the command of Bêlit. She is a low, fast ship driven
by the mighty arms of
her barbaric crew. Her
fast oars (almost 20 to a
side) allow her to swiftly
close with any ship not
of her own make. Once
she takes Amra on board
nothing will ever be able
to stand in her path.

Stygian
Galley
Medium Stygian
Merchant Galley (Value
10,700 sp)
Dimensions: 65 ft.
long x 10 ft. wide

56
Modifiers: –
Max Cargo: 2
cargoes of slaves
Components: Bank

Ships of the sea


of Oars, Drum,
Slave Hold

Sailors recognise the


infamous stygian
galleys not by their
sails, but by the
throbbing beat of
their slave drums.
The galleys carry
slaves from all over
the world to a short,
brutal life of service
and sacrifice among the
priests and nobles of Stygia.
They generally have black
sails, stink like the foulest pits
and avoid other folk. Stygian
captains are generally a pale and
terrified lot, since they know that at any moment a priest
may appear and demand their services.
Zingaran Galleon
Zingaran Carrack Huge Zingaran Naval Vessel (125,000 sp)
Large Zingaran Merchant (75,000 sp) Dimensions: 200 ft. long x 40 ft. wide
Dimensions: 120 ft. long x 20 ft. wide Crew: 16/80 with a complement of 100 marines.
Crew: 56/224 Hardness/HP: 7/800
Hardness/HP: 5/400 Speed (Rowed): 0
Speed (Rowed): 2 Speed (Sail): 6
Speed (Sail): 5 Tactical Movement: 3/4
Tactical Movement: 2/3 Modifiers: +1 tactical movement when the wind is
Modifiers: +1 tactical movement when the wind is favourable, +3 overland movement from rigging, +1 base
behind, +3 overland movement movement from thin lines, -2 to resist boarding.
Max Cargo: 2 Max Cargo: 0
Components: Banks of Oars, 2 cargo holds, Zingaran Components: 2 Barracks, Hardwood, Ramming Prow,
Rigging Thin Lines, Zingaran Rigged

The three-masted Zingaran carrack is a common sight on The Zingaran nation can field a number of these great
many coasts. These fast moving, cargo ships make up the galleons, massive ships with high sides and a large
backbone of the Zingaran merchant fleet; their ability to complement of armed marines. These highly dangerous
travel at speed while carrying huge cargoes makes them ships are more than a match for most pirate crews – the
well loved by many a merchant prince. heavily armed and well-trained marines can easily cut
their way though the poorly equipped and trained
These carracks have three masts, rigged in the Zingaran pirate crews.
style. This makes them very fast when under sail, but does
cause them problems when they face contrary winds.

57
Seas of Steel
Seas of Steel

Scourge of the Four Tides


Behind all of the pretty lies and grand ambitions then both may use archery attacks to damage the other.
arising from the pirate’s life there lurks the constant threat If it shrinks to 0 then the hunter may attempt to board
of death. Pirates live a harsh life, and their ends come in the prey. If it increases to 8 or more then the prey ship
no prettier a fashion. For every pirate covered with gold escapes.
and jewels a hundred more fall to the sea. Yet a hundred
more rise to take their place, reaching forth rugged-hands Once the gap shrinks to 0 the hunting ship’s captain may
to grip a dream. execute a boarding manoeuvre by making an attack roll
with bonuses from his Base Attack Bonus, his crew’s skill
The Seas of Steel chapter discusses how the fallen bonus and the ship’s deck construction. The prey captain
meet their untimely demise. It includes information resists by making a similar roll. The amount by which
about tactical movement, boarding and the shipboard the hunter succeeds determines what kinds of boarding
manoeuvres that pirates may execute. It concludes with a tricks he may attempt. These tricks give the hunter’s
discussion of ship damage, flooding and the destruction of crew additional bonuses in the subsequent ship-to-ship
cargo that occurs when two ships engage one another. conflict.

The boarding manoeuvres in particular use the rules Characters handle ship-to-ship combat using either the
outlined in the free Conan mass combat system available mass combat system or a somewhat simpler narrative
for download at Mongoose Publishing’s website. resolution system suggested below. In either case the
selected boarding manoeuvre gives the characters and crew
a bonus for the duration of the conflict.
Basic Mechanics
All boarding actions involve four basic activities: closing As both crews struggle for survival the platform upon
the gap, the boarding itself, fighting onboard a ship, and which they fight sustains damage. This damage may
assessing the damage done to both vessels. This section take the form of damaged ship components, destroyed
outlines the basic rules mechanics used for these four cargo, flooding or every sailor’s nightmare: fire. Checks
activities. for major damage to the structure of both ships happen
during the entire combat, with a final check for structural
When the Games Master declares an encounter the failure when one crew or the other finally gives up. The
characters are either the prey ship or the hunter. In either pirates can then transfer whatever survives into their own
case, the two ships start up to 6 units apart (roll 1d6). holds; then take up sail again looking for another target.
A random roll determines whether the wind favours the
hunter or the prey, allowing for further modifiers. The
encounter then begins, breaking down into closing turns
Crew Skill Level
In reality pirate crews were notoriously poorly trained and
of roughly 10 minutes.
disciplined. A similarly outfitted naval ship could out gun
them three to one. However, in the Hyborian age pirate
Each turn the captains of both ships make a contested
crews may well be able seamen whose barbaric excesses
Profession (sailor) skill check modified by the crews
actually make them even more efficient than their highly
experience level. The ship that succeeds moves
trained counterparts.
an amount equal to its tactical movement
(see Ships of the Sea, pg. 47 for more
When making any check that calls for a Profession (sailor)
information). If the gap between
skill check from the captain the Games Master may give
the two shrinks to 2 or less

58
from their inevitable fate as fodder for the crabs. The rules
below outline a relatively simple way to get though the
complexities of boarding; they emphasize getting to the
Example Crew bloody knife-work rather than the intricacies of sailing.
The Deviant’s crew is comprised

Seas of Steel
mostly of 1st level followers as well as 1st
and 2nd level unaligned pirates of Zingaran
descent. These gentlemen have an average
Setting the Scene
When the Games Master declares that an encounter is
modified total skill as sailors equal to 4. This
translates into a +0 competence bonus for their about to begin establish the following information:
skill, +1 because they are Zingaran, for a total
bonus of +1.  Which ship is the hunter and which the prey.
Note that it is entirely possible for the ‘prey’ ship
A Barachan pirate may have a mostly unaligned to be considerably stronger than the hunter; in
crew of Barachan pirates. These gentlemen have
this case the prey has set a trap for the predator
a total Profession (sailor) bonus of +6. This gives
the captain a +1 bonus to his own skill checks, as and things will shortly become very difficult for
well as the +1 bonus they give for being primary the attacker.
Argossean, for a total bonus of +2.
 Establish the distance between the two. The
Games Master may set this value at some number
said captain a competence bonus based on the following (usually 3) or roll 1d6 to determine it randomly.
chart. This bonus is based on the average expected A result of 1 usually indicates some sort of visual
modified Profession (sailor) bonus (not rank) of the crew. obstruction (a fog or haze) while 6 indicates a very
clear day.
Crew Bonus
 Declare any additional environmental
Profession Level Crew Skill Level Bonus
conditions.
4 Able Bodied +0
6 Competent +1  Roll 1d4. On an even result the wind favours the
8 Experienced +2 prey, on an odd result it favours the hunter. This
10 Expert +3 may grant modifiers to the two ship’s movement,
12 Legendary +4 depending on the components the ship possesses.

Additionally a crew composed primarily of Argossean, Once the Games Master establishes the scene the two
Southern Islanders or Zingaran sailors grants an additional captains begin to make their skill checks.
+1 bonus.
The Closing Turn
Just Two Ships? Each closing turn the following happens:
Although the rules above describe the ‘classical’ situation
of a two ships, the Games Master may well declare that  The two captains make an opposed Profession
there are three, six, ten, or even dozens of ships involved. (sailor) skill check modified by their crew bonus.
So long as all of the ships are generally on one of the two  The winner may move up to his maximum
sides, the system can be adapted to say ‘fleet’ rather than allowed movement. He may either close with the
ship without any particular changes. other ship (reducing the distance between them)
or move away.
If there are three or more sides, each participant must  The Games Master assesses the distance between
declare its prey and make contested skill checks with its the two vessels.
target.
If the distance between the two vessels is 0, then the
ship that closed the gap may execute a boarding
Closing the Gap manoeuvre. See the section on boarding
In order to grapple in bloody battle characters must first manoeuvres for more details.
close the distance between their ship and the prey. Doing
so is not always simple; for some reason merchants flee

59
If the distance between the two vessels is 1 or 2, then both minimum crew of 24 suffers a –10 penalty when reduced
ships may execute ranged attacks against one another. See to 14 crew members.
below for more details.

If the distance between the two vessels is between 3 and 7


Using the
Seas of Steel

then the closing continues. Environment


The Games Master may declare one or more of the
If the distance between the two vessels is greater than 8, following weather conditions as part of the starting
the fleeing vessel escapes. scenario. Every three closing turns he may change these
conditions; this reflects the sudden changes in weather
Ranged Attacks common to sea-going adventure.
A ship with a significant ability to deliver ranged attacks
(a company of marines, a catapult or a number of pirates  Change of Wind: The wind shifts its favour: if it
trained in the use of Shemite, Stygian or Hyrkanian bows) favoured the hunter, it now favours the prey and
may make a ranged attack if the target ship is within 2 vice versa. Recalculate any movement bonuses
movement points. the ship may gain from its components.
 Fog: The prey craft only needs to achieve five
Attacks by crew are handled using the rules for mass points of separation to escape.
combat. Each unit aboard the ship launches one ranged  Heavy Seas: Galleys must reduce their speed by
attack at a –4 penalty. They target the units on the other two points.
ships. If using the mass combat rules then the attack  Heavy Wind: Sailing ships may increase their
must hit the DV of the crew. If using the narrative movement by two points.
combat rules then the attack must beat a Defence Value  Storm: Both ships take 1d6 damage every closing
of 10; every point of the success above 10 indicates the turn. Their captains must make Profession
number of non-marine crewmembers damaged by the (sailor) skill checks (DC 20). Each captain that
attack. Marines and crews with large shields are immune succeeds and who is under sail rather than oar
to ranged attacks. A critical strike automatically kills the may increase his movement by one point. A
injured crewmembers. captain that fails suffers a –4 penalty to any other
Profession (sailor) skill checks he must make.
In either case if the attack result beats one or more  Shallow Waters: The ships sail among reefs or
characters’ Dodge Defence Value then those characters some other sudden shallow. The captains of
take 1d4 arrows each, doing damage as appropriate to the Medium or larger ships must make Profession
type of bow used. On a critical hit he takes 2d4 arrows (sailor) skill checks (DC 20) to avoid grounding
instead. his ship.
 Wind Dies: there is no wind at all. Sailing ships
Attacks by catapult make an attack roll using the average have 0 movement and their captains cannot make
Base Attack Bonus plus Dexterity modifier for the crew Profession (sailor) checks. A galley may still move
(either marines or pirates). The attack must beat an under oar power.
Defence Value of 15 if the target is at a range of 1, or 20
if the target is at range of 2. If it hits the attacker rolls The Games Master should feel free to invent additional
1d4: on a result of 1 the shot hits the rigging, reducing the weather to befoul the environment.
target’s sail movement by 1. On all other results it has a
50% chance of starting a fire on the target ship.
Changing Hunter and
Characters may make ranged attacks normally, inflicting Prey
damage on the opposing crew. There are times when the prey vessel will try to close with
the attacker. These include:
If the ranged attack reduces the target’s crew
below the minimum crew required to operate  The prey vessel is actually laying a trap for the
it, the captain suffers a skill penalty equal target. They wish to let the other close the
to the number of sailors he is short. distance, then turn and execute a boarding
For example, a ship with a manoeuvre when the two are extremely close.
 The prey vessel knows that it cannot escape
and wishes to gain the bonuses for performing

60
Boarding Manoeuvres
Check Difference Boarding Manoeuvre
0 Held: You are not in a good position to attack the target, but you did get within range. You gain a +4 bonus
to your Profession (sailor) check and your attack roll next round.

Seas of Steel
1 Grappled: You pull close enough to the target to get both grapple lines and poles onto her. Your crew gains
+1 attack and damage during the first round of the boarding action. One quarter of your ship length matches
up with the prey vessel.
3 Glancing Ram: You strike the opponent on a backward angle, damaging the ship but not significantly. You
do structural damage to the target equal to your movement points multiplied by the size category modifier
category of your ship, 1d4 + movement multiplied by the size category modifier if your ship has a ram. Your
crew may board but suffer a –1 penalty to attack and damage rolls the first round. One quarter of your ship
length matches up with the prey vessel.
5 Solid Grapple: You pull close to the target. Your crew may make a Balance skill check (DC 15). If they
succeed, then they are not subject to attacks of opportunity when boarding the enemy vessel. You match one
half of your ship’s length to the prey vessel.
7 From Behind: You hit the other ship solidly with your own. You may choose to strike either the prow or the
rear of your target ship. This attack does 1d4 + movement points multiplied by your ship’s size modifier to
the target vessel, increased to 1d6 + movement points if your ship has a ram. Your crew may board the target
vessel, but must move over your prow to do so – your ship’s width is matched up against the prey vessel.
9 Broadside Ram: You caught the opposing ship’s side on with your ram. You may choose to strike either the
port or starboard side. You do 1d6 + movement points multiplied by your ships size modifier to the target
vessel. If you have a ram increase this damage to 1d8 + movement. If the other ship does not break up you
are stuck in it and must make a Profession (sailor) skill check with a DC equal to the damage you inflicted
to break free. Your crew may board and gains a +1 bonus to attack and damage rolls during the first round.
Your prow and up to 5 ft. of both gunnels’ sides matches up with the prey vessel.
11 Broadside Grapple: You draw abreast with the target. If your crew makes a Climb check (DC 15) they can
immediately begin the engagement in a merged formation. Your entire length matches up with the prey
vessel.

a boarding manoeuvre rather than allowing the


hunter to maintain the initiative. Boarding
The prey vessel is a pirate itself, and willing to join
Manoeuvres

the fray. In this case the closing will likely only
last a single round as both vessels wish to close. The ship that closed the distance to 0 may execute a
boarding manoeuvre. If this manoeuvre is successful then
the two ships are joined and the crews engage in combat.
If it is not then at the beginning of the next closing turn
the two captains make Profession (sailor) skill checks:
Outmanoeuvring a Faster whichever wins may choose to move away or attempt
Craft another boarding action.
The system described above may be used on a
map, substituting the word ‘squares’ for the word The captain of the ship executing the boarding manoeuvre
‘movement points’. However, the contested system rolls 1d20 plus his Base Attack Bonus, the crew’s
assumes that speed is not the only factor in winning a
competence bonus and any bonus he may receive from
closing contest. Generally the better seaman will win,
not the person with the fastest ship. his ship’s components. The captain of the defending
ship makes a similar roll, using his own ship’s crew and
Take the classic example of sailing into a fog bank and modifiers.
going silent. The hunter passes by, missing the prey
ship in the fog. In this case the hunting ship physically A roll of a natural 20 results in a critical strike with
passed quite close to the prey; the prey’s captain’s superior
the ram. This inflicts x 2 normal damage (x3 if
seamanship created an effective distance between the two
craft that eventually resulted in the hunter losing its the ship has a ram). If this attack inflicts more
target. In system terms he ‘moved away’ and ended the damage than the target has hit points then
encounter. the target ship breaks in half.

61
If the defender wins the boarding manoeuvre fails. If the  Broadside Grapple: Number of squares equal
attacker succeeds, he consults the following chart. He to your ships length or the target vessel’s length,
may execute any manoeuvre on the table up to the one whichever is lower.
indicated by the difference between his attack roll and the
defender’s defence roll. Units attack and defend normally after the first round.
Seas of Steel

Characters may attack crew units, the captain and his


The defender may, if he has the ability to do so, attempt to lackeys, or the target ship. Battle ends when one crew or
launch a ranged attack at the attacking ship. If he does so, the other breaks due to loses, or everyone on the opposing
he automatically forfeits his defensive roll, but may make side is dead.
the ranged attack.

Size Category Modifiers


Narrative Combat
When using the narrative combat system the press of
Size Category Multiplier boarding becomes a background against which the
Fine x½ characters execute their own combat options. Rather
Small x1 than manipulating counters the Games Master describes
Medium x2 the scene and the players move around it. This system has
three parts: a method for resolving the background in each
Large x3
round of combat, a method for presenting targets to the
Huge x4
characters and manoeuvres that correspond to the combat
Gargantuan x5 manoeuvres listed in Conan the Roleplaying Game.

Once boarding begins combat shifts from closing turns to Round by Round Background
combat rounds. Every round the Games Master makes one contested attack
roll for each crew; the winner loses 15% of the total crew
Fighting and the loser loses 25%. If the crew has medium armour
or large shields it loses 5% less; if it has heavy armour
Onboard a Ship it loses 10% less. These two do not stack. The attack
roll and losses may be further modified by manoeuvres
All ship-to-ship combats start with the two sides facing
executed by the characters.
one another, lined up onboard their ships unless the
boarding manoeuvre allows for a merged starting position.
Once a crew reaches 50% losses it breaks. If the shore
How the combat plays out depends on which method the
is in sight the survivors leap into the water, ignoring any
Games Master selects.
sharks or other creatures waiting there to feast upon them.
If they are deep out to sea the crew will fight on, but at a
Mass Combat –2 morale penalty to the attack roll and inflict 10% less
Using the mass combat rules two crews (represented by damage. The characters may attempt to force them to
counters) may attack one another. The number of units surrender using one of the manoeuvres listed below.
actually facing one on each side another depends entirely
on the boarding manoeuvre chosen: The attacker is assumed to be boarding the defender,
unless the attacker’s crew breaks. Then the defender may
 Held: No contact between the two ships. choose to either board the target or disengage.
 Grappled: Number of squares equal to one quarter
of your ship’s length. If the crew has a mix of marines and sailors, assume that
 Glancing Ram: Number of squares equal to one the marines lead the charge or take the brunt of the attack
quarter of your ship’s length. repelling the boarders. They are, in effect, a separate ‘crew’
 Solid Grapple: Number of squares equal to trained for this sort of combat. Marines break when they
one half of your ship’s length. take 70% casualties; they never attempt to flee but may
 From Behind: Number of squares equal surrender. Once the marines break the seamen engage in
to your ship’s beam. combat as well.
 Broadside Ram: Number of
squares equal to your ship’s If the crews are merged (from a broadside grapple) both
beam plus ten feet. crews lose an additional 5% of their crew every round.

62
A crew cannot inflict more damage in absolute terms than Bound Down
it has crewmembers unless the majority of the crew has You leap from the rigging, crashing into your opponents
Combat Reflexes. Thus, a 24-man crew can only injure below with the force of a falling stone.
24 of the other crew, even if the % result would indicate
otherwise. Prerequisite: Jump or Tumble skill 10+

Seas of Steel
Circumstance: You must either be already in the rigging
Finding Someone To Kill or make a Climb skill check (DC 10) to climb into the
Every round of combat the characters may either choose to rigging; this later delays the execution of your manoeuvre
execute a manoeuvre or support the crew. If the character for one round.
supports the crew he may make an attack roll, a Charisma Effect: As a full round action you leap down from the
attribute check or a Profession (sailor) skill check. The ship’s rigging, using your body as a weapon. You take 1d6
DC for any of these actions is 10. If the character succeeds damage from the fall, but may attack a number of targets
he adds +2 to his crew’s attack roll. This represents the equal to your total number of attacks of opportunity for
character fighting side by side with his crew, exhorting the round.
them to greater efforts or assisting with the securing of
the target ship. Brace the Gunwale
You brace your mighty legs on the gunwale, creating a
If the character chooses to execute a manoeuvre sufficient shining wall of death to prevent a boarding action.
foes appear to oppose him, as described below. If the
opposing crew cannot provide sufficient opposition (e.g. Prerequisite: Combat Reflexes
the characters have already killed the opposing captain) Circumstance: You must be the defender in a boarding
then use the default DC to determine success or failure. action.
Effect: You have a number of targets equal to your
Every target you kill or disable reduces the total total number of attacks of opportunity. You may
number of the opposing crew. take a number of attacks equal to your normal
attacks plus you may attack each target with
Combat Manoeuvres one ‘free’ attack of opportunity. Each target
Characters involved with a boarding action also has the opportunity to attack you.
or ship-to-ship combat may execute the
following manoeuvres: Call Out
You command the cowardly captain
Avast! in the other vessel to step forth or
You shout out a command to stop lose the respect of his men.
the slaughter, trying to force the
crew to surrender. Prerequisite: Three or
more levels of pirate,
Prerequisite: Leadership Reputation 10+
Circumstance: Your crew Circumstance: You
must be at least 20% larger must be within line of sight of
than the opposing crew and the captain.
must have won the last Effect: As a standard action
contested combat roll. you make a Diplomacy skill
Effect: As a standard action check (DC 15) modified by
you make an Intimidate skill your Reputation modifier. If
check opposed by the target you succeed the captain comes
captain’s roll of a d20 plus his forth to do battle with you
Leadership score. If he fails rather than executing
then his crew throws down manoeuvres of his
their weapons. If he succeeds own. If he chooses
then they continue to fight on. not to come forth
If the captain is already dead, he suffers a
then the DC for this skill check is penalty to all
his Leadership score.

63
attack rolls and skill checks equal to your Charisma you may come aboard armed; otherwise you must take a
modifier. move action to draw your weapon when you arrive. Every
round thereafter you may attack a number of targets equal
Ease Off to your normal number of attacks when making a full
attack action. You are attacked by an equal number of
Seas of Steel

You call your crew back a bit, giving them a moment to


reorganise. opponents.

Prerequisite: Leadership Leap Aboard


Circumstance: Your crew must be the attackers in a You take a mighty leap, carrying yourself onto the
boarding action. opposing vessel.
Effect: Make a Diplomacy skill check (DC 20). If you
succeed neither side takes damage this round, and your Prerequisite: Str 15+, +1 or higher base attack bonus
crew gains a bonus equal to 2 + 1 for every five points by Circumstance: Your ship must be engaged in a boarding
which your skill check exceeded the DC to their attack action.
roll next round. Effect: You make a Jump skill check (DC 15). If you
succeed you suffer 1d4 attacks of opportunity as you
Fleet Footed Leap charge into the thick of the enemy. Until you return
You leap from the rigging of one ship to the rigging of to your own ship you may attack as many targets as you
another, ignoring the danger of falling into the water normally could by making a full attack. You are attacked
below. by an equal number of opponents.

Prerequisite: Jump or Tumble skill 10+ If you fail you fall into the sea between the two ships,
Circumstance: You must either be already in the rigging taking 2d6 damage every round until you swim free.
or make a Climb skill check (DC 10) to climb into the
rigging; this later delays the execution of your manoeuvre Lion’s Roar
for one round. You unleash a mighty bellow, hoping to break the
Effect: As a full round action you may make a Jump skill opponent’s spirits.
check (DC 20). If you succeed, you have boarded the
enemy ship without provoking any attacks of opportunity. Prerequisite: Leadership
If you fail you fall into the sea between the two ships, Circumstance: The opposing crew must be broken.
taking 2d6 damage every round until you swim free. Effect: As a standard action you make an Intimidate
While onboard the enemy ship you may attack and are skill check opposed by the target captain’s Intimidation
attacked by a number of targets equal to your normal skill check. If he fails then his crew throws down their
number of attacks when taking the full attack option. weapons, begging for mercy. If he succeeds then they
continue to fight on. If the captain is already dead, then
From Below the DC for this skill check is his Leadership score
You take a mighty breath, dive over the side of your own
vessel, and appear on the opposite side of the other. Run the Bulwark
You leap up onto the bulwark, the railings of the ship
Prerequisite: Con 15+, Swim 10+ raised up above the deck. You then run along it, striking
Circumstance: You must not have executed a manoeuvre at the ropes binding the ships together.
requiring an attack roll or presenting combat targets in the
last round. You cannot wear more than light armour. Prerequisite: Base attack bonus +11
Effect: As a full round action you leap into the water Circumstance: The ships must be grappled.
and swim under the two vessels. You move ½ of your Effect: As a full round action you may make a Balance
normal movement each round; it will normally take skill check (DC 20). If you succeed you suffer 1d4 attacks
four rounds to swim under the ships and come up of opportunity that you may not dodge or parry. If you
on the other side. When you come up on the survive these you clear one quarter of your ships rails of
other side of the ship you may board without lines and grappling hooks. If you have removed all of the
taking any attacks of opportunity. If you grapples from your vessel the attacker must attempt to
have the Bite Sword class ability board your ship again.

64
Damage to the Ship
% of Total HP Tiny Small Medium Large Huge Gargantuan Effect
1-20% 15 100 200 400 800 1600 Speed reduced by one knot
21-40% 3 20 40 80 160 320 One random component destroyed, 30%

Seas of Steel
chance of flooding.
41-60% 6 40 80 160 320 640 Flooding, One random component
destroyed, speed reduced by one knot.
61-80% 9 60 120 240 480 960 Two random component destroyed.
81-100% 12 80 160 320 640 1280 Foundering: the ship will sink in 1d100
minutes.

Set Ablaze be thrown over the side. Targets in the water between the
You start a wicked blaze on the ship under your feet. ships take 2d6 damage per round until they can win free.

Prerequisite: No code of honour


Circumstance: You may only set ablaze the ship you are Burned to the
on. Thus, if you wish to ignite the opposing side’s ship
you must first execute a manoeuvre that takes you onto Waterline
the enemy ship. You must have access to a source of fire. Once the characters carve their way though the human
Effect: As a full round action you may set a five foot opposition, the Games Master must assess the damage
section of the ship you are on alight. The blaze uses the done to the target vessel. Damage to the crew and the
rules for fire described below. The opposing captain must vessel are assessed separately.
make a Diplomacy skill check (DC 15) to break away
some of his crew to stop the blaze. Damage to the Crew
When the combat ends add together the total number of
Set the Pace casualties for each side. Each surviving captain then rolls
Your urgings cause your crew to set the pace of the conflict, 1d10 and multiplies the result by 10%. The resulting
allowing them to take less damage. percentage of the captain’s injured crew died during the
battle. The remainder are simply wounded and will
Prerequisite: Leadership recover if given medical attention.
Circumstance: Your crew must be engaged in a boarding
action.
Effect: As a standard action make a Diplomacy skill check, Damage to the Hull
opposed by the opposing captain or with a DC of 10 if the and Cargo
target captain is dead. If you succeed your crew seizes the Damage to the hull comes from the following elements:
initiative in the fight, taking 5% less damage per round
regardless of if they win or lose the contested attack roll.  A ramming or ranged attack targeting the ship
itself.
Throw Back  The general melee. Each round
You bodily grab a pirate and use him as a human ram, the winning crew’s vessel takes 2d10 structural
driving his fellows back over the sounds of his screams. damage; the losing crew’s vessel takes 4d10
damage. Subtract the ship’s hardness from this
Prerequisite: Str 18+, Improved Grapple damage.
Circumstance: You must have made an attack roll in the
last round. Compare the damage with the total number of hit
Effect: As a full round action you grapple a target and points that the ship possessed, using the Damage to
thrust him before you, using him to knock over others. the Ship Table above.
You must succeed at a touch attack and a grapple roll with
one target. You must then make a Strength check (DC Apply all of the effects that a ship qualifies
10). For every five points of your success, your throw for. For example, a ship that has taken
forces one target to make a Balance skill check (DC 15) or

65
60% of its total hit points in damage suffers from flooding
and loses one components.

Select the component destroyed at random, either by


rolling a dice or by simply declaring the damage to specific
Seas of Steel

components. If a cargo hold or slave hold is destroyed


then the cargo it contains is also destroyed.

Flooding
If a ship is taking on water then it is flooding. The amount
of flooding and the damage done to the ship determine
how difficult it is to save the vessel:

If the vessel is flooding because of a weather effect then


the captain must make a Craft (woodworking) skill check
modified by his crew’s skill (DC 20). If he fails then the
vessel loses one knot of base speed and takes 20% of its
total hit points in damage. He must make a similar skill
check again; if the vessel reaches 0 hit points before he
stems the flood then it begins to founder.

