SWFC Tyrant Isle
SWFC Tyrant Isle
SWFC Tyrant Isle
TYRANT ISLE
Page left blank for easier double-side printing
TYRANT ISLE
Written by Shane Lacy Hensley
Art by Cheyenne Wright
WWW.PEGINC.COM
Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group. Savage Worlds,
all associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other
trademarks and registered trademarks herein are the property of their respective owners.
FANTASY COMPANION
4
THE SAVAGE
CAVERNS
SYNOPSIS PART TWO
The Wardens enter the sea caverns, and
encounter numerous terrifying creatures
Word has reached Queen Loranna of the such as giant crabs and a pair of particularly
Southern Isles that the new Baron of Coral vicious marine trolls.
Depths has become a tyrant. Traders report With the help of Karnak’s potions, the
having their goods confiscated and the Wardens swim through a long underwater
people are taxed beyond their means. cavern and emerge in a massive kelp
A group of heroes in the service of the garden protected by three young aboleths.
queen, “Wardens,” were sent to investigate.
They did not return, but the baron sent PART THREE
word that they had died attempting to rid After defeating these powerful terrors, the
his island of a vicious band of sahaugin. explorers find their way into a slave pen
Queen Loranna has asked the player situated above a giant, round shaft below
characters, trusted adventurers of the the baron’s keep. Sahaugin overseers herd
realm, to serve as her new Wardens and fish-men as they dredge up cargo and
investigate the new Baron’s claims. treasure from the sea-floor. The baron, a
prisoner claims, is using that treasure to
PART ONE fund his army and will ally with the Red
The heroes arrive and find that the baron Reavers to overthrow the Sea Queen!
is telling the truth about the sahaugin, or Worse, the fish-men are former villagers,
“sea devils,” and is beset by fierce pirates transformed by Karnak’s strange magic.
called the Red Reavers as well. He’s taken Dread realization comes over the player
drastic measures to stop these threats but characters as they realize the potions
his people are suffering. of water breathing contain the same
He asks the new Wardens to accomplish transformative mixture—they are rapidly
what the last group could not—enter the becoming mindless fish-men themselves!
sea caves beneath the island and chase out The Wardens must escape from their cell,
the shark-folk. His court wizard, Karnak, defeat the baron, Karnak, and the sahaugin
provides them with potions of water to retrieve the antidote and avoid becoming
breathing for those sections that might be yet another slave to the Baron of Tyrant Isle!
underwater.
5
FANTASY COMPANION
The group arrives to “Tyrant Isle” (actually The Pegasus puts in at Coral Depths’
Coral Depths) via the Pegasus, one of the commercial harbor. The party sees a few
Sea Queen’s fastest ships, outfitted with cargo freighters and an impressive fleet of
bolt throwers and a brave crew of stout cutters at port, top of the line ships designed
sailors and marines. Read or paraphrase for ramming and boarding.
the following as they put in to the port one
sunny Autumn afternoon. You sail into the harbor around mid-
day. You see a half-dozen merchant
The queen tasks her Wardens with the ships, but more impressive are a fleet
most difficult assignments—protecting of brand new warships, each sporting
her people from savage orc raiders, a bright metal ram on its prow. Sailors
destroying foul necromancers in their toil away maintaining the vessels while
trap-laden tombs, and even overseeing companies of marines train vigorously
her own nobles when the need arises. aboard their decks.
It is now late Autumn, and you find
yourself aboard the Pegasus, a gleaming As the Pegasus puts, in, weathered dock
white clipper ship bound for the island of workers approach and throw ropes to the
Coral Depths. queen’s crew. Most seem tired and a bit
Rumors abound that the new Baron of thin, and stare with a mix of forlorn hope
Coral Depths is a tyrannical madman. at the newcomers.
A previous group of Wardens were The commander of the Pegasus is a half-
dispatched to check on his reign a month elf captain named Mera Marion. She hands
ago, but a courier from the baron claims the party a whistle made of white coral and
they were killed by savage creatures says the following as the party debarks:
lurking in caverns beneath the island.
