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WFRP - Sea of Claws - Grim an Perilous Adventures Upon the Several Seas

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Published by Capn_Ragnar, 2022-11-02 02:54:04

WFRP - Sea of Claws

WFRP - Sea of Claws - Grim an Perilous Adventures Upon the Several Seas

Keywords: WFRP,Warhammer,TTRPG

BOATS AND BOATBUILDING XII

AMMUNITION FOR ARTILLERY PIECES 101

Weapon Price Enc Availability Range Damage Qualities and Flaws

BALLISTA

Bolt 4/– 0 Scarce As weapon — Impale, Penetrating

CANNON

Ball and Powder 8/– 1 Scarce As weapon — Blast +2
6/6 –5 Spread +5
Grapeshot and 0 Exotic Quarter
Powder weapon +12 Blast +5, Dangerous,
Special* Impact
MORTAR
+1 Blast +4, Dangerous
Bomb 3 GC 0 Rare As weapon —
Impale, Penetrating,
Incendiary 1 GC 0 Scarce Half Spread +3
weapon Spread +6

SWIVEL GUN

Bullets and 2/2 0 Common As weapon
Powder for 1 shot 2/2
Small Shot and 0 Common As weapon
Powder for 1 shot

* An Incendiary gives every affected target 1+SL Ablaze Conditions.

Placing Cannon on Deck

The owner of the boat should be allowed to decide how
to place cannon (and other heavy items) on board their
vessel. Some may like to arrange all their guns on one side
of the ship in order to unleash a devastating broadside,
or cram them in around the prow in order to blast apart
enemies as they close. Whilst this might provide tactical
advantages in combat, it does compromise the ship’s
ability to move and manoeuvre.

0 If the weight of the guns on one facing of the ship
exceeds 25% of the ship’s Carries capacity, the ship
suffers an additional –1 to its M and Man, and Boat
Handling Tests suffer from –1 SL.

0 If the weight of the guns on one facing of the ship
exceeds 50% of the ship’s Carries capacity, the ship
suffers an additional –2 to its M and Man, and Boat
Handling Tests suffer from –2 SL.

The diagram to the right shows four ways ten cannon
could be arranged on deck. The top two placements are
sensible and would not impose penalties on the handling
of the vessel. The bottom two placements will impose
penalties unless compensatory ballast, such as sandbags,
is placed to make the weight distribution more even.


XII SEA OF CL AWS

NEW WEAPON QUALITIES AND FLAWS

Crewed If a weapon gains a Flaw that it already possesses,
impose a further penalty of –10 to any Ranged Tests
A weapon with the Crewed Flaw is so large, heavy, and made to shoot the weapon.
complex that it benefits from being managed by a team
rather than a single operator. Everyone on this team needs When reloading a weapon with the Crewed Flaw, one of
to possess the relevant Ranged Skill to crew the weapon. the crew may assist with any Tests made to determine how
However, they may nominate one of their number to make long the reloading process takes.
the relevant Ranged Test to see how well the weapon
performs when it is triggered. If a weapon with the Crewed Flaw suffers a misfire, all
members of the crew are affected.
Most weapons have a crew of 2, 3, or 4. Larger crews are
often assembled, but extraneous crew members do not Spread (Rating)
impact the efficiency of the weapon itself, though they may
help move it or make up for casualties in the thick of battle. Weapons with the Spread Quality fire an expanding cloud
of projectiles which may strike several targets. Depending
If a weapon requiring a crew is not fully crewed it is on the range to the target, weapons with this Quality
impaired as explained in the table below. behave somewhat differently.

Crew Crewed 2 Crewed 3 Crewed 4 0 Point Blank: The shot targets a single individual.
Add (Rating) to the weapon’s Damage.
4 N/A N/A N/A
0 Short Range to Long Range: The shot targets a
3 N/A N/A Double Reload single individual, and also the next (Rating) closest
Time visible creatures. No two targets may be more than
(Rating) yards apart.
2 N/A Double Gain Imprecise
0 Extreme Range: As for Short to Long Range but
Reload Time Flaw reduce the weapon’s Damage by (Rating).

1 Double Gain Imprecise Gain Dangerous
Reload
Time Flaw Flaw

Penalties from reduced crew are cumulative, so a Crewed
4 weapon with a single crewman will suffer from double
reload time, the Imprecise Flaw, and the Dangerous Flaw.

102


XIII

• SEAFARING •

HanadndNlianvgigaatBinogatOucpeoann tHhaezaSredass

Sea of Claws presents several different sets of rules for 0 If the boat is being propelled by sail, the Boat

vessels, depending on different circumstances. These rules Handling Test is made using the Sail Skill of the

are broken down as follows. Character who is guiding the tiller.

Seafaring (this chapter) gives the basic rules for making 0 If the boat is being propelled by oars,the Boat Handling
progress, manoeuvring, navigating, and fighting on a Test is made using the Row Skill of the rower with the
boat. The rules are intended to be used for small vessels highest Row Skill (other rowers may assist).
making short journeys, where the Characters on board a
ship outnumber the NPCs. In other words, if the party 0 Characters with the Lore (Oceans) Skill may take
want to take their barge out for a brief sojourn upon the a bonus to Boat Handling Tests equal to the first
waves, this chapter has all they may need. digit of their Skill score — for example, a character
with a Lore (Oceans) Skill of 36 would receive a
Sailing Larger Vessels (page 121) gives advice on what it bonus of +3 to Boat Handling Tests. This bonus
is like to manage a craft where the actions of individuals applies only while on the ocean.
matter less than the coordination of a large crew. In
situations where named Characters are in the minority, The Character at the Tiller
such as if they join the crew of an Imperial warship for a
scenario, use these rules. Often when describing the need to take a Boat Handling
Test the rules will mention the Character at the Tiller.This
Longer Voyages (page 128) provides a version of the refers to whichever Character is best placed to influence
Endeavours rules from WFRP to account for lengthy effective movement of the vessel at the time of the Test.
journeys at sea. In situations where a GM must account They may receive assistance from other Characters as
for an epic voyage, but wants to reach the destination explained on WFRP, page 155. The Character at the
without having to give daily updates, use these rules. Tiller need not be at an actual tiller, they may be at the
wheel, the sails, rowing the boat, or in any position from
SMALL BOATS ON THE OCEAN which they can determine the boat’s direction.

Boat Handling rules were introduced into Warhammer OTHER FORMS OF PROPULSION
Fantasy Roleplay in the Death on the Reik Companion,
and small river-going boats are also used on the ocean. Sea of Claws mostly deals with boats crewed by the sailors
The bays and estuaries of the northern Empire play host of the Empire or the marauders of the Norse tribes. These
to many fishing boats and visits from small trading barges. seafarers rely on oars or sails to propel their vessels. There are
These boats are like the boats described for river travel in other seafarers in the world, however, who make use of other
their appearance and operation. For fuller explanations of forms of propulsion.
these rules, refer to the Death on the Reik Companion,
though note that the rules here are less forgiving in that Form of Boat Handling Tests use…
Characters without the Sail Skill are unable to pilot a Propulsion
sailing vessel on the ocean, and that Skill Tests are Steam Engine Trade (Engineer)
required to make progress. Animal Training
Captive Beast
0 ‘Boat Handling Tests’ is a generic name for the Skill
Tests needed to ensure a boat makes progress and Treadmill Leadership if those working the
performs manoeuvres appropriately. Treadmill are willing, Intimidate if

they are not.

Magic Language (Magick)

103


XIII SEA OF CL AWS

104 MAKING PROGRESS Irregular Numbers?

Like Characters, boats have a Movement Attribute that We have rounded numbers to the nearest 0.5 for sake of
determines their average speed. Movement Characteristics simplicity. This does mean some shorter periods of travel
and their approximate speeds are listed below. seem faster than longer periods. We think this is the best
way to work things out, but your mileage may vary.

BOAT MOVEMENT RATES

Movement Yards per Round Miles Per Knots (very Miles Per 2 Hour Miles Per 8 Hour
Hour (approx.) approx.) Shift Shift
0 0 0 0 0
1 2 0 0.5 1.5 6.5
2 4 1 1 3 12
3 6 1.5 2 5 18.5
4 8 2.5 3 6 24
5 10 3 3.5 8 30.5
6 12 4 4 9 36
7 14 4.5 4.5 11 42.5
8 16 5.5 5 12 48
9 18 6 6 14 54.5
10 20 7 6.5 15 60
7.5

Shifts are approximate times related to how tiring it is The results of the Boat Handling Test can then be
to work with sails or oars. Whilst different vessels keep compared to the Progress table below.
different notions of shifts, generally rowers will work
for 2 hours before they need to check for fatigue, whilst SL PROGRESS
those working with sails and tiller can work for 8 hours. 4 or more Effect
See Exhaustion on the next page.
1 to 3 The ship progresses at top speed. It moves its
It is up to the GM to decide on how often to call for –2 to 0 M score +2 (or equivalent distance).
Boat Handling Tests. The regularity and difficulty of –3 to –4
Boat Handling Tests depends on the local conditions. –5 or less The ship progresses well. It moves its
Generally the more treacherous the conditions are, the M score +1 (or equivalent distance).
more difficult the Tests will be and the more regularly the
Tests have to be made. Some examples are listed below. The ship progresses as normal. It moves its
M score (or equivalent distance).
TYPICAL BOAT HANDLING TESTS
The ship progresses slowly. It moves its
M score –1 (or equivalent distance).

The ship struggles to move. It moves half its
M score (or equivalent distance).

Conditions Test Difficulty Test
Every…

Calm seas Average (+20) Shift Example: Andreas is the Character at the tiller of a skiff. He
has someone else on board to help him trim the sails, and so
Choppy waters Challenging Shift the ship has the minimum crew needed to use its Sail M of 3.
(+0)
Andreas has a Sail skill of 53 with which to make Boat
Gale force winds and Difficult (–10) Hour Handling Tests. Conditions are a little rough, but no obstacles
large waves present themselves, so the GM decides he can make a single
Challenging (+0) Boat Handling Test to cover a whole eight
Charting a course around Difficult (–10) Hour hour shift. Andreas scores 41, a success with +1 SL.
a rocky stretch of coastline
The skiff counts as having M of 4 due to the +1 SL, and
Charting a course around Hard (–20) Hour therefore covers 24 miles before the next test is required.
a rocky stretch of coastline

during heavy fog

Charting a course through Very Hard Round
the Dragon’s Maw (–30)
in a storm


SEAFARING XIII

Pushing It MAXIMUM SPEEDS 105

A crew can attempt to increase their vessel’s speed, either There are several ways in which a vessel can improve its speed,
by making efforts to catch the wind in the best way but exceeding the speeds for which it was designed subjects a
possible, or by rowing harder.There is a limit to how much boat to forces that may damage it.
faster a boat can go, and to benefit from the movement A boat may move at a rate up to M+4 without the risk of
bonus, a Sail or Row Test must be passed as explained in taking damage. A boat moving at a faster rate must succeed at a
the table below. Note: this is not a Boat Handling Test Toughness Test or suffer Damage according to the She Cannot
and Lore (Oceans) does not provide a benefit. Take it, Skipper! table.

PUSHING IT SHE CANNOT TAKE IT, SKIPPER!

M Bonus Sail Oars Movement Test Difficulty Test Damage
+1 Regularity
+2 Very Hard
(–30) Sail Test Hard (–20) Row Test M+5 Average (+20) 1 Test per 1+X
Toughness Test Hour
n/a Very Hard (–30) Row Test
Challenging (+0) 1 Test per
M+6 Toughness Test Hour 2+X

The Movement Bonus lasts until the next shift (8 hours M+7 Difficult (–10) 1 Test per 3+X
for sailing, 2 for rowing) or until circumstances call for Toughness Test Minute
another Boat Handling Test.
M+8 Hard (–20) 1 Test per 5+X
Exhaustion Toughness Test Round

Operating a vessel is hard work. At the end of a shift, crew M+9 or Very Hard (–30) 1 Test per 8+X
involved in Sailing or Rowing must make an Average more Toughness Test Round
(+20) Endurance Test or receive a Fatigued Condition. If
these crewmembers have been Pushing It (see above), this X is equal to the negative levels of success generated on a
becomes a Difficult (–10) Endurance Test. failed Toughness Test.

MANOEUVRES Fouling

Ships may need to make intricate manoeuvres in order to Over time a boat that remains on the ocean will begin to
avoid obstacles or bring their guns to bear on an enemy.
accrue a layer of seaweed and barnacles on its hull, as well
Manoeuvre Tests
as shipworm and boring beetles within its timbers. The
Whenever a manoeuvre is called for, the Character at the
tiller makes a Manoeuvre Test. This is a Boat Handling reliability of a vessel is compromised by such infestation.
Test modified by the Man Characteristic of the boat, as
well as other factors the GM finds pertinent. Manoeuvre Every week that a ship is out at sea without appropriate
Tests are a type of Boat Handling Test, and any factors that maintenance, make a Toughness Test for the vessel. Each
apply to Boat Handling Tests also apply to Manoeuvre Tests, failed Test adds a level of Fouling. This has the effects
though factors noted as applying to Manoeuvre Tests do not described in the Fouling table.
benefit Boat Handling Tests made for other purposes.
Fouling can be removed from smaller vessels through
creative use of Skills, Spells, or Miracles, or even by
beaching the boat and applying some elbow grease. To
clean a boat of Average Size or larger, it would need to be
taken to a dedicated dock to be scraped.

FOULING

Level Description Effects Repair

1 Weed and barnacles begin to grow on the hull of the ship. –1 SL to Manoeuvres 5% base cost

2 Shipworm begins to bore into the hull. –1 SL to Manoeuvres, –1 M 10% base cost

3 Heavy mats of weed and sea life drag behind the ship. –2 SL to Manoeuvres, –1 M 15% base cost

4 The underside of the hull is swathed in kelp. –2 SL to Manoeuvres, –2 M 20% base cost

5 Below the waterline the ship looks like an inverted coral reef. –3 SL to Manoeuvres, –2 M, 25% base cost
–1 SL to all Boat Handling Tests


XIII SEA OF CL AWS

106 WEATHER Temperature

Weather on the Sea of Claws is famously changeable. High or low temperatures can have pronounced effects
The Sea of Claws Weather table gives the day’s weather on the performance of a crew.
in relation to Precipitation, Winds, Visibility, and
Temperature. Roll for each aspect. If you get a series of Sweltering
results that feels unearthly, this could either be put down
to the Winds of Magic streaming from the Chaos Wastes Every two hours, make a Challenging (+0) Endurance
to the north, or you may decide to roll again. The base Test. If the Test is failed, suffer the effects of Heat
scores are for the summer, so you should add 2 to the Exposure as explained on WFRP, page 181. Crew
result for the spring and autumn months, and 4 for winter. members must drink two gallons of water a day or else
suffer from Thirst, as explained on WFRP, page 181.
The table is designed to represent weather on the Sea
of Claws. On warmer seas subtract 2 from rolls for Hot
Temperature and Visibility.
Every four hours, make an Average (+20) Endurance
SEA OF CLAWS WEATHER Test. If the Test is failed, suffer the effects of Heat
Exposure. Crew members must drink two gallons of
d10 Precipitation Temperature Visibility Winds water a day or else suffer from Thirst.
roll Sweltering Clear
Hot Clear Doldrums Comfortable
1 None Light
Comfortable Clear Breeze Moderately cool or warm, the temperature is tolerable
2 None Comfortable Misty Fresh and has no effect on the crew.
Comfortable Misty Breeze
3–4 None Foggy Chilly
Chilly Thick Near Gale
5–6 None Fog Strong Gale Every four hours, make an Average (+20) Endurance
7–8 Light Chilly Misty Test. If the Test is failed, suffer the effects of Cold
Violent Exposure as explained on WFRP, page 181.
9 Light Chilly Misty Storm
Clear Bitter
10 Heavy Bitter Near Gale
Bitter Every two hours, make a Challenging (+0) Endurance
11–12 Very Heavy Fresh Test. If the Test is failed, suffer effects of Cold Exposure.
Breeze
13 Heavy Light Visibility
14 None Breeze
Doldrums The Sea of Claws is often swathed in fog, making sight-
based Perception Tests very challenging. The various
degrees of fog have the following effects.

Precipitation Conditions VISIBILITY
Clear
The presence of rain and snow has the following effects Misty Effects

for Characters on the deck of a vessel: Foggy No effect.