If the vessel floods because of damage then the captain


must make a Craft (woodworking) skill check modified
by his crew’s skill (DC 25). If he fails then the vessel
takes an additional 20% of its total hit points in damage. Fires may start as the result of deliberate action (e.g. a
He must make a similar check again; if the vessel reaches ranged attack or a combat manoeuvre). The fire starts in a
0 hit points before he stems the flood then it begins to five-foot square and expands to all adjacent squares at the
founder. beginning of every round until the object is completely
ablaze. A burning object takes 1d4 damage per round,
A foundering ship will remain above water for 1d100 regardless of its Hardness.
minutes. Once it sinks any cargo onboard may be
considered destroyed, although a sorcerer may be able to Putting out a fire takes one full round action per five-
reach it using an elemental or one of the demons of the foot square, and requires that the character have access
deep. Anyone still on the ship must make a Swim skill to water or something to smother the flames. Characters
check (DC 20) or be sucked down into the ocean with the attempting to put out a fire must make a Reflex save (DC
failing vessel. 12) or take 1d4 damage from the fire.

A reasonably intact (has sustained less than 40% of its hits A character attempting to cross though a flame filled
in damage) vessel may support another, foundering vessel, square takes 1d4 damage per square crossed. He may also
preventing it from sinking into the sea. Neither vessel try to jump over or around the fires, depending on the
may move while doing this. Any weather complication situation.
will cause the supporting ship to begin flooding.
Damage inflicted to a ship by fire cannot be repaired while
at sea. The ship must make its way to a local harbour for
Fire refitting.
Fire represents a terrible danger onboard a ship. Not
only does it inflict damage directly to the ship’s hit
points. Fire consumes the ship as deals damage, Repairing
preventing the crew from performing effective
repairs. A cut rope or broken board may be Damage
spliced back together; a burned object Assuming that the ship did not suffer fire damage the crew
must be replaced or retooled. can, with sufficient time, almost completely refit the vessel
at sea.

66
Each day the captain or the ship’s carpenter may make a  The Tigress is 3 movement points from the
Craft (woodworking) skill check (DC 15). This skill target.
check is modified by the crew’s skill level. If successful  The wind favours the Tigress.
the crew repairs 1d10 damage multiplied by ship’s size  Both ships are under oar.
modifier percent of the damage.

Seas of Steel
In the first closing turn Tito rolls a 11 and Bêlit a 12.
Components may also be repaired: the DC is equal to Tito’s total bonus equal 28, far superior to Bêlit’s 22.
the creation DC and the skill required is determined He heads towards shore, hoping to beach his ship in
by the component type. See the Ships of the Sea a creek and escape on foot. He increases the distance
chapter (pg. 47) for more details. A component is between the two ships to 5 points; not enough to
repaired at the rate of 500 sp cost per day. escape. On a decent roll next round he should
increase the distance to 7, thereby insuring his
So long as the ship did not take fire damage escape if not the safety of his ship.
there is no cost to the repairs other than
time. Any damage done by fire must be In the second turn of closing Tito rolls
repaired at port: hit point damage costs a 4 and Bêlit a 15. Her 25 beats his
1 sp per hit point for wood, components 22. She closes into 1 movement point.
cost 1/5th their original price. Since she is within 1 movement point
both crews may unleash ranged attacks if
they have bows. However, the Argus runs
Recreated with a light crew and cannot launch an attack. The

Ship-To-Ship
Tigress, on the other hand, has both Shemite bows
and enough hands to wield them. Her crew fires a

Combat volley, rolling a total of 20. 10 of the Argus’s crew


fall to the volley, pierced though by arrows.
In order to demonstrate the use of the system
described above, we will recreate one of the seminal Conan, being a character, may also make ranged
sea battles of the Conan saga; the battle between the attacks at this time. He bends bow, sending shafts
Argus and the Tigress in Queen of the Black Coast. into his targets. Given his uncanny luck he puts
arrows though three of them, killing them outright.

The Argus, her captain Tito, and her crew are perfectly In the third turn of closing Tito is in a great deal
average examples of their kind. This means that the of trouble. His formerly impressive +17 bonus is
crew gives Tito a +2 bonus to his skill checks. He down to +7 (+17 minus 10 for his crew being short
himself has a Profession (sailor) rank of +13 and a BAB handed). He rolls a 10, for a total of 17. Bêlit rolls
of +7. His ship is a merchant ship with 2 movement a 12 for a total of 22. She closes to 0 as her crew
points. His total bonus to Profession (sailor) skill launches yet another ranged attack. They roll a
checks is +17 and a total boarding bonus of +9. Tito critical hit – the Games Master decrees that Tito goes
is a good sailor, in a good ship. He has 24 crewmen, down, a shaft in his stout heart.
the minimum number to run his ship.
Conan takes command of the remaining 14 sailors.
The Tigress, her captain Bêlit, and her crew are He orders them to execute a ranged attack, forfeiting
remarkable specimens. Her crew gives her a +1 bonus his chance to get away. Unfortunately the black
to her skill checks. She has a Profession (sailor) skill corsairs carry large shields: they hide behind them as
rank of +9 and a BAB of +9. Her total bonuses are a small rain of arrows comes down.
Profession (sailor) +10 and total boarding bonus +10.
The Tigress has 4 movement points. She is a decent Bêlit rolls a d20 and comes up with a total
sailor in a very dangerous ship. She has 200 crewmen, attack result of 22. She chooses a broadside
comfortably over the 68 required to manage her ship. ram, allowing her to inflict massive damage on
her targets. The Tigress inflicts (1d8+4) x
In the first round of closing the Games Master 4 damage to the Argus. Bêlit rolls a
establishes the following elements:

67
5, resulting in 36 points of damage to the Argus. She is Conan can continue to fight on, killing two targets per
a medium ship with hardness 5, so she takes 31 points of round until the corsairs finally bring the bows to bear.
damage. The target crew is nearly at 50% damage already; Then he will fall under a storm of arrows.
it will not take much to break them.
After the fight, the Tigress has taken 6d10 damage. Bêlit
Seas of Steel

Bêlit supports her crew, making a Charisma check (DC rolls a 5, 7, 9, 10, 4 and 6 for a total of 41. Since this
10) giving them a +2 bonus to their attack rolls. She rolls damage comes in three groups of 2d10, she may subtract
a 12, beating the DC just with the dice. This increases 15 points from the total 26. She has not been appreciably
their total bonus to +7. damaged, but could use a day at sea to fix the nicks and
scratches.
Meanwhile, Conan executes a Leap Aboard manoeuvre.
He lashes about him with his broad sword, relying on his The Argus is not so lucky. She took 31 points from the
armour to keep him alive. He resolves combat normally, ram and an additional 12d10 from the fighting. The
cutting though the unarmoured southerners with ease. Games Master rolls 8, 4, 2, 4, 9, 5, 6, 4, 3, 7, 10, 7, 3
for a total of 65, minus 15 for a modified result of 50.
In the first round of general combat the corsairs have a +7 The Argus was a medium vessel – the total of 81 points of
attack bonus – the Argossean sailors a +3. They roll a 14 damage means that it now has a base speed of half a knot
and a 12 respectively. The corsairs win this round of the (2.5 – 2), has lost the use of two components and is now
engagement; they inflict 6 (25% of 24) casualties on the flooding. Without a crew to repair her she is lost.
Argus’ crew. This reduces them from their current total of
14 to 8 survivors. These individuals would like to flee, but
have little chance to do so. The corsairs
take 14 casualties (10% of 200 is 20,
but there are only 14 crew members
aboard the Argus) but it is unknown
how many of these are dead or simply
injured.

Conan, being a character, continues


fighting on. Each round he may attack and
is attacked by two opponents.

Bêlit continues to support her crew, easily


making the necessary Charisma checks.

The second round of boarding continues


to go poorly for the Argus. Her remaining
crewmembers now have a +1 bonus to
their attack rolls and a –10% damage
penalty. The blacks slaughter them,
killing another 6 and taking 8 casualties
themselves. The Argus’ crew is down to
two men – the Games Master rules that
the next round will see their deaths and
the fall of the Argus.

In the third round of combat the


remaining crewmen fall. The
corsairs have 24 casualties to
deal with, not including
the damage inflicted
by Conan upon
their deck.

68
Riders of the Waves

Wave Riders
Notables and Nemeses
This chapter contains statistics on the
various named and unnamed individuals that characters
may encounter during their adventures on the seas around He saw a tall powerfully
Hyboria. This information includes notable personalities built figure in a black scale-mail
like Amra the Lion, generic character types like Red hauberk, burnished greaves and a
Brotherhood pirate captains or their rival Turanian naval blue-steel helmet from which jutted
commanders and information about the various crew bull’s horns highly polished. From the
types. mailed shoulders fell the scarlet cloak,
blowing in the sea-wind. A broad shagreen

Named
belt with a golden buckle held the scabbard
of the broadsword he bore. Under the

Personalities
horned helmet a square-cut black mane
contrasted with smouldering blue eyes.
The following personalities appear in the Conan stories.
The Games Master can use them as either key characters R. E. Howard, The Queen of the Black
in his games, or as examples of fully detailed characters to Coast
inspire other, unique creations.

Note that when using a character like Amra the Lion or


Bêlit directly the Games Master may wish to consider Full Attack: Broadsword +13/+8 melee; or Shemite bow
whether or not the characters should be allowed to +13/+8 ranged
interfere with their destiny as described in the stories. Damage: Broadsword 1d10+7, or Shemite bow 1d10+4
Saving Bêlit will profoundly change Conan’s life; similarly, Special Attacks: Ferocious Attack, To Sail A Road Of
allowing Amra the Lion to fall in battle will end the saga Blood And Slaughter, Sneak Attack +1d6/+1d8, Sneak
of Conan long before he treads the jewelled thrones of the Attack Style (broadsword), Greater Crimson Mist,
world beneath his feet. Versatility (proficient will all weaponry)
Special Qualities: Fearless, Bite Sword, Trap Sense +2,
Uncanny Dodge, Mobility, Seamanship +1 (+1 to DV on
Amra the Lion (Conan board ship), Trapfinding, Barbaric Code of Honour.
the Reaver) Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +13, Ref +14, Will +8 (+11 vs. Corruption,
Medium Humanoid (Cimmerian barbarian 7/soldier
+10 vs. fear or Terror)
1/thief 1/pirate 1)
Abilities: Str 21, Dex 20, Con 19, Int 18, Wis 17, Cha
Hit Dice: 8d10+2d8+40 (98 hp)
19
Initiative: +14 (+5 Dex, +9 Reflex save)
Skills: Balance +12, Bluff +16, Climb +11, Decipher
Speed: 25 ft.* (mail hauberk and superior scale corselet)
Script +8, Gather Information +10, Hide +12,
DV (Dodge): 20 (+5 level, +5 Dex)
Intimidate +15, Jump +9, Knowledge (arcana) +8,
DV (Parry): 17 (+2 level, +5 Str)
Knowledge (geography) +10, Listen +9, Move
DR: 9 (+8 mail hauberk and superior scale corselet, +1
Silently +15, Search +8, Spot +9, Survival +8*,
steel cap)
Swim +8
Base Attack Bonus/Grapple: +13/+13
Feats: Track, Diehard, Endurance,
Attack: Broadsword +13 melee; or Shemite bow +13
Fighting-Madness, Sleep Mastery,
ranged

69
Striking Cobra, Combat Expertise, Improved Sunder, In the latter case, it may be worth adding another level or
Improved Trip, Brawl two of barbarian to him, representing the time he spends
Reputation: 72 (Villain when with Bêlit or named as warring and ruling in the Black Kingdoms. If he is still a
Amra) (He may add a +8 bonus to his Bluff, Intimidate pirate, he is unlikely to be encountered save in the course
and Gather Information checks) of his business; the characters might be secretive port
Wave Riders

contacts of his, used to dispose of the plunder of the seas


Possessions: Aquilonian broadsword, Kothic superior surreptitiously in Messantia, or might be pirates themselves
scale corselet, Nemedian mail hauberk, Aesir horned negotiating a temporary alliance, or most dangerous of all
helmet (steel cap), Shemite bow (+4), good-quality might be aboard a ship attacked by the black corsairs led
Ophirean cloak (scarlet). by Bêlit and Amra. Conan’s wrath and fierceness during
this period of his life are in large part what makes
This description reflects Conan during his time aboard him and the corsairs so feared from Argos to
Bêlit’s corsair ship, the Tigress. He is known as the Southern Islands. After Bêlit’s death,
Amra, the Lion, to the black corsairs who that fierceness is tempered with a deep
make up her crew, and his fame among melancholy, somewhat detached from
the Southern Islanders and folk of the the world – but the wrath is still there,
Black Coast is exceeded by no-one save just beneath the surface. It is hard
Bêlit herself. The two of them make a to touch Conan’s emotions
superbly effective team. Bêlit is a natural during either period unless
tactical and strategic genius, knowing you are Bêlit herself, and it
instinctively when and where to raid, seems likely that even his
and when to fade into the sea-mists. barbaric code of honour is
Conan is her muscle, capable of stretched to the limit at
carrying out her plans to the letter, this time.
leading her loyal corsairs into battle,
and slaying without mercy any who
resist.

Conan’s fighting style is still based


around the powerful strikes of his
broadsword, but he has refined it
somewhat, especially during his time
working for the Hyrkanian army. This
is also where he first made extensive
use of the bow, experience that has stood
him in good stead with the Shemite bows
provided by Bêlit for her corsairs’ use. His
equipment is little changed from that which
he had aboard the Argossean trading galley
when he first encountered Bêlit’s pirates.
The only real differences are that he now
has astonishing wealth, the plunder of the
shipping lanes for several years; and that, as
Bêlit’s lieutenant, he has claimed the best
Shemite bow on the ship, with a draw
very nearly powerful enough to make
full use of his mighty brawn.

Conan’s character at this time in


his life is very much dependent
on whether he is still with
Bêlit, or is wandering
after her death.

70
Skills: Appraise +7, Balance +13*, Bluff +11, Climb +6*,
Aratus the Diplomacy +6, Escape Artist +8, Forgery +5, Gather
Brythunian Information +7, Intimidate +8, Hide +4, Jump +6,
Knowledge (geography) +4, Move Silently +9, Open
Locks +5, Profession (sailor) +6*, Tumble +13, Use Rope

Wave Riders
+11* (gains a +1 circumstance bonus to these feats when
Before any could answer, a rat- he is aboard a ship)
faced Brythunian, standing behind Feats: Eyes of the Cat, Light-Footed, Point Blank Shot,
his fellows, whirled a sling swiftly and Persuasive, Leadership, Combat Expertise
deadly. Straight as an arrow sped the Reputation: 20 (villain) (+3 bonus to Bluff, Intimidate
stone to its mark, and Conan reeled and fell and Gather Information checks; not included in statistics
as a tall tree falls to the woodsman’s ax. The above)
rat-faced one yelped in triumph and ran to stab Leadership: 9 (4th level cohort; 12 1st level)
the prostrate man, but a lean Corinthian thrust Allegiances: The Red Brotherhood, Captain Sergius,
him back. Crew
‘What, Aratus, would you break the law of the Possessions: Sling, cutlass
Brotherhood, you dog?’
Aratus is a rat-faced Brythunian. One of Sergius’
‘No law is broken,’ snarled the Brythunian.
lieutenants, he opposed the ascension
R. E. Howard, Iron Shadows in the Moon of Conan as a chief of the Red
Brotherhood. His own ambitions
included becoming captain
when Sergius was dead.
Medium Brythunian Thief 2/ Pirate 5 Aratus has a deadly
Hit Dice: 7d8 (32 hit points) aim with a sling and
Initiative: +10 (+3 Dex, +7 Ref ); can knock people
+12 if making a ferocious attack unconscious with it.
Speed: 30 ft. He hated his co-
DV (Dodge): 17 (+3 base, +3 Dex, lieutenant, Ivanos
+1 Dodge); 18 (+1 seamanship) if the Corinthian.
aboard a ship; -2 penalty if making a ferocious attack He was killed
DV (Parry): 14 (+2 base, +1 Str, +1 Dodge); 15 (+1 on the Island
seamanship) if aboard a ship; -2 penalty if making a of Iron Statues
ferocious attack by the devils
DR: - inhabiting it.
Base Attack Bonus/Grapple: +5/+5
Attack: Sling +7 ranged; or Cutlass +5 melee
Full Attack: Sling +7 ranged; or Cutlass +5 melee
Ferocious Attack: Cutlass +7 melee (1d10+3/ 19-20 x2/
AP 3)
Damage: Sling 1d8+1 / x3 / AP 2 or Cutlass 1d10+1 /
19-20 x2 / AP 3)
Special Attacks: Sneak attack style (sling), sneak attack
+3d6/+3d8, ferocious attack, sneak subdual
Special Qualities: Hyborian qualities, adaptability
(diplomacy, bluff), background skills (balance,
climb, open locks, move silently), trapfinding,
seamanship +1, pirate code (Vilayet sea
flags), to sail a road of blood and slaughter,
uncanny dodge, mobility
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +4, Ref +10, Will +0
Abilities: Str 13, Dex 17, Con 11, Int 15, Wis 9, Cha 14

71
+9, Hide +14, Intimidate +16, Knowledge (arcana) +8,
B�lit Knowledge (geography) +16, Knowledge (religion) +10,
Move Silently +14, Profession (sailor) +9, Sense Motive
+10, Spot +9
She was slender, yet formed like a Feats: Fleet-footed, Light-footed, Improved Feint,
Wave Riders

goddess; at once lithe and voluptuous. Leadership, Navigation, Steely Gaze


Her only garment was a broad silken Reputation: 89 (Villain) (She may add a +9 bonus to all
girdle. Her white ivory limbs and the Bluff, Intimidate and Gather Information checks)
ivory globes of her breasts drove a beat of Leadership: 21/23 (13th level, +6 Cha, +2 Great Renown,
fierce passion through the Cimmerian’s pulse, +2 base of operations (ship) for followers only) (10th level
even in the panting fury of battle. Her cohort; Followers: 300 1st level, 12 2nd level, 4 3rd level, 2 4th
rich black hair, black as a Stygian night, level, and 1 5th level)
fell in rippling burnished clusters down her
supple back. Her dark eyes burned on the Possessions: Dagger, gems, revealing outfit, corsair galley
Cimmerian.
with adoring savage crew.
She was untamed as a desert wind, supple
and dangerous as a she-panther. Bêlit’s main strengths are her innate tactical and strategic
genius, and her irresistible charm. She is already renowned
R. E. Howard, Queen of the Black Coast as Queen of the Black Coast, the greatest pirate leader
that ever lived among the black corsairs. With the young
Conan (then known as Amra the Lion) at her side, she
Medium-Size Humanoid (Pelishtim noble 3/pirate is almost unstoppable. Her corsair galley is the
10) most feared pirate ship of the Black Coast from
Hit Dice: 10d8+10+6 (66 hp) Kush to Shem and beyond as far as Argos and
Initiative: +9 (+3 Dex, +6 Reflex save) Zingara, even growing so bold as to attack the
Speed: 40 ft. (unarmoured) main Stygian port at Khemi and burn most
DV (Dodge): 22 (+8 level, +3 Dex, +1 Light- of its shipping.
Footed)
DV (Parry): 18 (+6 level, +2 Str) Her crew is composed predominantly of
DR: - almost unstoppable Southern Islanders, a
Base Attack Bonus/Grapple: +11/+11 fearsome mix of pirates and barbarians.
Attack: Dagger +12 melee finesse; or These are utterly loyal to her, believing
Shemite longbow +14 ranged her to be a goddess sent to grant them
Full Attack: Dagger +12/+5 melee finesse; or plunder and glory.
Shemite longbow +14/+9 ranged
Damage: Dagger 1d4+2, or Shemite longbow Bêlit’s love for Conan will one day
1d10 (+1 within 100 ft.) be sufficient to bring her back
Special Attacks: Ferocious Attack (additional from the dead as a ghost to aid
attack), To Sail A Road Of Blood And him, during the events described
Slaughter, Sneak Attack +4d6, Sneak Subdual, in Queen of the Black Coast.
+1 to damage on a coup de grace
Special Qualities: Pelishtim traits, Bite Bêlit is unlikely to wear
Sword, Uncanny Dodge, Improved Uncanny armour, given the benefits of
Dodge, Mobility, Improved Mobility, her Light-footed feat, which
Seamanship +2 (+2 to DV on board ship), she finds preferable to those
Pirate Code (Black Coast drums), Poison of donning harness. She
Resistance +1, Special regional features does not usually carry the
(Shem) +1. Shemite bow, but her
Space/Reach: 5 ft. (1)/5 ft. (1) galley has plenty of
Saves: Fort +9, Ref +9, Will +4 such bows aboard,
Abilities: Str 15, Dex 17, Con and if she ever did
12, Int 18, Wis 8, Cha 23 feel the need to shoot
Skills: Appraise +16, Bluff arrows into her enemies
+20, Gather Information she could certainly lay her
+22, Handle Animal hands on a bow.

72
Corruption: 1
Black Zarono Reputation: 77 (Villain) (Zarono
Medium Humanoid (Zingaran may add a +8 bonus to all Bluff,
The stranger was dark,
pirate 10/noble 2) Intimidate and Gather Information
with a lean, predatory
Hit Dice: 10d8+4 (49 hp) checks when dealing with others)
face, and a thin black

Wave Riders
Initiative: +14 (+4 Improved Leadership: 13 (12th level, +1 Cha)
mustache. A bunch of lace
Initiative, +3 Dex, +7 Reflex save)
was gathered at his throat, and
Speed: 25* ft. (breastplate and Possessions: Broadsword, noble’s
there was lace on his wrists.
mail hauberk) shirt, breastplate, mail hauberk,
DV (Dodge): 18* (+7 level, +1 morion helmet (steel cap).
R. E. Howard, The Black
Dex)
Stranger
DV (Parry): 20* (+6 level, +3 Str, Zarono is a notorious Zingaran
+1 Regional Bonus) buccaneer, and can be taken as
DR: 10 (+9 mail hauberk and a typical example of a Zingaran
breastplate, +1 steel cap) pirate captain, other than his noble
Base Attack Bonus/Grapple: +11/+11 blood. Even this background is not entirely unusual
Attack: Broadsword +13 melee; or hunting bow +11 for a Zingaran pirate, since disgraced or impoverished
ranged aristocrats often take to the high seas. As a young man,
Full Attack: Broadsword +13/+8 melee; or hunting bow Zarono made use of his high-born status to become a well-
+11/+6 ranged known figure at the Zingaran royal court, before a sudden
Damage: Broadsword 1d10+3 melee; or hunting bow 1d8 reversal of fortunes led to him to a life at sea.
ranged
Special Attacks: Ferocious Attack (additional attack), To During his years as an elegant but deadly courtier Zarono
Sail A Road Of Blood And Slaughter, Sneak Attack +4d6 mastered the both the arming sword and broadsword, and
Special Qualities: Bite Sword, Uncanny Dodge, Improved over the years he has become one of the most renowned
Uncanny Dodge, Mobility, Improved swordsmen of the Western Sea. His
Mobility, Seamanship +2 (+2 to DV on high quality armour is also a relic
board ship), Pirate Code (Zingaran of his time as a hereditary noble.
Trumpets), Poison Resistance +1, Some day, if he can take enough
Title, Rank Hath Its Privileges, loot to re-establish himself in
Wealth (Zarono’s noble respectability, he fully intends
class features are more or to return to the life of a
less on-hold at present, cultured aristocrat, though
though he still affects a his wastrel nature drives him
noble bearing). to spend all his treasure on
Space/Reach: 5 ft. (1)/ women and pleasure, and
5 ft. (1) so his leaving the life of
Saves: Fort +7, Ref a pirate seems unlikely. If
+10, Will +9 (only +6 vs. he ever gains that one really
Corruption) big haul, though, he will turn
Abilities: Str 16, Dex 17, Con 11, Int his back on the seas forever, ideally
12, Wis 10, Cha 13 with a young noble girl on his
Skills: Balance +17, Bluff +5, arm – partly for show, but mostly
Diplomacy +7, Gather Information because he delights in corrupting
+8, Intimidate +8, Knowledge and tormenting innocent beauty.
(geography) +7, Profession (sailor)
+14, Sense Motive +7, and Use Zarono is nothing if not
Rope +12 adaptable and even the loss
Feats: Leadership, Navigation, of his carrack would not balk
Combat Expertise, Sneak Subdual, him for long – he could
Improved Trip, Improved Disarm, steal, or build another
Zingaran Surprise, Improved if it came down to it.
Initiative, No Honour, Improved
Critical (broadsword)

73
Olivia, a strangely virile beauty, ever fresh and unsullied,
Olivia is a daughter of the King of Ophir. Extremely wilful, she
refused to marry a prince of Koth, so her father sold her to
a Shemite chief as a slave. She lived as a nomad of Shem
for this period. The Shemite chief treated her well, but
Wave Riders

‘I am called Olivia. I was his captive. I


ran away. He followed me. That’s why this chief eventually gave her as a gift to Shah Amurath of
he came here. Oh, do not leave me here! His Akif of the Purple Gardens. He treated her shamefully.
warriors are not far behind him. They will find
She escaped her captor, but Shah Amurath caught up to
his corpse – they will find me near it – oh!’ She
moaned in her terror and wrung her white hands. her eventually. Fortunately for Olivia, Conan caught up
to the shah at the same time. After Conan killed Shah
He stared at her in perplexity. Amurath, she belonged to the Cimmerian, who promised
to make her Queen of the Blue Sea when he joined the
‘Would you be better off with me?’ he demanded. ‘I am a
barbarian, and I know from your looks that you fear me.’ Red Brotherhood of the Vilayet. It is unknown how long
she remained with him, or what eventual fate befell her.
‘Yes, I fear you,’ she replied, too distracted to dissemble. She is a slender girl in sandals and a girdled tunic. She
‘My flesh crawls at the horror of your aspect. But I has dark hair and pale white skin. She is frightened of
fear the Hyrkanians more. Oh, let me go with you! They
will put me to the torture if they find me beside their dead
barbarians, pirates and storms, but even more frightened
lord.’ of Turanians.

R. E. Howard, Iron Shadows on the Moon

Medium Ophirean Noble 1/Nomad 1


Hit Dice: 1d8+1d10+4 (14 hit points)
Initiative: +4 (+2 Dex, +2 Ref )
Speed: 30 ft.
DV (Dodge): 12 (+0 base, +2 Dex)
DV (Parry): 9 (+0 base, -1 Str)
DR: –
Base Attack Bonus/Grapple: +0/+0
Attack: Unarmed Strike +2 melee finesse
Full Attack: Unarmed Strike +2 melee finesse
Damage: Unarmed Strike 1d4-1 subdual
Special Qualities: Hyborian qualities, adaptability
(ride, sense motive), background skills (diplomacy, craft:
embroidery, sense motive, knowledge: nobility), title
(princess), rank hath its privileges, wealth, favoured
terrain (desert) +1, born to the saddle (Olivia’s noble
class features are more or less on-hold at present, though
she still affects a noble bearing)
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 8, Dex 15, Con 14, Int 13, Wis 10, Cha
12
Skills: Appraise +5, Bluff +3, Craft (embroidery) +5,
Diplomacy +5, Handle Animal +4, Knowledge
(nobility) +3, Ride +12, Profession (slave girl) +5,
Sense Motive +6
Feats: Track, Skill Focus (Ride), Iron Will
Reputation: 4 (coward)
Allegiances: Conan

Possessions: Sandals and


girdled tunic

74
Reputation: 14
Publio Leadership: 11 (+2 for followers (stable base): 40 1st, one
2nd; cohort level 5th)

Possessions: Stiletto

Wave Riders
Publio sat at a carved teakwood desk
writing on rich parchment with a golden
quill. He was a short man, with a massive Publio started his career down on the docks, selling sour
head and quick dark eyes. His blue robe was wine and rotting fish to sailors. Like most such merchants
of the finest watered silk, trimmed with cloth-of- he also dealt in stolen goods, buying trinkets from sailors
gold, and from his thick white throat hung a heavy
gold chain.
and reselling them to legitimate merchants at low prices.
It was not until he struck a bargain with Amra the Lion
As the Cimmerian entered, the merchant looked up with that his fortunes began to rise. Amra sold him the wealth
a gesture of annoyance. He froze in the midst of his of Stygia, Kush and the Black Kingdoms silvers on the
gesture. His mouth opened; he started as at a ghost
out of the past. Unbelief and fear glimmered in his
luna, allowing Publio to deeply undercut his competition.
wide eyes. Unlike the famous corsair, however, Publio invested his
earnings wisely, eventually becoming a powerful man in
‘Well,’ said Conan,’ have you no word of greeting, Messantia.
Publio?’