“We’ll keep the ship here for a few
hours while you meet with the baron.
He should be expecting you. If there’s
CLEVER VILLAINS trouble, I have 109 sailors and marines
The three main antagonists in the ready to help. Just blow this whistle. I’ll
adventure, Baron Dellacor, Captain hear it. Trust me,” she winks.
Marchand, and Karnak the wizard, “If I don’t hear from you by twilight,
are all clever and deceitful. Dellacor is we’ll assume there’s trouble and come in
a master at looking humble, brave, or force. If you’re going to be longer, please
offended as needed. help me avoid an incident and send a
Karnak is haughty and distant, runner.”
unlikable but plays the “unknowable “If you’re going to stay longer, we’ll
wizard” card so that he doesn’t have to have to leave for at least two days. The
interact with the strangers. Red Reaver pirates are heavy in the
Marchand lies by omission. She says Southern Isles of late and it’s our job to
she hates the sahaugin and pirates (she send them to the depths.”
does) but she hates most everyone, so
the lie isn’t much of a stretch.
6
A few minutes later, five tough-looking If the adventurers want to stop and talk
warriors in chain mail with bright blue to any of the villagers, they can do so.
cloaks and tabards walk down the pier. The presence of Captain Marchand keeps
Iconic gold seahorses adorn their chests anyone from complaining too greatly,
and shield. however.
The dockhands clear the way or watch Use the list of villagers below to improvise
with barely-concealed malice. The leader whatever conversations occur:
of the warriors, Captain Marchand, is a
• Tarrus McKane is a fishmonger. His
human woman with long black hair and
stand has a few large fish and a number
a long facial scar visible even through her
of smaller, meager specimens, all at
helm.
three times the usual price. If asked
why, Tarrus doesn’t blame the baron
“Welcome to Coral Depths, Wardens. directly since the Sea Guard are nearby
We are Baron Dellacor’s Sea Guard. I and watching. He says simply that
am Captain Marchand, their captain. “times are tough, and what with all the
I trust you had a pleasant journey. As pirates and sea-devils about it’s hard on
you know the Red Reavers prowl these the fishermen.”
waters.”
• Laural Hart sells fresh fruits, but today
After the strangers answer, Marhan has only dried plums and canned
responds with a grunt.
CORAL DEPTHS
Captain Marchand escorts the Wardens
through the village of Coral Depths. Read
the following as they pass through the
town.
7
FANTASY COMPANION
apples. These prices are five times character notes they—like the new marines
normal. If asked why, Laural curtsies and sailors at the harbor—are most likely
and says the pirates have hurt local mercenaries rather than natives of Coral
trade, making it hard to import fresh Isle.
food from the mainland. The party passes through the keep’s
A few other shops sit empty and portcullis then a series of inner walls to
deserted. Mostly they are net-menders, the keep proper. Read the following as they
rope merchants, or vacant food stands, all approach the baron’s domicile:
selling wares at elevated prices.
Captain Marchand urges the guests You pass through the main portcullis
along if they talk to more than a few of and inner walls and into a larger
the vendors. “We should get moving. The courtyard filled with stacks of arms,
baron will be waiting.” boxes, barrels, crates, and supplies piled
high before it. Clearly, the baron is well-
BARON DELLACOR supplied despite the general poverty of
his island.
The Sea Guard escorts the party to the
keep on the hill. It’s a small, beige fortress If anyone asks Captain Marchand about
built from the local “coquina,” or hardened the supplies, he grumbles back. “Where else
coral. Flying high from the ramparts are would you put our island’s last stores when
blue banners with yellow-gold sea horses. there are pirates and sea-devils afoot?”
The walls are well-guarded and the Inside the keep, the party sees further
soldiers seem a sturdy lot. A Common evidence of hoarding. Fruit, vegetables,
Knowledge roll from a military-minded water, wine, ore, and more fill the halls such
that the group actually has to squeeze
through in single file in spots.