PRECIPITATION EFFECTS Thick Fog Ranged Tests, Navigation Tests, and
Perception Tests based on sight suffer from a
Precipitation Effects
–1 SL penalty if the target is more than
Light –10 to Athletics, Climb, and Ranged 20 yards away.
(Blackpowder) Tests
Ranged Tests, Navigation Tests, and
Heavy –20 to Athletics, Climb, and Ranged Perception Tests based on sight suffer from a
(Blackpowder) Tests, –10 to Leadership,
Navigation, Perception, Row, and Sail Tests –2 SL penalty if the target is more than
10 yards away.
Very Heavy –30 to Athletics, Climb, and Ranged
(Blackpowder) Tests, -20 to Leadership, Ranged Tests, Navigation Tests, and
Navigation, Perception, Row, and Sail Tests, Perception Tests based on sight suffer from a

–10 to all other Tests –3 SL penalty if the target is more than
5 yards away.


SEAFARING XIII

Winds WIND EFFECT 107

The aspect of the weather which affects sailing most Direction

seriously is the wind, but it has a much greater impact on d10 Roll Tailwind Sidewind Headwind

sea travel than it does on river vessels. Roll on the following Doldrums Becalmed Becalmed Becalmed

table to randomly determine the direction of the wind. –10%
/+0%
Light Breeze +0% /+0% +0% /+0%

D10 roll Wind Direction Fresh Breeze +10% /+0% Tack +10% –25%
Prevailing (on the Sea of Claws the prevailing /+0% /+0%
1–6 winds are westerlies, the GM may decide the
direction of prevailing winds on other oceans). Near Gale +25% /0% Tack +25% –50%
7 /+0% /–10%
8 Northerly
9 Southerly Strong Gale +25%/+10% Batten Down Batten Down
10 Westerly
Easterly /–5% /–25%

Violent Storm Batten Down Batten Down Batten Down

To see what impact the wind has on the ship you must Becalmed
determine which direction the wind is blowing and
compare that to the direction the ship is attempting to The boat may not move under sail. Unless it has a backup
travel. For clarity: a northerly wind blows from the north, method of propulsion the boat either remains in place or
starboard is to the left of the ship (from the perspective is pulled along in the direction of the current (currents
of someone facing the same direction as the ship), and vary in strength, but most pull ships along at a Movement
port to the right. rate of 1; tidal currents or those leading to a whirlpool
pull ships along at faster rates, see pages 112 and 113).
WIND DIRECTION
If the vessel possesses a Ship’s Boat that is equipped with
Boat Northerly Southerly Easterly Westerly oars, this may be deployed to tug the larger vessel along.
Direction If this process is followed, the two boats move together as
if they were a single craft with M1, suffering –3 SL to its
North Headwind Tailwind Sidewind Sidewind Man Characteristic.
South (Port) (Starboard)
East Tack
West Tailwind Headwind Sidewind Sidewind
(Starboard) (Port) A movement increase can be achieved by tacking, which
requires a successful Challenging (+0) Boat Handling
Sidewind Sidewind Headwind Tailwind Test. If this Test is failed, the boat moves as normal, with
(Starboard) (Port) no bonus.

Sidewind Sidewind Tailwind Headwind Batten Down
(Port) (Starboard)
Strong winds threaten to damage the sails and rigging. In
Roll on the Sea of Claws Weather table at the start of a such conditions, there is not much the crew can do but
journey to determine the strength of the wind; thereafter, secure what they can and pray that Manann decides to
check at dawn, midday, dusk, and midnight by rolling calm the seas.
d10 and consulting the Wind Effect table; a result of 1
indicates that the wind has changed by one step, with A successful Challenging (+0) Boat Handling Test must
an equal chance of becoming stronger or lighter. The be made to take the sail down in time. If the Test is failed,
Doldrums can only change to Light Breeze, and Violent the boat suffers an immediate Critical Hit to the sails as
Storm winds can only change to a Strong Gale. they are tossed about by the high winds.

Numbers shown impact the speed of a vessel. These Whilst the winds continue to blow at this intensity, any
numbers should be added to the boat’s M or the distances vessel that is battened down must either deploy an Anchor
travelled before any other modifiers are applied. Numbers or move at 25% of its normal speed in the direction the
before the slash indicate the effect on a ship propelled by wind is blowing it.
sails, and the number after the slash to vessels powered
by other means.


XIII SEA OF CL AWS

108 NAVIGATION Lighthouses

Finding and keeping your bearings is vitally important on Lighthouses warn of hazards and assist navigation.
the open ocean, where featureless horizons and unfamiliar Provided that they can see the light from a lighthouse,
coastlines can baffle even the most seasoned sailor. Characters with the Lore (Oceans) Skill may take a
bonus to Navigation Tests equal to the first digit of their
Like Tests for making forward progress, is it up to the Skill score — so, a Character with a Lore (Oceans) Skill
GM to determine how often a Navigation Test needs to of 36 would receive a bonus of +3 to Navigation Tests.
be made, but as a baseline, one Test should be made every
day of travel. The results of the Navigation Test can then To perceive the light from a lighthouse, the Navigator
be compared to the Bearings table. must pass a Perception Test modified according to the
following table (note that fog and mist may complicate
BEARINGS matters, as explained under Visibility on page 106).

SL Effects SEEING THE LIGHT
4 or
more The Navigator knows which way the ship is Distance to Lighthouse Perception Test
0 to 3 heading and, if they have access to the relevant to See Light
charts, can work out where the ship is on a map.
–2 to –1 Within 5 Miles Easy (+40)
The ship is heading in the direction the
–3 to –4 Navigator assumes it is heading. 5–10 Miles Challenging (+0)
–5 or
less The ship is slightly off course. The discrepancy is 10–15 Miles Hard (–20)
trivial, so this result has no effect the first time,
but if the same result happens again, roll on the If the lighthouse is near a hazard, any Perception Tests
made to spot that hazard benefit from +20. See page 112
Course Change table. for details of Environmental Hazards at Sea.

The ship is off course. Roll on the Bell Towers
Course Change table.
Some ports, most famously Bilbali, use bell towers
The ship is wildly off course. Roll on the Course to guide ships rather than lighthouses. It is trickier to
Change table and add 2 to the result. discern the direction from which the noise of the bell is
coming, so bell towers only confer benefits of +2 SL to
The Course Change table should be consulted every Navigation Tests. Sound normally dissipates sooner than
time something occurs that confuses the Navigator as light, so halve all the distances in the Seeing the Light
to the direction of the ship. If the ship veers off course, Table for bell towers. However, they are beneficial in
the GM should roll d10 to see in what direction: foggy weather, when the light from a lighthouse might
1–5 Starboard, 6–10 Port. be obscured.

COURSE CHANGE

d10 roll Result

1–3 The Navigator can no longer find the ship’s
position on a map.

The Navigator is somewhat lost. Add 10%
4–6 to the time it takes the ship to reach its next

intended destination.

The Navigator is floundering. Add 25% to
7–9 the time it takes the ship to reach its next

intended destination.

10–11 Through the Navigator’s blundering, the ship
is bearing 90 degrees off course to one side (so

if it was travelling north, it is now travelling
east or west).

12 The ship is turned around, unwittingly heading
back the way it came.


SEAFARING XIII

CHASING AND RACING If the Quarry are in a tight group, they all count as being
at the same Distance, but if any of them lead a Pursuer
The rules for chasing and racing are adapted from those by more than 16 yards beyond another member of the
for pursuits on land. However, because the scale of Quarry, calculate their individual Distance from the
such pursuits is so much larger at sea, running a pursuit Pursuers as appropriate.
using these rules may take a very long time. As such, we
recommend that unless the crews of the boats involved The Pursuers can be treated as a group if they have the
in such pursuits are interacting in some other way (firing same Movement, or split into smaller groups according to
cannon at one another, casting spells, and so on) that Tests their Movement or ability to pass Tests to pursue.
to determine Distance are made every ten Rounds, and
the results multiplied by ten to find the actual Distance. 2: Test and Update Distance: In Initiative order,
participants involved in the pursuit make Boat Handling
If the results of the Tests indicate that the boats are now Tests for their Movement, however, as it is less important
in a position where the crews may begin to interact with to know how far the ship travels relative to other ships,
one another, then Tests to determine Distance should be use the table below rather than the one on page 104.
taken every Round as normal.
Boats with M of 3 or less suffer penalties to Boat
Should the crew of a boat wish to catch, escape, or Handling Tests for pursuits. Boats with M 3 impose –1
otherwise outrun another vessel, some bookkeeping by SL, Boats with M 2 impose –2 SL, and Boats with M 1
the GM is required. Each boat involved in the race is impose –3 SL.
treated as an individual. As with pursuits on land, the
boat (or group of allied boats) being pursued are known SL Effect
as the Quarry, and those trying to catch them are known
as the Pursuers. In a race, Pursuers who overtake the 4 or more The boat moves forward the number of yards
Quarry will become the Quarry themselves. it would normally. Divide this number by 10,
rounding down to a minimum of 1.This number
1: Determine Distance: The GM assigns a number to +1 is the Distance the boat moves this Round.
represent the size of the head start the nearest member
of the Quarry has over the closest Pursuer. This is the 0 to 3 The boat moves forward the number of yards
Distance.  Each point of Distance represents 10 yards.The it would normally. Divide this number by
Distance ranges from 0 (Quarry is caught) to a number 10, rounding down to a minimum of 1 to
the GM feels is appropriate for the Quarry to escape determine Distance moved this Round.
given the environment. The busier the environment, the
smaller the number the Quarry must reach to escape.  –1 to –3 The boat moves forward the number of yards
it would normally. Divide this number by 10,
rounding down to a minimum of 1.This number
–1 is the Distance the boat moves this Round.

–4 or less The boat moves forward the number of yards
it would normally. Divide this number by 10,
Environment the Chase Distance Required rounding down to a minimum of 1.This number
Takes Place Within to Escape –2 is the Distance the boat moves this Round.

Thick fog banks, labyrinthine 10 During this stage, if any Pursuer reduces the Distance to
rock formations a member of the Quarry to 0 they can choose whether
30 to engage them in fighting, or run past in the hope of
Dim light, nearby fjords or inlets catching a member of the Quarry further on.
50
Light mist, many rocks and 3: Determine Outcome: Recalculate the Distance
sandbanks in vicinity 70 between the various boats involved in the pursuit
100 depending on their performance, then return to step 2.
Open water with a bit of chop

Still and open waters, clear day

109


XIII SEA OF CL AWS

Example: A Norse longship is trying to catch up with an If the Carrack can increase the distance to 70, it escapes.
Imperial carrack. The longship has an M of 6 when using The ships both make Boat Handling Tests, consulting the
its oars, whilst the carrack has an M of 5 using its sails. table on page 109 to determine their relative distances.

The GM decides that the chase begins when the longship Because these vessels both have large crews they may use
is outside of the range of the carrack’s guns. Because there Crew Tests (see page 121) in order to determine their
is no meaningful way for the ships to interact other than success on Boat Handling Tests.
alter their relative position, the GM decides that the
tests made to pursue should be taken every 10 rounds, The wind (see page 107) will also be a factor, as its
and their effects multiplied by ten until other interactions direction and strength may affect the M of either vessel,
can take place. The GM decides that the initial distance but particularly the carrack.
between the vessels is 500 yards, and that the conditions
are clear and upon the open ocean. He gives the carrack In this case the longship reduces the distance to 21,
a head start of 50. whereupon tests made for pursuit are made once a round.
The carrack can now fire its cannon (and if the distance
The carrack is armed with a medium cannon facing is reduced further other ranged weapons may play a part).
towards the stern, with a range of 75 yards. The GM
decides that if the longship reduces the distance to 21 The crew of the carrack had better hope that they can
then round by round tests will be made, as the carrack inflict enough damage on the longship to force it to
may then start targetting its pursuer with its cannon at abandon the pursuit before it reduces the distance to 0, or
extreme range. else a collision followed by a determined boarding action
is sadly inevitable.

110


SEAFARING XIII

COLLISIONS Once it has passed, or collided with, the hazard, the ship
will be off course. A Navigation Test should always be
Most of the time seafarers go to great pains to avoid made after negotiating a hazard.
collisions, but accidents happen, and on occasion a
captain may order his vessel to ram another, as an attack Collision Ratings
or out of desperation.
Vessels and many hazards have Collision Ratings. These
The Character or Characters who are best placed to vary according to how much mass and integrity the vessel
serve as lookout have three chances to spot that another or object possesses. For sake of simplicity the objects
object is on a collision course with them. Once the involved in the collision are referred to as boats, but they
hazard is spotted, the Character at the tiller must make a may be rocks, icebergs, sea monsters, and so on.
Manoeuvre Test to avoid it. The table below should give
a rough guide, but the GM should bear in mind that A Collision Rating is worked out by adding the boat’s
hazards such as rocks below the waterline are harder to Toughness Bonus to its Wounds Bonus. So a boat with
spot, whilst larger hazards are harder to avoid. a Toughness of 20 and 15 remaining Wounds has a
Collision Rating of 3.

HAZARD NEGOTIATION When one boat strikes another, each boat is hit for
Damage equal to the other boat’s Collision Rating plus
Distance to Perception Test to Spot Manoeuvre Test the M of the boat that caused the collision.
Hazard to Avoid
Mitigating or Exacerbating Factors
100 yards Hard (–20) Easy (+40)
50 Yards Challenging (+0) Average (+20) There are several factors that might make a collision more
10 Yards Difficult (–10) damaging, or less so.
Average (+20)

MITIGATING OR EXACERBATING FACTORS

Factor Effect

The boat receiving the collision is moving directly away from Reduce all Damage inflicted by the M of the boat receiving
the boat causing the collision. the collision.
Either boat is struck on the stern. A boat struck on the stern benefits from 2 AP.
Either boat is struck amidships. Damage inflicted to a boat struck amidships is doubled.
The boat causing the collision tries to manoeuvre in such a The Character at the tiller of the offending boat may make a
way as to mitigate damage. Manoeuvre Test. The number of SL generated is subtracted
from the Collision Rating of both boats.
The boat causing the collision tries to manoeuvre in such a The Character at the tiller of the offending boat may make a
way as to cause damage. Manoeuvre Test. The number of SL generated is added
to the Collision Rating of both boats.
The boat receiving the collision tries to manoeuvre in such a The Character at the tiller of the receiving boat may make a
way as to mitigate damage. Manoeuvre Test. The number of SL generated is subtracted
from the Collision Rating of both boats.
The boat receiving the collision tries to manoeuvre in such a The Character at the tiller of the receiving boat may make a
way as to cause damage. Manoeuvre Test. The number of SL generated is added
to the Collision Rating of both boats.
Head-on collision. Each boat is hit for Damage equal to the other boat’s
Collision Rating plus the total M of both boats involved.

Unless otherwise specified, hits resulting from a collision always strike boats in the Hull location.

111


XIII SEA OF CL AWS

EHNAVZAIRRODNSMAETNSTEAAL Rocks and Shallows

The seas of the Old World are dangerous places, inhabited ‘Rocks’ is a general term for any hard object that is fixed to
by monsters and crisscrossed by the raiding parties of the seabed but reaches either just above or just below the
hostile nations and species. There are also more prosaic surface of the water. This includes coral reefs, the rocks
hazards, such as those posed by the environment itself. of the Dragon’s Maw, the shells of gigantic, deceased sea
creatures, and other hard objects that might damage a
boat.

Grounding They vary greatly in size and mass, but an average rock
has a Collision Rating of 47. If a collision with a rock
Certain hazards may cause a boat to run aground. When a occurs, there is a 20% chance that the vessel will have
boat is grounded, it comes to a shuddering halt. The boat become grounded.
cannot move again until it is pulled free of the hazard.
This task requires a Strength Test with a penalty equal to Shallows are embankments of smaller rocks, sand, or
the total Encumbrance points of the boat and its cargo. mud. They vary greatly in size and mass, but a typical area
Any number of Characters, draft animals, and so on can of shallows has a Collision Rating of 10. Upon colliding
help, if there is enough rope for them all to pull on. with the shallows, there is a 40% chance that the vessel
will become grounded.
Icebergs
Straits
When a glacier meets the sea, chunks of packed ice and
snow break off and form icebergs. Icebergs are pulled Straits are areas of strong current. Some straits need only be
about by the wind or ocean currents and are often seen in considered when the tides turn, others always exert force.
the Sea of Claws and other cold oceans.

An iceberg moves at a speed of M1. They vary greatly in Straits should be assigned a M value representing how
mass, but an average iceberg has a Collision Rating of 25. strong and fast the current flows along them.

Flotsam (or Jetsam) The GM should decide before the boat encounters a strait
which direction the current flows. A ship crossing a strait
Debris from shipwrecks, lost cargo, or damaged trees will be pulled in the direction of the current at the strait’s
drifts on the surface of the ocean. Whilst it is more of a M before making any progress it would otherwise make.
nuisance than a danger, flotsam can prove to be trouble
for smaller boats. Whilst within a strait, all Boat Handling Tests are
penalised as shown in the table below.
Flotsam moves at a speed of M1. It has a Collision
Rating of 3. If flotsam collides with a boat there is a BOAT HANDLING IN A STRAIT
20% chance that it will become snagged. This imposes a
penalty according to the size of the boat. Straight M Boat Handling Tests

0 Boats of Size Tiny to Small: –2 SL to Man and –1 M. Weak 4 –1 SL

0 Boats of Size Large: –1 SL to Man. Average 8 –2 SL

Dire 16 –3 SL

0 Larger Boats: No effect.

Crew may release snagged flotsam through an Extended
Average (+20) Strength Test to a total of 10 SL.