R. E. Howard, The Hour of the Dragon The Publio represented above has pulled himself up from
the stink of his younger days. His vast wealth transformed
him in the eyes of society from a wretched example of
common existence into a model of prosperity. He is a
Medium Humanoid (Argossean Commoner 5/Noble prince of merchants, with his hands in many dealings
4) thoughout his home city.
Hit Dice: 5d4+4d8 (32 hp)
Initiative: +3 (+1 Dex, +2 Reflex save) However his wealth is just a mask for
Speed: 30ft. (robe) his corrupt heart. Inside he is still
DV (Dodge): 14 (+3 level, +1 Dex) the same gutter merchant that would
DV (Parry): 13 (+4 level, -1 Str) strike a deal with the most fearsome
DR: 0 (robe) reaver ever known. He will order
Base Attack Bonus/Grapple: +4/+4 deaths, lie, cheat and even murder with
Attack: Stiletto +5 melee his own hand if he must to get ahead
Full Attack: Stiletto +5 in a deal. Should someone cross him
Damage: Stiletto 1d4-1melee he can quickly set a host of resources
Special Attacks: into to motion with the intention of
Special Qualities: Skill Focus destroying his foes. Although not
(profession, merchant), Rank Hath a particularly skilled combatant
Its Privileges, Wealth, Special Region he has the ability to quickly
Feature +1, Social Ability: Refuge gather a small host of lackeys.
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +2, Ref +3, Will +6 Publio’s followers are generally
Abilities: Str 9, Dex 12, Con 10, commoners who run his stalls.
Int 14, Wis 12, Cha 14 His cohort is an old pirate (level 5) who
Skills: Appraise +15, Balance knows well what bloody deeds Publio
+5, Bluff +12, Diplomacy executed to reach his current
+12, Gather Information position. The two work
+6, Knowledge (local) +5, together to ensure
Profession (merchant) +12, that nothing of the
Profession (sailor) +5, Sense past can disturb
Motive +7 and Use Rope the present.
+5.
Feats: Leadership,
Negotiator, No Honour, Skill
Focus (Appraise)

75
Special Qualities: Hyborian traits, adaptability
Sergius of Khrosha (intimidate, bluff), background skills (appraise, bluff, gather
information, tumble), seamanship +2, pirate code (Vilayet
sea flags), to sail a road of blood and slaughter, uncanny
‘I, by Ishtar!’ bellowed a bull-like dodge, mobility, bite sword, improved uncanny dodge,
Wave Riders

voice, as a huge figure swaggered poison resistance +1, improved mobility, trapfinding, trap
forward: a giant, naked to the waist, sense +1
where his capacious belly was girdled by Space/Reach: 5 ft. / 5 ft.
a wide sash that upheld voluminous silken
pantaloons. His head was shaven except for a
Saves: Fort +11, Ref +18, Will +4
scalp-lock, his mustaches drooped over a rat-trap Abilities: Str 17, Dex 20, Con 16, Int 13, Wis 11, Cha
mouth. Green Shemitish slippers with upturned 16
toes were on his feet, a long straight sword in Skills: Appraise +12, Balance +12*, Bluff +24, Climb
his hand. Conan stared and glared. ‘Sergius of +3*, Gather Information +10, Hide +6, Intimidate +18,
Khrosha, by Crom!’ sneered Conan with bitter Knowledge (geography) +9, Knowledge (nobility) +5,
scorn. ‘You were always a coward, you Kothic
cur.’ Without formality, the combatants
Listen +3, Move Silently +6, Open Lock +10, Profession
engaged. Sergius coming in with a rush, quick (sailor) +13*, Search +5, Sense Motive +7, Spot +2,
on his feet as a giant cat for all his bulk. Tumble +12, Use Rope +11* (* these skills gain a +2
circumstance bonus when he is aboard a ship)
R. E. Howard, Iron Shadows on the Moon Feats: Navigation, Eyes of the Cat, Light-Footed,
Lightning Reflexes, Improved Initiative, Steely Gaze,
Carouser, Leadership, Skill Focus (profession: sailor),
Medium Kothian Thief 4/ Pirate 10 Persuasive, Striking Cobra
Hit Dice: 10d8+30+8 (83 hit points) Reputation: 53 (cruel) (+6 bonus to Bluff and Intimidate
Initiative: +22 (+5 Dex, +11 Ref., +2 Lightning Reflexes, checks; may only use the bonus on Intimidate against
+4 Improved Initiative); +26 on the first round of an authority figures; not included in above statistics)
attack if he declares a ferocious attack. Leadership: 15/16 (7th level cohort; 70 1st level, three 2nd
Speed: 30 ft. level, one 3rd level)
DV (Dodge): 25 (+9 base, +5 Dex, +1 Dodge); 27 on Allegiances: His pirate crew; the Red Brotherhood
board ship (+2 seamanship); (-4 penalty on first round of
attacks if he declares a ferocious attack) Possessions: Arming sword, wide sash, voluminous silken
DV (Parry): 21 (+7 base, +3 Str, +1 Dodge); 23 on board pantaloons, green Shemitish slippers with upturned feet
ship (+2 seamanship); (-4 penalty on first round of attacks
if he declares a ferocious attack) Sergius of Khrosha is a chief of the Red Brotherhood, a
DR: swaggering giant from Koth. Captain Sergius
Base Attack Bonus/Grapple: +10/+10 never forgets an enemy and, until he was
Attack: Arming Sword +15 melee finesse (1d10+3/ killed by Conan in a duel, was a passionate
19-20 x2 / AP 5) rival of the Cimmerian’s. It is believed he
Full Attack: Arming Sword +15/+10 melee was imprisoned for a time in Ophir
finesse because of Conan. His homeland is
Ferocious Attack: Arming Sword +19/ landlocked and, since he knew Conan
+14/+19 melee finesse from the past, Sergius was not always
Damage: Arming Sword a pirate. However, he did become
1d10+7/ 19-20 x2 / AP 5 a successful pirate, even capturing a
Special Attacks: Hyrkanian galley toward the end of
Sneak attack style his career. His blindingly fast attacks often
(arming sword, dagger), wins sword fights within the first blow.
sneak attack +5d6/5d8, He fights with a long straight sword
sneak subdual, as he hisses curses between clenched
ferocious attack teeth. He is vengeful and boastful.
(additional His skill with a sword is superlative.
attack) Two of Captain Sergius’
lieutenants were Aratus
the Brythunian and
Ivanos the Corinthian.

76
Strom is a lusty, devil-may-care
Strom pirate captain. He is powerfully
Medium Humanoid (Barachan Strom had halted just built, and usually disdains a helmet
pirate 13) within good earshot. He so as to appear boh more stylish and
Hit Dice: 10d8+10+6 (61 hp) was a big man, bare-headed, to ensure his vision and hearing are

Wave Riders
Initiative: +9 (+1 Dex, +8 Reflex his tawny hair blowing in the totally unimpeded. Though he is a
save) wind. Of all the sea-rovers who notorious freebooter, well known
Speed: 25 ft. (breastplate) haunted the Barachans, none was in the Barachan Isles and beyond,
DV (Dodge): 20* (+9 level, +1 more famed for deviltry than he. he is not quite so completely
Dex) dishonourable as most pirates. He
DV (Parry): 20* (+6 level, +4 Str) R. E. Howard, The Black will readily betray an ally if the
DR: 6 (+6 breastplate) Stranger
circumstance seems appropriate,
Base Attack Bonus/Grapple: but he will rarely do so by actually
+13/+13 stabbing him in the back.
Attack: Cutlass +13 melee; or
longbow +10 ranged Strom’s ship is a carrack called the Red Hand, which
Full Attack: Cutlass +13/+8 melee; or longbow +10/+5 flies his personal flag, a scarlet skull on a black
ranged field. He typically has around 150 men
Damage: Cutlass 1d10+4 melee; or longbow 1d10 under him, armed with pikes, war spears,
ranged battleaxes, cutlasses and longbows. Most
Special Attacks: Ferocious Attack (additional attack; wear at least some armour – mail shirts,
stun, blood & slaughter), To Sail A Road Of Blood And brigandines, and burgonet helmets (treat
Slaughter, Sneak Attack +4d6 as steel caps), though many even have
Special Qualities: Bite Sword, Uncanny Dodge, breastplates, looted from guardsmen
Improved Uncanny Dodge, Mobility, Improved and knights.
Mobility, Seamanship +3 (+3 to DV on board ship),
Pirate Code (Barachan smoke and rockets), Poison Of the 150, Strom has 64 men
Resistance +1. who are personally loyal to
Space/Reach: 5 ft. (1)/5 ft. (1) him: his boson, a brawny, hard-
Saves: Fort +9, Ref +9, Will +4 muscled giant of a man (pirate
Abilities: Str 19, Dex 13, Con 13, Int 7, unarmoured but armed with
10, Wis 11, Cha 15 a cutlass), two lieutenants and a
Skills: Balance +19, Gather Information first mate (pirate 2, pirate 2 and pirate 3,
+6, Intimidate +13, Knowledge breastplates and cutlasses) and 60 crew
(geography) +11, Profession (sailor) (pirate 1, cutlasses and assorted armour).
+18, and Use Rope +19 The remainder are 1st and 2nd level pirates
Feats: Leadership, Navigation, Power for the most part, though include a number of
Attack, Cleave, Great Cleave, soldiers, commoners, barbarians, nomads and
Improved Bull Rush, Improved especially thieves as well. The majority are
Overrun, Improved Sunder, Armour Barachans or Argosseans, but men of all
Proficiency: Medium races can be found among Strom’s crew.
Reputation: 82 (Trickster) Those who are not personally loyal to
(May apply his +9 bonus him will follow him only so long as he
to Intimidate and Gather is successful and they are laden with
Information checks, but has plunder – they would turn on him in a
a –9 penalty to Bluff checks moment if they thought he had lost
if he is known to the his touch.
person).
Leadership: 15 (13th
level, +2 Cha)

Possessions: Broadsword,
cutlass.

77
Information +14, Intimidate +21, Knowledge (arcana)
Valenso, Count of +9, Profession (sailor) +2, Ride +9, Sense Motive +15,
Korzetta (now in and Use Rope +7
Feats: Leadership, Weapon Focus (arming sword), Parry,
exile) Combat Expertise, Intricate Swordplay, Improved Feint
Wave Riders

Reputation: 36 (Cruel) (He may apply his +5 bonus


to Bluff and Intimidate checks; He may only apply the
The Count was a lean, wiry bonus to Intimidate when dealing with authority figures)
man of medium height and late Leadership: 18 (12th level, +4 Cha, +4 noble, -2 cruelty,
middle age. He was dark, sombre -2 demonic pact – cohort only)
of expression. Trunk hose and doublet Corruption: 3
were of black silk, the only colour about
his costume the jewels that twinkled on Possessions: Arming sword, noble’s outfit (see sidebar),
his sword-hilt, and the wine-coloured breastplate, steel cap.
cloak thrown carelessly over his
shoulder. He twisted his thin black Count Valenso is a deeply troubled man, and it shows
moustache nervously, and turned his in his moody, brooding demeanour. He fled his native
gloomy eyes on his seneschal – a leather- Zingara, selling his castle there to set sail with a few loyal
featured man in steel and satin. retainers amid rumours of diabolism and evil.

R. E. Howard, The Black Stranger The Count has built a new home, a fort on the shore of
Korvela Bay at the edge of the Pictish Wilderness and the
sea. Here he lives with his niece and just a hundred men,
forty of whom are men-at-arms (soldier 1, with steel
Medium Humanoid (Zingaran noble 12)
caps, mail hauberks, broadswords or battleaxes,
Hit Dice: 10d8+4+10 (59 hp)
and crossbows) with the remaining sixty being
Initiative: +9 (+4 Dex, +5 Reflex save)
peasants (commoner 1, with leather
Speed: 25 ft. (breastplate)
jerkins, hunting bows, hatchets and
DV (Dodge): 18 (+4 level, +4 Dex)
war spears). His reputation for
DV (Parry): 26 (+6 level, +2 Str, +1 Parry, +4
arbitrary cruelty, possibly tinged
Cha, +3 regional feature)
with demon-worship, has
DR: 7 (+6 breastplate, +1 steel cap)
driven the rest of his followers
Base Attack Bonus/Grapple: +11/+11
from him. Valenso also has a
Attack: Arming sword +18 melee finesse; or
seneschal, Galbro (commoner
crossbow +13 ranged
8), and seven captains (soldier 2
Full Attack: Arming sword +18/+13 melee
to 4).
finesse; or crossbow +13/+8 ranged
Damage: Arming sword 1d10+2 melee
Valenso wears his arming sword at
finesse; or crossbow 1d10 ranged
all times, but only pulls on his
Special Attacks: Social Ability: Smear
breastplate and open-faced
Others, Sneak Attack +1d6
helmet if he is expecting
Special Qualities: Social Ability: Refuge
trouble. He does not
(wooden fort on the shore of Korvela Bay),
usually carry a missile
Title (Count), Rank Hath Its Privileges,
weapon, preferring
Wealth, Do You Know Who I Am?, Lead by
to give orders to his
Example +4
troops rather than
Space/Reach: 5 ft. (1)/5 ft. (1)
take an active part in the
Saves: Fort +5, Ref +9, Will +7
fight, at least until it
Abilities: Str 14, Dex 18, Con 12,
gets to close quarters.
Int 15, Wis 9, Cha 19
However, he would
Skills: Balance +7, Bluff
be willing and able to
+19, Diplomacy
snatch a crossbow from
+20, Gather
one of his men and use that
if necessary.

78
Ocean Going
Personalities
This section lists various ‘generic’ personalities intended to

Wave Riders
provide opposition and interaction for heroic characters.
In order to provide a wide range of possible threats these
characters are presented using a slightly different format
from the standard monster/character statistic block.
Each beginning statistic block represents the compiled
information typical of a character in the role presented. A
secondary statistic block below that presents information
pertinent to specific racial/class synergies that give a
particular character more abilities than the ‘standard’
block allows. For example, Argossean and Zingaran
pirate captains are more culturally suited to their roles,
thereby gaining bonuses that others lack.

Merchant Captain
Medium Humanoid (Pirate 7)
Hit Dice: 7d8+7 (42 hp)
Initiative: +6 (+1 Dex, +5 Reflex save)
Speed: 30 ft. (see below for regional adjustments)
DV (Dodge): 16* (+5 level, +1 Dex)
DV (Parry): 15* (+3 level, +2 Str)
DR: (see below for regional equipment)
Attack: +7 melee or +6 ranged time on a pirate vessel. In some cases this time was spent
Full Attack: +7 melee or +6 ranged as a common deck hand; a few rose to prominence among
Special Attacks: Ferocious Attack (additional attack), To the bloody brotherhoods before turning their hands to
Sail A Road Of Blood And Slaughter, Sneak Attack +2d6, honest trade. All are skilled seamen who can guide a ship
Sneak Subdual though troubled waters.
Special Qualities: Bite Sword, Uncanny Dodge, Mobility,
Seamanship +2 (+2 to DV on board ship), Pirate Code (as Merchant captains may appear in stories as the
appropriate, see below for regional variations). commanders of ships the characters desire to loot. In early
Space/Reach: 5 ft. (1)/5 ft. (1) chronicles they may command ships the character’s serve
Saves: Fort +6, Ref +6, Will +3 on, or may be mentors who point the characters towards
Abilities: Str14, Dex 12, Con 13, Int 16, Wis 12, Cha opportunities for young men and women of able body and
15 sound mind. As legitimate men and women, merchant
Skills: Appraise +13, Climb +7, Balance +11, Intimidate captains work hard to maintain their reputations as decent
+7, Knowledge (geography) +13, Profession (sailor) +11, folk, although their prior involvements with pirates may
and Use Rope +11 be well known in certain circles.
Feats: Carouser, Combat Reflexes, Leadership
Reputation: 9 Merchant captains generally run with fairly light crews,
Leadership: 9 (7th level, +2 Cha; followers: 12 1st level; unless they are carrying marines or have hired mercenaries.
cohort 4th level pirate) They do not need to carry as many men as a naval vessel
or pirate ship; unfortunately this usually means that
Common folk say that the difference between a pirate they do not have sufficient numbers to withstand a
captain and a merchant captain is a matter of opportunity. serious attack either.
They are not far from wrong. Most captains sailing on
legitimate business have, at one time or another, spent

79
Merchant Captains by Nationality
Nationality Regional Adjustments
Argossean Skills: +2 Balance, +2 Knowledge (geography), +2 Profession (sailor), +2 Use Rope
Feats/Codes: Weapon Focus (Cutlass), Fleet footed, Barachan Smoke and Rockets
Wave Riders

DR/Move: 4 (quilted jerkin and steel cap)/ 40 ft. (8 squares)


Weapon: Cutlass (+8 melee, 1d10+2 damage, 19-20/x2, AP 2)
Hyrkanian Skills: +2 Diplomacy, Gather Information, and Intimidate
or Feats/Codes: Replace Carouser with Far Shot; Vilayet Sea Flags
Turanian DR/Move: 5 (Leather jerkin and steel cap)/ 30 ft. (6 squares)
Weapon: Tulwar (melee +7, 2d8+3 damage 18-20/x3, AP 3) or Hyrkanian bow +2 (ranged +7, 1d10+2, 19-20/
x2, AP 3)
Special: -2 to saves against hypnotism
Iranistani Feats/Codes: Black Corsair Drums
DR/Move: 5 (Leather jerkin and steel cap)/ 30 ft. (6 squares)
Weapon: Tulwar (melee +7, 2d8+3 damage 18-20/x3, AP 3)
Special: -2 to saves against hypnotism
Kambujan Feats/Codes: Black Corsair Drums
DR/Move: 5 (mail shirt)/ 30 ft. (6 squares)
Weapon: Arming Sword (melee +7, 1d10+2 damage 19-20/x2, AP 2)
Special: -2 to saves against hypnotism
Khitan Skills: +3 Knowledge (geography)
Feats/Codes: Replace with: Brawl, Improved Unarmed Combat, Hard Hands, Leadership; Black Corsair Drums
DR/Move: 3 (quilted jerkin)/ 30 ft. (6 squares)
Weapon: Unarmed Strike (melee +7, 1d6+2+2d6 sneak)
Special: -2 to saves against hypnotism
Kosalan Feats/Codes: Black Corsair Drums
DR/Move: 4 (leather jerkin and steel helm)/ 30 ft. (6 squares)
Weapon: Scimitar (melee +7, 1d8+2 damage 18-20/x2, AP 2)
Special: -2 to saves against hypnotism
Kushite or Skills: +4 Hide, Move Silently, Survival, +2 Listen and Spot
Zembabwean Feats/Codes: Black Corsair Drums
DR/Move: Large shield (+4 DV when parrying melee or dodging ranged attacks)/ 30 ft. (6 squares)
Weapon: hunting spear (+7 melee, 1d8+3 damage, x2, AP 1)
Shemite Soldier 1/Pirate 6. +2 hit points, loses the ferocious attack and bit sword abilities. Base Saves: +7 Fort, +5
Reflex, +2 Will
Feats/Codes: Point Blank Shot, Rapid Shot; either Smoke and Rockets or Trumpets
DR/Move: 4 (quilted cap and steel helm)
Weapons: Short sword (+7 melee, 1d8+2, 19-20/x2, AP 1) or Shemite Bow +2 (+8 ranged (+6/+6 rapid), 1d10+3/
x3, AP 4)
Special: -1 to all saves
Stygian Skills: Knowledge (Arcane) 6 ranks, subtract four ranks of Knowledge (geography)
Feats/Codes: Replace Carouser with Dabbler, Black Corsair Drums
DR/Move: 3 (quilted jerkin), Large shield (+4 DV when parrying melee or dodging ranged attacks)/ 30 ft. (6
squares)
Weapon: Short sword (+7 melee, 1d8+2, 19-20/x2, AP 1) or Stygian Bow +2 (+7 ranged 1d12+2, 19-20/x2, AP
2)
Vendhyan Skills: +4 Diplomacy, Sense Motive, and Knowledge (nobility)
Feats/Codes: Black Corsair Drums
DR/Move: 6 (mail shirt and steel cap)/ 30 ft. (6 squares)
Weapon: Tulwar (melee +7, 2d8+3 damage 18-20/x3, AP 3)
Special: +1 to Will saves except against hypnotism
Zingaran Skills: +1 Profession (sailor, Balance, and Use Rope
Feats/Codes: Freebooter’s Fortune, Wave Dance; Zingaran Trumpets
DR/Move: 3 (quilted jerkin)/ 30 ft. (6 squares)
Weapon: Broadsword (+8 melee, 1d10+2, 19-20/x2, AP 3)
Special: +1d6 sneak attack damage, -1 Fortitude save, -7 hit points, +1 Leadership

80
Naval Captains by Nationality
Nationality Regional Adjustments
Argossean Skills: +2 Balance, +2 Knowledge (geography), +2 Profession (sailor), +2 Use Rope
Feats: WF/WS: Cutlass
DR/Move: 10 (mail hauberk and breastplate, steel cap, Large Shield +4 DV to parrying melee or dodge ranged)/ 25

Wave Riders
ft. (5 squares)
Weapon: Cutlass (+11/+6 melee, 1d10+5 damage, 19-20/x2, AP 2)
Hyrkanian Skills: +2 Diplomacy, Gather Information, and Intimidate
or Feats: Replace Cleave/Power Attack with Point Blank Shot/Far Shot; WF/WS (Hyrkanian Bow)
Turanian DR/Move: 9 (Mail shirt and breastplate, steel helm)/ 25 ft. (5 squares)
Weapon: Tulwar (melee +10/+5, 2d8+4 damage 18-20/x3, AP 3) or Hyrkanian bow +3 (ranged +10/+5, 1d10+5,
19-20/x2, AP 3)
Special: -2 to saves against hypnotism
Kambujan Feats: WF/WS: Arming Sword
DR/Move: 9 (mail shirt and brigandine coat, steel helmet, buckler +2 to DV when parrying melee or dodging
ranged)/ 25 ft. (5 squares)
Weapon: Arming Sword (melee +11/+6, 1d10+5 damage 19-20/x2, AP 2)
Special: -2 to saves against hypnotism
Khintan Skills: +3 Knowledge (geography)
Feats: Improved Unarmed Combat; Replace Cleave/Power Attack with Brawl and Improved Grapple; WF/WS:
Broadsword
DR/Move: 7 (Brigandine coat and steel helm)/ 25 ft. (5 squares)
Weapon: Unarmed Strike (melee +10/+5, 1d6+3) or Broadsword (+11/+6 melee, 1d10+5, 19-20/x2, AP 3)
Special: -2 to saves against hypnotism
Shemite Feats: Replace Cleave/Power attack with Point Blank Shot/Rapid Shot; WF/WS: Shemite Bow
DR/Move: 6 (Mail shirt and steel helm, buckler +2 DV when parrying melee or dodging ranged)/ 30 ft. (6 squares)
Weapons: Short sword (+10/+5 melee, 1d8+3, 19-20/x2, AP 1) or Shemite Bow +3 (+12/+7 ranged (+10/+10/+5
rapid), 1d10+4/x3, AP 4)
Special: -1 to all saves
Stygian Skills: Knowledge (Arcane) 6 ranks, subtract four ranks of Knowledge (geography)
Feats: Dabbler; WF/WS: Stygian Bow
DR/Move: 10 (Mail shirt and breastplate steel helm, large shield +4 DV when parrying melee or dodging ranged
attacks)/ 25 ft. (5 squares)
Weapon: Short sword (+10/+5 melee, 1d8+2, 19-20/x2, AP 1), Stygian Bow +3 (+10/+5 ranged 1d12+5, 19-20/x2,
AP 2)
Vendhyan Skills: +4 Diplomacy, Sense Motive, and Knowledge (nobility)
Feats/Codes: Quick Draw, Great Cleave; WF/WS: Tulwar
DR/Move: 9 (mail shirt and brigandine coat, steel cap)/ 25 ft. (5 squares)
Weapon: Tulwar (melee +11/+6, 2d8+6 damage 18-20/x3, AP 3)
Special: +1 to Will saves except against hypnotism
Zingaran Skills: +1 Profession (sailor), Balance, and Use Rope
Feats: Two Weapon Combat Proficiency, Two-Weapon Defence; WF/WS: Broadsword
DR/Move: 6 (mail shirt and steel helm)/ 30 ft. (6 squares)
Weapon: Broadsword (+11/+6 melee, 1d10+5, 19-20/x2, AP 3) and off hand short sword (+11 melee, 1d8+3, 19-
20/x2)
Special: +1d6 sneak attack damage, -1 Fortitude save, -8 hit points, +1 Leadership

81
the ship for some other purpose. A captain will generally
Naval Captain have between one and three units of marines (pg. 86)
Medium Humanoid (Soldier 6/Noble 2) under his command.
Hit Dice: 6d10+2d8+16 (62 hp)
Initiative: +4 (+2 Dex, +2 Reflex save) Stygian ships sent by the great temples there may have a
Wave Riders

Speed: 30 ft. (see below for regional adjustments) priest or sorcerer on board. If they do, the sorcerer does
DV (Dodge): 15 (+3 level, +2 Dex) not obey the captain’s commands; it is much more likely
DV (Parry): 19 (+5 level, +3 Str, +1 Parry feat) that the relationship works the other way around. More
DR: (see below for regional equipment) often than not the naval officers devoutly wish to get the
Attack: +10 melee or +9 ranged priest off of their ship so that they can return to normal
Full Attack: +10/+5 melee or +9/+4 ranged business.
Special Attacks: –
Special Qualities: Title, Rank Hath Its Privileges, Wealth, Very few nations in the Hyborian Age can field a navy
Formation Fighting (marine) of any significant strength. The table below reflects this;
Space/Reach: 5 ft. (1)/5 ft. (1) only nations that have an organised navy are represented.
Saves: Fort +7, Ref +4, Will +5 Other nations either hire pirates to serve as a navy or
Abilities: Str 16, Dex 15, Con 14, Int 13, Wis 11, Cha conscript merchant vessels for military purposes.
14
Skills: Bluff +5, Climb +9, Intimidate +5, Knowledge
(history) +6, Knowledge (geography) +7, Profession Pirate Captain
(sailor) +8, Sense Motive +5, Spot +5 Medium Humanoid (Pirate 10)
Feats: Combat Reflexes, Cleave, Leadership, Parry, Power Hit Dice: 10d8+20 (68 hp)
Attack, Weapon Focus (see equipment type), Weapon Initiative: +9 (+2 Dex, +7 Reflex save)
Specialist (see equipment type) Speed: 30 ft. (see below for regional adjustments)
Reputation: 14 DV (Dodge): 19* (+7 level, +2 Dex)
Leadership: 10 (8 level, +2 Cha; followers: 18 1st level DV (Parry): 17* (+5 level, +2 Str)
soldiers; cohort 5th level soldier) DR: (see below for regional equipment)
Attack: +9 melee or +9 ranged
Naval captains almost never have a piratical background. Full Attack: +9/+4 melee or +9/+4 ranged
Instead they are nobles and soldiers, serving their people Special Attacks: Ferocious Attack (additional attack), To
by taking to the seas to protect shipping. Often they carry Sail A Road Of Blood And Slaughter, Sneak Attack +3d6,
the red banner of war to other nations as well, sometimes Sneak Subdual
in reprisal for ‘acts of piracy’; many times these attacks Special Qualities: Bite Sword, Uncanny Dodge,
amount to little more than piracy themselves. Improved Uncanny Dodge, Mobility, Improved Mobility,
Seamanship +2 (+2 to DV on board ship), Pirate Code
Naval captains, although not as able a seaman as their (as appropriate, see below for regional variations),
pirate foes, make excellent adversaries for any pirate vessel. Navigation.
They have superior equipment generally better-trained Space/Reach: 5 ft. (1)/5 ft. (1)
crews and a wide array of resources at their disposal. Saves: Fort +9, Ref +9, Will +4
Alternately, the characters may start out as marines or Abilities: Str15, Dex 14, Con 14, Int 17, Wis 13, Cha
sailors on a naval vessel, chasing down pirates for glory 16
and honour. Eventually the characters may face the choice Skills: Appraise +16, Climb +7, Balance +14, Intimidate
of whether to continue taking orders from the military +10, Knowledge (geography) +16, Profession (sailor) +14,
commanders or find freedom on the waves among the Use Rope +14
pirates they once hunted. Feats: Carouser, Combat Reflexes, Leadership, No
Honour
Naval ships run with large crews (between four and Reputation: 11
six times what they need to sail) of both sailors and Leadership: 13 (10 level, +3 Cha; followers: 40 1st level
soldiers. These crews rarely mutiny, although it pirates; cohort 6th level pirate)
occasional revolts have occurred in the past.
Generally the captain’s personal followers Pirate captains are not that much different than their
are the ships officers, although some merchant rivals. They start out life as able-bodied sailors
officers may be loyal to another seeking a berth on any ship, legitimate or not. However,
commander or placed on when the moment came to take up their own ship they

82
Pirate Captains by Nationality
Nationality Regional Adjustments
Argossean Skills: +2 Balance, +2 Knowledge (geography), +2 Profession (sailor), +2 Use Rope
Feats/Codes: Weapon Focus (cutlass), Feetfooted, Pirate Code Expert; Barachan Smoke and Rockets
DR/Move: 7 (breastplate and steel cap)/ 30 ft. (6 squares)

Wave Riders
Weapon: Cutlass (+10/+5 melee, 1d10+2 damage, 19-20/x2, AP 2)
Hyrkanian Skills: +2 Diplomacy, Gather Information, and Intimidate
or Feats/Codes: Replace Carouser with Far Shot; Vilayet Sea Flags
Turanian DR/Move: 7 (mail hauberk and steel cap)/ 25 ft. (5 squares)
Weapon: Tulwar (melee +9/+4, 2d8+3 damage 18-20/x3, AP 3) or Hyrkanian bow +2 (ranged +9/+4, 1d10+2, 19-
20/x2, AP 3)
Special: -2 to saves against hypnotism
South Feats/Codes: Black Corsair, Blooded Spear, Voice like a Drum; Black Corsair Drums
Islander DR/Move: Large shield (+4 DV when parrying melee or dodging ranged attacks)/ 30 ft. (6 squares)
Weapon: hunting spear (+11/+6 melee, 1d8+3 damage, x2, AP 1)
Special: +2 Strength, -1 Leadership, -2 to will saves against Terror
Zingaran Skills: +1 Profession (sailor), Balance, and Use Rope
Feats/Codes: Freebooter’s Fortune, Pirate Code Expert, Wave Dance; Zingaran Trumpets
DR/Move: 7 (mail hauberk and steel cap), carry a buckler (+2 DV when parrying melee or dodging ranged attacks)/
25 ft. (5 squares)
Weapon: Broadsword (+10/+5 melee, 1d10+2, 19-20/x2, AP 3)
Special: +1d6 sneak attack damage, -1 Fortitude save, -7 hit points, +1 Leadership

chose a very different route. Rather than taking the easy personalities are not generally relevant to characters in
money offered by sailing from one port of call to another, the long run; they represent temporary threats, obstacles
they took to the high seas as rovers and wolves, seeking or assistance depending on the character’s needs at that
their gold in blood and slaughter. The strain of this path moment. The militia and villagers entries also have
gives them an edge over their former comrades, an edge mass combat statistic blocks to assist Games Masters in
that translated into superior skill and equipment for preparing villages that the characters can then plunder.
raiding.