Finally, they arrive at a large and open
double door. Captain Marchand points
inside where the adventurers can see the
baron himself. Read the following as they
enter.
BARON GERALD
DELLACOR
8
One of the fishermen responds. “We If the group likes, the baron is all too
saw but half a dozen, m’lord. But they happy to give them time to decide. In the
was accompanied by at least three meantime, he offers a modest meal of fish,
sharks. Man-eaters. Big ones. One of the fowl, and a few pieces of overripe fruit (he
fish-men dragged poor Amos off his boat knows how to make it look like this is the
and...well...” best they have while still reminding the
heroes of their “dire” situation).
The baron sighs and nods his head in If the team feasts, a runner from the
understanding. “Tis a pity,” he responds. Pegasus appears and says the ship has
“Perhaps if we had more resources...” then spotted the Red Reavers and must give
he notices the party. pursuit. The captain says they will return
This entire scene was carefully staged to as soon as possible.
occur as the heroes enter. Baron Dellacor The baron is an excellent actor and much
is as clever as he is greedy and knows to of his tale is true. The island is beset by
appear genuine when he needs to—such as pirates and the sahaugin rule the sea-caves
when confronted by the queen’s Wardens. beneath. He feels terrible for the state of his
subjects, but there’s little to be done until
“Ah, our guests! Perhaps some relief is those threats are defeated.
in sight, my friends.” The baron turns to
you. “Welcome, Wardens. We are glad
to see you.”
Assuming the party eventually decides “I can also provide you with three
to undertake the baron’s request, he claps Valish lanterns. If you are unfamiliar
his hands and a wizened man with a long with them they are glass containers filled
black beared enters from a side-door. with luminous kelp fruits. They should
last about a day and help you find your
“This is my friend, the wizard Karnak. way in the darkness.”
He is a brilliant fellow, and created
wondrous potions that will allow you Valish Lanterns: The lanterns contain a
to breathe below the waves, should any half-dozen pale bulbs that give off a soft
portion of the sea-caves be flooded.” blue glow. They provide light in a Medium
The wizard carries a wooden box with a Burst Template.
vial for each of you inside. A dark green Potions of Water Breathing: The group
potion roils in each. “Drink these should is given exactly one dose per character, no
you encounter any flooded tunnels in more, no less. Once imbibed, Karnak says
the sea caves. They will last for several they allow the user to breathe underwater
hours and allow you to breathe both in for a day. In truth, they allow the user to
air and water.” breathe underwater forever! See the sidebar
for the details.
THE BEACH
Captain Marchand and five Sea Guard
escort the Wardens to a beach a mile or so
distant on the western side of the island.
KARNAK’S POTIONS An old stone grist wheel about six feet high
The elixirs are indeed potions of blocks what is obviously a narrow cave
environmental resistance (water) with entrance behind it. Captain Marchand tells
extended Duration (24 hours), and the heroes she and her men will roll it aside
identify as such should someone use but must roll it back once they enter. “We
detect arcana on them. don’t want to give the sahaugin easy access
The potions contain another ingredient, to our fishers,” she warns.
however, that is not revealed with detect The soldiers push the stone aside with
arcana—aboleth slime. The slime smells great effort, let the adventurers in, then
slightly of sweet elder berries and gives roll it shut behind them. There’s no way out
the potion a slick, oily feel as it goes but forward. Even if the Wardens bang on
down the gullet. the stone or yell to be released there is no
The adventurers will smell and feel reply—Dellacor and her men have already
the slime again later in the adventure— left for the keep.
their first clue something is amiss. The If the party argues to keep the passage
full sinister truth is revealed in the final open, Marchand puts up a token fight,
act. shrugs, then leaves the beach. Half an hour
If the heroes don’t take the potion, later she and her guards return and push
perhaps because one of them has their the wheel back into place anyway.
own environmental protection spell, Baron
Dellacor and Karnak won’t overplay
their hand. They give them the potions
anyway “just to be safe” and wish them
good fortune, trusting at least some of
them will eventually require the elixirs
once they enter the sea caves.