112


SEAFARING XIII

Whirlpools If a ship enters the area, it moves towards the centre
according to the whirlpool’s M each Round. The Character
Whirlpools are bodies of rotating water caused by passing at the tiller must pass a Manoeuvre Test before the ship can
currents. Like straits, whirlpools have their own M values, proceed. If the ship can move beyond the area indicated by
representing the pull towards the centre. If a boat reaches the the first number, it escapes. Anyone swimming in the area
centre, it may not be able to escape, and the forces exerted by must make a Difficult (–10) Swim Test or begin drowning.
the rotating water may break the boat apart or drag it under.
Whirlpools should be thought of as two different zones: the Man: Manoeuvre Tests within the area of the whirlpool
area (the body of water pulled towards the centre) and the are penalised as shown.
centre (the middle of a whirlpool that may inflict damage
on a vessel). Whirlpools have the following characteristics: CR: The Collision Rating at the centre of the whirlpool.
Boats take Damage as if from a collision every Round
M: This is the current, the rate by which objects caught in unless they escape.
the area move towards the centre.

Area: Area comprises two numbers: the first indicates how Escape: The Test necessary to escape from the centre of the
far in yards from the centre of the whirlpool it begins to whirlpool. If the Character at the tiller passes this Test the
exert a pull, and the second how much long (in M, along boat may move away from the centre of the whirlpool. If
a spiral path) an object travels from when it first feels the this is enough to escape the whirlpool’s area, then the ship is
pull to when it reaches the centre of the whirlpool. safe. If not, it may be sucked towards the centre once again.

WHIRLPOOL CHARACTERISTICS

M Area Man CR Escape

Gentle 2 15 yards/25 – 4 Extended Average (+20) Manoeuvre Test to a total of 10 SL
Rotation

Whirlpool 4 30 yards/50 –1 SL 8 Extended Challenging (+0) Manoeuvre Test to a total of 20 SL

Powerful 6 45 yards/75 –1 SL 12 Extended Difficult (–10) Manoeuvre Test to a total of 25 SL
Vortex

A Maelstrom 8 60 yards/100 –2 SL 20 Extended Hard (–20) Manoeuvre Test to a total of 35 SL

The Maelstrom 10 100 yards/150 –2 SL 50 Extended Very Hard (–30) Manoeuvre Test to a total of 45 SL

113


XIII SEA OF CL AWS

Example: Being trapped in a whirlpool can be a tricky If the Manoeuvre Test is a success, the Character at the
business. Here is discussion of the various factors that tiller may then make a Sail Test for making progress. They
may play a part. Crew Tests are mentioned here but are may benefit (or suffer from) factors such as the direction
covered in detail in Chapter 14. and strength of the wind (see page 107), and efforts to
push it (see page 105).
A carrack is caught on the edge of a whirlpool. This
means it is at the far end of a spiral that is a total of 50 M Because the Carrack is a large vessel with many crew, they
from the edge of the whirlpool to the centre. could combine their efforts to make a Crew Test to make
progress as explained on page 121. In this circumstance
The M of the whirlpool is 4 which is the distance the ,crew designated in any of the following roles — Captain,
current will pull a stationary object towards the centre Chantyman, Deckhand, Helm, Navigator — could make
each round. tests and combine their SL, with the Captain counting
their SL twice.
The carrack has an M of 5 under sail. Because it is going
round and round in the whirlpool, the GM rules that If the boat travels beyond the whirlpool’s area, it has no
it will be affected by a tailwind on Round 1 and every further problems, but if it is pulled into the centre of the
subsequent odd numbered Round, then a headwind on whirlpool, it will start to take collision damage.
Round 2 and every subsequent even numbered round.
The Collision Rating of the whirlpool is 8. This means
Each round, the boat is pulled 4 M around the area and that each Round, the Carrack will suffer a Damage 8 hit,
towards the centre of the whirlpool. This movement meaning that it will suffer 3 Wounds after deducting its
occurs before any other movement is calculated. Toughness Bonus. With 90 wounds, it will take a long
time for the whirlpool to break the Carrack apart, though
The Character at the tiller must pass a Manoeuvre test such a fate is inevitable if it cannot escape the whirlpool.
each turn before the ship can make any progress. The
results of this test are modified by -1 SL. In order to do so, it must pass an Extended Challenging
(+0) Manoeuvre Test to a total of 20 SL. The Character
The Character at the tiller makes Boat Handling Tests at the tiller makes Sail Tests in order to do so, but Crew
to manoeuvre the vessel using their Sail Skill. Because Tests to manoeuvre may be taken instead.
the Carrack is a large vessel with many crew, they could
combine their efforts to make a Crew Test to manoeuvre If the Test to Manoeuvre is passed, the Character at the
as explained on page 121. In this circumstance, crew tiller may then make a test for progress to see how far
designated in any of the following roles — Captain, from the centre the boat travels. If it escapes the area of
Navigator, Deckhand, Helm, Chantyman — could make the whirlpool, it is safe. If not, it may be sucked back in.
tests and combine their SL, with the Helm counting their
SL twice.

114


SEAFARING XIII

DAMAGING BOATS FIRE INTENSITY

Boats each have a Toughness score which modifies d10 Effect Notes
Damage taken, and a Wounds score which shows how
much Damage they can take. Roll d10 and subtract the result from

1 Dies the intensity of the blaze. This is the
2–4
5–8 Down number of Ablaze Conditions to be

To determine Hit Location, either reverse the score on 9–10 considered from the next turn onwards.
the attack dice, as in Character combat (WFRP, page
159), or roll d100. Then consult the appropriate column Steady The intensity of the blaze is maintained.
of the Boat Hit Location chart. Burn

Roll d10 and add the result to the

Intense intensity of the blaze. This is the number

BOAT HIT LOCATION Burn of Ablaze Conditions to be considered

from the next turn onwards.

d100 Rowing Boat Sailing Boat Boat with Oars The intensity of the blaze is maintained,
Roll and Sails
but the fire also spreads to a second

location, breaking out there with d10

01–09 Crew Crew Crew Fire Ablaze Conditions. Roll on the Boat Hit
10–20 Oars Rigging Rigging
21–40 Hull Spreads Location chart to determine the new
41–65 Hull Hull Oars
66–84 Fixtures Hull Hull location. Any duplicate results,
85–00 Cargo Fixtures Fixtures
Cargo Cargo or hits on the crew, are counted as

Intense Burn results instead.

Crew hits indicate that an exposed crew member has been Small Arms Fire Against Ships
hit, and the results are determined as in normal combat.
If no crew member is exposed, the blow strikes the hull. Small arms fire, from ranged weapons other than artillery,
A crew hit on an open boat (such as a rowing boat) may generally does not do enough damage to trouble a ship.
hit the cargo rather than a crew member. There is a chance that small arms fire aimed at the ship
will still damage the crew, so it may be worth working out
Ablaze Conditions hits from small arms aimed at the ship in case they do
strike an exposed crew member.
Ablaze Conditions affect a ship much like they do a
character. A ship takes 1 Wound per turn per Ablaze It is up to the GM to decide whether NPCs firing small
Condition. A single Ablaze Condition can only affect arms are aiming at individual crew members (which will
one location of the ship at a time. often be difficult, as parts of the boat provide cover) or
shooting at the boat (the ship will be a bigger target,
However, because ships are often made of wood, carry but most shots will hit structures that ignore small arms
stores of explosives, or use flammable substances such fire — only a lucky few shots will strike crew members).
as pitch to keep them watertight, a fire can quickly run Characters may make similar decisions for themselves.
out of control. To work out how bad the fire becomes,
determine the initial intensity of the blaze: this is the
number of Ablaze Conditions in effect in any one location
(other than the crew). At the end of each turn, roll on the
Fire Intensity table to see if the fire spreads or intensifies.

If a fire breaks out in the cargo bay, it can quickly ruin the
goods. Each Ablaze Condition renders d10 Enc worth of
cargo ruined per turn, unless that cargo is somehow fire-
and smoke-proof.

115


XIII SEA OF CL AWS

116 Melee Attacks Against Ships REPAIRING BOATS

If enemies attack the crew directly, this is handled as Damage to a boat can be repaired permanently on a
an attack between characters. Any melee attack made successful Trade (Boatbuilding) Test. Trade (Carpentry)
against another part of the boat automatically hits, and can be used instead with a –10 penalty to all rolls.
Characters attacking a boat in melee may choose what Suitable tools and materials, such as timber, pitch, canvas
location to attack, providing they can reach it. and so on, must be available. Damage to the Hull may
only be repaired permanently if the boat is dragged onto
Melee weapons are not designed to damage boats, but a slipway or brought into a dry dock.
it is possible to chip away at a vessel over time. A GM
should note the size of the boat being attacked relative to A resident boat-builder can be found in most ports —
the size of the attacking character. The TB of the boat is an NPC Artisan with the Trade (Boat Building) Skill
adjusted in the manner shown in the following table to — who will repair boats for a fee of 1 GC per Wound
account for the fact that most melee attacks struggle to restored. Each successful Test takes 1d10 hours of work
inflict significant damage on a boat. If the result is blank, and restores 1d10 Wounds to the boat.
it means attacks from such characters will not normally
inflict any damage to a boat. So if a Halfling (Size Small) Some cultures have different traditions of boat building
attacks a Rowboat (Size Tiny) the boat will count its TB than others. Norse shipwrights, for example, are
as triple when determining if it takes any damage. The unfamiliar with the techniques required to build ships
same Halfling attacking a Large boat will not be able to with forecastles and aftcastles, specialising instead in
inflict any damage. clinker-built hulls. They are unable to properly repair
boats other than coracles, rowboats, knarrs, longships,
This comparison table replaces the normal modifiers and similar designs of vessel, though they could make
for Damage that a Character might receive for being a temporary repairs to other craft.
certain Size, or relative Size to their opponent.

SIZE COMPARISON TABLE
SIZE OF ATTACKING CHARACTER

Boat Size Tiny Little Small Average

Tiny – 4 x TB 3 x TB 2 x TB
Little
Small – – 4 x TB 3 x TB
Average
Large –– – 4 x TB
Enormous
Monstrous –– ––

Boat Size –– ––

Tiny –– ––
Little
Small –– ––
Average
Large Large Enormous Monstrous Temporary Repairs
Enormous
Monstrous TB TB–1 TB–2 Temporary repairs may be made without dry-docking the
2 x TB TB TB–1 boat. The Trade (Boatbuilding) or Trade (Carpentry)
3 x TB 2 x TB TB Test ranges from Difficult (–10) to Very Hard (–30),
4 x TB 3 x TB 2 x TB depending on the working conditions. If the Test is
4 x TB 3 x TB successful, each repair takes one hour and restores 1d10
– – 4 x TB Wounds.
– –
– – However, the boat must make a Toughness Test for
every full day of travel after temporary repairs are made.
The boat must also take a Toughness Test whenever a
Manoeuvre Test must be taken. Each failed Test results
in 1d10–4 Damage as the temporary repair weakens.


SEAFARING XIII

BOAT CRITICAL HITS When the Rating equals the Toughness score of the boat, 117
it sinks.
When a double is rolled on a successful attack roll against
a boat, it takes a Critical Hit. In addition, every hit after Crew may try to mitigate the Rating by bailing out the
a boat’s Wounds score reaches zero is a Critical Hit. There water. Each member of the crew who devotes themself
are different designs of ship, and descriptions of Critical to bailing for ten Rounds may make a Challenging (+0)
Hits may not apply to the vessel involved. In cases such as Strength Test. For every positive SL they generate on the
these, apply the next most serious Critical Hit. Test, they may reduce the running total by 1.

Critical Hits to the Crew Falling From the Rigging

Critical Wounds to crew are worked out according to the Several Critical Hits may cause a Character to fall from
rules in WFRP (page 172) or Up in Arms (page 80). the rigging. Consult the following table to determine
how far they fall. Characters in the Crow’s Nest must
Critical Hits to the Ship also Test to see if they fall under such circumstances, and
will fall even further than those in the rigging.
When the ship takes a Critical Wound determine the
location damaged, roll on the table for the location, and FALLING FROM THE RIGGING
apply the effects. In addition to the listed effects, there
may be further effects from particular types of damage. Boat Size Fall from Rigging Fall from Crow’s Nest

Splinters (Rating) Tiny to d10 yards 12 Yards
Small 2d10 yards 25 Yards
During naval combat, many injuries are inflicted on the 3d10 yards 40 Yards
crew by cascades of splintered wood. If a Critical Hit Average to
results in Splinters, then a number of crew equal to the Large
Rating are struck for 9 Damage.
Enormous to
Monstrous

Holed (Rating) Repair

A Holed ship is taking on water. The GM should add The effects of Critical Wounds to a vessel can be mitigated
the Rating to a running total that increases every Round. by achieving the conditions listed. Suggested Extended
If this Rating reaches half the Toughness score of the Tests need only be taken if the repair is time-critical. If
boat, the vessel loses 1 M and gains a –1 SL penalty to there is a competent member of the crew and suitable
all Boat Handling Tests as it sits heavily in the water. tools on board, it can be assumed that the repair takes
Unless the cargo is waterproof, it loses d10% of its value place in a number of hours equal to the score in the d10
per turn until the hole is repaired and the hold bailed out. roll column of the Critical Wounds table (or the lowest of
At this point, any gun ports must be closed or the Rating the numbers if a range is indicated).
increases by 1.

CARGO CRITICAL WOUNDS

d10 Roll Result Effects
1–2 
3–4 Jetsam d100 Enc points of cargo are tossed overboard. Splinters 2.
5–6
7–8 Fire in the Hold! The Cargo Location suffers an Ablaze Condition.

9–10 Cargo Damaged d100 Enc points of cargo are ruined. Splinters 4.

Cargo Destroyed 2d100 Enc points of cargo are ruined. Splinters 6.

Magazine Detonation Fire breaks out at the ship’s store of blackpowder and ammunition. The Cargo Location
suffers three Ablaze Conditions and the ship takes d10 Critical Hits to the Hull.

If the vessel has no need for a magazine and carries no store of blackpowder, a blazing fire
breaks out instead.The Cargo Location suffers three Ablaze Conditions.


XIII SEA OF CL AWS

RIGGING CRITICAL WOUNDS

d10 Roll Description Effects
1
Torn Ropes Part of the rigging becomes damaged and is about to break. Should a member of the
crew climb the rigging before repairs are made, there is a 25% chance that they stress the
weakened rigging. If this is the case, the crew member must pass a Difficult (–10) Athletics
Test or suffer a fall from the rigging.

Repair: Hard (–20) Perception Test to spot the damage. Extended Easy (+40) Sail Test to a
total of 10 SL to fix it.

The sails of the boat are shot full of holes; the boat’s Sail M is reduced by 1 and Sail Tests
2 Perforated Sail suffer from –1 SL.

Repair: Extended Easy (+40) Trade (Tailor) Test to a total of 20 SL.

One of the yards hangs loosely from the mast. The ship’s movement under sail is halved and
Sail Tests suffer from –1 SL. Any Characters in the rigging must make an Average (+20)
3 Yard Loosened Athletics Test or fall.

Repair: Extended Average (+20) Sail Test to a total of 30 SL.

The sails are significantly ripped; the boat’s Sail M is reduced by 2 and Sail Tests suffer from –1 SL.
4 Torn Sail

Repair: Extended Average (+40) Trade (Tailor) Test to a total of 30 SL.

5 Shattered The vessel may no longer make use of a Flying Jib if it is equipped with one. Splinters 2.
Bowsprit Repair: Extended Challenging (+0) Trade (Carpenter) Test to a total of 40 SL.

The rigging has broken or snagged or fouled, the ropes are a mess and need to be cut off and
replaced. Climb and Sail Tests suffer from –2 SL. Any Characters in the rigging must make
6 Ruined Rigging a Challenging (+0) Athletics Test or fall.

Repair: Extended Challenging (+0) Sail Test to a total of 40 SL.

The sails are reduced to tatters. The vessel may no longer move under sail. Any Characters in
7 Ruined Sail the rigging must make an Average (+20) Athletics Test or take a fall.

Repair: Extended Difficult (–10) Trade (Tailor) Test to a total of 40 SL.