These captains generally appear as either patrons of the


Militia and Local
characters enemies or mentors in the stories about the Watches
character’s early days. Later on legitimate characters may Medium Humanoid (Soldier 1)
spend their time hunting down these hardened criminals, Hit Dice: 1d10+1 (7 hp)
or pirates may turn to them as allies or prey. Initiative: +0 (+0 Dex, +0 Reflex save)
Speed: 30 ft. (see below for regional adjustments)
A pirate ship generally requires forty crew to run, and DV (Dodge): 10* (+0 level, +0 Dex)
carries anywhere between three and five times that DV (Parry): 11* (+0 level, +1 Str)
number depending on the amount of conflict they expect DR: 5 (leather jerkin and steel cap)
to encounter. Only the captain’s personal followers count Attack: War spear +3 melee (2d4+1/x3, AP 2, reach), club
as loyal retainers. The others are unaligned pirates, liable +2 melee (1d8/x2, AP 1) or hunting bow +1 ranged (1d8/
to mutiny at the first sign of trouble. x2, AP 1, range 50 ft.)
Full Attack: War spear +3 melee (2d4+1/x3, AP 2, reach),
Pirate captains not aligned with one of the four major club +2 melee (1d8/x2, AP 1) or hunting bow +1 ranged
factions tend to vanish suddenly, with only their stripped (1d8/x2, AP 1, range 50 ft.)
skull’s appearance on some distant shore to serve as a Special Attacks:
reminder never to travel in claimed waters. Special Qualities:
Space/Reach: 5 ft. (1)/10 ft. (2)
Saves: Fort +3, Ref +0, Will -1
Land Based Abilities: Str 13, Dex 11, Con 12, Int 10, Wis

Personalities 9, Cha 8
Skills: Climb +4, Knowledge (local)
The following pre-generated personalities might interact +4, Profession (farmer) +3
with characters during their brief stays on land. These

83
Feats: Combat Reflexes, Weapon Focus (equipped Saves: Fort +1, Ref +0, Will -1
weapon) Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Knowledge (local) +4, Profession (one)
Unit Statistics +6
Unit Size: 4 Feats: Skill focus (Profession)
Wave Riders

Creatures Per Counter: 8


Counter Hit Points: 11 Unit Statistics
Unit Size: 10
Militia and local watches spend a part of their day training Creatures Per Counter: 10
with weapons. Although they lack the combat experience Counter Hit Points: 8
that makes mercenaries so dangerous, they make up for
their inexperience with weight of numbers. They also have Villagers are much the same the world over. These
a tendency to use ranged and reach weapons to reduce the common, simple folk attempt to live out their days
advantage that superior experience gives a talented foe. without encountering too much violence. When the red
tide of war sweeps over them, they fight as best they can
When not on active duty militia members have jobs but die by their hundreds at the hands of well-equipped
(usually farming) through which they support their fighting men. In fact some mercenaries consider killing
families. They only take up arms when patrolling the area villagers a sport; certainly it entails far fewer risks than
around their settlement or when under attack. Unless engaging trained warriors in battle.
they have a skilled leader they will only fight to the death
if forced to protect their family or homes. If given the opportunity most villagers flee rather than
engage in pitched battle. They can always rebuild their
Most militias have at least one sergeant (a 3rd level soldier) crude homes; what possessions they have fit on their
who organises the defences. Militias with over one backs. If caught unaware they fight with what little
hundred members may also have a veteran soldier (5th level martial skill they possess.
or higher) who trains them in return for room and board.
This soldier may have wounds that prevent him from Many pirates come to agreements with villages and
fighting, or he may take up arms when the settlement even small towns. In return for not being burned to the
comes under direct attack. ground, murdered and ravished the people of the village
provide the pirates with free food and a relatively safe
The militia units displayed above are ‘generic’; that is, one harbour whenever asked. These agreements protect the
can find leather clad spear wielders just about anywhere village from the crew of one ship, but do not extend to
in the world. More detailed information about the others; a truth that has caused more than one village elder
inhabitants of various lands can be found in the Road of unthinkable grief after he invites the wrong ship into
Kings. They use spears to keep their opponents at bay or port.
bows if they have sufficient range. When the targets close
they draw truncheons and try to hold the target until Villages and towns have an 80% chance of being lead by
more skilled troops arrive to dispatch them. a commoner (level 1d8+1). 20% of the time the leader is
of the race’s favoured class (level 1d8+1). This leader will
attempt to deal with the pirates or send for help before
Villagers engaging in battle.
Medium Humanoid (Commoner 1)
Hit Dice: 1d4+1 (3 hp)
Initiative: +0 (+0 Dex, +0 Reflex save)
Speed: 30 ft. (see below for regional adjustments)
Pirate, Naval
DV (Dodge): 10 (+0 level, +0 Dex)
DV (Parry): 11 (+0 level, +1 Str)
and Merchant
DR: 3 (quilted jerkin) Crews
Attack: Club +1 melee (1d8+1/x2, AP 1) The crews described below represent the normal run of
Full Attack: characters found on various kinds of ships. The characters
Special Attacks: may well recruit a higher quality of crewmen for their own
Special Qualities: vessels. All of the crew descriptions have mass combat
Space/Reach: 5 ft. (1)/10 ft. blocks to assist the players and the Games Master when
(2) running boarding actions and similar events.

84
A pirate crew is almost always lead by a pirate captain (see
Barachan Pirates above) of the corresponding nationality. Occasionally an
Medium Humanoid (Argossean pirate 2) adventurer or mercenary with little sea experience will
Hit Dice: 2d8+2 (11 hp) take over a ship, but these individuals rarely last for long.
Initiative: +5 (+2 Dex, +3 Reflex save)

Wave Riders
Speed: 25 ft.
DV (Dodge): 13* (+1 level, +2 Dex) Black Corsairs
DV (Parry): 12* (+1 level, +1 Str) Medium Humanoid (South Islander pirate 2)
DR: 6 (breast plate) Hit Dice: 2d8+2 (11 hp)
Attack: Cutlass +3 melee (1d10+1, 19-20/x2, AP 2) Initiative: +4 (+1 Dex, +3 Reflex save)
Full Attack: Cutlass +3 melee (1d10+1, 19-20/x2, AP 2) Speed: 30 ft.
Special Attacks: Ferocious Attack DV (Dodge vs Ranged): 17* (+1 level, +1 Dex, +1 racial
Special Qualities: Seamanship +1, To Sail a Road of bonus, +4 large shield)
Blood and Slaughter, Pirate Code (smoke and rockets) DV (Dodge vs. Melee): 13 (+1 level, +1 Dex, +1 racial
Space/Reach: 5 ft. (1)/5 ft. (1) bonus)
Saves: Fort +4, Ref +5, Will +0 DV (Parry): 17* (+1 level, +2 Str, +4 large shield)
Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 10, Cha 8 DR: –
Skills: Balance +8, Climb +5, Knowledge (geography) +4, Attack: Hunting spear +5 melee (1d8+2/x2) or Shemite
Profession (sailor) +6, Spot +4, Use Rope +8 bow +2 ranged (1d10/x3)
Feats: Argossean Dreamer, Weapon Focus (cutlass) Full Attack: Hunting spear +5 melee (1d8+2/x2) or
Climate/Terrain: Any sea Shemite bow +2 ranged (1d10/x3)
Organisation: Raiding party (6-10 plus 1 leader of 5th Special Attacks: Ferocious Attack, To Sail a Road of
level) or shipload (90 to 110 plus 1 pirate captain and his Blood and Slaughter
followers). Special Qualities: Seamanship +1, Pirate Code (black
coast drums), -2 racial penalty to Terror saves
Unit Statistics Space/Reach: 5 ft. (1)/5 ft. (1)
Unit Size: 10 Saves: Fort +4, Ref +4, Will -1
Creatures Per Counter: 10 Abilities: Str 15, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Counter Hit Points: 19 Skills: Balance +5, Perform (dance) +5, Profession (sailor)
+3, Survival +3, Swim +4, Use Rope +5
The Barachan Pirates are arguably some of the greatest Feats: Exotic Weapon Proficiency (Shemite Bow),
seamen and pirates of the Hyborian Age. They sail to Weapon Focus (hunting spear)
almost all of the nations of the West, raiding and pillaging Climate/Terrain: Any sea
at will. Some even take to the deep water, hoping to find Organisation: Raiding party (6-10 plus 1 leader of 5th
untold riches on lost islands and continents far out on the level) or shipload (80 to 90 plus 1 pirate captain and his
Western Ocean. They are masters of wind and star, living followers).
with freedom that civilised men can only imagine.
Unit Statistics
These pirate crews generally number between 100 and Unit Size: 10
120 men, most of them equipped with breastplates and Creatures Per Counter: 10
cutlasses. They adjust their armour so that it can be easily Counter Hit Points: 12
shed of in case they are thrown overboard. A few know
how to use bows, but archery is not really their strongest The infamous black corsairs generally confine their
skill. Their captains rely on good seamanship to avoid raiding to the Black Coast, in part because they lack the
ranged attacks, preferring to have their men ready for a skill to navigate over long distances. However, if they
sudden boarding action rather than entangled with bows. find a navigator they will happily go as far as the Pictish
Wilderness or the Vendhyan coast. Their constant
A pirate crew will almost always run if it appears that search for blood and slaughter, along with their
things are going against them. They receive pay based willingness to kill or enslave anyone who resists
on shares of the plunder; a dead man does not collect them causes other’s to fear them.
anything at all. Targets that put up a hard fight will often
find that the Barachan’s leave after the first exchange, Black corsairs generally lack
searching for softer targets. the discipline to fight in close
formations, but the tight confines

85
Special Qualities: Seamanship +1
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +3, Ref +4, Will -1
Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha
8
Wave Riders

Skills: Balance +8, Climb +5, Knowledge (geography)


+4, Profession (sailor) +5, Spot +3, Use Rope +8
Feats: Argossean Dreamer, Weapon Focus (cutlass)
Climate/Terrain: Any sea
Organisation: Crew (20 to 40 crewmembers)

Unit Statistics
Unit Size: 4
Creatures Per Counter: 10
Counter Hit Points: 11

Merchant crews the world over sail the high seas, trying
to move goods from one port to another without
meeting a pirate or naval vessel interested in a bit of
extra plunder. These hardworking men know that their
brother sailors regard them as rightful prey, a state that
does very little for their peace of mind.

Merchant sailors do not do the majority of their work


carrying weapons or wearing armour. Instead they dress
for comfort, usually in fairly close fitting shirts and
of boarding actions force them to crowd together. They trousers. When they spot a pirate ship they break out
tend to rake the decks of opposing ships with long distance arms and armour, as much to sell their lives dearly as from
arrow fire before closing to engage in melee. Most black any hope of staving off the wolves.
corsair captains try to minimise enemy losses, so that they
can maximise their profits in the slave trade. Non-Argossean crews are somewhat less skilled as seamen,
but may be more able combatants. Crews from the
Characters may encounter the black corsairs any time they southern lands in particular have a mix of barbarian and
stay close to the coasts. These corsairs tend to sail just on pirate crewmembers, ensuring a slightly more combat
the edge of coastal waters, avoiding deeper water where ready unit.
their lack of skill may count against them. They strike
hard at coastal villages on the Black Coast, then come Most merchant crews will fight to the death, as they
north to sell goods; stopping to plunder anyone who know nothing good comes from surrender. They are
happens to come into view. not, however, particularly loyal to any given captain.
Many were pressed into service or awoke from a drunken
Merchant Crew stupor to find themselves sailing towards an unknown
Medium Humanoid (Argossean pirate 1) destination. If given a chance to join a pirate crew many
Hit Dice: 1d8+2 (6 hp) of these stalwart fellows will leave their former lives behind
Initiative: +4 (+1 Dex, +2 Reflex save) in an instant.
Speed: 30 ft.
DV (Dodge): 12* (+0 level, +2 Dex)
DV (Parry): 11* (+0 level, +1 Str)
Marines
Medium Humanoid (soldier 3)
DR: 4 (quilted jerkin and steel cap) Hit Dice: 3d10+3 (19 hp)
Attack: Cutlass +2 melee (1d10+1, 19-20/x2, Initiative: +4 (+1 Dex, +3 Reflex save)
AP 2) Speed: (see below)
Full Attack: Cutlass +2 melee DV (Dodge): 13* (+1 level, +2 Dex)
(1d10+1, 19-20/x2, AP 2) DV (Parry): 13* (+2 level, +1 Str)
Special Attacks: Ferocious DR: (see below)
Attack

86
Marine Units by Nationality
Nationality Regional Adjustments
Argossean Skills: +2 Balance, +2 Knowledge (geography), +2 Profession (sailor), +2 Use Rope
WF: Cutlass and hunting bow
DR/Move: 7 (mail hauberk, steel cap, Large Shield +4 DV to parrying melee or dodge ranged)/ 25 ft. (5 squares)

Wave Riders
Weapon: Cutlass (+5 melee, 1d10+1 damage, 19-20/x2, AP 2 or hunting bow (+ 6 ranged 1d8+1/x2, AP 1)
Unit Hit Points: 28
Hyrkanian Skills: +2 Diplomacy, Gather Information, and Intimidate
or WF: Hyrkanian Bow and tulwar
Turanian DR/Move: 9 (Mail shirt and breastplate, steel helm)/ 25 ft. (5 squares)
Weapon: Tulwar (melee +5, 2d8+1 damage 18-20/x3, AP 3) or Hyrkanian bow +1 (ranged +6, 1d10+1, 19-20/x2,
AP 3)
Special: -2 to saves against hypnotism
Unit Hit Points: 30
Kambujan WF: Arming Sword and hunting bow
DR/Move: 6 (mail shirt steel helmet, buckler +2 to DV when parrying melee or dodging ranged)/ 25 ft. (5 squares)
Weapon: Arming Sword (melee +5, 1d10+1 damage 19-20/x2, AP 2) or hunting bow (+ 6 ranged 1d8+1/x2, AP 1)
Special: -2 to saves against hypnotism
Unit Hit Points: 27
Khitan Skills: +3 Knowledge (geography)
Feats: Improved Unarmed Combat
WF: Broadsword and javelin
DR/Move: 7 (Brigandine coat and steel helm)/ 25 ft. (5 squares)
Weapon: Unarmed Strike (melee +4, 1d4+1) or Broadsword (+5melee, 1d10+1, 19-20/x2, AP 3) or hunting bow (+
6 ranged 1d8/x2, AP 1)
Special: -2 to saves against hypnotism
Unit Hit Points: 28
Shemite WF: Short Sword and Shemite Bow
DR/Move: 6 (Mail shirt and steel helm, buckler +2 DV when parrying melee or dodging ranged)/ 30 ft. (6 squares)
Weapons: Short sword (+5 melee, 1d8+1, 19-20/x2, AP 1) or Shemite Bow +1 (+6 ranged, 1d10+1/x3, AP 4)
Special: -1 to all saves
Unit Hit Points: 27
Stygian Skills: Knowledge (Arcane) 6 ranks, subtract four ranks of Knowledge (geography)
WF: Stygian Bow and short sword
DR/Move: 10 (Mail shirt and breastplate steel helm, large shield +4 DV when parrying melee or dodging ranged
attacks)/ 25 ft. (5 squares)
Weapon: Short sword (+5 melee, 1d8+1, 19-20/x2, AP 1), Stygian Bow +1 (+6ranged 1d12+1, 19-20/x2, AP 2)
Unit Hit Points: 31
Vendhyan Skills: +4 Diplomacy, Sense Motive, and Knowledge (nobility)
Feats: Combat Expertise
WF/WS: Tulwar and hunting bow
DR/Move: 9 (mail shirt and brigandine coat, steel cap)/ 25 ft. (5 squares)
Weapon: Tulwar (melee +5, 2d8+1 damage 18-20/x3, AP 3) or hunting bow (+ 6 ranged 1d8+1/x2, AP 1)
Special: +1 to Will saves except against hypnotism
Unit Hit Points: 30
Zingaran Skills: +1 Profession (sailor), Balance, and Use Rope
Feats: Combat Expertise
WF: Broadsword and hunting bow
DR/Move: 6 (mail shirt and steel helm)/ 30 ft. (6 squares)
Weapon: Broadsword (+6 melee, 1d10+1, 19-20/x2, AP 3) or or hunting bow (+ 6 ranged 1d8+1 /x2, AP 1)
Special: +1d6 sneak attack damage, -1 Fortitude save, -3 hit points
Unit Hit Points: 24

87
Attack: +5 melee or +6 ranged (see below for weapons) armed marines is no real danger to a high level character,
Full Attack: +5 melee or +6 ranged they can easily chew though a pirate crew leaving the
Special Attacks: characters effectively stranded on the high seas.
Special Qualities: Formation combat (marine)
Space/Reach: 5 ft. (1)/5 ft. (1)
Turan Red
Wave Riders

Saves: Fort +4, Ref +3, Will +0


Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 8 Brotherhood
Skills: Climb +7, Profession (sailor) +5 Medium Humanoid (Turanian pirate 2)
Feats: Combat Reflexes, Weapon Focus (close combat Hit Dice: 2d8+2 (11 hp)
weapon), Weapon Focus (ranged combat weapon) Initiative: +5 (+2 Dex, +3 Reflex save)
Climate/Terrain: Any sea Speed: 25 ft.
Organisation: One squad (5 soldiers) or a command (50 DV (Dodge): 13* (+1 level, +2 Dex)
soldiers plus one naval captain and his followers). DV (Parry): 12* (+1 level, +1 Str)
DR: 5 (leather jerkin and steel cap)
Generic Unit Statistics Attack: Scimitar +2 melee (1d8+1 damage 18-20/x2, AP
Unit Size: 10 2) or hunting bow +3 ranged (1d8+1/x2, AP 1)
Creatures Per Counter: 5 Full Attack: Scimitar +2 melee (1d8+1 damage 18-20/x2,
Unit Hit Points: See Marine Units by Nationality Table AP 2) or hunting bow +3 ranged (1d8+1/x2, AP 1)
Special Attacks: Ferocious Attack
Naval ships, contrary to popular belief, are not crewed Special Qualities: Seamanship +1, To Sail a Road of
with a vast number of highly skilled combatants. Instead, Blood and Slaughter, Pirate Code (smoke and rockets)
the average naval ship has a large crew (usually between Space/Reach: 5 ft. (1)/5 ft. (1)
four and six times the actual number required to run Saves: Fort +4, Ref +5, Will -1
the ship) of sailors (1st level pirates) and a core crew Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 8
of specially trained sailors called marines. Only these Skills: Climb +6, Knowledge (geography) +5, Profession
marines study naval warfare, hand-to-hand combat and (sailor) +4, Use Rope +7
the art of boarding other ships. Feats: Whip Weary
Climate/Terrain: Vilayet Sea
A marine unit is typically better trained and better Organisation: Raiding party (6-10 plus 1 leader of 5th
equipped than an average pirate crew. They may have level) or shipload (90 to 110 plus 1 pirate captain and his
shields to ward off arrows and use bows to rake the followers).
opponent as they close. They also regard the sailors as
being expendable; after all, there are far more than enough Unit Statistics
sailors available to run the ship. In a pinch most marines Unit Size: 10
can also act as able-bodied seamen, although they prefer Creatures Per Counter: 10
not to. Counter Hit Points: 17

When a naval ship engages a pirate ship it is the marines The pirates of the Red Brotherhood regard themselves as
who bear the brunt of the engagement. Using their equal parts pirates, revolutionaries and the hand of divine
superior armour, training and weapons they push justice blessed with the might to carry red revenge directly
forward, breaking onto the enemy ship. When defending to the heart of their wealthier oppressors. They sail the
the marines generally force the sailors onto the front lines, Vilayet Sea, striking out in bloody rage against anything
using their bows to inflict terrible damage on the attacker that crosses their path. Although many target Hyrkanian
before taking the fight to them. and Turanian merchant ships, a few prey exclusively on
naval vessels and port towns. Some even take on service
Characters may very well start their ocean going with various magicians and sorcerers in an attempt to gain
adventures as sailors working with a marine unit, or advantage over their adversaries.
even as junior marines training to hunt pirates and
attack other war ships. Later, when the characters Members of the Red Brotherhood watch each other’s backs
rule their own floating kingdoms, marines and work well together when engaged in boarding actions.
form a dangerous threat that the They regard each other as fellow freedom fighters and will
characters would be best advised do what they can to keep each other alive. However, most
to avoid. Although even a will not lay down their own lives for their brothers; after
group of well-

88
all, there are always more brothers being born every day level) or shipload (80 to 100 plus 1 pirate captain and his
under their old master’s lash. followers).

Characters who start out in Turan and Hyrkania may well Unit Statistics
have friends, family or acquaintances that dwell among Unit Size: 10

Wave Riders
the Red Brotherhood. They could even start out as slaves Creatures Per Counter: 10
themselves, breaking free of their chains and joining the Counter Hit Points: 14
reavers in their noble cause.
The Zingaran Freebooters style themselves the ‘Wolves
Red Brotherhood crews generally consist of 90 to 110 ‘free of the Sea’. They claim to be the most bloodthirsty,
brothers’, a pirate captain, and his loyal retainers. dishonourable and determined group to ever set sail on
the waves. Their claims are not far from the truth; a more
Zingaran wretched group of villains would be hard to find in the
Hyborian age.
Freebooters
Medium Humanoid (Zingaran pirate 2) In order to enhance their reputation the Freebooters prefer
Hit Dice: 2d8 (9 hp) to attack targets that have limited defensive capability.
Initiative: +5 (+2 Dex, +3 Reflex save) They target coastal villages and merchant ships rather than
Speed: 25 ft. other pirates or naval vessels. They also turn tail and run
DV (Dodge): 13* (+1 level, +2 Dex) if it looks like they will end up engaging in a particularly
DV (Parry): 12* (+1 level, difficult conflict. Their crews
+1 Str) are only barely loyal to the
DR: 5 (leather jerkin and steel captain, regardless of how
cap) well things are going. They
Attack: Broadsword +4 melee are also not the most tactically
(1d10+1, 19-20/x2, AP 3) adept of sailors; unlike the
or hunting bow +3 ranged Barachan Pirates, they do
(1d8+1/x2, AP 1) not use their knowledge of
Full Attack: Scimitar +4 deep sea navigation to gain
melee (1d10+1, 19-20/x2, AP advantage over their foes.
3) or hunting bow +3 ranged
(1d8+1/x2, AP 1) Characters may encounter the
Special Attacks: Ferocious Zingaran Freebooters either
Attack on the open seas or in port
Special Qualities: Seamanship towns where the Freebooters
+1, To Sail a Road of Blood gather to tell stories about
and Slaughter, Pirate Code their brave deeds. In either
(smoke and rockets), +1d6 case the Freebooters are more
sneak attack talk than fight; they might
Space/Reach: 5 ft. (1)/5 ft. try a few passes with a foe
(1) who holds steel in his hand,
Saves: Fort +4, Ref +5, Will but most will run the other
-1 way as soon as the fight gets
Abilities: Str 13, Dex 14, Con moderately hot.
10, Int 10, Wis 9, Cha 10
Skills: Balance +4, Bluff Zingaran ships typically
+4, Climb +6, Knowledge run with a crew of 80 to
(geography) +5, Profession 100 pirates, along with
(sailor) +4, Use Rope +7 the captain and his
Feats: Freebooter’s Fortune, loyal retainers.
Weapon Focus (broadsword)
Climate/Terrain: Vilayet Sea
Organisation: Raiding party
(6-10 plus 1 leader of 5th

89
Beasts of the Seas
Beasts of the Seas

Friends and Foes of the Deep


The waters close to the coasts are free of Sunlight flashes off of the flanks of these long, graceful
fantastical beasts, for where men regularly roam legendary creatures as they leap out of the water, playing in the wake
creatures retreat to reveal nothing but fish and open waves. of the boats…
Far out to sea, however, things change, here the world
becomes wild, filled with forgotten beasts and terrors from Dolphins, also called the friendly fish, are actually
beyond the furthest darkness. mammals related in some way to the great whales that
roam the seas. They may be found on nearly every
shoreline, along many major rivers, and even in the vast
Animals empty blue far from the lands of men.
Untainted animals rarely, if ever, threaten Conan.
However, the mighty Cimmerian is as much a spirit of the Sailors and pirates regard these playful creatures as a good
wilds as he is a man; a group of civilised men will never be omen. They say that a ship graced with their presence will
able to move though the world as easily as he. not run into foul water. Rumours claim that dolphins will
carry a sailor to the nearest shore if they find him in deep
The following animals represent some of the creatures water, that they might guide a hungry ship to fish and
that dwell beneath the Hyborian seas. Each such animal that in times of great need they will come to defend a ship
represents a broad type, not a specific creature. against the creatures of the far deep.