10
THE BEACH
11
FANTASY COMPANION
2) TROLL
LAIR
1) CAVE
ENTRANCE
12
• Ghost Crabs (5): The creatures hide
PART II: beneath the corpse pile.
13
FANTASY COMPANION
2) TROLL LAIR
14
D MARINE TROLLS
These terrible creatures have a strange mutation that allows them to emit an electrical
current, just like an eel. The two trolls encountered in the caves beneath Tyrant Isle are
Wild Cards.
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d10, Notice d6
Pace: 4 on land, 6 in water; Parry: 6; Toughness: 11 (2)
Edges: Imp. Sweep.
Special Abilities:
• Aquatic: Pace 6.
• Armor +2: Rubbery hide.
• Claws: Str+d6, AP 1.
• Electrical Attack: Anytime the trolls are dealt a face card in combat, they emit an
electrical attack in a Large Burst Template centered on them. This is a free action.
Everyone within must make a Vigor roll at –2 (–4 if wearing metal armor) or be Shaken.
• Fast Regeneration: Trolls may attempt a natural healing roll every round unless their
wounds were caused by fire or flame.
• Size +2: The marine trolls are just over 6’ high but incredibly fat and bulky.
15
FANTASY COMPANION
16
CORAL SHARKS DEEP DIVE
The locals call these large, aggressive fish
“coral sharks.” These three were lured Note: This long, winding tunnel isn’t depicted
here by the sahaugin as a ward against in the printed tiles.
interlopers from the island above. The The sunken passage dives deep before
trolls occasionally try to catch the sharks, rising swiftly once more. It’s wide enough
but they’re too fast for Krrim and Brrak for two human-size swimmers to travel side
and know to stay away from such alpha by side most of the way, with an occasional
predators. choke point. Make sure to ask for marching
Attributes: Agility d8, Smarts d4 (A), order to keep the players nervous!
Spirit d6, Strength d10, Vigor d10 The passage is about two hundred yards
Skills: Athletics d8, Fighting d8, Notice long. Those who don’t drink the potion
d12, Stealth d8 must make three successive Vigor rolls at
Pace: —; Parry: 6; Toughness: 9 –4 to reach the end by holding their breath.
Edges: — Each roll failed results in Fatigue. If this
leads to Incapacitation, the victim drowns.
Special Abilities:
• Aquatic: Pace 10. Note that it is possible to swim the length
of the cavern without taking a potion!
• Bite: Str+d8.
This requires some foresight the Wardens
• Size 2: Coral sharks average 11’ long.
shouldn’t have at this point, however.
THE WAY FORWARD
TREASURE
Assuming a light source, a submerged
Along the way are three piles of thick silt
cavern is just visible about six feet below
obscuring shells, bones, seaweed, and other
the water line on the opposite wall. This is
detritus. Searching a pile takes 10 minutes
the only egress from the room.
and requires a Notice roll at –2 for the silt
Anyone who peers in sees a long, dark stirred up when digging.
tunnel running out of sight of any light
Failure finds a young ghost crab burrowed
source or darkvision.
into the silt. It pinches the character’s
hand and causes Fatigue from Bumps
and Bruises that last for the duration of
the adventure. Success finds a randomly
determined potion, and a raise finds a ring.
If more than one character searches, give
the results to the two highest success totals
instead.
TIME TO IMBIBE!
This is the time for the party to use Karnak’s potions of water breathing. Those
who do so taste a sweet, fruity mix that leaves an oily coating on their mouth
and throat. It works exactly as advertised, and allows the characters to breathe
both above and below water.
17
FANTASY COMPANION
E
C
N
A
TR
EN
4) THE GARDEN
19
FANTASY COMPANION
20
OLD AMOS They should quickly realize Karnak’s
One of t he men is feig n i ng his potions of water breathing contain the
transformation. He figured out Karnak same noxious slime they tasted in the
was poisoning them and had managed Garden. If they ask Amos how long it takes
to keep from eating or drinking the last to transform, he shrugs and says
several days. Once he sees the heroes are
here to help, he moves away from his less- “Seems different for each person.
fortunate companions, hands open and Sometimes a day, sometimes a few
palms out. hours. Say...your eyes look kinda...fishy.