The mast is cracked and creaks ominously. Splinters 6. Until the mast is repaired,
make an Easy (+40) Endurance Test for the ship each turn. Failure results in a Mast
8 Splintered Mast Shattered Critical Wound.

Repair: Extended Difficult (–10) Trade (Carpenter) Test to a total of 40 SL.

One of the yards has snapped. The vessel may no longer move under sail. Splinters 8.
9 Yard Snapped Any Characters in the rigging must make a Challenging (+0) Athletics Test or fall.

Repair: Extended Difficult (–10) Trade (Carpenter) Test to a total of 50 SL.

The vessel may no longer move under sail. Splinters 10. Any Characters in the rigging
must make a Difficult (–10) Athletics Test or fall.

10 Mast Shattered Repair: Extended Hard (–20) Maintenance Crew Test to a total of 80 SL to rig
together a makeshift sail capable of propelling the boat at 25% of its normal speed.
A full repair can only be made by reaching dry land and overhauling the vessel.

118


SEAFARING XIII

HULL CRITICAL WOUNDS

d10 Roll Description Effects
1
2 Scarred Hull The hull is scarred with gouges and powder burns. This looks unsightly and removes the
3 benefits of the Smoothing Upgrade if the boat possesses it.
4
5 Repair: Extended Easy (+40) Trade (Carpentry) Test to a total of 10 SL to clean and patch the hull.
6
Dodgy Tiller Wear and tear on the tiller or the steering system has caused weakness. The next time a
7 Manoeuvre Test is failed with –3 SL or more, the tiller breaks. It will not be possible to steer
8 the boat until the tiller is repaired.
9
10 Repair: Hard (–20) Perception Test to spot the damage.
Extended Easy (+40) Trade (Carpenter) Test to a total of 10 SL to fix it.

Blasted Hull Deep gouges appear in the hull. Splinters 4. Any Characters on deck must make an Average
(+20) Athletics Test or gain the Prone Condition.

Repair: Extended Easy (+40) Trade (Carpentry) Test to a total of 20 SL to clean and patch the hull.

Torn Below the Whilst the hull remains sound, the damage causes irregularities in its structure resulting in
Waterline the vessel’s Man score being adjusted by –1 SL.

Repair: The boat will need access to a slipway or dry dock followed by an Extended Easy
(+40) Trade (Carpentry) Test to a total of 20 SL to patch the hull.

Damaged The rudder is twisted and cracked. The ship’s Man Characteristic is reduced by 1. Splinters 1. Any
Rudder Characters on deck must make an Average (+20) Athletics Test or gain the Prone Condition.

Repair: Extended Challenging (+0) Trade (Carpenter) Test to a total of 10 SL.

Ruined Keel The keel is shot through, making the boat altogether less stable. All Boat Handling Tests
suffer from –1 SL until the keel is repaired. Any Characters on deck must make an Average
(+20) Athletics Test or gain the Prone Condition.

Repair: The boat will need access to a slipway or dry dock followed by an Extended
Challenging (+0) Trade (Carpentry) Test to a total of 20 SL to repair the keel.

Shattered The rudder is destroyed. The ship’s Man Characteristic is reduced by 3. Splinters 3. Any
Rudder Characters on deck must make an Average (+20) Athletics Test or gain the Prone Condition.

Repair: Extended Hard (–20) Maintenance Crew Test to a total of 80 SL to rig together a
makeshift rudder. Even with this in place, the ship’s Man Characteristic is reduced by 1. A
full repair can only be made by reaching dry land and overhauling the vessel.

Holed Above Holed 1. Splinters 6.
the Waterline Repair: Extended Challenging (+0) Trade (Carpentry) Test to a total of 20 SL to repair the hole.

Holed on the Holed 2. Splinters 4.
Waterline Repair: Extended Hard (–10) Trade (Carpentry) Test to a total of 30 SL to repair the hole.

Holed Below Holed 4. Splinters 2.
the Waterline Repair: Extended Difficult (–20) Trade (Carpentry) Test to a total of 30 SL to repair the hole.

119


XIII SEA OF CL AWS

OARS CRITICAL WOUNDS FIXTURES CRITICAL WOUNDS

d10 Result Effects d10 Result Effects
Roll Roll

The seats upon which the rowers sit are The ship’s anchor plunges into the

scattered by the impact. Rowing may depths and may not be raised until the

not take place until they are restored. capstan is fixed. Each turn there is a

Any Characters at the oars must make 10% chance of the anchor snagging

1–2  Rattled an Average (+20) Athletics Test or gain on something and preventing the ship
Benches the Prone Condition.
1–2  Upset from moving.
Capstan

Repair: Extended Easy (+40) Strength Repair: Extended Easy (+40) Trade
Test to a total of 10 SL to restore the
benches. (Engineer) Test to a total of 10 SL to

fix the capstan, or the anchor may be

The oars on one side of the ship are raised through an Extended Very Hard

cracked, the boat’s Oars M is reduced (–30) Strength Test to a total of 20 SL.

Shivered by 1, and Row Tests suffer from –1 SL. One of the cannons breaks free and rolls
Oars Splinters 2.
3–4 about the deck.The crew of the cannon

must make Challenging (+0) Athletics

Repair: Extended Challenging (+0) Trade 3–4 Loose Tests or suffer a Damage 12 hit.
(Carpenter) Test to a total of 10 SL. Cannon

The rowlocks on one side of the ship are Repair: Extended Average (+20)

splintered, the boat’s Oars M is reduced Strength) Test to return the cannon

by 1, and Row Tests suffer from –1 SL. to its place.

5–6 Ruined The ship’s Man is reduced by –2 SL. The vessel may no longer deploy its
Rowlocks Splinters 4. anchor.

Repair: Extended Challenging (+0) Trade 5–6 Lost Repair: Not possible — the item
(Carpenter) Test to a total of 20 SL. Anchor must be recovered or replaced. If
suitable heavy items are onboard
The oars on one side of the ship are
the ship, the GM may rule that
shattered, the boat’s Oars M is reduced
a makeshift anchor could be
by 2, and Row Tests suffer from –2 SL.
7–8 Shattered Splinters 5. improvised.
Oars
One of the big guns, or a swivel gun if

Repair: Extended Difficult (–10) Trade 7–8 Lost there are none, falls overboard and is lost.
(Carpenter) Test to a total of 20 SL. Cannon Repair: Not possible — the item must

The seats upon which the rowers sit are be recovered or replaced.
torn apart. Rowing may not take place
9–10 Smashed until they are restored. Splinters 6. Any Lost The ship’s boat, whether stored on
Benches Characters at the oars must make a Ship’s deck or towed, is lost. Next time the
Difficult (–20) Athletics Test or gain 9–10 Boat crew needs to go ashore this could
the Prone Condition. cause problems.

Repair: Extended Hard (–20) Trade Repair: Not possible — the item
(Carpenter) Test to a total of 40 SL. must be recovered or replaced.

120


XIV

• SAILING LARGER VESSELS •
MaonfagLianrggethCerPewersf,oarnmdanBcige gaenrdBMoaotrsale

CREW TESTS Once roles are assigned, everyone rolls their individual
Test and all the SLs are added together. As with any Test,
When dealing with small craft, the basic rules in Chapter feel free to assign bonuses and penalties individually or
3: Seafaring can be used to represent the efforts of a few en masse to reflect the conditions. If the total is 1 SL or
individuals — such as an adventuring party — keeping more, the overall result is a success.The GM may also treat
a vessel afloat and on course. When dealing with larger a result of 0 as a success depending on the circumstances.
vessels, instead of using individual Tests, you can use
Crew Tests instead. Crew Tests reflect the many roles Deckhand also serves as a default role for Characters in
and interdependency of activities required to run a ship. other roles if those roles are not needed to contribute to a
Several Characters may contribute to a single Crew Test. given Crew Test. This is optional — after all, Characters
The result of a Crew Test is the cumulative total of these without decent Sail Skills may decide they are better off
individual Tests. keeping out of the way of more competent crew.

Crew Tests involve crewmembers taking specific roles. Vital Roles
The type of Test determines what sort of roles are
appropriate. Typical ones are listed below, but they are at The GM may decide one of the roles is so vital to the Test
the GM’s discretion, and the GM and players should be that that role counts double. Any SLs, or negative SLs, it
encouraged to create roles around the available personnel. generates are therefore doubled. Pertinent vital roles are
Everyone should be able to find somewhere to help, even given in italics for each sample Crew Test.
if it’s simply looking out for hazards or holding a rope.

Role Test Skill EXAMPLE ROLES
Captain Duties
Helm Leadership The Captain assesses the situation, gets information from some of the crew, decides on the
Lookout action to take, and conveys that back to the crew.
Sail The Helm uses all their experience and familiarity with the elements to steer the ship.
Deckhand The Lookout’s role can be crucial when danger is close. They may roam the deck or stay at the
Navigator Perception bow, or on bigger boats, climb up to the precarious crow’s nest.
Gunner Deckhands perform all the manual jobs on board. Despite their lowly position, their work is
Sail or Row highly skilled and vital to the smooth running of the vessel.
Cook Any Crew Test that involves finding a route based requires a Navigator.
Surgeon Navigation The Gunner oversees the boat’s weapons and is called upon in any sort of Fighting Test.
Ranged
Chantyman An under-rated role, nothing makes a crew disgruntled quicker than bad food.
(Blackpowder) The Surgeon is vital to the crew’s wellbeing after combats or when disease is aboard.
Trade (Cook) As well as using the Entertain (Sing) Skill to contribute to a Crew Test in a way similar to the
rest of the crew, the Chantyman can use the ‘We’re all in this together so, heave ho, heave ho…’
Heal Chanty to boost the rest of the crew’s Tests.

Entertain
(Sing)

121


XIV SEA OF CL AWS

Who Takes a Crew Test? Instead they should describe to the GM what they are
doing to complicate matters, and the GM should impose
The purpose of Crew Tests is to ensure that Characters –1 to –5 SL to the Crew Test depending on the likely
can still have an influence when a large ship tries to negative impact of such machinations.
undertake an action, and to spare GMs having to make
dozens of rolls in order to work out how the whole Standard profiles for several types of NPC are given on
crew performs. While any role may be filled by a single page 127.
person, and certain roles can only be given to individuals,
others can be filled by many people at once, especially Short Handed
Lookouts, Deckhands, and Gunners. If one of these
is a Character, then that Player could roll to represent If there are not enough crew to fulfil all the designated
everyone performing that role. If there is more than one roles, then individual crew members may double up on
Character in the same role, they can all roll and use the roles. For example, a Deckhand might be running up a
cumulative total. sail while also keeping a lookout for rocks, or the Captain
might need to take the tiller. Characters in such situations
If Characters on board a ship occupy several important simply make both rolls, but the Difficulty of those rolls is
roles then there is no need to have NPCs contribute increased by 2 steps to represent their divided attention.
to the Test — the performance of the Characters is
representative of the entire crew. However, there are a few Even with doubling up, it might not be possible to fulfil
circumstances where NPCs may contribute: the minimum requirements for crew numbers. If this
is the case, the results of the Crew Test suffer from –2
0 If a role is not taken by a Character, but can SL and may never be more effective than marginally
contribute to the Crew Test, and an NPC is available successful. This works for smaller crews where every
to take on that role. crew member counts. For larger boats, the modifier only
applies for every 10% of the crew that is missing.
0 If there is a noteworthy NPC, such as a patron or
nemesis, who can take part. TYPES OF CREW TEST

0 If the Characters are less competent in a given role There are several kinds of Crew Tests that can be
than NPCs, or do not wish to undertake the role for performed. Many of these will be similar to those that are
some reason. performed on board smaller ships, but some are unique to
vessels with a large, trained crew.
If there are NPCs or Characters on board who actively
wish to scupper the chances of a Crew Test succeeding Boat Handling Tests for Progress
for some reason, then they do not take Crew Tests.
When determining whether a large ship makes good
progress in normal conditions, a Crew Test can be made
in place of a Boat Handling Test.

Roles: Captain, Chantyman, Deckhand, Helm, Navigator

iBnoaPturHsuaintdsling Tests for Progress

This sort of Test is all about speed. This is usually done in
accordance with the Chasing and Racing rules on page
109. Deckhands trim the sails or man the oars, and so are
vital to this task.

Roles: Captain, Chantyman, Deckhand, Helm, Navigator

122


SAILING LARGER VESSELS XIV

Boat Handling Tests for Manoeuvres Hard Going

Whenever a vessel is called upon to make a Boat This sort of Test is required on voyages where the ship
Handling Test in order to manoeuvre around a tight has gone too long without sight of land, the objective is
bend or obstacle, it can be performed as a Crew Test. The uncertain, the seas unknown, if nutrition is a problem,
character at the Helm is most important here. disease has taken hold, or there is some dread about the
ship’s prospects.
Roles: Captain, Navigator, Deckhand, Helm, Chantyman
The strains of the journey can begin to show, and crew
Perception Tests morale will drop. While Characters can soldier on
regardless, NPC crews will start to get uneasy. If the total
Whenever circumstances call for a character on board a of this Test results in negative SL, reduce the Morale by
vessel to make a Perception Test to spot an oncoming that amount in addition to other negative consequences.
hazard, sight of distant land, or signal from a lighthouse,
it can be performed as a Crew Test. A Lookout is most The Hard Going Test is called for under specific
useful here, but speedy reactions from others on deck may circumstances, as noted in the rules for Extended
help prevent a collision. Voyages (page 128).

Roles: Lookout, Navigator, Deckhand, Helm, Chantyman Roles: Chantyman, Cook, Navigator, Deckhand, Surgeon

Navigation Tests Maintenance

Making sure the ship is on course is the Navigator’s job, Smaller vessels can suffer for the want of a trained
though they do benefit from the advice of those on deck. carpenter, tailor, or boatbuilder when it comes to
repairing damage and keeping the ship in good order. A
Roles: Captain, Deckhand, Helm, Lookout, Navigator larger vessel can rely on the collective wisdom of its crew
to compensate for the lack of any one individual with
Batten Down the Hatches such skills.

Where a smaller vessel would make Boat Handling Tests Any Tests made in order to effect repairs to the ship can
to avoid damage resulting from strong winds, a larger be made using the Maintenance Crew Test.
vessel may benefit from quick decision making by the
Captain and swift action by the crew.

Roles: Captain, Lookout, Deckhand, Helm, Chantyman This Test can be made in place of a Trade Skill needed
to repair the boat. However, whilst many hands can help
Pest Control make light of such work, they do not make up for the
lack of expert knowledge that a trained carpenter or tailor
Sometimes rats or other pests may infest a ship. In could provide. As such, if this Crew Test is taken in lieu
order to deal with the problem, the crew must perform of such Skills, it suffers from –2 SL.
an Extended Pest Control Test. Each Test requires the
crew to devote d10 hours to clearing out the vermin. Roles: Captain, Chantyman, Deckhand, Helm, Navigator
The difficulty and total SL needed to complete the
extermination depends on the degree of infestation. A Fire Battery
nest of rats on board would require a Challenging (+0)
Extended Pest Control Test to a total of 10 SL. If an enemy is within range of the ship’s guns, this Crew
Test can be performed if the Captain wishes to unleash a
If a Rat Catcher is aboard, they may take the vital role broadside upon them. Rather than rolling to hit for each
and use their Ranged (Sling) for the Test. The presence cannon, the Fire Battery Crew Test can be taken, with
of a ship’s cat or small but vicious dog adds +1 SL to the the total SL applying to all guns facing the enemy, for
result. better or worse.