Dolphin Combat
Medium Animal Dolphins, as a rule, do not engage humans in combat.
Hit Dice: 2d8+2 (11) They do so only when possessed or charmed into
Initiative: +6 (+3 Dex, +3 Reflex) obedience. They do attack the various animals of the
Speed: Swim 80 ft. (16 squares) deep, occasionally assisting human ships by drawing off
DV: 15 (+3 Dex, +2 natural) dangerous attackers. However, this is a side effect of their
DR: 3 constant search for fresh prey, not a result of any particular
Base Attack/Grapple: +1/+1 love of humans.
Attack: Slam +2 melee (2d4)
Full Attack: Slam +2 melee (2d4) In combat dolphins may use the following abilities:
Space/Reach: 5 ft. /5 ft.
Special Attacks: Charging Strike Blindsight (Ex): Dolphins ‘see’ by emitting high-
Special Qualities: Blindsight 120 ft., hold breath, low- frequency sounds, inaudible to most other creatures, that
light vision allow them to locate objects and creatures within 120 feet
Saves: Fort +4, Ref +6, Will +1 Its normal vision is approximately as good as a humans.
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha
6 Charging Strike (Ex): If a dolphin executes a charge
Skills: Listen +8*, Spot +7*, Swim +8* attack it strikes with its snout, dealing 2d8 damage in
Feats: Weapon Focus (slam) addition to their normal bite damage. It cannot effectively
Climate/Terrain: Aquatic use charging strike on a target smaller than itself.
Organisation: Pair or school (3 – 20)
Advancement: 3 – 4 HD Hold Breath (Ex): A dolphin can hold its breath for a
(Medium); 5 – 6 HD (Large) number of rounds equal to six times its Constitution score
before it risks drowning.

90
Skills: A dolphin has a +8 racial bonus on any Swim check. They also have long memories; once one gets a taste for
It can always choose to take 10 on a Swim check. It can man flesh it will happily hunt ships that anchor near by.
use the run action while swimming, provided it swims in

Beasts of the Seas


a straight line. It has a +4 racial bonus to Spot and Listen Combat
checks that is negated if it cannot use its blindsight. Giant octopi attack either from the water or carefully
clamber up the side of the ship to pluck a target from the
Giant Octopus rigging. In either case their goal is to take a single target
into the water so that they can eat it at their leisure. If
Large Animal (aquatic)
Hit Dice: 8d8+8 (44) attacked they jet down into the darkness far away from
Initiative: +8 (+2 Dex, +6 Reflex) anything that might hurt them.
Speed: 30 ft. (6 squares), swim 30 ft.
DV: 19 (-1 size, +2 Dex, +7 natural, +1 Dodge) An opponent can attack a giant octopus’s tentacles with a
DR: 2 sunder attack. These tentacles have 10 hit points each. If
Base Attack/Grapple: +6/+15 the octopus is grappling a target and the grappling tentacle
Attack: Tentacle +10 melee (1d4+5) is attacked it uses another tentacle to make its attack of
Full Attack: 8 tentacles +10 melee (1d4+5) and bite +5 opportunity. Severing one of the creature’s tentacles deals
melee (1d8+2) 5 points of damage to the creature. It withdraws from
Space/Reach: 10 ft. /10 ft. (20 ft. with tentacle) combat if it loses more than two tentacles. A severed
Special Attacks: Improved grab, constrict tentacle regenerates within 1d10 days.
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +7, Ref +8, Will +3 In combat giant octopi may use any of the following
Abilities: Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3 special abilities:
Skills: Escape Artist +12*, Hide +12*, Listen +4, Spot +6,
Swim +13* Constrict (Ex): The creature deals 2d8+6 points of
Feats: Alertness, Dodge, Skill Focus (Hide) damage with a successful grapple check.
Climate/Terrain: Warm aquatic
Organisation: Solitary or pair Improved Grab (Ex): To use this ability the creature must
Advancement: 9-12 HD (Large), 13 – 24 HD (Huge) hit an opponent of any size with a tentacle attack. It can
then attempt to start a grapple as a free action without
A roiling mass of tentacles shoots out of the water, snatching provoking an attack of opportunity. If it wins the grapple
a sailor from the deck. The waves choke his sudden scream check it establishes a hold and can constrict.
of terror…
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-
Giant octopi look like larger versions of their less black ink 20 feet wide and 20 feet long once per minute as
aggressive cousins. They have a sack body with two a free action. The cloud provides total concealment. The
golden, slitted eyes. Their eight tentacles are covered with creature normally uses this concealment to escape from
strong suckers and thin barbs that give them an impressive an overwhelming attacker. All vision within the cloud is
grip. Octopi also have chameleon skin; they can change obscured.
their coloration and patterning to better blend with the
surrounding environment. Jet (Ex): A giant octopus can jet backward once per round
as a full-round action. This action carries it 200 feet in a
Giant octopi roam the Black Coast and the waters of straight line. The octopus does not provoke an attack of
the Southern Sea. Rumours place them as far north as opportunity while jetting.
Stygia, but wise sailors know that such an encounter
usually indicates the machinations of a sorcerer rather Skills: A giant octopus can change colours, giving it a +4
than anything more natural. Many sailors claim that any racial bonus to Hide skill checks. It can also squeeze
interaction with the great beasts bodes ill, speaking poorly and contort its body, giving it a +10 racial bonus to
of both the captain and his plans. Escape Artist skill checks. As an aquatic creature it
has a +8 racial bonus to Swim skill checks and can
By and large, giant octopi do not generally attack moving take 10 on a Swim skill check at any time. It
ships. However, they are extremely aggressive and highly can use the run action while swimming,
curious creatures. They will attack swimmers or carefully provided it swims in a straight line.
investigate ships that anchor in their hunting territories.

91
viper (Conan the Roleplaying Game, pg. 310), but it
Sargassum increases its swim speed to 30 feet.
Thick, waxy weeds float on the sea’s surface. They cluster
Beasts of the Seas

around the ship, latching on to it. The once fleet hull sags in Sea snakes are usually brightly coloured, banded and
the water, dragging some unseen weight along with it… very aggressive. They live near the shore in warm waters,
usually along the Black Coast, but there are reports of
At first glance sargassum looks like nothing more than a these poisonous creatures as far west as Vendhya.
handful of weeds floating on the water. They cover miles
of open water, or sometimes congregate into harbours or Sailors regard sea snakes as omens of bad times ahead. In
bays. In ones or twos they are relatively harmless; however part this is because of their deadly poisons and vicious
they come in floats of thousands, covering miles of the tempers. However, they usually come aboard in search
ocean’s surface. The area around a float has a scattering of of rats and other prey animals; these prey animals may
weeds around it; the float itself is semi-solid, containing be almost impossible for the ship’s crew to find, but the
both living plants and the rotted remains of millions of snakes can smell them. Such creatures readily consume the
dead ones. Most floats have an ‘edge’ approximately five ship’s supplies, leaving the crew without even the horrid
miles deep, and a centre mass of equal size. substances they usually must consume for sustenance.
A sailor may make a Knowledge (nature) skill check (DC
15) to recognise sargassum for what it is. If they fail, then Shark
they do not recognise the plant, even if they make the skill Large Animal (aquatic)
checks to spot it. Hit Dice: 7d8+7 (38 hp)
Initiative: +7 (+2 Dex, +5 Reflex)
Sailors may spot the edge of the float with a Spot skill Speed: Swim 60 ft. (12 squares)
check (DC 15). A ship on the edges of a float may DV: 16 (-1 size, +2 Dex, +4 natural, +1 Dodge)
attempt to get around it using a Profession (sailor) skill DR: 2
check (DC 20). If the boat does not stop the telltale signs Base Attack/Grapple: +5/+12
(e.g. floating individual sargassum, an unusual number of Attack: Bite +7 melee (1d8+4)
birds) then they continue into the mass. Full Attack: Bite +7 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Once into the edge, the crew may make a Spot skill Special Attack: Constrict 2d8+4, improved grab, sneak
check (DC 5) to notice the thick concentration of weeds attack +2d6
surrounding the ship. At this stage a sailed vessel has no Special Qualities: Blindsense, blood frenzy, keen scent
way to escape the sargassum float without going though it; Saves: Fort +8, Ref +7, Will +3
a rowed vessel can try to move clear by having the captain Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
make a Profession (sailor) skill check (DC 25). In either Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6,
case the ship is slowed by half. Swim +13
Feats: Alertness, Dodge, Great Fortitude
Eventually the ship will reach the centre mass, a sticky Climate/Terrain: Aquatic
mass of fresh plants and rotted vegetable matter. The Organisation: Solitary, school (2 – 5), or pack (6 – 11)
stink of this mass makes it recognisable at a half-mile Advancement: 8-12 HD (Large)
range. Once grounded in the mass the crew will have to
hack the ship free. Each five-foot section of sargassum has Triangular fins circle you at a distance. Then you feel a sharp
hardness 0 and 10 hit points. Pushing the boat free will tug on your leg…
require at least one day of dedicated labour for a small ship
hull, two days for a medium one and three for a large. The mighty pirates of the Hyborian Age ignore smaller
sharks except when they need a good-sized fish for the fire.
The larger ‘devil fish’ that circle pirate ships as they close
Sea Snake on their prey are another matter all together. These long,
You hear a sharp hiss coming from behind the sacks slender creatures move with frightening speed to snap up
of grain; a blur of brightly coloured motion darts any one or any thing that enters the water.
towards you…
Sharks can be found as far north as Zingara, but generally
A sea snake uses the same statistics prefer warmer waters. They lurk on the coast of Khitai as
and information as a medium well, and hunt all of the shores between.

92
Sailors claim that a shark in the water surely signals
either a battle or an execution. They are not far wrong; Whale
sharks long ago learned to lurk near where pirate vessels Huge Animal

Beasts of the Seas


encounter merchants. In any sea battle there is a 50% Hit Dice: 9d8+48 (88 hp)
chance that sharks will cluster between the two ships Initiative: +8 (+2 Dex, +6 Reflex)
snapping up fresh meat. Speed: Swim 50 ft. (10 squares)
DV: 16 (-2 size, +2 Dex, +6 natural)
DR: 4
Combat
Base Attack/Grapple: +6/+22
Sharks attack targets by sneaking under them, then
Attack: Bite +12 melee (2d6+12)
surging up. When they hunt in packs, two or three
Full Attack: Bite +12 melee (2d6+12)
obviously circling while the rest lurk below, waiting for an
Space/Reach: 15 ft. /10 ft.
opportunity to strike.
Special Attack: –
Special Qualities: Charging attack, blindsight 120 ft.,
They have the following abilities:
hold breath, low-light vision
Saves: Fort +11, Ref +8, Will +5
Blindsense (Ex): A shark can locate creatures underwater
Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
within a 90 feet radius regardless of lighting conditions.
Skills: Listen +14*, Spot +14*, Swim +16
Feats: Alertness, Endurance, Run, Toughness
Blood Frenzy (Ex): When a creature is injured within
Climate/Terrain: Aquatic
90 feet of the shark it enters a blood frenzy. It gains a
Organisation: Solitary, pair, or pod (6 – 11)
+2 bonus to attack and damage rolls. It also gains a –2
Advancement: 10 – 15 HD (Large), 16 – 30 HD
penalty to its DV. The frenzy lasts for one minute.
(Huge)
Constrict (Ex): The creature deals 2d8+4 points of
A great bulk flashes though just under the water. The ship
damage with a successful grapple check.
shivers as something huge strikes it with a blow mightier than
a giant’s…
Improved Grab (Ex): To use this ability the creature
must hit an opponent of any size with a bite attack. It
The whales described above are relatively small versions
can then attempt to start a grapple as a free action without
of predatory whales, no more than 30 feet long. They
provoking an attack of opportunity. If it wins the grapple
have grey, grey blue or spotted black and white skin, great
check it establishes a hold and can constrict. Sharks
grasping jaws and wise eyes that speak of ageless wisdom.
usually hold on for one round then release the grapple to
These whales dance and play in all of the waters of the
make another attack run.
world but only come close to shore in the far north.
Keen Scent (Ex): A shark can notice creatures by scent
Sailors believe that whales of all types bring good fortune.
within a 180 feet radius and can smell blood in the water
They say that a pod of whales near by means good weather,
up to a mile away.
good fishing and safe sailing for the next few days. These
legends are mostly true; whales play during times of
Sneak Attack (Ex): Any time the shark’s target would
plenty, so a ship seeing whales at all is undoubtedly near a
be denied his dodge or parry bonus to Defence Value
fine haul of fish.
(whether the target actually has a dodge/parry bonus or
not) or when the shark flanks the target, the shark’s bite
Blindsight (Ex): Whales ‘see’ by emitting high-frequency
attack deals +2d6 bonus damage.
sounds, inaudible to most other creatures, allowing them
to locate objects and creatures within 120 feet. Its normal
Skills: A shark has a +8 racial bonus to any Swim check to
vision is approximately as good as a humans.
perform a special action or avoid a hazard. It can always
choose to take 10 on a Swim check even if distracted or
Charging Strike (Ex): If a whale executes a charge
endangered. It can use the run action while swimming
attack it strikes with its head, dealing 3d12 blunt
provided it swims in a straight line.
damage in addition to its normal bite damage.
It cannot effectively use charging strike on
a target smaller than itself.

93
Hold Breath (Ex): A whale can hold its breath for a thin tails and necks. Their narrow heads have long,
number of rounds equal to eight times its Constitution needle-toothed muzzles well designed for snatching fish
score before it risks drowning. out of the water. They come in many different colours,
Beasts of the Seas

ranging from iridescent blue to muted greens. When they


Skills: A whale has a +8 racial bonus on any Swim check. swam the seas as natural creatures they were not overly
It can always choose to take 10 on a Swim check. It can aggressive; the necromancy that called them from dust
use the run action while swimming, provided it swims in maddens them, turning them into deadly predators.
a straight line. It has a +4 racial bonus to Spot and Listen
checks that is negated if it cannot use its blindsight. Each aquatic dragon has a story behind it; a reason that
it exists in its particular place and no other. Sorcerers call
most forth to protect a particular place or to destroy an
Creatures from enemy. The sorcerer’s magic sustains them long after he

the Past
has vanished, leaving them purposeless and alone. Under
most circumstances this means that the creature lashes out
The necromantic arts can raise creatures from the distant at whatever it encounters; a few retain some semblance of
past into a frightful mockery of life. These creatures act purpose and rove around their home waters.
and die like living creatures, but cannot reproduce. When
destroyed these creatures break down into a mass of Sailors regard encounters with aquatic dragons as omens of
corruption not dissimilar to that of a rotted corpse. terrible things to come. Not only do the creatures delight
in killing men, there is also almost always something dark
The spells sustaining these creatures prevent them from and forgotten near them.
ageing. They may be killed by violence or poison, but not
by the slow decay of time. Combat
Aquatic dragons are aggressive and dangerous, striking
Aquatic Dragon hard then vanishing back into the water. It will reach
Huge Animal aboard a ship to snatch an unwary sailor or ambush and
Hit Dice: 10d8+66 (111 hp) kill swimmers.
Initiative: +9 (+2 Dex, +7 Reflex)
Speed: 20 ft. (4 squares), swim 50 ft. Skills: * An aquatic dragon has a +8 racial bonus to Hide
DV: 14 (-2 size, +2 Dex, +3 natural, +1 Dodge) checks in water.
DR: 7
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d8+12)
Full Attack: Bite +13 melee (2d8+12)
Space/Reach: 15 ft. /10 ft.
Special Attacks: –
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Skills: Hide +4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)
Climate/Terrain: Aquatic
Organisation: Solitary
Advancement: 11-22 HD (Huge)

In a flash a long neck comes snaking over the ships rail.


The creatures narrow, needle toothed muzzle shears off a
sailor’s leg then pulls back down below. You can hear
thrashing from the water below…

These revenants from an ancient


age have ovoid bodies, long
flippers in place of legs, and
immensely long,

94
Ghost Whale
Gargantuan Animal

Beasts of the Seas


Hit Dice: 12d8+8 (141 hp)
Initiative: +9 (+1 Dex, +8 Reflex)
Speed: Swim 40 ft. (8 squares)
DV: 16 (-4 size, +1 Dex, +9 natural)
DR: 8
Base Attack/Grapple: +9/+33
Attack: Bite +17 melee (4d6 +12)
Full Attack: Bite +17 melee and tail slap +12 melee
(1d8+6)
Space/Reach: 20 ft. /15 ft.
Special Attack: Charging attack
Special Qualities: Blindsight 120 ft., hold breath, low-
light vision
Saves: Fort +15, Ref +9, Will +6
Abilities: Str 35, Dex 13, Con 24, Int 8, Wis 14, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Improved natural
attack (bite), Toughness
Climate/Terrain: Aquatic Combat
Organisation: Solitary Ghost whales are quite intelligent. If they spot a ship
Advancement: 13 – 18 HD (Gargantuan); 19 – 36 HD they will sink beneath the waves and ram it repeatedly,
(Colossal) until they break it into splinters, then pick off the sailors
one by one. If chased they will swim for long distances,
The white hide of the creature catches the moonlight as it dragging the target further and further from the shore and
submerges. A moment later the ship tips to one side, a massive help. Then they submerge, loosing the opponent in the
shudder racing though it. You hear the sound of timbers uncharted vastness of the sea.
breaking below decks…
In combat ghost whales may use any of the following
These great white whales once roamed the deepest seas, abilities:
preying on giant octopi and the great kraken. They grew
to be over 60 feet in length. They were wise beyond their Blindsight (Ex): Ghost whales ‘see’ by emitting high-
means, capable of deep thought and wisdom unknown frequency sounds, inaudible to most other creatures,
to the men of their era. Unfortunately, those brought allowing them to locate objects and creatures within
120 feet. Its normal vision is approximately as good as a
back through necromantic means go mad, turning their
humans.
intelligence to the destruction of all life.
Charging Strike (Ex): If a ghost whale executes a charge
Ghost whales may be found anywhere in the world, attack it strikes with its head, dealing 5d12 blunt damage
although they are far too large to come close to shore. Like in addition to its normal bite damage. It cannot effectively
all creatures brought back though necromancy they once use charging strike on a target smaller than itself.
served a sorcerer; unlike most such creatures though their
intelligence allowed them to slip the bonds of control long Hold Breath (Ex): A ghost whale can hold its breath for
ago. They now rove the seas, searching for and destroying a number of rounds equal to ten times its Constitution
anything that resembles the hated creatures that inflicted score before it risks drowning.
on them their current state.
Skills: A ghost whale has a +8 racial bonus on any
Most sailors panic when they see a ghost whale resting on Swim check. It can always choose to take 10 on
the water. They regard the creatures as omens of death, a Swim check. It can use the run action while
pain and imminent destruction. All of these are absolutely swimming, provided it swims in a straight
true; the ghost whale will stop at nothing to destroy living line. It has a +4 racial bonus to Spot
creatures. and Listen checks that is negated if
it cannot use its blindsight.

95
predators mad, but otherwise does not alter their
Great Shark behaviour in the slightest.
Huge Animal (Aquatic)
Beasts of the Seas

Hit Dice: 18d8+66 (147 hp) Like other necromantic creatures, great sharks appear
Initiative: +13 (+2 Dex, +11 Reflex) everywhere in the world. They tend to remain close
Speed: Swim 60 ft. (12 squares) to their original summoning places, although a few
DV: 17 (-2 size, +2 Dex, +7 natural) escape the chains of compulsion to embark on a wave of
DR: 6 destruction though out the wide seas. Once unleashed
Base Attack/Grapple: +13/+27 nothing can stop them save death.
Attack: Bite +18 melee (2d8+9)
Full Attack: Bite +18 melee (2d8+9) Sailors believe that when a great shark enters a harbour
Space/Reach: 15 ft. /10ft. that it will become a polluted pit of death within a month.
Special Attacks: Constrict 2d8+9, improved grab, sneak Whether this is true or not has never been determined; no
attack +2d8, swallow whole one stays close enough to such creatures to find out.
Special Qualities: Blindsense, blood frenzy, keen scent
Saves: Fort +14, Ref +13, Will +12
Combat
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Great sharks attack targets straight on, attempting to
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6,
swallow them whole. If they miss or the target avoids
Swim +13
being swallowed they shake it once, then submerge to
Feats: Improved Natural Attack (bite), Endurance, Run,
make another attack run. They kill and consume anything
Toughness (2), Weapon Focus (bite)
they encounter regardless of its relative size. Some even
Climate/Terrain: Aquatic
worry away at sailing ships, using their great jaws to tear
Organisation: Solitary
holes in their hulls.
Advancement: 19 – 32 HD (Huge), 32+ HD
(Gargantuan)
They have the following abilities:
A telltale ripple alerts you moments before a giant creature,
streamlined like a shark but with a five-foot wide mouth,
leaps the waves towards you…

Sorcerers summon these terrors


from a forgotten age using a
single great, black tooth as
wide across as a man’s
hand. Three rows
of these teeth cover
the top and bottom
of the awakened
creature’s jaw,
which stretches
nearly five feet in
width. They may
be up to 30 feet in
length and weigh up
to 20,000 lb. The
summoning process
drove these vicious

96
Blindsense (Ex): A great shark can locate creatures
underwater within a 90 feet radius regardless of lighting Kraken
conditions. Huge Animal (Aquatic)

Beasts of the Seas


Hit Dice: 12d8+18 (44)
Blood Frenzy (Ex): When a creature is injured within 90 Initiative: +8 (+2 Dex, +6 Reflex)
feet of the shark the shark enters the blood frenzy. It gains Speed: Swim 80 ft. (16 squares)
a +3 bonus to attack and damage rolls. It also suffers from DV: 17 (-2 size, +3 Dex, +6 natural)
a –2 penalty to its DV. The frenzy lasts for one minute. DR: 4
Base Attack/Grapple: +9/+29
Constrict (Ex): The creature deals 2d8+9 points of Attack: Tentacle +15 melee (1d6+8)
damage with a successful grapple check. Full Attack: 10 tentacles +15 melee (1d6+8) and bite +10
melee (2d8+4)
Improved Grab (Ex): To use this ability the creature Space/Reach: 15 ft. /15 ft. (30 ft. with tentacle)
must hit an opponent of any size with a bite attack. It Special Attacks: Improved grab, constrict 1d6+8
can then attempt to start a grapple as a free action without Special Qualities: Ink cloud, jet, low-light vision
provoking an attack of opportunity. If it wins the grapple Saves: Fort +9, Ref +11, Will +5
check it establishes a hold and can constrict. Great sharks Abilities: Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
usually hold on for one round then release the grapple to Skills: Listen +10, Spot +11, Swim +16
make another attack run. Feats: Alertness, Diehard, Endurance, Toughness (2)
Climate/Terrain: Aquatic
Keen Scent (Ex): A great shark can notice creatures by Organisation: Solitary
scent within a 180 feet radius and can smell blood in the Advancement: 13-24 (Huge), 25+ HD (Gargantuan)
water up to a mile away.
The lookout screams as a massive red tentacle wraps around
Sneak Attack (Ex): Any time the great shark’s target his waist, hoisting him high into the air before dragging him
would be denied his dodge or parry bonus to Defence under the waves…
Value (whether the target actually has a dodge/parry
bonus or not), or when the shark flanks the target, the These giant squid once grew to be over 40 feet long. Once
shark’s bite attack deals +2d8 bonus damage. shy and reclusive, the necromantic mandates embedded
in the spells keeping them alive drive these creatures to be
Swallow Whole (Ex): A great shark can try to swallow a both aggressive and cunning in battle. Their dinner plate
grabbed opponent of up to one size smaller by making a sized golden eyes stare out with inhuman intelligence,
successful grapple check. Once inside, the opponent takes ablaze with malign fury that owes itself to no mortal
2d6+6 points of bludgeoning damage plus 1d4 points of origin.
acid damage per round from the creature’s digestive juices.
A swallowed creature can cut its way out using a light In the lore of the sea, a kraken sighting means that the ship
slashing weapon by dealing 25 points of damage to the will soon stumble into calm seas. Of course this may just
shark (DV 13). Once the creature exits muscular action be wishful thinking; the same lore says that kraken range
closes the hole; another swallowed opponent must cut its over wide areas, and so calm seas will almost ensure that
own way out. the creature passes far from the ship.

A Huge great shark’s gullet can hold 2 Large, 8 Medium Combat


or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller Kraken rarely expose themselves to extended attack. They
opponents. surface next to a ship, snatch a few sailors, then vanish
under the waves. If they wish to destroy a ship then they
Skills: A shark has a +8 racial bonus to any Swim check to wait beneath it, attaching their massive tentacles to the
perform a special action or avoid a hazard. It can always hull and slowly pulling it apart.
choose to take 10 on a Swim check even if distracted or
endangered. It can use the run action while swimming An opponent can attack a kraken’s tentacles with
provided it swims in a straight line. a sunder attack. These tentacles have 10 hit
points each. If the kraken grapples a
target and the grappling tentacle is
attacked it uses another tentacle to
make its attack of opportunity.

97
Demons of the
Dark Waters
Beasts of the Seas

Hyborian demons come from the outermost darkness,


taking on a form of mortal flesh to conceal their dark
spirits. They create their forms by pulling bits and pieces
of the past out of the mind of the summoning sorcerer.
Thus, even though the spirit inhabiting the body may well
have walked the world a thousand times its seems unique
every time.

Sorcerers who study the lore of the sea and wish to share
its secrets, might summon one or more of the demons
described below, though in doing so they risk their very
souls. In return they learn of things unimaginable in this
age, of secrets long since hidden on the shadowed sea
Severing one of the creature’s tentacles deals 5 points floor.
of damage to the creature. It withdraws from combat
if it loses more than two tentacles. A severed tentacle These creatures generate Terror like any other supernatural
regenerates within 1d10 days. creature.

In combat kraken may use any of the following special


abilities: Black Ones
Large Outsider (native)
Constrict (Ex): The creature deals 1d6+6 points of Hit Dice: 10d8+50 (95)
damage with a successful grapple check. Initiative: +8 (+2 Dex, +6 Reflex)
Speed: 25 ft. (5 squares)
Improved Grab (Ex): To use this ability the creature must DV: 19 (-1 size, +2 Dex, +8 natural)
hit an opponent of any size with a tentacle attack. It can DR: 7
then attempt to start a grapple as a free action without Base Attack/Grapple: +10/+20
provoking an attack of opportunity. If it wins the grapple Magic Attack: +8
check it establishes a hold and can constrict. Attack: Claw +15 melee 1d8+6
Full Attack: 2 claws +15 melee 1d8+6 and 1 bite +10
Ink Cloud (Ex): A kraken can emit a cloud of jet-black melee (1d4+3)
ink 20 feet wide and 20 feet long once per minute as a Space/Reach: 5 ft. /10 ft.
free action. The cloud provides total concealment. The Special Attack: Whistle
creature normally uses this concealment to escape from Special Qualities: –
an overwhelming attacker. All vision within the cloud is Saves: Fort +12, Ref +9, Will +7
obscured. Abilities: Str 22, Dex 15, Con 20, Int 14, Wis 10, Cha
16
Jet (Ex): Kraken can jet backward once per round as a Skills: Balance +15, Climb +19, Bluff +16, Jump +19,
full-round action. This action carries it 200 feet in a Knowledge (arcana) +15, Hide +15, Intimidate +16,
straight line. The kraken does not provoke an attack of Move Silently +15, Perform (ritual) +16, Search +15
opportunity while jetting. Feats: Cleave, Improved Sunder, Power Attack, Steely
Gaze
Skills: As an aquatic creature the kraken has a +8 Climate/Terrain: Isle of the Black Ones
racial bonus to Swim skill checks and can take 10 on Organisation: Solitary, group (6 – 10), or the entire
a Swim skill check at any time. It can use the run group of 50
action while swimming, provided it swims in a Advancement: –
straight line.
No one knows the origin of the Black Ones, save perhaps
those mad scholars who drink deep of the wisdom
contained in the Scrolls of Skelos. Whatever it is, they

98
These creatures appear to have existed for centuries, if not
millennia, on the Isle. They constructed an elaborate city
at one point, though the ravages of time transformed it

Beasts of the Seas


The superb symmetry of body and limbs
was more impressive at close range. into a ruin long ago. Of the handful left, most refuse to
Under the ebon skin long, rounded muscles ever speak to a mortal; indeed they fight in utter silence,
rippled, and Conan did not doubt that the not even grunting or gasping as they slay.
monster could rend an ordinary man limb from
limb. The nails of the fingers provided further
weapons, for they were grown like the talons Their leader has the powers listed above, but also casts
of a wild beast. The face was a carven ebony spells as a 6th level scholar. He wears a jewelled headband,
mask. The eyes were tawny, a vibrant gold that the only clothing seen on any of these creatures. The
glowed and glittered. But the face was inhuman;
Games Master should assign him whatever spells will best
each line, each feature stamped with evil – evil
transcending the mere evil of humanity. The thing bedevil the characters, as his knowledge of sorcery extends
was not a human – it could not be; it was a growth back centuries.
of Life from the pits of blasphemous creation – a
perversion of evolutionary developments. There may be a great treasure of gold and silver located
R. E. Howard, The Pool of the Black One on the island. However, only the mightiest could hope
to possibly deal with these creatures, their diabolic
intelligence and the sorcery of their leader.
seem to inhabit a single island far out in the Western
Ocean. What purpose it serves, if any, cannot be guessed.
Combat
The Black Ones have no respect at all for humans. They
Similarly their dark desire to take a target to their great
regard humans as animals; they do, however, recognise an
green pool, hold it under the oily surface, and transform
armed human as a potentially threat. As such, they will
it into a palm-sized statue devoid of live can only be
typically wait until hungry crews drug themselves on the
understood by minds that move in the same, inhuman
fruit of their island (Fortitude save DC 15 or fall into
ways as their own.
slumber for 1d4 hours) before gathering the main bulk for
transformation into statues. Stragglers or those who go
off alone will be quickly attacked by at least one of these
creatures, often with a small group waiting near by in case
the hunter needs assistance.

