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Raiders of Wolfsea

Converted from the original work by Ben Milton by Gio Il Mago.

Structures and Vehicles:

  • Structures and Vehicles reduced to 0 HP are wrecked, and all within suffer d6 damage.
  • Weapons unsuitable for causing structural damage have their attack impaired.
  • HP is restored by minor repairs, but wrecked vehicles and structures require lengthy Specialist repair.
  • Colliding vehicles both take d6 damage. If there is a major weight difference, the damage is enhanced
  • Vehicles take no damage for running over soft targets like people.

Tempest:

5 HP, 2 Armor, 16 STR, swallow (d12, blast), constrict (d12+d12 against ships)

  • Immune to cold and fire attacks

Warship

12 HP, Armor 3, Main gun battery (d10, blast).

Tower

15 HP, Armor 3

Monsters

Detachment of Fog Wolves:

1 HP, bite (d6)

  • Immune to fire and mundane weapons

Harpies:

5 HP, 1 Armor, 6 STR, claws (1d4), Charming song

  • Charming Song: Anyone who hears the song of a group of harpies must save versus CHA or be charmed.
  • Charmed victims do whatever it takes to move towards the harpies, defend them, and obey all commands (if understood).
  • A character who saves is unaffected for the rest of the encounter.
  • Killing the harpies breaks the charm.

Wolfsea Plunder Cooperative:

1 HP, sabers (d6) or pistols (d6)

  • Fleet of 15 boats: 10 HP, 3 Armor, heavy gun (d12, stationary)

Abadar the Ever-Seeing

5 HP, STR 6, dagger (d6) Sunglasses of Djinn Summoning (Djinn appears or disappears when you clean them)

Optional Additions

Djinn

6 HP, 1 Armor, 17 CHA, d12 giant fist, magic

  • Immune to mundane weapons
  • Whirlwind (1-in-4 chance of reverting): d10 damage to all in path, swept aside on Critical Damage
  • Gaseous form: invisibility illusions create food and drink: once a day for a detachment of humans and mounts conjure metallic objects. iron lasts one round, gold lasts 1 day.
  • Conjure permanent soft or wooden objects

Giant Sea Turtle

13 HP, 3 Armor, 15 STR, Ram (treat as vehicle collision).

Lich

10 HP, 2 Armor, cold touch (d12)

  • Immune to mundane weapons, poison, cold, lightning, necrotic, charm, fear, paralysis
  • Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d8 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spells:

  • Disintegrate: d20 damage to a non magical-creatures or objects nearby.
  • Animate Dead: Create 1d6 skeletons or zombies from dead bodies (d6 HP). They mostly follow your orders until destroyed or dispelled.
  • Cloudkill: A cloud of poisonous vapors appears where you cast it and moves slowly away from the caster (unless affected by wind). d20 STR damage to any creature caught in the cloud.
  • Dimension Door: You instantly transfer the target from its current location to anywhere in sight.
  • Thunderwave: Objects and creatures around you take d12 blast damage and are pushed away if unsecured. Loud noise audible from a distance.