Roles: Captain, Lookout, Deckhand, Helm, Chantyman Roles: Captain, Chantyman, Deckhand, Gunner, Helm

123


XIV SEA OF CL AWS

MORALE MORALE MODIFIERS

Extended time at sea is a rotten experience; disease, Factor Effect
boredom, and terrible food all combine to erode the
mood of any group. The GM should keep track of a ship’s Pay is generous +2d10
Morale to determine the degree of trust and affection the
crew hold towards the captain. Captain is competent and/or makes good +2d10
decisions
If the majority of a ship’s crew are highly invested in the +d10
voyage, it may not be necessary to track Morale. This may Circumstances on board are certain to attract +d10
be the case if most of the crew are Player Characters, or the favour of Manann
if a ship’s crew are zealously devoted to a particular cause One officer (or more) per 10 crew
or creed.
Captain is valiant in the face of danger +d10
However, most large crews are affected by the quality
of shipboard life, the performance of their officers, the Food is more than basic rations +d10
rewards they can expect from their voyages, and the
degree of peril to which they are subjected. A crew that Good omen witnessed +d10
is well led, well victualled, paid regularly, and kept free Pay is regular +d10
of danger and disease will likely remain loyal to their
captain. A crew that is treated with disrespect, forced to Landing at port and granted shore leave +d10
work harder than they might like for scant reward, or that
are asked to subsist on starvation rations may well decide Crew are shorthanded –d10
to desert the ship, or even take it over.
Ship has not seen port for a week –d10
Ship Morale typically begins at 75. A new captain with a
new crew will typically start at this number. Bad omen witnessed –d10

Various factors will impact whether this number goes Pay is irregular –d10
up or down. The following table gives a list of common
factors. Morale should be recalculated once every week. Ship in uncharted waters –d10
When it comes to the behaviour of the captain, the
GM should consider their general performance over Sea monster sighted –d10
the previous week. A bad captain may well have skilled
lieutenants whose performance makes up for deficiencies. Food is hard tack only –d10
Player Characters may be considered officers for the
purposes of Morale if they tend to be vocally (or Landing at port and refused shore leave –2d10
physically) supportive of the captain. –2d10
Ship in hostile waters –2d10
The table also reflects the customs and expectations
of a crew operating a vessel from the Empire. Those Less than one officer per 30 crew –2d10
aboard a Norse ship might well expect different things Circumstances on board are certain to
from a captain, particularly when it comes to honouring attract the displeasure of Manann
Manann, or putting up with hardships.
Food is less than basic rations –2d10

Disease rampant amongst the crew –2d10
–2d10
Captain is cowardly in the face of danger –2d10
Captain treats the crew with marked
disrespect –2d10
Captain is incompetent and/or makes poor –2d10
decisions

Pay is miserly

No pay –3d10

Less than one officer per 50 crew –3d10

Crew is suffering from starvation –4d10

The table on the next page summarises the effects Ship
Morale has on a crew’s Skill Tests, and how hard it is to
affect them with Leadership Tests.

124


SAILING LARGER VESSELS XIV

THE EFFECTS OF MORALE Contraction: Every month without correct nutrition 125
requires a Challenging (+0) Endurance Test. Failure
Morale Effect indicates that the Character has contracted scurvy. If the
Character regularly eats fermented cabbage broth they
101 or Captained by a Master! Leadership Tests made make an Easy (+40) Endurance Test to resist contraction.
more by the captain benefit from +2 SL. All Crew Tests
benefit from +1 SL. Duration: The disease persists until 1d10 days after
regularly eating fresh fruit and vegetables.
76 to 100 A Fine Crew. Leadership Tests made by the
captain benefit from +1 SL. Symptoms: Flux, Malaise, Nausea, Wounded. 1% chance
of losing a tooth each day.
Contented Crew. If the crew is granted shore leave,
Sea Sickness
51 to 75 roll d100 for each crew member. On a result of 04
or less, that crew member does not return to the Most folk get seasick when they first sail, but anyone
who sticks around will grow out of it. Elves tend to be
ship. immune, to the irritation of Dwarf sailors.

Knaves I Cannot Control. Leadership Tests made Contraction: Whenever any Human, Dwarf, Halfling, or
Ogre Character first undertakes a journey at sea, they must
by the captain suffer from –1 SL. All Crew Tests make a Difficult (–10) Endurance Test or suffer from
sea sickness. In rough weather (Strong Gales or Violent
suffer from –1 SL. Storms), such Characters should make a Challenging
(+0) Endurance Test or suffer from sea sickness.
11 to 50
Duration: For sea sickness due to being new to seafaring,
If the crew is granted shore leave, roll d100 for each make a Challenging (+0) Endurance Test after each day
at sea. If the Test is passed, the Character will not suffer
crew member. On a result of 16 or less, that crew this form of sea sickness again. For sea sickness resulting
from rough seas or other temporary effects, make a
member does not return to the ship. Challenging (+0) Endurance Test every hour.

DISEASE Symptoms: Malaise, Nausea.

Disease can sweep through a crew quickly due to the PROVISIONS
cramped conditions on board and the poor quality of
food and drink available to sailors.

0 If a crewmember has a disease with the Coughs and
Sneezes symptom, everyone on board is exposed.

0 A crewmember with the Black Plague, Bloody
Flux, Galloping Trots, or Itching Pox who drinks
from a barrel of water must pass a Challenging
(+0) Endurance Test. If the Test is failed, the barrel
becomes a source of contagion to anyone who drinks
from it later. Small beer is not subject to this rule.

Scurvy The careful planning of any long voyage is vital to its
success, especially when it comes to supplies. The hard
Scurvy can afflict those who stay away from shore for work required of any crew means that a lot of food and
extended periods. The cause of the disease is unclear. water is required to keep them fit. A captain should know
Bretonnian thought is that spending too long away from that just buying any available food in the marketplace
their beloved Bretonnia is naturally bad for you. Some risks disaster on a long expedition as it soon goes putrid.
blame it on weakness of character.

The disease starts with weariness, weakness, and ennui. Barrel of Fresh Water
Then it progresses to spontaneous bleeding and thinning Fresh water is usually stored in great barrels and doled
blood which can turn into open sores. Then the sufferer’s out carefully. A good captain knows to make sure the ship
bones weaken, and their teeth fall out. is over-supplied, especially on voyages into unknown seas.
On such a voyage, a captain should take every opportunity
to replenish their supply. A barrel contains 32 gallons of
water. A member of a crew drinks a gallon per day.


XIV SEA OF CL AWS

PROVISIONS Compass
A rudimentary compass made from a needle balanced on
Item Cost Enc Availability a pin. Navigation Tests benefit from +1 SL with the aid
Common of a compass.
Barrel of Fresh Water 8/6 9 Common
Common Sealskin
Barrel of Small Beer 11/– 9 A sealskin overcoat keeps its wearer warm and dry. They
1/– 0 Common usually come with over-mittens which are great for
Day's Ration of Hard keeping hands warm but make dextrous acts impossible.
Tack Scarce A good sealskin can give a bonus of +1 SL to Endurance
Tests made to resist cold exposure.
Day's Ration of 2/– 0 Scarce
Preserves Scarce Ship Parts
Common ‘Ship parts’ is a collective term covering timbers shaped to
Day's Ration of fit the hull, pitch to waterproof the boat, rope to repair the
Fermented Cabbage –/3 0 rigging and cloth to patch the sails. Ship parts are used
up when undertaking the Ship Maintenance Endeavour.
Broth
HIRELINGS
Compass 10/– 0
Getting a crew together is a costly business. The Hirelings
Sealskin 1GC 1 rules from Up in Arms can be used to add quick detail
Ship Parts 10/– 1 and quirks to individual Hirelings, but the following
NPCs are commonly seen amongst a ship’s crew.
10/–

Barrel of Small Beer
Sometimes small beer is used instead of water; this helps
keep the water uncontaminated, and though the beer is
alcoholic, it is so dilute as to be hydrating. A barrel of
water and a keg of ale can produce a barrel of small beer.
The Bretonnian Navy uses diluted wine instead.

Day’s Ration of Hard Tack PRIZE MONEY
The famous ship’s biscuit, or hardtack, is important as it
provides much needed calories, is cheap to make, compact As well as regular pay, the crew of a ship expect prize money
and light for storage, and lasts a long time without — a share of the loot taken from any captured enemy vessels.
spoiling. It is hard as rock, however, and requires soaking Prize money is traditionally split the following way: 50% to the
before it can be easily eaten. The weevils that infest the owner of the vessel (or spent on keeping the vessel provisioned
biscuits are just extra nutrition. Hard tack is all that is and maintained), 10% to the captain, and 40% split among the
needed to stave off starvation, though it is a poor diet. remaining crew. Officers tend to forgo prize money, as do non-
combatants such as Doktors or Huffers.
Day’s Ration of Preserves
Preserving and storing the large quantities of food SAMPLE HIRELINGS
required on a voyage is a problem. Salting meat is one
effective preservative. Pickling vegetables is common, Hireling Daily Weekly Notes
using vinegar, alcohol, or sugar. Cost Cost

Day’s Ration of Fermented Cabbage Broth Landsman 3/– 1GC 4/– Expects shares in
Fermented cabbage broth tastes awful and crews dislike prize money
it immensely. The Imperial Navy has recently decreed
that those who do not imbibe their daily ration are to be Sailor 9/– 3GC Expects shares in
flogged. This still does not stop seamen throwing theirs 12/– prize money
overboard when officers are not looking. Any ship’s cook
able to make this broth appetising is much sought after. Huffer 3/– 1GC 4/– —

Officer 15/– 5GC —

Seasoned 9/– 3GC Expects shares in
Mercenary 12/– prize money

Doktor 15/– 5GC —

126


SAILING LARGER VESSELS XIV

LANDSMAN — SILVER 1 OFFICER — SILVER 5
M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
4 31 31 31 31 31 36 36 31 31 36 12 4 41 36 31 31 31 31 31 41 31 46 12

Traits: Weapon (Dagger) +5 Traits: Weapon (Sword) +7, Weapon (Dagger) +5
Skills: Climb 36, Consume Alcohol 36, Gamble 36, Skills: Athletics 41, Charm 51, Climb 41, Cool
Language (Wastelander) 36, Lore (Foreign Lands) 36, 36, Gossip 56, Haggle 49, Intimidate 36, Language
Melee (Basic 36, Brawling 36), Row 36, Sail 42, Swim (Wastelander) 51, Leadership 56, Melee (Basic) 51,
36 Navigation 36, Outdoor Survival 51, Perception 41,
Talents: Doomed, Fisherman, Stout-Hearted, Row 41, Sail 41, Swim 41
Strong Back Talents: Doomed, Etiquette (Crew), Master and
Trappings: Brush, Bucket, Cloak, Clothing, Dagger, Commander, Orientation, Read/Write, Stout-Hearted,
Mop, Pouch, Sling Bag containing Flask of Spirits Suave
Trappings: Cloak, Clothing, Dagger, Pouch, Quality
SAILOR — SILVER 3 Uniform, Ship’s Chest, Sling Bag containing Flask of
M WS BS S T I Ag Dex Int WP Fel W Spirits
4 31 31 36 31 36 41 41 31 41 36 13
HUFFER — SILVER 1
Traits: Armour 1 (4), Weapon (Boat Hook) +7, M WS BS S T I Ag Dex Int WP Fel W
Weapon (Dagger) +5 4 41 31 31 41 41 31 31 31 36 36 14
Skills: Climb 46, Consume Alcohol 41, Dodge 46,
Endurance 36, Gamble 41, Gossip 41, Lore (Foreign Traits: Armour 1 (4), Weapon (Boat Hook) +7,
Lands) 41, Melee (Basic 41, Brawling 41), Play Weapon (Dagger) +5
(Pennywhistle) 51, Row 46, Sail 51, Swim 46 Skills: Climb 36, Consume Alcohol 51, Gossip 41,
Talents: Doomed, Fisherman, Sea Legs, Stout- Intuition 51, Language (Wastelander) 36, Lore (Local
Hearted, Strong Back, Very Strong 41, Oceans 41), Melee (Basic) 51, Navigation 51,
Trappings: Boat Hook, Brush, Bucket, Cloak, Perception 51, Row 41, Swim 41
Clothing, Dagger, Leather Jerkin, Mop, Pouch, Sling Talents: Doomed, Old Salt, Orientation, Stout-
Bag containing Flask of Spirits Hearted, Strong Back
Trappings: Boat Hook, Cloak, Clothing, Dagger,
SEASONED MERCENARY — SILVER 3 Leather Jerkin, Pouch, Rope, Rowboat, Sling Bag
M WS BS S T I Ag Dex Int WP Fel W containing Flask of Spirits, Storm Lantern and Oil
4 46 41 36 41 36 31 31 31 41 36 15
DOKTOR — SILVER 5
Traits: Armour 3 (7), Ranged (Crossbow) +9 (60), M WS BS S T I Ag Dex Int WP Fel W
Weapon (Dagger) +5, Weapon (Sword) +7 4 31 31 31 31 31 36 41 41 46 36 13
Skills: Athletics 41, Charm 41, Climb 46, Consume
Alcohol 46, Cool 54, Dodge 41, Endurance 51, Traits: Weapon (Dagger) +5
Evaluate 34, Gamble 36, Gossip 41, Haggle 39, Skills: Bribery 46, Charm 46, Cool 59, Drive 46,
Language (Battle) 41, Leadership 41, Melee (Basic 61, Endurance 41, Evaluate 44, Gossip 46, Haggle 44,
Polearm 51), Play (Drum) 41, Ranged (Crossbow) 46, Heal 51, Language (Guilder) 46, Lore (Anatomy 46,
Outdoor Survival 36 Medicine 46), Melee (Basic) 36, Perception 41, Sleight
Talents: Doomed, Drilled, Marksman, Sharp, Suave, of Hand 51, Trade (Barber) 46
Very Strong, Warrior Born Talents: Doomed, Field Dressing, Read/Write,
Trappings: Breastplate, Clothing, Dagger, either a Resistance (Disease), Savvy, Suave, Surgery
Halberd or a Crossbow and 10 Bolts, Helmet, Pouch, Trappings: Bandages, Book (Medicine), Clothing,
Uniform, Sword Dagger, Guild License, Healing Draught, Pouch, Sling
Bag containing Trade Tools (Medicine), Writing Kit

127


XV

• EXTENDED VOYAGES •
anEdxTternaddeedBSetowjoeeunrnDs ifufpeorenntthNe aStieoans

These rules are intended to allow you to resolve a journey Very Quick Long Voyages
of many days on a ship in a relatively short time in
gameplay. As such, encounters can be generated and It may be the case that, as a gaming group, the GM
resolved quickly while facing the Players with tough and Players do not want to spend time determining the
choices. Of course, if the Players or GM are intrigued details — even in broad strokes — of a particular voyage.
by an encounter, it can be expanded to become a more If a GM only wants minimal engagement with the rules
substantial part of the session, but the intent of these rules for a particular voyage, the following rules can be used to
is to make sea travel seem dangerous and consequential add a little flavour and drama to a swift resolution.
without bogging down the narrative.
0 Work out the distance of the voyage and the average
Those finding things too dangerous would be well advised speed of the ship (see next page) to determine the
to seek the blessing of Manann’s priesthood, who can length of the voyage.
often smooth such troubles for the correct offering.
0 Calculate Manann’s Mood and note the tens digit.

Extended voyages are managed as follows: 0 Make a Hard Going Crew Test and record the SL.

0 The average speed of the ship is calculated and 0 Roll on the table below, subtracting 1 for each week
modified by prevailing winds to work out how far spent at sea and then adjusting by the tens digit
the ship travels in a day. from Manann’s Mood and the SL from the Hard
Going Crew Test.
0 The GM should keep track of Manann’s Mood (see
page 130). QUICK VOYAGE

0 Every d10 days at sea, a Shipboard Event takes d10 Effect
place (see page 131). Manann’s Mood should be
considered when generating an event. 0 or less Disastrous Voyage. 50% of NPC crew are
lost. 75% of the cargo is spoiled or stolen.
0 If a ship docks at port, a Port Event takes place
within 2d10 hours. Manann’s Mood has a moderate The ship loses 75% of its Wounds and
effect here. suffers 3 Critical Hits.

0 For every full week of travel, a Shipboard Endeavour 1 to 2 Gruelling Voyage. 20% of NPC crew are lost.
may be undertaken. 3 to 5 50% of the cargo is spoiled or stolen. The ship
loses 50% of its Wounds and suffers 2 Critical
For the purpose of determining events, days at sea need
not be continuous. So, if the GM rolls 7 when determining Hits.
how many days at sea pass before the next event and the
ship spends 4 days at sea, then a week in port, the event Tough Voyage. 10% of NPC crew are lost.
occurs after a further 3 days at sea. 25% of the cargo is spoiled or stolen. The ship
loses 25% of its Wounds and suffers 1 Critical

Hit.

6 to 9 Fair Voyage. 10% of the cargo is spoiled.

10 or more Perfect Voyage. No negative consequences.

128


EXTENDED VOYAGES XV

Erengrad Marienburg Salzenmund L'Anguille Kirkjugarður Skjold
Langskipa
Erengrad – 1200 550 1250 820 1350
Marienburg 1200 – 1000 910 670 800
Salzenmund 550 1300 600 1150
L'Anguille 1250 1000 – 900 430
Kirkjugarður 910 1300 –
Langskipa 820 – 750
670 600 900
Skjold 1350 750 –
800 1150 430

If any critical hits to the ship target crew, or risk causing Voyage Distances
injuries amongst the crew due to the Splinters Rating,
ignore the damage done to members of the crew. The table at the top of the page shows a matrix of voyage
distances between major locations around the Sea of
Such losses are covered by the crew lost during the voyage Claws. These distances are shown in miles and assume
and are not in addition to them. that vessels are at least 10 miles out to sea when they
reach open waters, not hugging the coastline where rocks
Average Speed of Ships on Long Voyages and wreckers could make journeys difficult.