That wizard feed you somethin’...?”
“Hello, friends. I ain’t like them, so...
don’t get nervous and don’t hurt me. My The excitement and strain of the previous
name’s Amos. I was just makin’ sure you few hours have indeed expedited the
wasn’t dangerous or somethin’. poison’s effect. Those heroes who imbibed
My friends here didn’t believe me when can feel their skin starting to itch. If they
I told ‘em the food was poisoned. It turns look closely, they can see it’s starting to
you into them...things.” turn scaly and green. The air feels...dry...
and they crave a fresh drink of sea-water.
Amos walks over to the cell door and Time is running out!
points down into the circular shaft. The The obvious question remains...Amos
adventurers can now see the disturbing volunteers this information if no one asks.
scene below. Lay out the final tile and place
all the figures before Amos’ whispers the “I’m...sorry, friends. I think there’s
following tale: an antidote though. That wizard comes
outta the big cave sometimes drippin’
“The fish-folk are slaves. The sahaugin wet, like he’s been out in the ocean.
are the overseers. They’ve been draggin’ Then he drinks from a flask he keeps in
wrecks in here off the sea floor and a satchel on his bag. I was eyein’ it myself
salvaging everything they can from ‘em. in case I figured out a way outta here and
I reckon it’s the baron’s doin’. Somehow got tricked into takin’ their poison.”
he and his pet wizard are transformin’
the people of Coral Depths into fish-folk
and makin’ ‘em salvage all the wrecks
OPENING THE GATE
The prison door is too strong to be
‘round these parts. That’s how he’s been
destroyed by even the strongest warrior,
buildin’ all those pretty ships you saw
but the lock can be picked at a –2 penalty
down at the docks.
to Thievery. Failure gives the guards below
He comes down and rants at us now an’
a group Notice roll at –2 to see the thief
then. Says he’s gonna join forces with the
attempting the task.
Reavers and overthrow the Sea Queen
The narrow ledge in front of the prison
herself.”
cells has no natural steps. Instead, a single
This should be more than a little disturbing ladder leads down to a narrow strip of
for the Wardens, especially those who have beach below.
vowed their service to Queen Loranna! Silence and caution should be rewarded
here. There are a lot of foes in the final
KARNAK’S SCHEME REVEALED fight, and the party should have a plan
If the players haven’t already figured it out, before confronting the baron and his many
have them make Notice rolls. The highest minions.
roll notes the fish guts lying in the center
of the cell have a distinctive smell—of
elderberries.
21
FANTASY COMPANION
PART THREE: DThe Sea Guard (5): Not all the Sea
Guard are corrupt or in on the baron’s
TYRANNIS SG.
DScratt the Sea Troll: This voracious
creature is devouring the carcass of a
Sitting on a sandy island at the center of an fish-man at the spot marked MT.
open air chamber is the broken front of a • Sahaugin Warriors (8): Five sahaugin
gleaming white ship—the Pegasus, dragged stand in the water near the shipwreck
in through the Garden. (marked SW). Another three ride coral
A Common Knowledge roll recognizes sharks in the channel that surrounds
the damage was caused by the distinctive the island.
mark of a steel ram. Numerous heavy • Fish-Folk (12): The transformed
ballista bolts jut from the prow, evidence it villagers can be scattered around the
was sunk by hostile action. wreck and cargo pallet, hauling useful
Dozens of half-human, half-fish prisoners loot from the Pegasus.
tear the ship apart under the eyes of
PLANNING THE ATTACK
sahaugin guards, unloading what cargo
The Game Master should prod the party
or treasure remain and even stripping
gently. If any of them used Karnak’s potion,
the bodies of unfortunate sailors of their
they’re rapidly transforming into fish-folk.
personal jewelry.