When attacking in melee combat the Black


One may choose to either rend with his claws
(inflicting slashing damage) or close his hand
into a great fist (inflicting blunt damage).

In addition, all Black Ones have the following


special ability:

Whistle (Su): Once per day the creature uses


his thin black flute to target a creature within
evil eye range. On the first round he casts
entrance on the target; on the second round
he casts domination. These abilities function
just like the spells of the same name.

99
burn like cold flames, searching though the souls of those
Demon of the Deep it encounters.
Gargantuan Outsider (Aquatic, demon)
Beasts of the Seas

Hit Dice: 20d8+80 (170 hp) The creature speaks all of the tongues of men as well as
Initiative: +17 (+5 Dex, +12 Reflex) Demonic, Old Stygian and Archeronian. It can converse
Speed: Swim 100 ft. in Water as well, although it rarely chooses to do so.
DV: 23 (-4 size, +5 Dex, +12 natural)
DR: 12 Sorcerers summon the Demon of the Deep to plumb its
Base Attack/Grapple: +20/+44 extensive knowledge of history and magic. It can also cast
Magic Attack: +11 spells as a 20th level scholar, and can use any spell from
Attack: Tentacle +32 melee (1d10+12) the sea witchery or weather witching styles. If forced to it
Full Attack: 4 tentacles +32 melee (1d10+12) will teach these spells, but it regards such an imposition
Space/Reach: 20 ft. /20 ft. (40 ft. with tentacle) as an invitation to hunt down and destroy the offending
Special Attack: Improved grab, rend 2d8+12 sorcerer.
Special Qualities: Blindsense 240 ft.
Saves: Fort +16, Ref +17, Will +16 The demon may be summoned with a summon demon
Abilities: Str 35, Dex 20, Con 18, Int 12, Wis 18, Cha spell. It may also be bound in a demonic pact.
12
Skills: Intimidate +24, Knowledge (arcane) +24, When not obeying the dictates of a petty sorcerer the
Knowledge (geography) +24, Listen +27, Perform (ritual) Demon of the Deep dwells in the deepest, least accessible
+24, Spot +27, Search +24, Sense Motive +27, Survival ruins at the bottom of the sea. There it searches for a
+27 means of returning to its home in the Outer Darkness.
Feats: Adept (sea witchery), Adept (weather witching),
Combat Reflexes, Menacing Aura, Navigation, Steely
Combat
Gaze, Track
The Demon of the Deep generally does not attack
Climate/Terrain: Aquatic
individual targets standing on land or on a ship. It first
Organisation: Solitary
loops its great tentacles around the vessel, dragging it
Advancement: 21 – 40 HD (Gargantuan)
underwater and then rends it apart. The creature then
loops a tentacle around a few surviving or floating targets
Faint green lights blink up at you from deep beneath the
and pulls them underwater. When those targets drown it
waves. The water erupts, carrying the stink of rotted seaweed
moves on to the next, plucking people from
and something unimaginably foul as
the water like a man might
it surges past, wrapping tentacles
pluck the legs off a fly.
around the great mast. With
a groan the ship lurches to one
It can manage up to four
side, dragged down by demonic
tentacles at a time. An
strength…
opponent can attack the
demon’s tentacles with
Sorcerers with more desire
a sunder attack. These
than sense call up the Demon of
tentacles have 20 hit points
the Deep to teach them the sea’s
each. If the demon grapples
secrets. It is an ancient creature,
a target and the grappling
with an amorphous body
tentacle is attacked it uses
composed of rotted weeds and
another tentacle to make
stagnant water. It can shape
its attack of opportunity.
this water into whatever form
Severing one of the
it desires; most often it just
creature’s tentacles deals no
lashes out with watery
damage to the creature. A
tentacles. It’s six great,
severed tentacle falls apart.
lamp-like green eyes
The creature can manifest
a new tentacle the round
after one is cut off.

100
In combat the creature can use one vast, rising up out of the unknown
of the following abilities: depths…

Beasts of the Seas


Blindsense (Ex): The Demon Sea fire is an odd demon, having
of the Deep can locate creatures neither body nor truly form. It
underwater within a 90 feet cannot even be seen, except in
radius regardless of lighting the waves at night when it plays
conditions. with its target. It cannot cause
physical harm but can easily
Improved Grab (Ex): To use lead a ship to death though
this ability the creature must hit subtle manipulation.
an opponent of any size with
a tentacle attack. It can then During the day sea fire lies quiet,
attempt to start a grapple as a resting away from the brighter
free action without provoking an light of the sun. At night it
attack of opportunity. If it wins becomes active, attempting to
the grapple check it establishes a call forth creatures to destroy
hold and can grapple normally. its target and confusing the
navigator/sailors to make them
Rend (Ex): If the demon hits a run aground.
single target with two tentacle
attacks it automatically inflicts Sea fire understands Demonic
an additional 2d8+12 damage to but does not speak. It can be
that target, ignoring DR from armour or helmets. If it summoned using the summon demon spell.
hits a target with three tentacles increase this damage to
3d8+12. If it hits with all four tentacle attacks the rend Although normal sea fire does exist, sailors regard all such
does 4d8+12 damage. effects with great dread. There is no way for a normal
person to tell the difference between true sea fire and the
demonic variety. Sailors who catch sight of it have been
Sea Fire known to cower below decks until it finally goes away.
Medium Outsider (demon)
Hit Dice: 2d8 (9 hp)
Initiative: +8 (+5 Dex, +3 Reflex) Combat
Speed: Fly 20 ft. (perfect, 4 squares) Sea fire does not engage in combat. If attacked in a
DV: 19 (-1 size, +2 Dex, +7 natural, +1 Dodge) meaningful way (with silver or engaged in a war of souls)
DR: – it will immediately attempt to return to the Outer Dark
Base Attack/Grapple: +2/– that spawned it.
Magic Attack: +7
Attack: – If not engaged in combat the creature will try to use its
Full Attack: – abilities to plague the ship’s crew.
Space/Reach: 5 ft. /5ft.
Special Attack: Confuse Confuse (Su): Once per round the sea fire may target one
Special Qualities: Immunities, manifest, summon humanoid within 60 feet That target must make a Will
monsters save (DC equal to the creature’s modified magic attack
Saves: Fort +3, Ref +8, Will +3 roll). If the target succeeds it is immune to the sea fire’s
Abilities: Str -, Dex 20, Con 10, Int 2, Wis 10, Cha 20 confuse effect for the next week. If it fails then it gains a
Skills: Intimidate +13, Profession (sailor) +5 –4 competence penalty to all Profession skill checks for
Feats: Dodge, Skill Focus (Intimidate) the next seven days.
Climate/Terrain: Aquatic
Organisation: Solitary Immunities (Su): Sea fire is immune to all
Advancement: 3 – 6 HD (Large) physical damage, except that dealt by objects
made from silver. Silver weapons
Pale light dances around the prow as it cuts though the waves. are not generally manufactured
The light illuminates the swimming sharks and something during the Hyborian Age,

101
although improvised weapons made from silver benches, Sirens speak all human languages, as well as Demonic.
candlesticks, mugs and so on could be used. Without speaking they can easily make their intentions
obvious to any male, of whatever race.
Beasts of the Seas

Manifest (Su): As a standard action the sea fire can either


leave Earth and return to its home place, or appear on All sirens know and can cast any spell from the hypnotism
Earth. In either case it manifests in the target destination school. They generally use hypnotism, hypnotic suggestion
at the end of its action. and mass hypnotic suggestion to lure sailors from their ships;
clasp them in their clammy embrace; then sink down to
Summon Monsters (Su): Once per day the sea fire may the shadowed sea floor to consume them. A single siren
attempt to call up to 30 HD of animals to its location. can kill off an entire pirate crew if left unchecked; leisurely
This ability has a 30% chance of success. The summoned gathering enough blood and souls to inflame her inhuman
creatures take 1d4 hours to gather and are hostile when passions.
they arrive.
Sorcerers use the summon demon spell to summon sirens,
just as they summon other creatures from beyond the
Siren stars.
Medium Outsider (demon)
Hit Dice: 10d8+10 (52 hp)
Sailors regard the presence of a siren as a sure sign of death
Initiative: +11 (+4 Dex, +7 Reflex)
to come. They say that a siren never entered the world
Speed: 30 ft. (6 squares), swim 30 ft.
that did not lust for the blood of men. They speak of
DV: 19 (+4 Dex, +4 natural, +1 Dodge)
crews brought to a watery grave, writhing in pleasure as
DR: 6
the breath raced from their lungs. All of these things are
Base Attack/Grapple: +10/+12
true, but often the siren’s destruction was not originally
Magic Attack: +11
intended for the pirates; the command that binds the siren
Attack: Slam +12 melee (1d6+2)
to this world may well be centuries old, a remnant of some
Full Attack: Slam +12 melee (1d6+2)
forgotten sorcerer’s hate.
Space/Reach: 5 ft. /5 ft.
Special Attacks: –
Special Qualities: Body voice, manifest, waterbreathing Combat
Saves: Fort +8, Ref +11, Will +11 Sirens avoid direct combat unless forced into it. If faced
Abilities: Str 14, Dex 18, Con 12, Int 8, Wis 18, Cha 22 with a target they cannot hypnotise or dominate they will
Skills: Bluff +19, Diplomacy +19, Listen +17, Knowledge vanish under the waves, never to be seen again. When
(arcane) +12, Perform (dance) +19, Spot +17, Sense cornered sirens turn to fight, slamming opponents with
Motive +17 their frail looking hands.
Feats: Adept (hypnotism), Dodge, Archer’s Bane
Climate/Terrain: Aquatic In combat sirens use the following special powers:
Organisation: Solitary or coven (2 – 16 sirens)
Advancement: 9– 18 HD (Medium) Body Voice (Su): Any creature that can see the
siren can hear the words that she whispers as
A supple-backed woman lounges on the sea rock; she moves. This extends the siren’s evil eye
spray from the waves coats her like a diaphanous range to line of sight.
gown. Her gaze promises desires you have only
known in your dreams; her out stretched arms Manifest (Su): As a standard
welcome you into her embrace… action the siren can either
leave Earth and return to
These human-like female demons have its home place or appear
light green/blue scales on their skin, on Earth. In either case
slitted eyes, and webbed hands. They it manifests at the new
come forth to be the playthings of some location at the end of
sorcerers, as well as to protect areas its action.
and close off shipping though
specific areas. Waterbreathing (Su):
Sirens can breath water as
if it were air.

102
Powers of the Sea

Powers of the Sea


Mysteries of the Waves
In their quest for knowledge, some sorcerers Duration: Six hours/scholar level
turn to the endless reaches of the sea. Of course, once Saving Throw: Will negates
that quest is corrupted into a blind drive for power these Prerequisites: Magic attack bonus +3 or higher, lesser ill-
same sorcerers continue to reach out, touching on powers fortune
far older and darker than anything dreamed of by laymen. Magic Attack Roll: Sets DC for target’s saving throw
The murky depths of the sea hide terrible things, things
called up long ago that mortals were never meant to traffic With a few whispered words the sorcerer places a terrible
with. curse upon the victim; he gains no sustenance at all from
water, wine or any other liquid. After a number of hours
This section contains a number of new spells for the equal to 24 plus the character’s Constitution score he
existing sorcery schools as well as two new schools: sea must make a Constitution check every hour (DC 10, +1
witchery and weather witching. Sea witchery deals with for every previous check) or take 1d6 points of non-lethal
the magic of the sea, where weather witching touches on damage. Characters that take damage from this curse are
the infinite power of the sky. Additionally, the sea and its automatically staggered and cannot remove the effect until
ancient creatures contain a variety of new alchemical tricks they receive a sustaining drink.
for a sorcerers use.
Wind’s Hated Son
PP Cost: 4
Sorcery Spells Components: V, S, M
Casting Time: 5 minutes
and Styles Range: Magic Link
Like all of the black arts, the magic of the sea stretches Target: One target
back into the mists of prehistory. None now know when Duration: One month
the first spells blighted the waters; now scholars only know Saving Throw: Will negates
that such things are possible. What one sorcerer can do, Prerequisites: Magic attack bonus +3 or higher, lesser ill-
another must do better to prove his own worth. fortune
Magic Attack Roll: Sets DC for the target’s saving throw
Curses This curse causes all wind to die around the target character.
Curses fuelled by the sea’s wrath have much the same
effect as those inflicted by fortune or the foul beasts from No wind blows within a one mile radius, excepting those
beyond human knowledge. However, their effects are winds caused by magical effects or supernatural creatures.
perhaps even more terrible; fortune’s curses have subtle Any ship the target is on is automatically bestilled and
effects while the sea’s drain the body of its vital life essence, must be rowed to whatever destination it wishes to reach.
leaving it a broken and tormented husk begging for death Many sailors will kill a person with this curse, believing
before the end finally comes. that it is a precursor to even more dangerous effects.

Curse of Broken Blood Nature Magic


PP Cost: 4 The powers of the beasts and plants of the sea
Components: V can move mountains and alter the face of
Casting Time: 1 action the Earth. Command of such power
Range: Touch may seem petty to some sorcerers,
Target: One creature

103
Sorcery Style Spells Prerequisites
Curses Curse of Broken Blood Magic attack bonus +3 or higher, lesser ill-fortune
Powers of the Sea

Wind’s Hated Son Magic attack bonus +3 or higher, lesser ill-fortune


Nature Magic Choke Harbour Knowledge (nature) 7 ranks, summon beast
Child of the Waves Knowledge (nature) 8 ranks, summon beast
Wrath of the Deep Knowledge (nature) 10 ranks, greater summon beast, summon beast
Necromancy Derketa’s Dhow Magic attack bonus +6, Ritual Sacrifice, raise corpse
Drum of the Dead Magic attack bonus +3, Ritual Sacrifice, raise corpse
Sea Witchery Blood and Water Knowledge (arcana) 6 ranks, sense currents
Grip of the Deep Knowledge (arcana) 7 ranks, sense currents
Jaws of Atlantis Knowledge (arcana) 10 ranks, grip of the deep, sense currents
Rolling Waves Knowledge (arcana) 5 ranks, sense currents
Sense Currents (basic sea witchery) Knowledge (arcana) 4 ranks
Set’s Blessing Knowledge (arcana) 8 ranks, Tortured Sacrifice, Ritual Sacrifice,
sense currents
Storm of Waves Knowledge (arcana) 10 ranks, rolling waves, sense currents
Tentacles of the Deep Knowledge (arcana) 8, sense currents
Weather Witching Bottle Storms Knowledge (nature) 8 ranks, knot wind
Bottle Thunder Knowledge (nature) 8 ranks, knot wind
Call the Northern Wind Knowledge (nature) 6 ranks, knot wind
Call the Southern Wind Knowledge (nature) 6 ranks, knot wind
Knot Wind (basic weather witching) Knowledge (nature) 4 ranks
Wind’s Wrath Knowledge (nature) 8 ranks, knot wind

focused as they are on the outer darkness and the perversity ships reduce their speed by half. Furthermore the waters,
of their own souls, but for many it represents the absolute regardless of their original abundance, become barren of
pinnacle of their desire to master the world. fish or other wildlife. Settlements that rely on the local
fishing for a significant portion of their food will begin to
Choke Harbour starve in 2d4 days.
PP Cost: 16 PP plus 8 PP per day
Components: V, S, F Once cast, the sorcerer may maintain the spell by spending
Casting Time: 1 hour 10 minutes repeating the original incantations. He must
Range: 10 miles do this at the same place, and using the same focus, that
Area: One mile/scholar level radius he originally cast the spell from. If he fails to do so the
Duration: One day, continuous magic ends.
Saving Throw: None
Prerequisites: Knowledge (nature) 7 ranks, summon beast When the magic ends the choking mass vanishes within
Magic Attack Roll: None 1d4 hours and fish return to the area in 1d6 days.

By invoking the powers of the sea the sorcerer calls up a Focus: A large altar made of fragments of driftwood and
vast mass of quickly growing kelp. The entire area under weed. The altar is hollow and contains water from the
effect becomes choked with algae, kelp and strange, deepest depths of the sea and sargassum.
twisted plants from the depths of the sea. This effect
radiates outward from a point selected by the caster Child of the Waves
and affects the coast as well as all coastal features PP Cost: 2 points/hour
including swamps and local rivers. Components: V, S, F
Casting Time: 1 round
The waters become impassable to Range: 10 miles/scholar level
ships with medium or large Target: One ship whose name and description is known
hulls. Even small-hulled to you

104
Duration: Concentration This spell acts as the summon beast spell, but can summon
Saving Throw: None Huge or larger aquatic creatures. Huge creatures cost 8PP,
Prerequisites: Knowledge (nature) 8 ranks, summon beast Gargantuan cost 16 PP and Colossal creatures cost 32 PP.

Powers of the Sea


Magic Attack Roll: None
Focus: A small carving of the animal you wish to summon.
Child of the waves calls forth a dolphin or whale from the This carving can be reused.
surrounding seas and binds it to your will. This creature
takes an image of a ship from your mind, and then uses its Experience Point Cost: 200 XP for Huge creatures, 400
knowledge of the sea to find your target. It tries to lead XP for Gargantuan creatures and 800 XP for Colossal
you to it, swimming in a relatively straight line. creatures.

You must concentrate to maintain your control over the


sea creature. Each hour that you concentrate you must
Necromancy
Although most of the black art of necromancy focuses on
invest 2 PP to maintain the spell.
the easily accessible dead a few sorcerers use their power
to call beings out of their watery graves. These hateful
Focus: A small carving of a dolphin.
spells can drag an entire ship from the deep for whatever
frightful purpose the sorcerer’s dark heart desires.
Wrath of the Deep
PP Cost: 8+ points
Derketa’s Dhow
Components: V, S, F, XP
PP Cost: 15 plus 5 points per hour
Casting Time: 1 action
Components: V, S, M
Range: One mile/scholar level
Casting Time: 1 hour
Target: One animal that can be found in the local
Range: 100 miles
environment
Target: One sunken ship
Duration: One minute/scholar level
Duration: Concentration
Saving Throw: Will negates
Saving Throw: None
Prerequisites: Knowledge (nature) 10 ranks, greater
Prerequisites: Magic attack bonus +6, Ritual Sacrifice,
summon beast, summon beast
raise corpse
Magic Attack Roll: None
Magic Attack Roll: None

This horrific spell wrenches a sunken boat from its watery


grave, drags echoes of the sailors’ spirits from whatever
awaited them beyond the veil, and then forces them to
crew the ship until the sorcerer chooses to release them.

Regardless of the ship’s original crew or cargo it is


populated by 40 of the risen dead. It moves on the winds
of the sorcerer’s will, travelling at 10 knots across any body
of water regardless of the weather or water conditions.
The ship does not take damage from natural weapons,
but the crew can be slain. If the sorcerer is onboard the
ship when he ceases concentration or can no longer pay
the power point cost he is immediately attacked by the
crew. The ship has 10 movement points for determining
closing.

Once the spell ends the Derketa’s Dhow sinks back


beneath the waves, never to be seen or heard from
again.

Material Component: A fragment


from a ship lost at sea.

105
Drums of the Dead
PP Cost: 8
Components: V, S, F
Powers of the Sea

Casting Time: 1 hour


Range: One target
Target: One sunken ship
Duration: One day per scholar level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +3, Ritual Sacrifice,
raise corpse
Magic Attack Roll: Sets the DC of the Will save

This spell targets a victim who must make a Will save


while being ritually sacrificed by the sorcerer. If the
target fails the save, his tortured death not only provides
power but also becomes a part of the larger spell being
cast. He picks up a properly prepared ox-hide drum and
beats it until his body finally fails. His spirit continues to
sound the drum until the duration elapses or the spell is
somehow lifted.

The drum increases the overland movement speed of any


ship with oars by +2 and gives the ship +2 movement
points during a closing turn.

Focus: An elaborately made ox-hide drum costing no less


than 50 gl.
With a touch and a muttered word the sorcerer transforms
Sea Witchery a goblet of ordinary liquid into deadly poison. This
The restless churning of the sea represents a dark mystery poison does 1d6 Constitution primary damage and 2d6
that many sorcerers cannot resist. To become master of Constitution secondary damage one minute later to the
that which cannot be mastered sorcerers will risk any individual who ingests it.
degree of corruption; the sea is both a symbol of that
mastery and the ultimate target. Whole nations depend Material Component: A fine black powder ground from
upon it for their livelihood; whole stretches of human the burned bones of a poison victim.
history are defined by its boundaries; a sorcerer who
masters those boundaries could be said to have mastered Grip of the Deep
life itself. PP Cost: 8 PP
Components: V, S, F
Blood and Water Casting Time: 1 round
PP Cost: 4 power points Range: Long (400 ft. + 40 ft. per scholar level)
Components: V, S Target: One ship/5 scholar levels
Casting Time: 1 round Duration: One minute/level
Range: Touch Saving Throw: Will negates
Target: One pint of liquid Prerequisites: Knowledge (arcana) 7 ranks, sense currents
Duration: One minute Magic Attack Roll: Sets the DC of the Will save
Saving Throw: Fortitude resists
Prerequisites: Knowledge (arcana) 6 ranks, sense With a broad gesture of his hand the sorcerer causes
currents one or more fleeing ships to stop dead in the water. For
Magic Attack Roll: Sets the DC of the the duration of this spell the target ships freeze in place,
Fortitude save unable to move regardless of the efforts of wind or oar.
The targets have 0 movement points and the captains
cannot make Profession (sailor) skill checks to avoid

106
closing. After the duration elapses the ships begin moving Range: Long (400 ft. + 40 ft. per scholar level)
as normal. Target: One ship/ 5 scholar levels
Duration: One minute/level

Powers of the Sea


The captain of a targeted ship may make a Will save to Saving Throw: None
resist the effect. If the ship is moving at more than four Prerequisites: Knowledge (arcana), sense currents
knots it takes 2d10 structural damage and everyone on Magic Attack Roll: None
board must make a Reflex save (DC 14) or be thrown
to the deck, becoming prone and taking 1d4 non-lethal This spell calls up a vast arcane tide, deep but very
bludgeoning damage. narrowly focused. It rises up under an individual ship
(one per 5 levels of the scholar class the caster has) and
All of the target ships must be within range, but they do allows that ship to travel inland as if it were on the sea.
not have to be close to one another. This spell lasts for one minute per scholar level, and so
is primarily used for sudden attacks or to quickly reach a
Focus: A stone from the bottom of a still harbour. The specific point close to water.
stone may be reused.
The spell does not do appreciable damage to the
Jaws of Atlantis environment, although the water called up leaves a strong
PP Cost: 15 stench of decaying fish when it recedes.
Components: V, S, F
Casting Time: 1 round Sense Currents (Basic Sea Witchery)
Range: Long (400 ft. + 40 ft. per scholar level) PP Cost: 1 PP
Target: One ship Components: V, S
Duration: One round/level Casting Time: 1 round
Saving Throw: Will negates Range: 10 miles/scholar level radius
Prerequisites: Knowledge (arcana) 10 ranks, grip of the Target: Self
deep, sense currents Duration: Instant
Magic Attack Roll: Set the DC of the Will save Saving Throw: None
Prerequisites: Knowledge (arcana) 4 ranks
By clenching his hand into a claw and invoking the proper Magic Attack Roll: None
mystical phrases the sorcerer causes the water under a
target ship to become like a steel trap. The target ship When you cast this spell you gain a clear picture of the
suddenly stops dead in the water, regardless of its original water’s movement within range of the spell. If you wish
speed. The ship takes 3d10 structural damage per round you may use this knowledge to assist a ship’s captain,
as the water outside tries to crush it into splinters. It has increasing the ship’s base speed by +1 knot for the rest of
effectively 0 movement points and the captain cannot the day.
make Profession (sailor) skill checks to avoid closing.
After the duration elapses the ships begins moving as Set’s Blessings
normal. PP Cost: 18 points plus 6 points per hour
Components: V, S, F
The captain of the targeted ship may make a Will save to Casting Time: 10 minutes
resist the effect. If the ship is moving at more than four Range: Close (25 ft. + 5 ft. / 2 levels)
knots it takes 2d10 structural damage and everyone on Target: One ship
board must make a Reflex save (DC 14) or be thrown Duration: Concentration
to the deck, becoming prone and taking 1d4 non-lethal Saving Throw: None
bludgeoning damage. Prerequisites: Knowledge (arcana) 8 ranks, Ritual
Sacrifice, Tortured Sacrifice, sense currents
Focus: A stone from the bottom of a still sea. The stone Magic Attack Roll: None
may be reused.
This horrific spell is well known in the
Rolling Waves unhallowed halls of Set’s Temple, but rarely
PP Cost: 4 points per ship used in public. When preparing the
Components: V, S spell the sorcerer must carefully
Casting Time: 1 round torture a sacrifice, then lash him

107
to the prow of the ship to be blessed. After speaking target vessel to roil and bubble. Each round, the sorcerer
the dreaded words, the ship is lifted up by a blood-red may target one person on the vessel. The ocean water
wave and carried forward at enormous speed. As long lashes upward at that person, attempting to grasp them
Powers of the Sea

as the sorcerer can maintain his chant and the power and pull them under water.
expenditure required the ship gains enhanced movement
and manoeuvrability. The target may make a Reflex save with a DC set by the
sorcerer’s magical attack roll to resist. If he fails then he
A ship affected by Set’s blessing moves at 12 knots per hour, takes 1d6 non-lethal damage and is taken off of the ship
regardless of sea or weather conditions. It also leaves a and into the roiling water. There he must swim normally
trail of blood that stains the sea’s surface for at least 24 or sink into the fathomless sea.
hours after the ship passes. Unlike a normal ship it can
change facing without moving and gains a +4 bonus to
any boarding manoeuvre.
Weather Witching
Just as the sea is one of the basic boundaries of human
life, so too the weather forms a constant reminder of man’s
The ship has 12 movement points.
subservience to nature itself. Crops only grow where the
whim of the wind allows it; cities come and go with the
Focus: The iron nails used to attach the sacrifice to the
sudden clap of thunder and unending rain. A sorcerer
prow must be blessed and properly enchanted in the
who masters the weather can shape nations to his whims,
temple of Set. They may be reused.
destroy fleets and cause the people to bow down before
him in proper reverence and awe.
Storm of Waves
PP Cost: 20 PP
Bottle Storms
Components: V, S, XP
PP Cost: 25
Casting Time: 1 hour
Components: V, S, M
Range: One mile/scholar level
Casting Time: 1 hour
Target: 100 yards of beach/2 scholar levels
Range: One mile/sorcerer level
Duration: Instant
Target: Area
Saving Throw: None
Duration: Until the bottle is broken.
Prerequisites: Knowledge (arcana) 10 ranks, rolling waves,
Saving Throw: None
sense current
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: None
Magic Attack Roll: None
After a lengthy ritual you cause the sea to roll in, inflicting
After an hour-long ritual you bind the normal weather for
8d10 structural damage on every building within
an area into a bottle. It cannot rain again until something
range. Any cargo stored within the area is also instantly
breaks the bottle. This causes an intense, crop-killing
destroyed.
drought. Rivers dry up, animals die and eventually the
area will transform into a desert. Sorcerers who know this
Experience Point Cost: 100 XP
spell can hold entire nations hostage to their depraved
whims.
Tentacles of the Deep
PP Cost: 4 PP Wind does not move within the area of effect. Ships are
Components: V, S considered bestilled and must use oars to move. Ships
Casting Time: 1 round without oars cannot move within the area of effect unless
Range: Long (400 ft. + 40 ft. per scholar level) towed.
Target: One target per round
Duration: One round/scholar level If something breaks the bottle or if the bottle moves out
Saving Throw: Reflex negates of the area of effect the weather returns to normal. If the
Prerequisites: Knowledge (arcana) 8 ranks, sense drought lasts for more than two months it can take years
currents to repair the damage to the lands.
Magic Attack Roll: Once per attack, sets
the DC of the Reflex save Material Component: A glass bottle chased with gold wire
costing at least 100 gl.
This mighty spell causes the
water around the

108
Bottle Thunder If someone breaks the bottle he automatically suffers the
PP Cost: 10 effects of the spell without recourse to a saving throw. If
Components: V, S, M, XP the sorcerer breaks the bottle (e.g. by falling on it) he

Powers of the Sea


Casting Time: 1 hour suffers the same fate.
Range: Close (25 ft. + 5 ft./ 2 scholar levels)
Target: One target Material Component: A glass bottle chased with gold wire
Duration: Instant costing at least 100 gl. The spell must be performed
Saving Throw: Reflex negates during a thunderstorm.
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: None Experience Point Cost: 50 XP

This spell prepares a glowing bottle filled with lightning Knot Wind (Weather Witching Basic Spell)
for your use. It takes one hour to prepare the bottle; the PP Cost: 1
preparation ritual must be cast during a thunderstorm. At Components: S, M, XP
the end of the ritual you expend the experience and power Casting Time: 1 round
points to complete the enchantment. Range: Long (400 ft. plus 40 ft. per scholar level)
Target: One target
Releasing the lightning is a standard action that provokes Duration: One minute/scholar level
an attack of opportunity. You may target one person Saving Throw: Reflex negates
within close range who must then make a Reflex saving Prerequisites: Knowledge (nature) 4 ranks
throw. If the target fails he takes 4d6 damage and is Magic Attack Roll: Sets Reflex save DC, determines
thrown backwards a number of five feet squares equal to strength of the wind
your Charisma modifier.
Using this spell you create a knot that holds within it a
single wind. When released, this wind runs out to the
extent of the range, blowing for the duration of the spell
before vanishing.