The rate at which ships travel is summarised in the Distance covered per day assumes the vessel in question
following table. However, some factors such as load, has sufficient crew and facilities to allow for sailing
weather, wind direction, and other calamities can alter a through the night. If this is not true, halve the distance
ship’s Move and thus change the distance it travels in a travelled in a day.
day. To determine how long a journey takes, a GM should
first determine the distance to be travelled, then roll on When using the Boat Handling Crew Test to make
the Shipboard Events Table (page 131) and resolve it. progress, any SL achieved can increase the day’s progress
Then decrease the distance from the destination by the by about 10%. Negative SL will reduce it by a similar
amount on the following table. Repeat this process until amount. These voyage times can also be helped and
the ship reaches its destination. hindered, almost imperceptibly, by ocean currents. Poor
weather does not add to these times directly but adds to
the difficulty of pertinent Crew Tests.

Ship M Miles per Day
1 18
2
3 36
4 54
5 72
6 90
7 108
8 126
9 144
10 162
11 180
12 198
216

129


XV SEA OF CL AWS

EVENTS AT SEA EFFECT ON MANANN'S MOOD

Those who travel at sea do so by the grace of Manann. Situation Effect
Please him and it is likely that the voyage will be a
smooth one. Incur his displeasure and the going will be Defeating or thwarting followers of Stromfels +3d10
rough. Manann is jealous and capricious, so even the
most devout can’t be certain of his disposition. Large sacrifice (a whole cow, half the ship’s +5+2d10
provisions, a jolly boat)
Each day at sea, review how the crew behaved towards
Manann and keep a running total. You can only obtain A member of the crew possesses a birth caul +2d10
each modifier once and sacrifices aren’t cumulative. This
number applies to the ship itself, so it is possible for new Medium sacrifice to Manann (a large edible fish +5+d10
crew to join a ship that has an existing modifier (for this or rabbit, a gem, valued item or equivalent)
reason, sailors are often reluctant to join the crew of a
ship that has a reputation for displeasing Manann). Priest of Manann on board (with no Sin Points) +5+d10

On very rare occasions, a Character may incur Manann’s Praying to Manann at each watch and +d10
displeasure, or his blessing. In such cases, they may earn roleplaying what you say to him +d10
their own modifier to Shipboard Events, which would be
added to (or subtracted from) the number for the ship Mannslieb is full
on which they travel. As GM, you could apply modifiers
based on other nautical superstitions — feel free to be as Ship’s cat healthy, happy, and well treated +d10
arbitrary and capricious as Manann! Just don’t ruin your +5
players’ enjoyment. Manann may be temperamental, but Small sacrifice to Manann (a coin, small fish or +5
he is not often sadistic. similar) +5
+5
Every d10 days at sea the GM should roll on the events Praying to Manann at each watch
table to determine any unexpected occurrences. The rolls Priest of Manann on board (with 1-3 Sin
on this table are modified by the current number the ship Points)
has for Manann’s Mood, so a vessel that has incurred A member of the crew was born at sea
Manann’s displeasure is much more likely to encounter
adverse conditions. Sailing into a red sky –5
–5
OTHER POWERS OF THE SEA Mannslieb is waning –5
Crewmember loses their hat overboard
When conditions become desperate, sea captains occasionally Crewmember uses the words ‘drown’ or –5
turn away from Manann and pray to darker powers to save their ‘goodbye’
lives. If a shipbound character makes a pact with Stromfels,
Mermedus, or one of the Ruinous Powers, they may be saved Voyage commenced on a Festag –d10
from a storm, monster, or sea battle. But rest assured, these Boat’s name changed –d10
darker powers expect payment eventually. It is also worth
remembering that, whatever the worshippers of other powers of Ship’s cat ill, mistreated, or killed –d10
the sea may profess, Manann remains the preeminent god of the
oceans. Other powers may be able to rescue their worshippers Cargo includes bananas –d10
from Manann’s wrath, but it is only ever a temporary respite.
Even the followers of Stromfels, whilst they hold contempt for Priest of Manann on board (with 6 or more –10
Manannites in their hearts, are careful not to blaspheme against Sin Points)
the sea god until they are back on dry land.
Invoking gods other than Manann while at sea –(5+d10)

Voyage commenced on the 13th day of the –2d10
month –2d10

A member of the crew swears at the sea

Killing an albatross –(5+2d10)

Invoking the Ruinous Powers or Stromfels –5d10

Events During Port Stays

Arriving at port triggers a Port Event which is determined
by the GM by rolling 2d10 and consulting the Port Stay
Events Table (see page 133) as soon as the ship arrives.
The event is determined when the GM deems it fit.
Manann’s Mood is not so apparent when determining
the outcome of Port Events: if it is negative, reduce the
2d10 result by 1, if it is positive, increase the result by 1.

130


EXTENDED VOYAGES XV

SHIPBOARD EVENTS TABLE

d100 Event

Triton! Manann can no longer abide the vessel to sail upon his sea, and dispatches Triton to destroy it. The creature

–65 or less appears and does all it can to destroy the ship. If the crew manage to defeat Triton, roll d10. On 1–5 Manann is
impressed that the ship managed to vanquish his avatar; add 2d10 to his Mood. On 6–10 Manann is angered by the

humiliation of his champion; subtract 2d10 from his Mood.

–60 to –64 Maelstrom. A vast whirlpool opens up, catching the boat in the outskirts of its area. See page 113 for details of
whirlpools.

–50 to –53 Mighty Sea Monster. A sea monster attacks the vessel. Roll d10 to see what (1–3: Bone Hydra, 4–5: Leechwyrm, 6–9:
Gargantuan, or 10: Black Leviathan). The creature may be driven off if reduced to half its starting Wounds.

–50 to –53 Hurricane. A hurricane drives forth waves that could sink any ship. The crew must make a Hard (–20) Batten Down
the Hatches Crew Test or the ship suffers 3 Critical Hits to the Rigging.

–46 to –49 Powerful Vortex. A whirlpool opens up, catching the boat in the outskirts of its area. See page 113 for details.

–44 to –45 Nemesis. A large ship filled with enemies appears on the horizon: a nemesis such as Vangheist or Vrisk Ironscratch,
aboard their signature vessel.

–40 to –43 Skaeling Longship. A longship with a crew of 45 Norscans appears on the horizon. If your vessel looks like a
vulnerable target, they approach, seeking to spill the blood of the crew in praise of the Blood God.

–35 to –39 Ship Damage. Something strains the ship badly, and part of it breaks rather than bends. The ship suffers a Critical Hit
to a random location.

Cult of Personality. A member of the crew follows an extreme credo and sees the crew as potential recruits. Roll

–31 to –34 d10 to determine their allegiance and a second d10 to see how many sympathetic initiates they have gathered. 1 to 3:
Revolutionary Politics, such as New Millennialism (see Middenheim, page 140) or Kloszowkiism (see Altdorf, page

34); 4 to 6: A Criminal Enterprise such as Smuggling; 7 to 9: Devotee of Stromfels; 10: Devotee of Tzeentch.

Giant Rat Infestation. Unusually large vermin are spotted in the bowels of the ship. Until the crew make an Extended

Difficult (–10) Pest Control Crew Test to a total of 25 SL, the rats spoil 3d10 Enc of cargo each night, and there is a

–29 to –30 30% chance that one of the crew will have to Test to avoid contracting Ratte Fever (WFRP, page 187). If any stage of
the Pest Control Test generates a negative SL result, a randomly selected crewmember is attacked by the rats, suffering

d10 attacks at WS 30 with the Weapon +5 trait. Anyone wounded by such attacks must Test to avoid contracting Ratte

Fever.

–24 to –28 Sea Monster. A sea monster attacks the vessel. Roll d10 to see what species (1–3: Kharibdyss, 4–5: Latch Eel Swarm,
6–9: 3 Syreens, or 10: Merwyrm). The creature(s) may be driven off if reduced to half its starting Wounds.

–19 to –23 Food Shortages. Food has become damp or vermiferous during the journey. Half of the provisions on board are ruined.

Pirate Cog. A cog with a crew of 25 and 6 large cannon appears on the horizon. If your vessel looks like a vulnerable

–11 to –18 target, they approach, demanding the right to search the hold and take what they want, or they will slay all who oppose

them. Even if their demands are met, they demand a captive to sacrifice to Stromfels.

Rat Infestation. Rats are thriving in the dark corners of the ship. Until the crew make an Extended Challenging (+0)

Pest Control Test to a total of 10 SL, the rats spoil d10 Enc of cargo each night, and there is a 15% chance that one

–6 to –10 of the crew will have to Test to avoid contracting Ratte Fever (WFRP, page 187). If any stage of the Pest Control Test

generates a negative SL result, a randomly selected crewmember is attacked by the rats, suffering d10 attacks at WS 25

with the Weapon +4 trait.

–01 to –05 Prophetic Figurehead. A member of the crew professes earnestly that they saw the ship’s figurehead come alive, and
heard it speak of Manann’s displeasure. Reduce Morale by d10.

00 to 05 Sudden Collision. Without warning, the ship strikes a rock. See page 111 for details of Collisions..

06 to 09 Gymmcrab Infestation. A colony of larval Gymmcrabs flourishes on the hull of the boat. Reduce M by 1 and reduce
Man by –1 SL until the hull is scraped.

10 to 18 Doledrums. The winds abandon you for the next d10 days.

19 to 23 Literal Ghost Ship. Your topman spots a glowing green vessel on the horizon. It is a bad omen. Either change course,
reducing your Move by 2 for a day of travel, or press on losing 2d10 Morale.

131


XV SEA OF CL AWS

132 d100 Event
24 to 27
28 to 30 Plague Ship. An apparently lifeless cog drifts into view. If it is boarded, there is loot on board consisting of 2d10
31 to 37 crates of randomly selected cargo, d100 days’ rations of hard tack, 2d10 barrels of water, and 3d10 GC. There are also
some crew on board, though they are languishing in advanced stages of Black Plague (WFRP page 186). Anyone
boarding the ship is bitten by fleas and must Test to avoid contracting the disease.

Unusual Winds. The winds blow oddly. The normal prevailing winds reverse direction, blowing opposite to their
normal flow, affecting your ship’s Move for d10 days.

Divine Omen. An albatross circles the mainmast three times in an anticlockwise motion. The ship must take
immediate action to propitiate Mannan. Unless a Priest or Nun of Manann on board passes a Difficult (–10) Pray
Test, reduce Manann’s mood by –2d10 and Morale by d10.

38 to 43 Mizzle. A damp mist descends upon the sea. For the next d10 days, the Visibility is Misty and Precipitation is Light.

44 to 47 Wear and Tear. The ship takes d10 Wounds due to general wear and tear.

48 to 80 Plain Sailing. Nothing happens, this stretch of the journey passes peacefully.

81 to 84 Message in a Bottle. A glass bottle is sighted bobbing about in the swell. The bottle contains a message from a
85 to 88 marooned sailor. If he is found and recovered, he is grateful to his rescuers and, once returned to health, he swears to
89 to 95 serve as a loyal member of the crew for a year without pay.
96 to 98 Fellow Travellers. You spy another vessel on the horizon. They signal that they wish to approach. It is your choice to
allow them to draw close or not. The ship may present problems, but the opportunities they present should outweigh
99 to 102 any threat they pose. At the very least they are willing to trade, share gossip, and warn of dangers ahead.
Jetsam. Some crates are spotted floating in the water. If fished out, they contain d100 Encumbrance of a random
cargo.

Swell of Ghyran. The Wind of Ghyran is concentrated on this part of the ocean. For the next d10 days Channelling
(Ghyran), Endurance Tests, and Heal Tests benefit from +2 SL.

Life Boat. A small boat is seen floating on the ocean. If it is recovered, roll d10 to determine what it contains (1
to 3: two Sailors; 4 to 6: one Sailor; 7: Officer; 8: Huffer; 9: Doktor; 10: Ship’s Cat). These fugitives from a sunken
vessel will be very grateful if rescued. They will serve on the crew for free until the ship makes it to the next port,
whereupon they will be willing to join the crew for the normal pay (or a small fish and saucer of fresh water once per
day in the case of the cat).

103 to 109 Fine Weather. For the next d10 days, the Temperature is Comfortable.

110 to 115 Good Cheer. The crew are getting along well and sharing gossip about their good fortune to be serving on such a
lucky ship. Gain 2d10 Morale.

Uncharted Island. An uncharted island is spotted. There may be hazards such as sandbars or dangerous sea life near

116 to 120 the island, but it ought to offer more in terms of reward than it does danger. Fresh water may be drawn from springs,

and edible plants and animals gathered from the beach.

121 to 125 Figurative Ghost Ship. You spy a ship drifting with no signs of life. Choose to board it or not. You find 2d100
Encumbrance of a random cargo.

126 to 130 Clear Skies. The clouds part and fogs are banished. For the next d10 days, Visibility is always Clear and there is no
Precipitation.

131 to 134 Fortuitous Winds. The winds are brisk and in your favour. Increase ship Move by 1.

135 to 140 Friendly Porpoise. For the next d10 days, a porpoise keeps pace with your vessel. It steers well clear of any hazards
such as rocks or sandbanks.

Divine Omen. Blue fire is seen flickering around the top of the mast. The ship must take immediate action to attract
141 to 145 Mannan’s favour. If a Priest or Nun of Manann on board passes a Difficult (–10) Pray Test, increase Manann’s Mood

by 2d10 and Morale by d10.

146 to 149 Lucky Skipper. Manann seems to favour this vessel. The captain gains 1 level of the Luck Talent for the next d10
days.

150 or Manann's Bounty. A shoal of Daggerfish leap from the waves and land upon the deck of the ship. The crew snatch
more them up, gathering enough to keep them fed for d10 days. Morale improves by 2d10.


EXTENDED VOYAGES XV

PORT STAY EVENTS TABLE 133

2d10 Event
1
2 Pressgang. A ship short of crew has obtained some of yours. Lose 2d10 crew. They can be retrieved by making a
3 Challenging (+0) Gossip Test and then paying 2d10 GC or by making a Difficult (–10) Stealth Test. Failure of either
4 of these Tests causes the loss of another 1d10 crew as your scheme to liberate your compatriots goes sideways and the
other ship leaves. If you denied your crew shore leave, this event does not take place.
5 Priest of Manann. A Priest of Manann stalks towards your vessel, exclaiming that you have angered Mannan with
your impiety and that your vessel needs to be cleansed. You may either pay 1d10 GC plus the ship’s Size in shillings for
a blessing or reduce Manann’s Mood by 4d10.
Dockside Audit. Your vessel is approached by an exciseman with a set of heavily armed assessors. Tariffs and duties
are assessed at 10% of the value of your unhidden cargo. Failure to pay results in the seizing of your cargo. A successful
Hard (–20) Bribery Test results in you realising a bribe of 2d10 GC can result in the paperwork ‘going missing’.
Storm. A storm lashes the port. Safe departure is delayed d10 days. You may leave earlier, but the weather counts as
follows until the d10 days have passed: Precipitation: Heavy; Winds: Strong Gale; Visibility: Foggy. Temperature is
unaffected. Every morning that the storm persists, roll d10. On an 8 or more, the Winds rise to Violent Storm.

Town Deserted. If the port is a small hamlet or village (Size 1 or 2), it is mysteriously deserted. The population have
entirely disappeared. They may have fled famine or destitution, or been taken as captives by raiders. Most valuables
have been lost or taken, and the crew regard it as bad luck to remain here. If the captain insists on searching the port
for loot or provisions, some may be uncovered, but Morale is decreased by d10.

6 Dockside Gang Crime. Local stevedores are heavily invested in smuggling. If cargo is to be unloaded here, 2d10 Enc
goes missing.

7 The Black Spot. During your stay at port, you are informed that you have made an enemy of another captain. Who
this is, why they hold you in such contempt, and when you next meet them is left up to the GM.

8 Shortfalls. There is an unexpected shortfall in goods at this location. Goods in the Produces Column are not available,
and goods in the Surplus column lose their Surplus status and are moved to the Produces column.

9 to 12 No Event. The port is peaceful and nothing unexpected occurs during your stay.

Travelling Shipwright. A talented shipwright is in town. If repairs to the ship are to be made, the shipwright has
13 Trade (Boatbuilding 68, Carpentry 72, Tailor 63). They could also add upgrades to the vessel. Each repair or upgrade

takes d10 days.

Too Good to be True? A shifty customer approaches you on the docks and offers to sell you up to 500 Encumbrance

14 of a random cargo at an incredible 50% discount. If you accept the deal, the lack of official papers encourages you to

leave port quickly.

15 Fine Weather. The weather is clement for the next d10 days. Precipitation: None; Temperature: Comfortable; Winds:
Fresh Breeze; Visibility: Clear.