There’s no telling how long that will take,
The treasure and cargo are being sorted but it should instill a sense of urgency. Still,
in one pile, then stacked neatly in another the heroes need to plan carefully, both to
before being loaded onto a wooden lift. The breach the gate somehow and then consider
platform is attached to a winch high above how they’re going to attack.
that leads directly into the baron’s keep.
Here are a few factors you might want to
Baron Dellacor, the wizard Karnak, point out as they discuss their plan.
Captain Marchand and her hand-picked
Sea Guard oversee the noisy operation. • If the Baron, Karnak, and the Sea Guard
Around the island where the Pegasus is are given the chance, they can ride
being disassembled is a kind of moat. Five the lift to the top and leave the party
sahaugin ride coral sharks around the trapped down here. Preventing them
flooded ring, occasionally poking one of from doing so and protecting the lift
their black coral spears into the rubbery must be a top concern.
flesh of a fish-man to make him move faster. • The wizard must not be allowed to
Devouring the corpses on an island near escape since he’s the only one who
the ladder to the prisoner’s ledge is another might have an antidote to the potions
terrible sight—a marine troll, even larger of water breathing.
than even the engorged twins the party • The fish-folk are obviously slaves,
saw earlier. mostly mindless, likely transformed
DBaron Dellacor: Baron Dellacor stands villagers, and no threat. They should
at the point marked BD on the map. be protected as much as possible.
DKarnak: Karnak can be found at the • This is a tough fight. The baron, the
point marked K on the map. sahaugin and their pet coral sharks, the
large marine troll, the wizard, and the
D Captain Marchand: The wily captain
Sea Guard are all serious threats.
oversees the slaves from the point
marked CM.
22
D BARON BRUCE DELLACOR
The baron was sent to this distant island
to keep him out of his constant scheming, VILLAINOUS
but it only gave him the resources to pose
a far more serious threat to the kingdom.
DIATRIBES
He plans to overthrow the Sea Queen by When Dellacor is attacked, he can’t help
aligning with the powerful Red Reaver but gloat to the servants of the hated Sea
pirates then become the King of the Queen. Work in the following taunts as
Southern Isles. they’re dramatically appropriate.
Dellacor is good with a fencing weapon
“You! Haven’t transformed yet, I
and excellent with a crossbow. He and
see. Well it’s only a matter of time.
Karnak try to stay behind the Sea Guard
But if you prefer a faster end we’re
and attack at range as long as possible. If
happy to provide!”
things start going badly, they make for the
elevator and Dellacor screams for someone “This is the best the Sea Queen
above to haul them up. has? Perhaps I don’t need half the
Attributes: Agility d6, Smarts d10, Spirit force I’ve built to overthrow her! HA
d10, Strength d8, Vigor d8 HA HA!”
Skills: Academics d8, Athletics d8,
Fighting d10, Investigation d8, Notice d8, “Want to know why the sea-devils
Persuasion d10, Stealth d8, Shooting d10 serve me? Because I promised them a
Pace: 6; Pa r r y: 7, 8 wit h saber; feast! When we leave this backwater
Toughness: 10 (4) place to capture Loranna’s palace
Hindrances: Greedy, Ruthless (Major), Vow there will be no one to protect these
(Major—Become King of the Southern ignorant fishmongers from the
Isles). sahaugin! Bon appetite, I say!”
Edges: Attractive, Elan, Luck, Marksman. Here are some of the things Karnak
Gear: Chain mail +1 (+4), fencing saber might say:
(Damage Str+d4, Parry +1).
“Please! Kill all the shark-men you
B KARNAK THE SORCEROR like! Their savage king has promised
Karnak is a clever sorcerer and alchemist
me an endless army of the stupid
who discovered a combination of rare
brutes!”
ingredients—primarily aboleth mucous
and other reagents—could transforom a “Fish-men! Attack!” (They don’t,
human into a fish-like humanoid. but he wants to trick the heroes into
He and the baron concocted their scheme attacking the transformed villagers!)
to turn the people of Coral Island into
pitiful fish-folk to serve the local sahaugin. Marchand focuses on fighting, but
The slaves would comb the sea floor fort might say the following once the
he sea-devils and gather enough treasure fighting breaks out and she wants to
to build a navy to challenge the Sea Queen make use of her Command ability:
herself. Those left behind would become a “Rally to me, Sea Guard. No
feast for the insatiable shark-folk. quarter, no mercy.”