When you release the wind you may choose one target
within range that must make a Reflex save or be knocked
down. Otherwise, you may select on ship within range
and either increase or decrease its sailing speed by one
knot.

When closing this spell gives the target vessel one extra
movement point for one closing turn.

Call the Northern Wind


PP Cost: 10
Components: V, S, XP
Casting Time: 1 hour
Area: One mile/scholar level radius
around caster
Duration: One minute/scholar level
Saving Throw: Fortitude negates (every
minute)
Prerequisites: Knowledge (nature) 6
ranks, knot wind
Magic Attack Roll: Sets Fortitude
save DC

By invoking this magic the


sorcerer reaches up into

109
the furthest lands of the north, pulling down a storm Characters from races with the barbarian favoured class,
of cold, bone chilling winds. All living creatures caught who have already faced the worst the world has to offer,
within the area of effect take 1 point of cold damage every are immune to this effect.
Powers of the Sea

minute. Each target may make a Fortitude saving throw


to resist this damage, but must make the save each round.
Alchemical
Items
This spell freezes rivers and kills crops in addition to
damaging living creatures.
The infinite reaches of the sea hold a wide variety of
Experience Point Cost: 50 XP per mile radius affected. alchemical treasures for those who wish to look for them.
Exotic plants grow on long forgotten islands. Strange
Call the Southern Wind plants wash into with the tide, borne who knows how
PP Cost: 10 far by unimaginable currents. Small vials filled with
Components: V, S, XP unidentifiable substances come up in fisherman’s nets,
Casting Time: 1 hour carrying secrets from the distant past.
Area: One mile/scholar level radius around caster
Duration: One minute/scholar level The following items may appear in sea-faring campaigns:
Saving Throw: Fortitude negates (every minute)
Prerequisites: Knowledge (nature) 6 ranks, knot wind Argossean Dream
Magic Attack Roll: Sets Fortitude save DC
Dust
This spell reaches into the heart of the Mountains of Fire, On the Barachan Isles there is a small, waxy plant with
drawing forth writhing winds so hot that they scorch the dark green leaves and blood red flowers that grows far
ground they pass over. All living creatures within the area up on the rocks. Although most pirates do not know its
of effect must make a Fortitude save or become exhausted. use, some ancient texts speak of it as a kind of substitute
Those that make this saving throw must make it again one for black lotus powder. Unfortunately they are all quite
minute later for the entire duration of the spell. wrong; the Argossean dream dust plant does in fact grant
visions but they are not of a restful sort.
Crops caught within the area of effect wither into nothing.
Furthermore there is a 20% chance that any stretch of If the sorcerer inhales a dose of the dream dust he
grassland or forest will catch on fire, sparking a natural only needs to spend 1 power point per minute when
disaster of incredible proportions. maintaining a visions spell, or 0 points when maintaining
visions of torment and enlightenment. When the spell ends
Experience Point Cost: 50 XP per mile radius affected. the sorcerer’s vision continues to wander for another 24
hours, rendering him helpless.
Wind’s Wrath
Cost: 150 sp/dose
PP Cost: 4
Components: V, S
Casting Time: 1 round Atlantean Peace
Range: Close (25 ft. plus 5 ft./2 levels) The secrets of this embalming dust are long forgotten,
Target: One target but vials of it still come to light in fishermen’s nets from
Duration: Instant time to time. It is a thin, black powder that flame cannot
Saving Throw: Will negates consume, that never spoils and that never falls into decay.
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: Sets the Will save DC A single dose of the powder, when thrown fills an area 30
feet in diameter. The natural process of decay is halted
This brief incantation twists the wind surrounding within the area of effect. Furthermore any creature that
a target into a momentary maelstrom, gibbering breathes the mist must make a Fortitude save (DC 20) or
elemental insanities into the target’s ear. In that immediately begin to choke. Failure inflicts 4d6 damage.
moment the target receives a momentary The creature must make the saving throw every round
glimpse into the harsh truths of reality. that he breathes the mist; it is possible to hold one’s breath
Civilised men must make a Will while enveloped within it.
save or become flat-footed.

110
The mist stays in place for one
round in an open area, but can
hang in the air indefinitely when

Powers of the Sea


used underground. The people of
Atlantis used it to preserve bodies
and tombs; Picts and similar
peoples who gain access to it in
this later day use it as a means of
punishment and terror.

Cost: 400 sp/dose

Stygian
Mould
In the dark, humid depths of Stygia
the priests of Set have learned how
to gather a terrible, bright red
mould. They mix it with secret
herbs and a sticky sap, load it into
hand held globes of glass, and use it
to devastating effect in naval warfare.
Those who have mastered greater telekinesis can even use The object allows its user to control weather, as the water
it at extended range, lofting the globe further than they elemental special ability, at a cost of 20 PP per hour. The
could manage though mundane means. altar can fortunately be used as a working table for ritual
or tortured sacrifices, providing a convenient source of
The material in the orb is uncomfortable for living power for a dedicated weather worker.
creatures, but it truly does damage when it strikes wood.
When the mould in the orb comes into contact with wood
it explodes into frenzied life, eating though the material in
Glass Bowl
This dark blue glass bowl, incised with silver sigils,
a matter of moments. The resulting mass has the strength
measures perhaps three feet across. When filled with fresh
and texture of soft cheese.
human blood (enough to kill a single human sacrifice,
although not immediately) it acts as a crystal ball, granting
A ship hit by a sphere of Stygian mould takes 4d10
a +4 bonus to the sorcerer’s magical attack roll when using
structural damage. A 20 feet by 20 feet section of the hull
the visions spell.
has its hardness reduced to 0. This can cause flooding and
other problems as described in the Seas of Steel chapter
Additionally, the sorcerer who uses the glass bowl may
(pg. 58).
extend the reach of his sea witchery or weather witching
spells into the viewed area. This costs 4 Power Points,
Magic Items which may be drawn from the same tortured victim who
provided the blood for the bowl’s initial activation.
Magic items are rare in the Hyborian Age; most come
from the misty past. The following magical artefacts
are examples of items that could be wielded against the Unbound Compass
characters during their ocean-going adventures. This is a small, relatively flat bowl made of translucent
golden glass. It holds thin oil, upon which floats a
Jade Altar needle. The oil has a faint red tint, and shines under
the sun. The floating needle never follows true
This man-sized jade altar is covered with hieroglyphs of
ancient origin. These hieroglyphs have no meaning in north. By spending 10 power points a sorcerer
today’s world, but speak of unthinkable blasphemies from can ‘set’ the needle to point at his current
an earlier age. A single man cannot move it, but several location. Until reset, the needle will
could fit poles into channels carved into its surface and continue to point the way towards
carry it with great effect. the last set location.

111
The Call of the Sea
the call of the sea

Adventures on the Four Tides


The common thread running though 3) The adventurers find an old necklace on the
all of the chapters of this book is the desire to get the body of one of the hosts they hack though. It is
characters off of the dry land and out into the open sea. a simple, worked disk forged of gold. The next
Each chapter provides either enticements or suggestions night they are attacked by the same band, their
for what can go wrong in order to keep the characters wounds still evident on the corpses. If they put
interested. them down, the same fight happens again the
next night. The necklace is part of a cursed pirate
In this chapter we pull all of these ideas together to create a treasure…
handful of simple adventures for the player’s amusement.
These give examples of why a character might choose to 4) While out whoring one of the characters’
sail the seas of blood and slaughter; turning their backs on companions for the evening tells him that she
the green shores for the wild blue waves. knows of a secret treasure, but he has to promise
not to tell anyonethat she told him. If he agrees,
This chapter lists some simple adventure seeds, as well as she explains that one of the local pirates just struck
a brief overview of five short adventures with suggested it rich with a few cargo loads of gold; now he is
characters. busy burying it out on one of the local islands…

5) A naval captain approaches the characters as they


Adventure languish in jail for disorderly conduct. He will

Seeds
see to it that all charges are dropped in return for
them accompanying him on a mission to deal
Each of the seeds below starts an adventure, but it with a notorious pirate…
would not truly be a pirate adventure if things were as
straightforward as they seemed. Assume that things will 6) The local rulers march the characters and a small
completely change in tenor and tone at least twice during group of others up to the gallows for crimes they
the course of the adventure. probably committed. Just as the executioner
prepares to kick the stools out from under their
1) The characters start the adventure running for feet a concealed pirate crew attacks, trying to free
their lives from a massed pack of heavily armed their leader...
and armoured guardsmen. They see a ship pulling
away from dock, its crew chanting a merry tune as 7) One of the character’s street vendor contacts, to
they put their backs into the oars… which they usually sell the booty they ‘liberate’
from others, suddenly vanishes. Simultaneously
2) A drunken pirate stands up on the characters’ a new merchant enters the town, a man of
table as they are engaged in heavy drinking. He considerable wealth. A chance encounter on the
declares that he is ‘King of the World’ and throws street a few days later reveals that the former street
a dozen blood red rubies out into the crowd. A vendor and the new merchant are the same man.
moment later a riot erupts: half of the patrons Where did his sudden wealth come from, and
want one of the gems, the other half want what will he to do protect it?
the pirate to tell him where he found
them… 8) The characters are left for dead after being beaten
and robbed. A press gang finds them, ties them

112
Prey: Merchant ship in the
first complication, a naval fort
in the second and third

the call of the sea


Summary: After the players
leap aboard the moving
merchant vessel the captain
asks them to sign up as
mercenary marines. He is
travelling for the Black Coast,
where he hopes to make a
fortune selling good steel
weapons to the southerners.
Unfortunately things do not
go well, forcing the characters to
either become pirates on a mission
of vengeance or learn how to swim
with arrows in their backs.

Complication One: The merchant ship is


attacked. The players may attempt to save it if
they wish, but a merchant is no match for a competent
pirate. However, if they display sufficient mettle the pirate
up and captain will offer to let them live rather than throwing
carries them to their ship. When they wake up them to the sharks.
they are far out to sea, manacled in a tight hold
with a dozen other unwashed slaves… Complication Two: The Zingaran pirate ship is bestilled
far out to sea. She does not have oars, so the crew sets
9) The characters see a Stygian gondola headed out to making and mending. During one conversation the
to sea, driven by a wind straight out of hell. A character’s learn that the crew is close to mutiny and that
weeping woman stands on the pier, her head the captain is leading them into what will almost surely
in her hands. Looking up she promises them be a death trap: a frontal assault on a naval fortress on the
anything, anything at all, if they can just get her Zingaran coast.
brother back…
Complication Three: The Zingaran fort is well aware of
the oncoming attack. They send a galleon out to deal with
Adventures the threat, forcing the pirates to flee for their lives or fight
The following adventures carry the concepts outlined in a losing battle.
five of the adventure seeds even further. They clarify the
basic predator/prey relationship inherent in the story and Resolution: The pirates may not escape the galleon; if
propose simple complications that will keep the characters they do not, then the players have a very hard fight on
on their toes. their hands. If the characters are sufficiently skilled pirates
or leaders they could try to lead a mutiny, taking over the
Note that these adventures represent one way to grow ship or escaping during the ensuing confusion.
the seeds outlined above. Games Masters are strongly
encouraged to change the details to fit their specific Prepared Characters: Merchant captain (Argossean),
groups. Argossean merchant ship, Black Zarono, Naval captain,
Zingaran galleon.

From Fire to Fire to


Fire
Based on: Adventure Seed 1
Predator: Pirates from the second complication,
characters later

113
night, even more come. The next night, even more. It
The King of the should quickly become apparent that they cannot hold
World out forever. It also becomes clear that the bodies are
the call of the sea

Based on: Adventure Seed 2 getting older and older; skeletons dressed in armour
Predator: The pirate’s old captain from a thousand years ago fight side by side with fresh
Prey: The old pirate pirate corpses. Fortunately the characters have a chance
Potential Background: The drunken pirate just returned to recognise one of the later as a notorious pirate and
from a long trip far out to sea. His ship encountered an adventurer from a nearby coast.
island there, stacked with the treasures of a forgotten age.
Unfortunately he is no navigator, although he knows Complication Two: The pirate’s crew is out looking for
enough to fake such knowledge to those who are not him. They know where he got the gold, but not where to
skilled sailors. Assuming that he survives the riot his return it to relieve the curse. However, realising that they
former ship captain will be looking for him, trying to shut have a serious problem they want to get his share back and
him up before he leads someone else to the treasure. return it at least to where they found it. The characters
are now caught up in the curse and could benefit from
Complication One: Since the drunk stood on their table returning it.
several rather dangerous pirates and a number of rogues
assume that the characters both know him and know his Complication Three: Once on the sea, the characters
secret. They are not averse to cutting off body parts to get find themselves under attack by a ghost ship. Even if
the information. they survive and return the gold the curse will continue
to hound them.
Complication Two: The next morning the drunken
pirate ends up dead on the characters’ doorstep. He is Resolution: The characters may simply accept that they
clutching something that looks like a bunch of lines and are going to be attacked every so often by risen dead.
circles; a map to those who know how to read the stars. Alternately, they may try to resolve the problem, eventually
One, unfortunately, that he stole from his former captain, dealing with ancient Acheron and its foul magic.
who really would like it back now.
Prepared Characters: Assorted risen dead, pirates, a
Resolution: The characters now have a map, but may not pirate captain (Zingaran) and a ghost ship.
have the skill to use it. They may give into their greed
and try to follow it, sell it to the highest bidder or simply Blood and Iron
return it to its rightful owner. Based on: Adventure Seed 4
Predator: A group of slavers
Prepared Characters: Assorted pirates and thieves, at Prey: The characters
least one generic pirate captain. Potential Background: The whore works with a large
group of slavers, identifying and luring potentially skilled
Vale of Shades slaves into traps where they can be taken easily. If the
Based on: Adventure Seed 3 slavers capture the characters they will be sold down into
Predator: The curse on the gold Stygia; if they do not then the characters have earned
Prey: Whoever holds the gold themselves several powerful enemies.
Potential Background: In the dim mists of time an
ancient city purchased its freedom with blood and gold. Complication One: When the characters go to learn
They cursed the gold treasure, insuring that the people about the treasure the slavers attack them from behind,
who took it would never be able to rest in death until using nets, ropes and various soporifics. They would
it was all returned to the city. Over the centuries the rather not rough up the merchandise, but they will inflict
cursed gold passed from plunderer to plunderer, serious damage if they have too. There are four slavers for
building up a huge mass of risen dead who quest to every character and they strike from ambush.
return it to its proper place, but have no idea where
that might be. Complication Two: The various locals, who use the
proceeds to fund their enterprises, sponsor the slavers.
Complication One: The characters If the characters escape then they will have a hard time
easily put down the first wave coming to grips with the slavers directly; carving a bloody
of risen dead. The next

114
path though them will eventually get the characters into a Resolution: The naval captain will eventually turn his
load of trouble with the local authorities. ship back over to Argos, once he has destroyed his rival.
He will happily sell his crew out as ‘braggarts who captured

the call of the sea


Complication Three: If the characters fall to the slavers the ship during a routine inspection’. If he is killed during
they wake up in a Stygian slave market from which they the mutiny though the characters find themselves on an
will probably try to escape. Fighting their way free, Argossean galleon, one of the fastest and most dangerous
they find themselves deep in the jungle, surrounded by ships on the seas…
dangerous foes. Hundreds of miles away the slavers and
their dancing girl accomplices continue to work their Prepared Characters: Naval captain (Argossean),
wiles… Barachan Pirate crew, marines.

Resolution: The resolution is up to the players. They may


feel sufficiently pleased with just getting out with their
No Man’s Price
Based on: Adventure Seed 6
skins intact. Others may wish to take up their revenge
Predator: Impending corporal punishment
with the pertinent authorities. Most with a heartbeat
Prey: The pirate captain and his hidden isle
will want a few pounds of flesh in revenge, although their
Summary: The characters are about to be hanged for
preferred targets may differ.
their crimes when a fight breaks out around them. Either
the captain or the crew will offer to show the characters
Prepared Characters: Commoner characters, slavers
to an island full of ‘beautiful, subservient concubines’ if
scaled to the characters level (average level –2), and various
they will help. In either case, the island is in truth filled
beasts for the jungles.
with sirens, who will happily consume anyone who gets
too close.
Prison Made of Lies
Based on: Adventure Seed 5 Complication One: The pirate crew wants their former
Predator: The naval captain captain to return the ship’s charter. The charter happens
Prey: A rival naval captain to be written on what the captain believes is a map to
Potential Background: Our heroes are simply pawns a ‘paradise island’. If the characters help the captain to
in a much larger scheme. The captain is emptying the escape he will offer to navigate to the island as a sign
prisons to gather a crew with which he will commandeer of his gratitude. If they help the crew, the new captain
an Argossean galleon. His rival arranged for the captain (statistically identical to the old) will offer to take them on
to lose his commission, so the captain will make him pay board to escape their troubles with the local authorities.
with his life. Once on the seas the captain hunts down his
rival, hoping to sink him and make it look like the work Complication Two: Whichever ship the characters choose
of pirates. sails far, far out to sea. During this journey a charismatic
young pirate becomes discontent. Approximately three
Complication One: Capturing the galleon will not be weeks out to sea he leads the unaligned pirates in a mutiny.
easy. A skeleton crew of well-trained marines guards the If the characters help to put the mutiny down they may
ship; they have armour and good steel swords against the continue on their way. If they do not, the new captain
knives and clubs of the prisoners. Use the boarding rules will throw them overboard as a demonstration of his new
or mass combat rules to determine the result. authority.

Complication Two: Once out to sea the captain will have Complication Three: Regardless of the characters’ mode
to deal with a mutiny. He can bind some of the crew to of transportation they will eventually wash up on the shore
loyalty with his Leadership feat; the rest are an unaligned of an island guarded by six ancient sirens. The wreckage
crew with more interest in plunder than his honour. The of ships, some hundreds of years old, litter the island’s
characters may either participate in the mutiny or help the beaches and its white sanded bay. These creatures
captain; either one has its own rewards. will torment the characters, attempting to drive
them mad with their supple bodies. Eventually
Complication Three: The government in Argos asks the characters will either die or alternatively…
the Barachan Pirates to destroy the rogue galleon. Three
pirate carracks respond, fighting both the galleon and each
other for the prize.

115
Resolution: If the characters escape from the island they
will have to make their way back to the mainland. The Serpent of
Dreams
the call of the sea

Prepared Characters: Pirate captain (Argossean), pirate Based on: Adventure Seed 8
crew (Argossean), sirens. Predator: Slavers at first, then the Stygians
Prey: The characters
Face of the Fortunate Summary: After a particularly heavy night in the local
Based on: Adventure Seed 7 bars and whorehouses the characters struggle to alertness
Predator: The merchant at first, later the Black Corsair only to discover they are stripped to the waist and chained
captain who supplies him to oars. They are now galley slaves, headed to Stygia for
Prey: The characters at first, later the merchant he decides auction. If they can escape from the ship before it arrives
to cut his loses in Stygia they stand a relatively good chance of avoiding
Summary: A merchant/fence the characters usually deal any further unpleasantness. Once in Stygia, the local
with disappears without a trace. Simultaneously, a new temple will purchase them as ‘useful implements for Set’s
merchant with considerable wealth enters the town. worship’
During some routine, and probably illegal activity, the
characters encounter the new merchant and discover he Complication One: The galley the characters are in is not
is, in fact their old friend. The merchant is dealing with the cleanest thing on the sea. 1d4 days into the journey
a black corsair, who sells him exotic cargoes for silver on approximately half of the galley slaves become sick with
the gold. As soon as he is discovered the merchant will a hacking cough and intense fever. The ship stalls in the
do whatever it takes, even kill, to protect himself and his water, driven only by the strength of the few mobile slaves.
newfound prosperity. The characters will have a chance to encounter the Stygian
slavers up close and personal.
Complication One: The merchant recognises the
characters when they see him. He will order increasing Complication Two: If the characters did not seize the
numbers of local thugs (thief 2 or better) to attack the opportunity presented by complication one they will
characters. These attacks will start with numbers equal to eventually enter a Stygian harbour. There, the surviving
the total number of characters in their party, this number galley slaves will be put up for auction. Although the
doubles with each unsuccessful assault. The characters slavers offer them signally, the local temple will buy all of
can stop the attacks by tracking down the merchant or the galley slaves for a ‘special holy service’. The slavers are
discovering the source of his wealth. The later option will particularly attentive while escorting the heavily chained
require the characters engage in an investigation down at prisoners to and from their ship, but could be overcome
the local docks. before their transaction or the delivery.

Complication Two: At first glance the merchant’s new Complication Three: If the characters still have not
client looks like a foreign smuggler. However, if the freed themselves, the next complication arises during the
characters follow him out to his ship they will discover sacrifice ceremony itself. As the great Sons of Set move in
Black Corsairs moored in a hidden harbour. Alternately, to eat a few helpless sacrifices, they decide instead to have
if they approach the merchant the Black Corsair’s spies a noble dinner. As they consume priests and nobles the
will notice the contact. In either case, the corsair captain ensuing chaos may give the characters a chance to escape.
orders his men to kill the merchant and his friends before
they reveal the pirate’s presence. Resolution: On the run in a foreign country, what will
the characters choose to do? Will they accept their fate,
Resolution: Facing an entire Black Corsair crew may be strike out into the great Stygian jungles or try to make
beyond the characters’ abilities. The characters may for Shem or will they look for the innumerable smuggler’s
call in military assistance, ask for help from various coves along the Stygian coast, hoping to encounter a pirate
thieves guilds or draw on any other resources they vessel to find a berth on?
have on hand. The corsairs will attack once then
withdraw. Prepared Characters: Merchant captain (Stygian),
merchant crew (stygian), Galley.
Prepared Characters: Pirate captain
(Black Corsair), pirate crew
(Black Corsair).

116
Ship’s Charters

SHIPS CHARTER
The Laws of the Lawless
Pirate ships represent many things in crew. Conversely, a character with a large number of
the Hyborian age: a way to escape from the burdens of elements presents considerable enforcement difficulties,
ordinary life, a place where civilised men can shed the but provides the vessel and her crew with considerable
withering shackles of law and access to an unthinkable benefits.
amount of gold. It is this later aspect of pirate-life
that causes the most disputes. When lawless men find The elements below have two designators; code and
themselves in the presence of chests filled with gems and format. The code designation indicates an element of
gold they cannot help but follow their basest instincts. the agreement between pirates. Elements with the format
Mayhem follows shortly thereafter, leaving many an designation outline the physical elements of the charter,
unmanaged ship drifting on the waves. its recording method and how people are added to the
charter for example.
In order to prevent this grizzly fate, most pirate crews
adopt something called a ‘charter’. This charter consists Each element lists several possible options. Where
of a set of agreements between the captain, the officers and appropriate, these options have a ‘cultural’ note, indicating
the crew about how they will settle disputes and divide that they are customary with the designated pirate group.
the spoils. These agreements have the force of law on the A ship charter may use any option, but choosing options
open seas, though only a strong man can enforce them. other than those customarily agreed upon may result in
penalties for the captain and crew.
The form a ship’s charter takes depends on the dominant
culture aboard the vessel. Argossean and Zingaran ship
charters take the form of unusually long and complex legal
Format
documents written to intimidate illiterate common sailors. Medium
Turanian Red Brotherhood charters are usually contained The medium element specifies the method used to record
in sea chanteys passed from one sailor to another. The the ship’s charter. A list of common mediums includes:
fearsome Black Corsairs do not bother with something
as worthless as a ship charter, instead placing their entire Chantey: A ship’s charter recorded as a sea chantey
faith in the strength of one man. uses lewd, easy to remember lyrics to encapsulate the
agreement. The ship’s cook holds the ‘official’ version of
The Code of Contact section of Pirates of Hyboria (pg. 4) the chantey, and takes responsibility for teaching it to the
presents a sample charter and traditional rules associated new sailors. Sea chanteys are particularly popular among
with each of the four primary pirate groups. If the Games the Red Brotherhood of the Vilayet Sea.
Master or players do not wish to construct a specific
ship charter they may use the presented charter without Pirates can debate the relative merits of a chantey charter,
penalty. its elements and even methods of implementation in
relative secrecy. To a landlubber or any character
without at least four ranks of Profession (sailor),
Elements of a such discussions sound like nothing but a drunken
argument about the particulars of extremely lewd
Ship’s Charter drinking songs.
Each ship charter contains one or more of the following
elements. A charter with a handful of elements is easily Code: A ship’s charter recorded as a
enforced, but provides few benefits to the captain and code takes the form of five to ten

117
statements about how a pirate should and should not act. A character that spends considerable time studying a
These statements may be recorded somewhere (usually contract character may earn the name ‘sea lawyer’ among
on the ship’s mast) but do not have to be. Each member his fellow sailors.
of the crew is expected to memorise the code; failure to
SHIPS CHARTER

do so provides the other pirates with an infinite source Totem Stick: A totem stick ship’s charter looks like a
of amusement as they make up ‘correct’ versions of the simple, carved stick like one might find in any of the
unknown code elements. These ‘correct’ versions usually barbaric southern kingdoms. Each stick holds between
involve having to perform a wide variety of humiliating five and seven carved images, each one representing a
and dangerous acts at the command of everyone from the character from one of the innumerable stories of pirate
ship’s captain to the bilge rat. life circulated though their culture. The figures represent
specific agreements between the holder of the stick
Most professional sailors or any character with at least (usually the ship’s captain) and the crew.
six ranks in Profession (sailor)) can pickup one element
of a code each day they sail on a ship. Within seven to A character from the Southern Kingdoms can
ten days they have learned everything they need to know automatically read a totem stick. Others, less adept at
about how this particular ship operates. identifying the abstract characters and their meanings,
must make a Knowledge (history) skill check (DC 15) to
A wet-behind-the-ears sailor or a landlubber (called, in interpret one of the carvings.
this context, a goat) cannot automatically gather elements
of the ship’s code. Instead, each day they stay on the ship Black Corsair crews do not, as a rule, bother with charters.
they may make a Gather Information check (DC 15). If When they do, the totem stick becomes a visible symbol
they succeed, then they learn one element of the code. If of the captain’s authority. The first action of any mutiny
they fail, then they learn one ‘code’ that is obviously false, is to claim the stick, and thereby symbolically the captain’s
but that they must obey for the rest of the day. manhood and authority.