Stowaway. Someone creeps aboard your ship. On a successful Difficult (–10) Perception Test, they are spotted before

16 you leave, otherwise their presence is discovered d10 days into your next voyage. Who they are and why they seek to
hide on board is left up to the GM. Roll d10 to see how they might assist the crew (1 to 3: Landsman; 4 to 6: Sailor; 7:

Hardened Mercenary; 8: Huffer; 9: Doktor; 10: Officer).

Trade Rumours. A drink at a dockside pub reveals a desperate shortage of something at another port. If you succeed at

17 an Average (+20) Gossip Test, determine a random cargo and port. Demand for that cargo at that port is increased by

2 for the next 10+2d10 days.

Festival to Manann. The port is currently holding a festival to Manann, celebrating his importance to their

18 community. If the captain allows his crew to take shore leave, and joins in the festivities in a whole-hearted manner,

then Manann’s Mood is improved by 2d10.

19 Job Offer. A shadowy person offers you 200 GC to deliver a ‘package’ unopened to a randomly selected port. Details
and dimensions of the package are left to the GM.

20 Bountiful Catch. Local fishermen have recently been hauling in nets teeming with fish or crabs. These can be
purchased as a day’s rations for the knock-down price of 3d.

Glut of Product. Cargo is piled high in the waterfront warehouses. All goods mentioned in the Produces column

21 are moved to the Surplus column and gain +1. Any product already mentioned in the Surplus column has its number

doubled.


XV SEA OF CL AWS

ENDEAVOURS AT SEA You may also attempt a free Banking: Stashing Endeavour
(WFRP, page 196) when you craft the chart, hiding your
Every week (8 days) of travel at sea, each Character has loot in a location marked on your chart. Your stash is safe
the chance to perform an Endeavour. Because they occur provided you keep the chart safe, but if anyone acquires
at sea, these Endeavours are not subject to the Money your chart, the stash is discovered on a 50 or less rather
to Burn, With Great Power, and Elf Improvement rules than the normal 10 or less on the d100 roll.
(WFRP, page 195).
Train Crew
The following Endeavours can be taken providing suitable
facilities and instructors are available: Crafting, Invent, Your crew could be a more skilled bunch. Choose one
Training, Unusual Learning, Combat Training, Foment of your Skills that is relevant to operating a ship. You
Dissent, Research Lore, and all Endeavours that involve spend your time instructing the crew in this Skill. Make
training from Up in Arms. a Hard (–20) Leadership Test followed by a Hard (–20)
Test in the Skill to be trained. If you succeed, increase the
A successful Foment Dissent Endeavour causes 2d10 crew’s rating in the Skill you taught them by the number
Morale loss if directed against the officers of the ship. of SL scored on the Leadership Test and spend 2 silver
shillings in expenses and celebratory grog per member of
Opportune Trade the crew trained. You may not increase a Skill beyond
your own advances. Only NPCs may gain advances from
Provided your journey takes you past convenient ports, this Endeavour.
you may attempt some opportune trade. A quick deal
can accomplish much. You can invest up to the total free Example: A Character with 9 advances in Ranged
non-overloaded Encumbrance value of your ship in gold (Blackpowder) could instruct a crew of 30. They score 5 SL on
crowns. Make an Extended Difficult (–10) Haggle Test their Leadership Test, increasing the Ranged (Blackpowder)
that requires 10 SL and allows up to three attempts. Skill of the crew by 5 advances and paying 60 silver shillings.

Example: you have 200 Encumbrance free on your ship, you If that Character carried out this Endeavour again with the
invest 200 gold crowns, then you make your 3 attempts and same result, the crew's Ranged (Blackpowder) would increase
succeed. You gain 220 gold crowns. to a maximum of 9 advances in total and again the Character
would need to pay 60 silver shillings.

TRADE ENDEAVOURS Ship Maintenance

Outcome of Result Wear and tear on a vessel is inevitable. Rotten planks
Extended Test must be replaced, new sail sewn, and barnacles scrubbed
from the hull. This Endeavour is best carried out at port
Fail by 6 SL Lose all gold crowns invested. but can be done at sea at an additional –20 penalty;
ports with extensive ship-building facilities provide a
Fail Gain half the coin invested back. +20 bonus to the required Tests. When undertaking this
Success Endeavour, make a Challenging (+0) Trade (Boatbuilder
Success by 6 SL Gain all the gold crowns invested or Carpenter) Test. If you succeed, you spend your Ship’s
back +10%. Size in Encumbrance of Ship Parts and remove the
effects of the Wear and Tear Shipboard Event.
Gain all the gold crowns
invested back +20%.

Mapmaking If your ship has lost Wounds, you may repair them at
a cost of 2 Encumbrance of Ship Parts per 5 Wounds
You create a chart which can be reproduced and sold repaired. If your ship has any Critical Wounds, you may
for profit but also provide records for navigation. Make repair them by making a Hard (–20) Trade (Boatbuilder
a Difficult (–10) Trade (Cartographer) Test and name or Carpenter) Test. If you succeed, you spend your Ship’s
two ports. If you succeed, you produce a map which has Size in Encumbrance of Ship Parts and Timber and
a value in GC equal to the number of SL scored on the remove the Critical Wound.
Test. While travelling between the two named ports, the
map provides +2 SL to Navigation Tests.

134


EXTENDED VOYAGES XV

MARITIME TRADE 3: Haggling 135
Multiply the Encumbrance of the cargo being purchased
Trade is the lifeblood of sailing. The colossal revenues it by its base price in the Cargo table to determine the total
generates are all that can support the monstrous cost of price. Then Characters may haggle with the vendor. Make
running a vessel. It consists of two different enterprises: an opposed Haggle Test with the merchant. This can raise
buying a cargo, and selling it. or lower the price by 10%, or up to 20% if the Character
has the Dealmaker Talent. This procedure is described in
International trade does provide some additional benefits detail in WFRP, page 291.
over local trade. Some ports reliably produce certain
goods (termed Surplus) whilst others can be relied upon The Haggle Skill of a random merchant will be 3d10+40.
to buy them (termed Demand). Whilst sea travel presents If the GM rolls two or more 10s whilst generating a
many risks to merchants, the rewards can be rich indeed. merchant’s Haggle Skill, then that merchant possesses
the Dealmaker Talent as well.

Buying Characters may purchase less than the total cargo
available, but any Haggle Tests made by the merchant
Purchasing a cargo is a three-step process. seller benefit from +1 SL as they bemoan the hassle of
splitting a cargo.
1: Type of Cargo
First determine what cargos are available at a port by Any Haggle Tests made to buy goods in the Surplus
examining the Produces column and Surplus column Column benefit from +1 SL, as local sellers are always
of the Gazetteer. Ports with Subsistence listed in the able to offer good deals on such cargo.
Produces column do not produce cargos for sale. If the
place has Trade listed in the Gazetteer, generate a cargo TRADE IN MARIENBURG AND
randomly from the Cargo table. This cargo is currently for LOTHERN
sale in addition to any listed under Produces and Surplus.
Marienburg is the greatest trading location in the Old World,
2: Size of Available Cargo whilst Lothern is the greatest trading location in the Elven
Cargo size is measured in Encumbrance points. The Kingdoms.
amount of Encumbrance your ship can carry is determined
by its Carries Characteristic. To determine how many The Trade entry in the Produces column in these cities is
Encumbrance points of a given cargo is available, add representative of cosmopolitan markets. Roll three times rather
Settlement Size to Settlement Wealth to any Surplus of than once to see what the random cargos are. Any duplicates
that cargo, and multiply the result by 1d10 x 10. indicate that the cargo counts as Surplus +1.

If the d10 roll is a 1, this indicates that there is no cargo The Haggle Skill of a random merchant in Marienburg or
of that type currently available. Lothern will be 3d10+55. If the GM rolls one or more 10s
whilst generating a merchant’s Haggle Skill at these locations,
Example: To determine how much Timber is available in then that merchant possesses the Dealmaker Talent.
Salzenmund. The settlement has a Size of 3 and a Wealth of
4, so rolling a 4 on your 1d10 means that there is (7 times 40) Selling
280 Encumbrance of Timber available for purchase.
Once the cargo has been purchased, it may be transported
Luxuries (Silver) is a Surplus good in Salzenmund. With a to another port for sale.
Size of 3, a Wealth of 4, and Surplus Luxuries (Silver) of 1,
rolling a 4 on your 1d10 means that there is (8 times 40) 320 1: Find a Buyer
Encumbrance of Luxuries (Silver) available in Salzenmund. To calculate the chance of finding a buyer, first you must
determine what relationship the port you are attempting
to sell at has to the goods you are offering.


XV SEA OF CL AWS

0 If the port does not produce the cargo you have for Settlement Offer Price
sale, or if the port has Trade listed in the Produces Wealth + Size +
column, there is a good chance of finding a buyer, –50% of Base Price
particularly if there is a local Demand for the goods. Demand –25% of Base Price
1 –10% of Base Price
Add the Size of the Settlement to any Demand for the
cargo, then multiply that number by 10, adding +30 if 2 Base Price
the Settlement has Trade listed in the Produces column;
this is the target number. Roll d100, and if the result is 3
less than or equal to the target number, a buyer is found.
Failure indicates that there is no interest in the size of 4
cargo the Characters are trying to sell. If they wish, they
may offer half the cargo instead — roll again against the Characters may make an opposed Haggle Test against
target number. If this second attempt fails, there is simply the buyer to increase the price (see WFRP, page 291).
no interested merchant. When both sides agree on a price, the sale is complete. If
the Characters are unhappy with the price available, they
0 If the port does produce the cargo you have for are, of course, free to walk away from the sale.
sale and does not have Trade listed in the Produces
column, a potential buyer may still be convinced to 0 If the port does not produce the cargo you have for
take interest. sale, or if the port has Trade listed in the Produces
column, there is a good chance of getting a good
International trade is a little more forgiving than river deal, particularly if there is a local Demand for the
trading in that items from afar often benefit from novelty goods.
value even if they are equivalent to local goods. Provided
the ship has sailed more than 100 miles, it can try to Add +1 SL to the Haggle Test for the seller. If there is
offload goods at a location which produces those goods. local Demand for a good, add a further +1 SL.
The seller must pass a Difficult (–10) Gossip Test. If they
succeed, multiply the Size of the Settlement by 10 to find 0 If the port does produce the cargo you have for
the target number. Roll d100, and if the result is less than sale and does not have Trade listed in the Produces
or equal to the target number, a buyer is found. column, buyers will drive a harder bargain.

If you have not travelled more than 100 miles it is harder The seller suffers from –2 SL to any Haggle Tests they
to sell the cargo; treat it as if you are selling to a port that make.
produces a Surplus of that cargo.
0 If the port produces a Surplus of the cargo, sellers
0 If the port produces a Surplus of the cargo you have will practically have to pay buyers to take it off their
for sale, making a deal will be a challenge. hands.

It is very difficult to sell cargo to a place that produces it The seller suffers from –3 SL to any Haggle Tests they
in bulk, even if you have travelled from distant lands. The make.
seller must pass a Very Hard (–30) Gossip Test. If they
succeed, multiply the Size of the Settlement by 5 to find If the Characters have a cargo they simply can’t shift in
the target number. Roll d100, and if the result is less than a timely manner but which, for whatever reason, they
or equal to the target number, a buyer is found. want gone, there are always merchants on the lookout for
desperate souls. Characters may always sell a cargo for
2: Determine Offer Price a quarter of its base price at any Settlement with Trade
If a buyer is found, they make an offer for the cargo based listed in the Produces column or with a Demand for that
on the table below. This is called the Offer Price. particular good.

136


EXTENDED VOYAGES XV

Generating Available Cargoes

When you need to generate a random cargo, simply roll a d100 and consult the table below. As some goods vary in

availability throughout the year, use the row opposite the current season to determine the result.

Grain Spring Summer Autumn Winter
Arms 01-05 01-09 01-18 01-09
Luxuries 06-08 10-12 19-21 10-12
Metal 09-13 13-16 22-25 13-16
Timber 14-19 17-22 26-30 17-25
Wine 20-28 23-44 31-46 26-36
Wool 29-33 45-56 47-60 37-56
Salt 34-50 57-62 61-65 57-60
Oil 51-60 63-75 66-72 61-64
Saltfish 61-70 76-82 73-83 65-81
Ship Parts 71-90 83-90 84-90 82-90
91-00 91-00 91-00 91-00

Once you have determined what cargo is available, either by using the chart above or by consulting the Produces
column on the Gazetteer, use the chart below to determine the price of the final cargo. Make a note of the cargo type
and the base price.

Grain Spring Summer Autumn Winter
Arms 2 1 .5 1
Luxuries 6 5 4 5
Metal 25 25 25 25
Timber 4 4 4 4
Wine 1.5 .75 1
Wool 1.75
Salt 3d10 3d10 3d10 3d10
Oil .5 .75 1 1.5
Saltfish 2 3 4
Ship Parts 3 2 4 3
3 2 1 6
8 7 6 2
7

Price is per 1 Encumbrance of cargo. Record Wine/Brandy price when purchased.

137


GAZETTEER OF PORTS AROUND THE SEA OF CLAWS

Settlement Size Ruler W Produces Surplus Demand Notes

BRETONNIA

L'Anguille 4 Duke Taubert de 3 Trade, Wine Saltfish +1 Arms +1, Capital of Bretonnian duchy;
L'Anguille Luxuries +1
spectacular lighthouse

WASTELAND

Marienburg 5 The Directorate 5 Saltfish, Trade, Ship Parts +1 Arms +1, Largest city and port in the
Wool Luxuries +1,
Old World

Metal +1,
Timber +1

Aarnau 3 Baron Martinus 3 Grain, Saltfish – Arms +1 –
van Buuren

Broekwater 1 Village Elder 1 Saltfish, Ship – – Ship parts often salvaged from
Parts wrecks, rumours of piracy

Leydenhoven 2 Town Council 2 Saltfish, Wool – – –

NORDLAND

Salzenmund 4 Elector Count 4 Timber, Trade Luxuries Arms +1, Capital of Nordland; High
Theoderic Gausser (Silver)+1 Grain +1 Temple of Ulric and Temple of

Manann Resplendent

Dietershafen 3 Baron Ludolf 3 Saltfish – Arms +1 Anchorage for Imperial Navy
Köhler Second fleet

Hargendorf 3 Baron Gunther 3 Saltfish, Wool Salt +1 Luxuries +1 Centre of Nordland’s biggest
von Hargenfels smuggling ring

Neues Emskrank 3 Elector Count 2 Trade Saltfish +2 – Opened in 2460 IC in a
Gausser scheme to syphon off business

from Marienburg, failed

miserably

Norden 3 Baron Ottmar von 3 Luxuries Saltfish +1 Arms +2, Located in Drosselspule Bay,
(Amber), Trade Metal +1,
Neurath Ship Parts secretly being developed
as a base of operations for

+1, Timber exploration and conquest of
+1 Lustria

OSTLAND

Salkalten 3 Baron Gustav von 2 Saltfish, Luxuries Salt +1 Arms +1, Port opened in 2462 IC in a
Wolder (Amber) Ship Parts +1 scheme to syphon business

from Marienburg, failed

Schönfeld 1 Baron von Wolder 1 Saltfish, Trade – – Ship parts often salvaged from
wrecks, rumours of piracy

KISLEV

Erengrad 4 Alexandr 4 Trade, Luxuries Ship Parts +1 Wool +1 –

Yevschenko (Sea Ivory)

TROLL COUNTRY

Altar of the 1 Runa 1 – – Arms +1 Sarl fortress shared with the
Hrossháfurm Skaeling
Crimson Harvest

KRAKA RAVNSVAKE 3 Luxuries Metal +1 Arms +1, –
Kraka Ravnsvake 2 King Haarkon and 2 (Okrinaduraz) – Grain +1
Respect for the Blood God
Queen Inga Arms, Luxuries – necessary to trade here
(Amber)
SKAELING COAST

Kirkjugarður 2 Öskra and Signe

Langskipa

BJORNLING COAST

Skjold 2 High King Ulfric 2 Saltfish, Timber – Arms +1 –

Grondal –

Eyristaad 2 Eyri Goldfinger 1 Saltfish Arms +1 A collection of hamlets rather
than one location
Svunum 1 Cult of Myrmidia 1 Subsistence Arms +1,
Grain +1 Island preceptory of the
Fjirgard 1 Skiftet Fyrr 1 Luxuries (Furs) Arms +1 Knights of the Blazing Sun


GAZETTEER OF INTERNATIONAL PORTS

Settlement Size Ruler W Produces Surplus Demand Notes
Emperor Karl- 5 Trade
THE EMPIRE Franz I Holswig-
4
Altdorf 4 Schliestein Luxuries Grain +1, Imperial Capital; Great
Duke Alberic de (Pottery)+1 Luxuries +1 Cathedral of Sigmar

