Conan D20 1e Pirate Isles
Conan D20 1e Pirate Isles
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.
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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
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Pirates of Hyboria
pirates of hyboria
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.
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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
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.
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
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beautiful women who threw themselves at their feet,
and the great treasures they found and lost to a whim of
chance.
pirates of hyboria
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
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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
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.
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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
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
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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:
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).
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Complications and d6 Superstitions that created psychological conflict
for pirates were…
Omens
pirates of hyboria
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.
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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
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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
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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
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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
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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
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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
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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
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
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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
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
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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).
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.
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
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 – – – – – –
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
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
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.
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
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
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
47
as well. Small ships have a base speed of 1.5 knots and are
too large for one person to row effectively.
48
Ship Components
Name Cost Craft DC Effect
Argossean Rigging 18,000 25 Allows for tacking against the wind.
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
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
52
Argos can field as many as
four of these massive galleons,
although they claim to only
have two. Each galleon is more
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).
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
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
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
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
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
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.
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.
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
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
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.
65
60% of its total hit points in damage suffers from flooding
and loses one components.
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:
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
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.
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.
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
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
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
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
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
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.
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
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
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.
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
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
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
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
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
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)
94
Ghost Whale
Gargantuan Animal
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…
96
Blindsense (Ex): A great shark can locate creatures
underwater within a 90 feet radius regardless of lighting Kraken
conditions. Huge Animal (Aquatic)
97
Demons of the
Dark Waters
Beasts of the Seas
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.
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
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…
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
102
Powers of the Sea
103
Sorcery Style Spells Prerequisites
Curses Curse of Broken Blood Magic attack bonus +3 or higher, lesser ill-fortune
Powers of the Sea
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.
105
Drums of the Dead
PP Cost: 8
Components: V, S, F
Powers of the Sea
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
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
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.
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
110
The mist stays in place for one
round in an open area, but can
hang in the air indefinitely when
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
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
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
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.
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.
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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
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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.
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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
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).
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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.
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
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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’.
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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.
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.
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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
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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
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