Codes are particularly common among large pirate fleets Signature


organised under a single captain. Some of the larger Black If a charter exists each member of the pirate crew must
Corsair fleets also use codes to settle disputes among the demonstrate that he understands its importance and
captains. supports it. This demonstration, called a signature, takes
one of the following forms:
Contract: A ship’s charter recorded as a contract can
sprawl across dozens of parchment pages. The scribe Blood Sign: The prospective pirate must place his own
usually writes these documents in a careful, cramped blood on the object embodying the ship charter. The
script designed to foil all but the most dedicated reader. captain may accept this blood informally, even casually.
Encapsulated in obtuse and ambiguous language, the More often, the offering of blood is an important
charter contains the same kinds of information held in shipboard ritual: the entire crew watches as the prospective
less complex mediums. However, the language makes it member abases himself before the captain, then cheers as
much more difficult to enforce and considerable easier to he cuts a bloody wound in his arm, smearing the contract
manipulate to the captain’s own ends. object with his own blood. If the prospective crewmember
manages to complete the bloodletting without passing out
Any time an element of a ship’s charter might provide he is considered a full signatory of the charter (Fortitude
a bonus or a penalty to the ship, the ship’s captain or a save DC 15). If he falls unconscious due to blood loss,
mutiny leader may make a Profession (sailor) skill check the crew will still accept him but he is considered unlucky
(DC 20) to negate the element for this roll. This represents until he kills at least five men in battle.
the character’s ability to find a loophole or precedent to
support his particular interpretation of the rules. Blood signs are most common among the Black Corsairs.

Contracts are particularly prevalent among the Demonstrated Worth: Most pirate crews allow a
Barachan and Zingaran pirates. Both cultures prospective pirate to prove himself in battle rather than
support a high degree of literacy and culture forcing him to submit to other signature methods.
capable of producing complex legal Usually, this means the character must kill three enemies
codes and a willingness to use or engage in three raids before the crew accepts him as a
both in the pursuit of personal full member.
power.

118
This is the default signature format in the Hyborian Age.
The other methods are used only in isolated circumstances Codes
or as a means of boosting morale. Challenge for Rank
Pirates are, for the most part, ambitious, dishonest
and dishonourable. In order to preserve the carefully

SHIPS CHARTER
Hazing Ritual: The prospective pirate must endure three
or four torturous hazing rituals in order to be ‘worthy’ orchestrated chaos that is a sailing ship, most crews adopt
of joining the crew. These experiences include time- rules to focus their ambition, or at least restrain it until
honoured favourites like: an appropriate time. These rules, referred to collectively
as the ‘right to challenge for rank’ make up a large part of
 Walking a wet line naked while pirates throw offal most ship charters.
at the character who must make three successful
Balance skill checks (DC 15). Challenges aboard a pirate ship are almost always fights to
 Hold on to a rope while being dunked in the wake: the death. Such fights are often the only entertainment
Strength check (DC 13, 15, 18 in succession). are also a source of entertainment during the long voyages
Failure indicates a fall into the ocean. the pirates undertake. Nothing amuses these depraved
 Character must scrub the bilge with his teeth. men quite as much as watching two of their closest friends
 Cut the ship’s flag symbol into your arm: Fortitude tear one another to pieces with knives and teeth.
save (DC 18) to endure the pain without
screaming. The right to challenge does not necessarily imply the right
 Swallow a whole, living fish (whatever the crew can to mutiny: an individual may challenge, but if he loses no
catch that day). one else needs to be involved.
 Be beaten with ropes while carrying bilge water in
your mouth. Each time you spill the bilge water Regardless how the charter phrases them, the rules for
(Fortitude save DC 15) you must go back. If you challenging for rank use one of the following formats:
can make it four times, you fill a cup and have to
drink it. Anyone may Challenge: In this situation, anyone with
 Clean out the slave pens. Cleaning the slave pens is sufficient strength and vigour can challenge for rank at
a disgusting job, requiring at least one day of work any time. The individual does not need to be a member of
and Fortitude saves to resist 1d4 standard diseases. the crew, although it may help to prevent him from being
stabbed in the back himself at a later date.
Even if the character fails he will ‘pass’ the initiation rite.
The point is to humiliate the prospective pirate. This is the default condition in the Black Corsairs. These
savage pirates respect nothing but raw strength and deadly
Personal Stake: The prospective pirate must put up a 1/ will.
100th of the cost of the vessel and its supplies as proof of his
sincerity. This money is given directly to the captain. In Challenges may only be issued by crewmembers at a
theory, the captain then shares it with the other members given time: Any crewmember may challenge any officer,
of the crew. However, in all pirate groups except the Red but only during a specific day and time. This time, usually
Brotherhood the captain is informally expected to keep known as the ‘calling out’, comes around no more than
the stake for his personal funds. once a month.

Recitation: The prospective pirate must recite the entirety Crews that use this particular method of challenging for
of the charter while suffering abuse from the other rank often support an extremely poisonous atmosphere of
crewmembers. He must make four Intelligence checks corruption and intrigue. Pirates save up their grievances,
(DC 12) in six tries. If he fails, the ship’s crew will drop expending them in a sudden, blistering torrent when the
him off the side to feed the sharks. A character with six moment of challenge occurs.
ranks of Profession (sailor) gains a +2 bonus to this check.
If the charter is a code (see above) and the character took Challenges may be issued by crewmembers at
the time to learn all of the elements before formally joining any time: Any crewmember may challenge for
the crew he gains an additional +2 bonus to the checks. any position at any time. Challenges may be
frequent on a ship with very weak officers
A character that meets the signature requirements for a or where such a class is completely
charter may refer to the other pirates as his ‘brothers’. non-existent.

119
This condition is the default agreement in the Crewmembers receives a full share: Each crew member
Barachan, Turanian, and Zingaran pirate groups. Other (including officers) receives a full share. The captain takes
arrangements exist, but they increase the amount of four shares for ship repairs and supplies. Ship brothers
intrigue and frustration that exists within the crew. are expected to pay for their own food, weapons and
SHIPS CHARTER

clothing.
Crew may not challenge for rank: The crew may never
legally challenge for rank. This is a common condition This is the traditional division of plunder among the Red
on naval ships that become pirates, but is rarely seen on Brotherhood.
other, less structured vessels. A character that challenges
another will find himself subject to punishments up to Non-brothers receive a half share; crewmembers receive
and including execution. a full share, four shares for the officers: Each working
crewmember of the crew receives a half share. Those who
A ship charter may have multiple entries for this element. have been accepted into the pirate ship and its charter
In the case of multiple entries, each entry indicates one of receive a full share. Officers receive four full shares. Each
the following ranks: mate, officer or captain. crewmember pays for his own way, although the officers
are expected to provide for their mates.
Coming Aboard and Staying On
Most ship charters include some information about how This is the traditional division of plunder among the
the pirate crew will treat characters who come aboard ship Zingaran Freebooters.
without either engaging in a fight or paying for passage.
Crewmembers receives a full share, Officers receive
Generally this code takes one of the following forms: three shares: Each crew member receives a full share.
Designated ships officers receive three shares. The captain
Able-bodied sailors may board: The charter states that may reserve up to 10% of the plunder for ship repairs and
any able-bodied sailor or any character with at least four supplies. Ship officers are expected to pay for supplies
ranks of Profession (sailor) may board the ship. If he can and ship repairs related to their own areas of control.
learn the charter he may eventually become a full brother. Custom also dictates they pay for their mates equipment,
provisions, and weapon as well.
This is the default condition for most pirate ships in the
Hyborian Age. Pirates do not leave other sailors behind if This is the traditional division of plunder among the
they display sufficient courage. Barachan Pirates.

No man may board: By these rules no sailor, no matter Captain dispenses wealth as he sees fit: The captain
how skilled, may board without the captain’s express has complete control of the plunder. He may award it
permission. Any invader is immediately repulsed. to crewmembers based on their loyalty, service or his own
personal whims. The captain is responsible for equipping
This is the default condition on Black Corsair ships. and feeding his men, as well as providing them with
whatever tools and supplies they may need to perform
Divide the Plunder their duties.
Successful pirate ships acquire plunder. Unsuccessful
pirate ships end up at the bottom of the ocean. The This is the traditional division of plunder among the
later ship does not have to worry about how it spreads its Black Corsairs.
wealth among the crew. The former, though, must make
some provision for the division of plunder or face even This particular code of the ship’s charter specifies that
greater than usual rioting and mutiny. only living members of the ship’s crew divide the plunder.
Many pirates, realising that dead man draw no shares,
The standard unit of plunder is referred to as a ‘share’. have taken to making sure their injured comrades (or
Each share is defined as the total actual value of the uninjured but could-be-injured rivals) end up feeding the
loot contained in the ships hold, divided by the fishes to line their own pockets.
number of shared owed to living crewmen.
Since pirate captains traditionally handle the plunder’s
Typical arrangements include: fencing, they often take an additional 5% of the total
plunder for themselves. Their pirate shipmates know that

120
this goes on, but usually consider it one of the privileges This is the default treatment of prey by the Barachan
of command. Pirates.

A pirate who holds back loot from a ship is stealing from Settling Disputes

SHIPS CHARTER
rest of the crew. His fate, as well as the fate of those that Left to their own devices, pirates generally settle their
assist him, depends on the methods the ship’s charter disputes though the simple, but expedient, method of
specifies for settling disputes. chopping one another to pieces. This kind of wanton
violence tends to disrupt the ordered chaos of shipboard
Treatment of Prey life. In order to prevent this from interfering with the
Although they seem lawless, pirates do abide by a set of pirates’ overall goals, most ships adopt a somewhat less
rules of engagement when dealing with non-hostiles. lethal, or at least more controlled method to arbitrate
They accept these restrictions out of a sense of self- issues.
interest rather than any innate decency. If they develop
a reputation for sinking and killing everyone they meet, This code takes one of the following forms:
then no one will surrender and there is a good chance at
least half of their plunder will end up on the seafloor. Captain’s Adjudication: The captain may decide on the
merits of any cases brought before him. This decision is
This code of a ship’s charter takes one of the following final, so crewmembers often try to work things out among
forms: themselves before bringing in the final authority. Failure
to obey the captain’s decision is grounds for being thrown
Attempt to Board: The ship files a distinctive flag, but to the sharks.
does not offer surrender. If the pursued vessel does not
immediately heave too it can expect to be boarded and This is the traditional method for setting disputes among
gutted. The pirates will generally allow fleeing sailors to the Barachan Pirates.
retreat with their lives.
Contest of Endurance: When two pirates disagree about
This is the default treatment of prey by the Black Corsairs, a particular matter they settle their dispute though a test
Red Brotherhood and Zingaran Freebooters. of endurance. Traditionally, this involves both parties
putting their hand over an open flame. Each round, both
Attempt to Sink: The ship flies distinctive flags, but characters must make a Concentration skill check (DC
neither offers quarter nor accepts any offers of surrender. 10 + 2 for each successive round after the first). If the
They will attempt to sink the target ship, loosing plunder character fails, he pulls his hand from the flame. The last
if necessary in order to send their target to the bottom of character to remove his hand from the fire is considered
the sea. the ‘victor’.

Very few pirate ships adopt this particular charter code. Characters who engage in a contest of endurance take one
It is counterproductive to business and the ever-present point of fire damage for every round they hold their hand
pirate goal of becoming filthy rich. near the flame.

Note that none of the above possibilities allow the Duel to First Blood: Any argument aboard the ship, from
pirate ship to avoid plundering a merchantman or other a dispute about bunking privileges to an accusation of
profitable vessel. The concept of a privateer, a ship murder, may be settled by a duel between the two parties.
commissioned by a government to perform acts of piracy These duels sometimes become deadly, but are usually
is unheard of in the Hyborian Age. restricted to simple bloodletting with knives.

Fly Flags and Offer Surrender: The ship flies a Duel to the Death: Any argument aboard the ship
distinctive flag, usually one designed by a crewmember or may be settled by a duel to the death. The captain
the captain, whenever it approaches an unknown ship. If must oversee the duel, or it counts as murder of a
the vessel is a merchantmen it offers terms of surrender, shipmate rather than an official way to resolve a
usually amounting to ‘give up everything you have and dispute.
leave’. If the vessel does not surrender the pirate will
immediately attempt to board.

121
Bonuses and Penalties by Pirate Group
The following table lists the bonuses and penalties associated with the various elements and element options listed above.
All bonuses are to the mutiny check described in the Pirates of Hyboria chapter (pg. 4).
SHIPS CHARTER

Charter Barachan Pirates Black Corsairs Red Brotherhood Zingaran Freebooters


Medium
Chantey -1 -1 +0 -1
Code +1 if captain commands +0 +0 +1 if captain commands
four or more ships. four or more ships.
Contract +0 -1 -1 +0
Totem Stick -2 +0 -2 -2
Signature No bonuses or penalties.
Challenge for Rank
Challenge at a given time +1 +1 +1 +1
Challenge at any time +1 +0 +1 +1
Anyone may challenge +0 +0 -2 -2
No one may challenge -2 -1 -2 -2
Coming and Staying No bonuses or penalties
Aboard
Divide the Plunder
One share each, four for +0 -2 +0 -1
the common good
Between Half and four -2 -2 -4 +0
shares based on rank
Between one and three +0 -2 -4 -2
based on rank
Captain dispenses -2 +0 +0 -2
Treatment of Prey
Fly flags and offer +1 -4 -2 -1
surrender
Attempt to board +0 +0 +0 +0
Attempt to sink -1 (+1 if specifically +2 +1 -1 (+1 if specifically
targeting Zingarans) targeting Zingarans)
Settle Disputes
Captain’s adjudication +0 (+1 if included with +0 +0 +0
duel to first blood)
Contest of endurance -2 +0 +1 -2
Duel to first blood +0 (+1 if included with -3 -2 -1
duel to first blood
Duel to the death -2 +1 -2 +1
Pension for Disabled Pirates
Returned to homeport +1 per share -2 -2 +1 per share
with shares
Released on an island +0 -2 +1 per month -1
with provisions
Thrown overboard -2 +1 -4 -1

This is the traditional method for setting disputes a crewman and an officer) or to specific circumstances
among the Zingaran Freebooters. (murder, theft or sexual assault for example).

This form of resolution may be included Pension for Disabled Pirates


multiple times. Each instance may refer to a Pirates, despite their otherwise uncivilised lifestyles, do
number of specific disputes (between have a relatively sophisticated method of dealing with
two pirates, between a pirate badly injured crewmates. Many ship’s charters contain
and a landlubber, between detailed recommendations about how to treat those

122
Released on an island with provisions: If there are no
friendly ports, a ship may agree to release those who
are badly injured in relatively neutral territory with
provisions sufficient to sustain them while they

SHIPS CHARTER
look for work or food.

Traditionally the Red Brotherhood


releases its injured comrades
in the rich fishing waters
of the southern
Vilayet Sea. They
give each injured
man a month of
provisions, even if
it means the rest of the ship
must go hungry until they find
another port.

Violating
the Charter
When the captain orders his crew to violate the
ship’s charter he must make a mutiny check. If
he fails, the ship precedes though the mutiny rules
outlined in the Pirates of Hyboria chapter (pg. 4).
injured in battle, along with specific repayments for lost
limbs and pensions for those who can no longer work the If the captain initiates a mutiny check by breaking the
ship. charter he does not gain any bonuses from the charter for
the duration of the check. However, if the charter inflicts
These traditional arrangements include: penalties on the captain he still suffers from them, even
though he has broken the charter’s terms.
Returned to a homeport with shares: The pirates will
keep a non-functional crewmate on board until they reach
a port in their home territory. The crew donate from their
own shares to provide the injured crewmate with bonus
Example
shares for his own use. Charters
Any generic pirate vessel the characters encounter during
Among the Barachan Pirates a crewmember may expect to the course of the game may use the following example
three shares as a send off. The Zingaran Freebooters give charters.
their former crewmember a single share, and count him
lucky to have landed in a safe harbour.
Charter Format
Thrown Overboard: Although the northern pirate groups Charter entries use the following format:
care for their own, the southern are less considerate. They
toss any crewmember who cannot support the ship within Medium: Describes the transmission medium for the
three days to the sharks. charter
Signature: Describes how a character can add his
The Black Corsairs are famous for their disregard for their name to the charter
crewmates lives. Most northern sailors will not set foot on Code: Gives the details of a specific code
a southern ship for this reason. encompassed by the charter

123
Mutiny Modifier: Total of the bonuses and penalties of
the charter’s elements on the captain’s mutiny checks Red Brotherhood
The ships of the Red Brotherhood sail the Vilayet Sea,
bound together as much by their common enemy as
Barachan Pirate by their desire for profit. The pirates who work these
SHIPS CHARTER

Vessel ships know they will beg for death should their enemies
catch them. Therefore, they hide their charters in simple
This charter represents a contract typically found among
the Barachan pirates. The captain usually stores this chanteys and other lewd songs.
document in his personal footlocker. Traditionally, the
charter is considered part of the ship rather than the Medium: Chantey
captain’s property. Each new captain agrees to uphold the Signature: Demonstrated Worth
charter, although he may alter it over time to suit his own Code: Challenge for Rank: Challenge at any time
needs. If the character is destroyed then the captain and Code: Divide the Plunder: One share each, four for the
the current crew draw up a new charter for the vessel. common good
Code: Treatment of Prey: Attempt boarding
Medium: Contract Code: Settle Disputes: Contest of Endurance
Signature: Demonstrated Worth, Hazing Ritual or Code: Pension Disable Pirates: Released on an island
Personal Stake with one month of provisions
Code: Challenge for Rank (mate): Challenge at any
time Mutiny Modifier: +2
Code: Challenge for Rank (officer or captain):
Challenge after landfall Zingaran Freebooter
Code: Divide the Plunder: One and three
Code: Treatment of Prey: Fly flags and offer surrender Vessel
Code: Settle Disputes (petty): Duel to first blood The Zingaran Freebooters pride themselves on their
Code: Settle Disputes (criminal): Captain’s complex and comprehensive ship’s charters. In fact,
Adjudication they often claim that the other groups lack of such
Code: Pension for Disabled Pirates: Returned to home comprehensive documents displays their lack of
port with three shares understanding regarding the ‘proper rules of the sea’.

Mutiny Modifier: +7 Each time a captain takes command of a Zingaran ship he


may choose to keep the existing charter or start afresh. If
he chooses to create a new charter, each crewman may, for
Black Corsair Vessel a period of one day, freely speak his mind. At the end of
As a rule, Black Corsair vessels do not have charters. that time the officers, their mates, and the oldest member
Those that do are old boats with a long tradition of of the crew draw up the new charter using the most ornate
carnage along the southern coast. These boats come from language their minds can muster.
a specific village in the Southern Isles, where the village
chief and his men sail forth regularly to take what they Medium: Contract
wish from their weaker prey. Signature: Demonstrated Worth, Hazing Ritual or
Personal Stake
Medium: Totem Stick Code: Challenge for Rank: Challenge at any time
Signature: Blood Sign Code: Divide the Plunder: Between a half share and four
Code: Challenge for Rank Challenge at any time shares based on rank
Code: Divide the Plunder: Captain dispenses Code: Treatment of Prey: Attempt to board
Code: Treatment of Prey: Attempt boarding Code: Settle Disputes: Duel to the death
Code: Settle Disputes: Captain’s Adjudication Code: Pension for Disabled Pirates: Returned to home
Code: Pension for Disabled Pirates: Thrown port with one share
Overboard
Mutiny Modifier: +3
Mutiny Modifier: +1

124
Pirate Coves

PIRATE COVES
Damp Holes & Pristine Beaches
For the most part, pirates live in a sodden world are national treasures, often closely guarded by the central
of ships and sails. They spend almost every day of their government. Fortunately, most nations lack anything
lives working and sleeping in a few square feet of space, resembling a central government, so local interests often
competing with their mates for something resembling prevail.
edible food.

Occasionally, though, these sea-loving men make their way


Local Population
Very few coves, even ones on the Stygian coast, are
back to shore. There they huddle in hidden coves close to
completely deserted. The fertile fishing waters of the
bustling cities, establish hordes in island caves and found
seas and oceans draw settlements like a loadstone draws
boisterous pirate cities far from the reach of other civilised
iron. Even the most inhospitable lands have a handful of
men. In these places they count their ill-gotten plunder,
fishing villages or a few shanties littering the coasts. Deep
dreaming of the next ship they will send down into the
harbours like those that make a good smuggler’s cove will
bottomless deep.
always attract local attention. Villages spring up in such
places like weeds; even if someone burns them to the
Of these, probably the most famous are the ‘smuggler’s
ground they will not take long to re-establish themselves
coves’ that riddle the Hyborian coast. These quiet coves
again.
function as way stations and safe havens for pirates of all
stripes.
Local villages can, however, be a good thing, especially for a
pirate crew looking to unload a hold full of ill-gotten gains
Smuggler’s or hoping to refit after a pitched battle. The community
in an established smuggler’s cove has long since grown
Coves accustomed to ignoring the presence of pirates. Many go
a step further; they will sell the pirates services (anything
Pirates and smugglers are, arguably, the same breed. In
fact, many pirates turn a good silver from smuggling illegal from carpentry to their own daughters) for a relatively fair
goods, while most smugglers will happily lift a cargo from price. Fair, in this case, being a relative term. Pirates can
an unsuspecting merchantman. Both groups pass on expect to pay up to three times the normal price for what
information about local ‘smuggler’s coves’, places where a they want to buy, but will not have to answer any awkward
ship might find a good harbour and little trouble. questions.

In order to qualify as a smuggler’s cove, the harbour must Many villages in this situation do surprisingly well. The
meet the following criteria: it must have a small local local fishermen take on the role of intermediaries between
population, no (or rarely used) inland access, rarely visited the merchants of the larger cities and the pirate groups.
by outsiders and a deep harbour. Places meeting all of The pirates leave their plunder in return for gold and the
these criteria are relatively rare, and knowledge of their provisions they need. The merchants come by sometime
location as precious as gold. later to buy whatever the pirates dropped off. The
locals skim coin on both ends, making a tidy profit
The factors for a smuggler’s cove are completely outside of a for themselves.
pirate’s control. Three of them are social factors dependent
on the state of the nation and the cove’s position relative to This leads many of these local villages
the major population centres. The fourth, the harbour, is a to be surprisingly well stocked with
natural factor at odds with the other three. Deep harbours everything a pirate might want.

125
Most have abundant supplies of liquor, tools and food, may be cursed, subject to some kind of unusual phenomena
many also support a small but well endowed population or simply unlucky.
of whores.
Harbour
Access
PIRATE COVES

A cove’s harbour uses the same classification scheme as


One of the last things pirates or smugglers want for their settlements’ docks (pg. 26). Coves usually boast a type 3
little hideaways is for them to suddenly become popular or type 4 dock, or the natural equivalent there of.
spots for settlement or noble holidays. For this reason,
they like to moor up in coves that have very little access
to the outside world. In fact, if the community were
Learning about a
completely cut off, most pirates would feel considerably Cove
more secure. Knowledge of smuggler’s coves, their whereabouts and
particularities, is a currency rarely traded among the pirates
Unfortunately, things rarely work out quite that perfectly. of the Hyborian Age. A fast bolthole or a quiet place to
Most communities have at least a dirt path leading to a rest can often make the difference between life and death.
major road. Some will have even more elaborate access
methods, including the occasional paved road. In order to simulate this, rather than play out each and ever
possible exchange, a character can make a Profession (sailor)
Of course, access to a road is not all bad. The merchants skill check any time he wishes to find a nearby smugglers
who help to create the factoring relationship mentioned cove. The nature of the cove the character wishes to find,
above cannot visit a completely isolated community. A as well as its proximity to his present location, determines
well established, easy to access community has more buyers the DC of the skill check.
and the potential for more services, but is correspondingly
less secure. A character with five or more levels in the pirate or thief
class may add his Intelligence modifier, if positive, as a
Visitation bonus to this check. If the character has levels in both
pirate and thief he gains this bonus if
In an ideal world, outsiders would never
Cove Knowledge Check he his combined levels in both classes
bother to come to the cove. No young
equal five or more.
lovers would row there for romantic Modifier
rendezvous nor would traitors gather Base DC Each character can only make this
there to plan their nefarious deeds.
Far 5 check once per voyage.
Alas, it is indeed an imperfect world.
The very traits endearing the cove to Near 10
Close 15 Base DC: This factor determines the
the pirates makes it a indeal place for
base DC of the Profession (sailor) skill
others who wish for privacy, peace or Local Population
check. The values and their effects are:
some combination of the two. Small Village +5
Willing Hosts +10 Far (5): The pirate determines the
The closer a cove is to a major population
Empty +15 location of a smuggler’s cove 3d4 days
centre, the more likely it becomes
Factors +15 away from his current location. This
that the pirates will be disturbed by
Access cove may be within two days of land
others seeking out the cove’s unique
travel of any specific destination of the
qualities. This disturbance may be a Easy Access -5
pirate’s choice.
minor annoyance or a major problem Limited Access +5
depending on the situation and who No Access +10 Near (10): The pirate determines the
exactly appears.
Visitation location of a smuggler’s cove 2d4 days
Common +5 away from his current location. This
Coves close to but ignored by
Uncommon +10 cove may be within one day of land
civilisation generally boast an ill-
travel from any specific destination of
favoured reputation. They Rare +15
the pirate’s choice.
Harbour
Type 3 +0
Type 4 +10

126
Close (15): The pirate determines the location of a that someone will join the pirates in the cove. There is a
smuggler’s cove 1d4 days away from his current location. 25% chance these visitors are from the local authorities;
This cove may be within one hour of travel from any the rest will mind their own business so long as the pirates
specific destination of the pirate’s choice. keep to themselves.

PIRATE COVES
Local Population: This factor determines what kinds of Uncommon (+10): Outsiders come to the cove on occasion.
people inhabit the cove. The values and their effects are: There is a 30% chance per day that someone will join the
pirates in the cove. There is a 50% chance these visitors
Small Village (+5): The cove contains a small village filled are from the local authorities; the rest will mind their own
with relatively hostile locals. They want nothing to do business so long as the pirates keep to themselves.
with the lowlifes and hooligans that occasionally disturb
the waters of their fine harbour. These villages do not have Rare (+15): Outsiders rarely, if ever, come to the cove.
anything to sell nor will they buy a pirate’s plunder. There is a 10% chance per day that someone will join the
pirates in their humble retreat. There is a 50% chance
Willing Hosts (+10): The cove contains a fishing village these visitors are from the local authorities and a 25%
that is happy to take a pirate’s coin, but will not buy their chance that the visitors are from another pirate crew. The
plunder. The village provides basic materials, weapons and remainder will mind their own business so long as the
services at 150% of normal prices. pirates keep to themselves.

Empty (+15): The cove is completely empty, save for the Harbour: This factor determines what kind of dock the
occasional large animal. There is always some elaborate cove supports. The values and their effects are:
explanation for why no one goes here any more. There is
also a 50% chance (determined by the Games Master) the Type 3 (+0): The harbour has the equivalent of a type 3
cove holds some kind of curse or malignant entity. port.

Factors (+15): The cove contains a fishing village just as Type 4 (+10): The harbour has the equivalent of a type 4
base as the pirates. These course folk offer fine services and port.
any materials pirates might need at 300% of the normal
cost. They will also buy whole cargoes from the pirates
(using the rules for fencing (pg. 33)).
Finding a Cove
When a pirate vessel enters a smuggler’s cove they gain a
measure of protection from their enemies. This protection
Access: This factor determines how easy it is to enter and
comes partially from the cove’s isolated location and
leave the cove by land. The values and their effects are:
partially an unwillingness to draw attention to themselves
by engaging in hostilities in such a valuable resource. Naval
Easy Access (-5): The cove is very close to a major road.
vessels are less picky about their choice of battlefields, but
Increase the visitation chance increases by one step
will often shy away from destroying working villages or
(A rarely visited cove would become an uncommonly
other civilian targets.
visited cove, while an uncommonly visited cove become
commonly visited).
When a character wishes to find a target hidden in a cove
he has two options:
Limited Access (+5): The cove is cut off from the major
roads. It may only have a single dirt path or animal tract
† Make a Profession (sailor) skill check with a DC
leading to it. The visitation chance remains unchanged.
equal to the DC of the check made by the target to
find the cove. This represents the character’s ability
No Access (+10): The cove is cut off from the land by some
to guess where his target might have gone to ground.
kind of natural barrier. The visitation chance decreases by
If he succeeds he knows how to find the target.
10%.
OR
† Make a Profession (sailor) skill check (DC
Visitation: This factor determines how likely it is that the
25) to patrol the coast. This will not allow
pirates will be interrupted while in the cove. The values
the character to find the cove, but does
and their effects are:
allow him to find the target ship
1d4 hours after it leaves the
Common (+5): The cove is a relatively well known place to
cove’s protection.
go in order to ‘be alone’. There is a 50% chance per day

127

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