Remember that as a sorcerer, Karnak has
“Surround that one and strike as
Armor Interference (Minor), is Fatigued,
one.”
Stunned, and Corrupted on an arcane skill
Critical Failure, and may spend additional “Kill the healer first.”
Power Points after rolling to add +1 per
point to the total!
23
FANTASY COMPANION
Attributes: Agility d6, Smarts d10, Spirit change, sound/silence, summon monster.
d10, Strength d8, Vigor d8 Power Points: 25.
Skills: Academics d10, Athletics d6,
Fighting d10, Notice d8, Occult d10,
D CAPTAIN MARCHAND
Captain Liza Marchand might have been
Persuasion d10, Research d8, Stealth d8,
a hero once, but the failures of previous
Shooting d10, Spellcasting d10
rulers have made her cynical. She’s now
Pace: 6; Parry: 7; Toughness: 8
out for herself, believing that to be the only
Hindrances: Can’t Swim, Greedy, Vow rational way to survive.
(Major—Become Vizier of the Southern
Attributes: Agility d8, Smarts d8, Spirit d8,
Isles).
Strength d8, Vigor d8
Edges: Arcane Background (Sorcerer),
Skills: Athletics d6, Fighting d10, Notice
Power Points.
d6, Persuasion d6, Stealth d6, Shooting d6
Enchanted staff (Str+d6, AP 1, Parry +1,
Pace: 6; Parry: 10 (with shield); Toughness:
Fighting +2), Cloak of Major Protection
9 (3)
(+2), power stone, recharge potion.
Hindrances: Greedy, Mean.
Powers: Arcane protection, barrier (coral),
Edges: Block, Command, First Strike, Hold
blast, blind, burrow, deflection, disguise, dispel,
the Line.
drain Power Points, entangle, protection, shape
24
Gear: Plate mail (+4), long sword (Str+d8), medium shield, crossbow (Range 15/30/60,
Damage 2d6, AP 1).
THE SEA GUARD
Most of the Sea Guard are locals who genuinely believe they’re fighting the sahaugin.
These five, however, were brought with Baron Dellacor from his previous lands and serve
him loyally—for a generous share of his ill-gotten gains.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Persuasion d6, Stealth d6, Shooting d6
Pace: 6; Parry: 9 (with shield); Toughness: 9 (3)
Hindrances: Greedy, Mean.
Edges: Block.
Gear: Plate mail (+4), long sword (Str+d8), medium shield, crossbow (Range 15/30/60,
Damage 2d6, AP 1).
SAHAUGIN WARRIORS
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d10
Pace: 6; Parry: 8; Toughness: 6
Gear: Coral spear (Str+d6, Parry +1).
Special Abilities:
• Aquatic: Pace 8.
• Shark Control: Each sea-devil can control
up to four sharks within 50 yards.
CORAL SHARK MOUNTS
The sahaugin ride specially bred coral
sharks which are larger and more
ferocious than most.
Attributes: Agility d8, Smarts d4 (A), Spirit
d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Notice
d12, Stealth d8
Pace: —; Parry: 6; Toughness: 9
Edges: Frenzy (Imp)
Special Abilities:
• Ampullae: These creatures have been bred
with enhanced ampullae, highly-developed electro-
receptors that help them anticipate and avoid
incoming blows. Subtract 2 from any direct attacks
made against them.
• Aquatic: Pace 10.
• Bite: Str+d8.
• Size 2: Coral shark mounts are just under 12’
long.
25
FANTASY COMPANION
WRECK OF
THE PEGASUS
PRISONS
S’
O L
M
A EL
C
26
27
FANTASY COMPANION
28