BRETONNIA Bordeleaux

Bordeleaux 4 Trade Saltfish +1 Arms+1, Huge temple ship to Manann
Trade Metal +1 moored in the harbour; The
Brionne 4 Duke Theodoric 3 Trade Luxuries
Lyonesse of Brionne Subsistence (Glass) +1 Timber +1, First Chapel
Wine +1 Hall of Minstrels
3 Duke Aldahard of 1 – Arms +1,
Lyonesse Grain +1 Island fortress and ducal seat;
– small boats can sail inside
Mousillon 3 Unclear 2 – castle courtyard

A wretched place forsaken by
the gods

TILEA 2 Dowager Princess 4 Saltfish, Trade Luxuries Arms +1, Miragliano’s size currently
Miragliano Dolchellata (Pearls) +1 Grain +1, diminished due to civil strife
Belladonna Luxuries (Silver, Grain +1 Metals+1
Tobaro Gemstones), Arms +1, and the Yellow Ague
4 Prince Tibaldus 4 Timber +1
Marsarius de Vela Saltfish, Trade Made nearly unreachable
Trade (of a sort) from the sea by Fool’s Rocks

Sartosa 3 The Pirate 3 Grain, Luxuries – Arms +1, Lawless and anarchic lair of
Princess (Fine Cheese), Wool +1 Grain +1, pirates
Trade Ship Parts +1
Luccini 4 Prince Lorenzo 4 Trade Oldest city in Tilea
Lupo Salt +1
Remas
ESTALIA 4 The Triumvirs 4 Saltfish +1 Oil +1 –

Magritta 4 King Carlos IX 4 Trade Metal +1 Arms +1, Bustling port with a hatred
Trade Wine +1 Ship Parts +1 of piracy
Bilbali 4 Queen Juana la 4
Roja Grain +1 Produces the famed Bilbali
LUSTRIA wine
Skeggi 2 The Jakker King 3
(nominal) Luxuries – Arms +1, –
(Lustrian Gold), Grain +1

Timber

ULTHUAN 4 Phoenix King 5 Trade – Grain +1, All ships must be guided in
Lothern Finubar Trade Ship Parts +1 Wool +1 by an Elven pilot
Trade Timber +1
Tor Koruali 4 Council of Princes 4 Massive cliffside city
extending far underground
Tor Yvraine 4 Prince Eltharion 4 – Grain +1
the Grim Great spired city built across
ARABY nine hills
Lashiek 4 Sultan of Lashiek 5
Trade – – Many pirates operate in the
Copher 4 Sultan of Copher 4 Trade seas around this port
Trade Luxuries Grain +1, –
Al-Haikk 4 Grand Sultan of 4 (Spices) +2 Timber +1
Araby Grain +1, –

Oil +1


XVI

• BESTIARY •

SeaandMSoenvsetrearls GGrraenadt CanadptSaimnasll

The seas of the world are populated by many fell beasts, They use their peculiar glowing head fin to attract riverside
from the dreaded Black Leviathan to the legendary animals. The slowly waving appendage has a hypnotic quality;
Kraken. These great beasts sometimes rise to the surface even intelligent creatures can be beguiled by the luminous lure.
from the blackest depths of the ocean, attracted by the With their powerful tail fins, they launch themselves at their
churning waters of a sea battle. Often as large as the prey, aiming to grab on, ripping flesh and gulping blood. They
biggest ships, these towering monstrosities come to join can survive out of water for a while, dropping off a fleeing
the carnage in an orgy of mindless destruction. Their animal and flopping their way back to the riverbank. If a
razor-sharp fangs slash and bite, and their great jaws cut person dares eat a Lurkerfish, they taste delicious.
through flesh, wood, and steel with ease. Those sailors
unlucky enough to fall overboard are doomed, consumed Lure of the Lurkerfish: The gently oscillating blue-
in an instant by these ravening monsters from the deeps. green lights seen by the riverbank at dusk and dawn are
sometimes mistaken for fireflies. Any Character passing a
CREATURE TRAIT: GRIM (RATING) Hard (–20) Lore (Riverways) Test will know that these
are likely to be the lures of Lurkerfish. Those who fail the
If, at the beginning of its turn, this creature does not have Lore Test must make an Easy (+40) Cool Test or become
at least its Grim Rating in Advantage points, its Advantage beguiled by the sight and unable to perform any action
pool immediately increases to its Grim Rating. If the creature except moving towards the light — effectively acquiring
currently has a Entangled, Surprised, or Unconscious Condition, the Unconscious Condition.
it does not gain this Advantage.
If using the Group Advantage rules from Up in Arms, the LURKERFISH
creature generates its Grim Rating in Advantage for the
Adversary Advantage Pool. M WS BS S T I Ag Dex Int WP Fel W
4 40 – 45 35 30 20 – 5 40 – 3
CREATURE TRAIT: MARINE CREATURE Traits: Amphibious, Bestial, Dark Vision, Distracting,
Grim 1, Hungry, Size (Little), Swarm
The creature is at home in the ocean and unsuited to life on Attack Traits: Weapon (Horrific Fangs) +8
land. The profiles of such creatures assume that they are in an Optional: Size (Small to Average)
aquatic environment and they move their full M in water. If they Talents: Berserk Charge 3, Furious Assault 2
are removed from the water, their M drops to 1 and all Tests
they make suffer from –2 SL.
Creatures with the Marine Creature Trait need to be moist to
breathe properly. If they are removed from the water, they must
be regularly doused with water or they will begin to suffocate as
described in WFRP, page 181.

Lurkerfish

These hideous fish are not marine creatures, but sailors on the

Sea of Claws know to be wary of them lurking in the fjords of

Norsca and the waters of rivers such as the Salz, Lynsk, and

Sannez. The Lurkerfish hides in the mud and weeds close to

riverbanks, with its stocky body just under the water.

140


BESTIARY XVI

Gymmcrab Slimy: Latch-eels can produce a surprising quantity
of slime, in or out of the water. If a Latch-eel is ever
An adult Gymmcrab grows big as a dog, with a carapace Grappled by an opponent, it may make a Toughness Test.
bearing a skull-like marking, and large, scarlet, polypous If it succeeds, it produces a clump of slime, benefiting
eyes. Native to Norsca, younger and smaller Gymmcrabs from +4 SL to subsequent Tests to break free. The
form hazardous swarms, able to climb ropes trailing opponent must make a Challenging (+0) Athletics Test.
from ships or clamber atop one another, building living Failure means that slime has covered their face, and the
stairs to surmount obstacles. Their lifecycle can prove opponent must either release the Latch-eel or start to
hazardous to shipping, as their young form barnacle-like suffer suffocation (WFRP, page 181).
clusters that can foul the hull of a ship, while the adult
crabs haunt the beaches, scavenging flesh. Experienced Daggerfish
in fighting one another, they often attempt to disarm or
grapple opponents. They make excellent eating. Daggerfish are a species of flying fish. Adults are about
twelve inches in length, with a wing-fin-span of about
GYMMCRABS eighteen. The fish is named for the razor-edged spines
projecting from the edges of its fin tips. Their ability to
M WS BS S T I Ag Dex Int WP Fel W leap from the water up to a height of four feet, often in
5 45 – 35 25 10 35 30 5 35 – 7 large shoals, makes them physically dangerous, as their
spines are sharp enough to slice through cloth and flesh.
Traits: Amphibious, Armour 2 (4), Bestial, Dark Although this usually only poses a problem for rafts,
Vision, Size (Small) rowboats, and other vessels that lie low in the water, there
Attack Traits: Weapon (Pincer) +6 is evidence of unusually large Daggerfish leaping high
Optional: Size (Little), Swarm enough to land on large ships.
Talents: Combat Aware, Combat Master, Disarm

Latch-Eel Although Daggerfish prefer warmer waters, they do
appear in the Sea of Claws during the summer. They
Latch-eels are sinuous creatures growing up to four are edible and tasty, and can be caught in nets as they
feet in length. They are deep aquamarine in colour, with leap from the water. They are attracted to bright lights,
powerful grasping jaws. They feed by latching onto their so they are usually fished on nights without moonlight
victims, tying themselves into a knot, finding purchase by fishermen in shallow boats bearing lanterns. Those
against their own bodies, and creating enough leverage to unfamiliar with the risk of the Daggerfish’s attraction to
rip chunks from their victim. Adult Latch-eels are known light can place themselves in danger, as a large shoal will
to be strong enough to tear away armour. They can also repeatedly leap from the water.
exude slime, making them impossible to grapple. A sticky
slime cloud may clog a victim’s nose (or gills) causing DAGGERFISH
suffocation. Mothers are often accompanied by a swarm M WS BS S T I Ag Dex Int WP Fel W
of foot-long young. 10 32 35 35 36 30 48 – 4 18 – 3
Traits: Bestial, Bounce, Marine Creature, Size (Little)
LATCH EEL Attack Traits: Ranged (Own Body) +7 (20), Weapon
(Slashing Fins) +7
M WS BS S T I Ag Dex Int WP Fel W Optional: Hungry, Size (Tiny), Swarm
6 45 – 40 35 30 35 – 5 35 – 13
Love the Light: Daggerfish are attracted to light.
Traits: Bestial, Cold-blooded, Dark Vision, Marine Attempts to use fire to deter them only encourages them
Creature, Size (Small) further. Whilst they possess the Bestial trait, they do not
Attack Traits: Bite +10, Weapon (Fangs) +8 shy from fire or take Broken Conditions from being struck
Optional: Hungry, Size (Little), Swarm by flaming attacks.

141


XVI SEA OF CL AWS

Sea Elemental Immersion: The Sea Elemental may attempt to immerse
its opponents by making a Grapple. If the Sea Elemental
According to scholars of magic, the Jade Wind of Ghyran inflicts an Entangled Condition on its opponent, it draws
bears a certain equivalence to water. Those with the Sight them into its own body.
can see it fall to the earth like rain, flow along with brooks
and rivers, and collect in pools. It is no great surprise then The immersed character suffers from Suffocation as
that the oceans of the world contain within them great detailed on WFRP, page 181.They may attempt to escape
quantities of Ghyran. by freeing themselves from the Entangled Condition as
if they were Grappled by the Sea Elemental, making
Ghyran does not diffuse throughout the waters of the Opposed Strength Tests against its Strength of 59 to
seas. The Wind may move like water, but within the great break free. However, the Sea Elemental does not need
oceans it becomes locally concentrated, drifting together to actively maintain the Grapple — it may act as if the
in clumps. These intensities of Ghyran can lead to a immersed character were not there and does not count as
flourishing of life, dense mats of seaweed or swarms of being Engaged.
undulating jellyfish.

Where Ghyran becomes most concentrated, the waters Fire Resistant: Sea Elementals never suffer from Ablaze
that bear it can become animated, forming the rough Conditions.
outline of a gigantic humanoid form. Stories of such
Sea Elementals excite much debate among the magisters Mindless Spellcaster: Sea Elementals may use their
of the Jade College. Some theorise that they have Strength Characteristic for the purpose of casting spells
some kinship with the Naiads, being a spirit of nature and channelling.
manifested as living water. Others speculate that they
are Incarnate Elementals of Ghyran. As of yet, no rite
has been developed enabling a wizard to summon a Sea
Elemental, though some wizards claim to have bent them
to their will for a short period of time.

A wild Sea Elemental is a frightening prospect. Infused
with the Wind of Life they may be, but they are not
nurturing or gentle in their temperaments. They are
boisterous and violent, exuberant in their own strength
and vitality to the detriment of those in their way. They
seem to delight in acts of destruction, smashing ships
and summoning whirlpools. They fall upon sailors with
a rapacious frenzy, catching them up in the churning
waters of their own bodies and drowning them therein.

SEA ELEMENTAL
M WS BS S T I Ag Dex Int WP Fel W
12 55 – 59 59 55 55 21 – – – 80

Traits: Construct, Grim 3, Marine Creature, Night
Vision, Rear, Size (Enormous), Spellcaster (Lore of
Life), Terror 3, Unstable, Ward (8)
Attack Traits: Weapon (Fists) +10
Spells: Living Mire, Whirlpool

142


BESTIARY XVI

Gargantuan Electrical Discharge: If the creature successfully 143
Grapples an opponent, then at the start of its subsequent
The Gargantuan is a sinuous beast many hundreds of feet turns, the creature can spend 1 Advantage to deliver an
in length. Its body is immensely powerful and muscular, electric shock to the Grappled character. The electrical
reaching a diameter of up to ten yards. According to the discharge inflicts a hit of 10 Damage which ignores non-
Elves of Ulthuan there is only one Gargantuan, which magical metal armour. Any Character taking Wounds
has dwelled in the depths since the dawn of the world. from the electrical attack must also pass a Difficult (–10)
Endurance Test or suffer a Stunned Condition.
On occasion, voyagers have sworn that they have seen the
enormous serpent swimming after shoals of fish, swinging The Gargantuan cannot make electrical attacks with
its maw side to side as it seeks to satisfy its appetite. impunity. Each time it uses the attack, it must make an
Average (+20) Endurance Test. Failure indicates that it
Such reports are rare. Perhaps this is because, as the Elves suffers a Fatigued Condition.
suggest, the Gargantuan really is the sole survivor of a
species that once thrived before the coming of Chaos — Whilst the Gargantuan is under the effects of a Fatigued
but a grimmer truth is that the Gargantuan is a belligerent Condition, electrical discharge attacks only inflict
and cruel creature that is just as pleased to shatter a ship Damage 6 hits which ignore non-magical metal armour.
and devour its crew as to swallow a swarm of krill. The
Gargantuan’s preferred method of attack is to approach The Gargantuan may also discharge electricity when it
its prey from below, wrap its sinuous coils around the has Grappled a boat. This does no damage against the
victim, and crush the life from it. Should the prey prove boat, but the crew all receive a jolt, suffering a Damage 6
too obstreperous, the Gargantuan resorts to another form hit (reduced to a Damage 3 hit if the Gargantuan has a
of attack: its vast muscular body can deliver a powerful Fatigued Condition).
jolt of electricity to anything caught within its coils.

GARGANTUAN
M WS BS S T I Ag Dex Int WP Fel W
12 60 – 75 75 30 35 – 7 55 – 104

Traits: Armour 2 (9), Cold-blooded, Constrictor,
Dark Vision, Grim 3, Hungry, Marine Creature, Rear,
Regenerate, Size (Monstrous)
Attack Traits: Weapon (Razor-sharp Teeth) +11

Boat Crusher: The Gargantuan may attempt to constrict
a vessel of Size Large or smaller. To constrict a vessel,
it must spend one turn wrapping itself about the vessel
for every 10 points of Size the vessel possesses. Once the
vessel is wrapped up, the Gargantuan starts to squeeze
— making an Extended Opposed Strength Test against
the boat’s Toughness. Once the SL reaches the boat’s
Wounds, the boat shatters, reduced to a mass of flotsam.

During this time, the boat’s crew may attack the
Gargantuan or attempt to lever it from the boat.
Attacks that inflict more than 7 Wounds may cause the
Gargantuan to let go if it fails a subsequent Average (+20)
Cool Test. Levering the Gargantuan requires making an
Opposed Strength Test against the creature. A result of
0 to 4 SL prevents it from squeezing the boat that turn,
and a result of 5 SL or more forces it to release the boat.


XVI SEA OF CL AWS

Kharibdyss Those who live by the sea are sadly unaware that dry land
offers no sanctuary from the Kharibdyss, for whilst the
The Kharibdyss is not native to the Sea of Claws. These creature is at home in the ocean, it rampages wherever
beasts haunt the cold and murky deeps around the shores hunger leads it. Its slimy body, adapted to resist the fantastic
of Naggaroth, far to the west. They are horrific creatures, pressures of the ocean, possesses incredible strength and
slow-witted but powerful. Their stocky, hulking bodies fortitude. Whilst it is by no means agile out of the water,
sprout a crown of five flailing tentacles, four of which its webbed feet can nevertheless propel the Kharibdyss
terminate in rudimentary heads, atavistic to the point forward at a surprising turn of speed. The creature is also
of being almost vestigial, little more than mouths with noted for the howling it makes when excited. Survivors of
basic senses of taste and smell, specialised in seeking its attacks often mention that the most disturbing thing
out and consuming prey. The fifth, central head is larger about the Kharibdyss is that its calls possess a strange
and more complex, housing the creature’s minute brain. plangency, like those of a human in the throes of anguish.
It is equipped with a long and winding lower jaw lined
with hundreds of sharp fangs. The Kharibdyss uses this KHARIBDYSS
coiling jaw to rasp apart larger prey creatures, spraying
about chunks of gore and flesh to be gobbled up by the M WS BS S T I Ag Dex Int WP Fel W
smaller heads. The creature has a voracious appetite, and
ferociously efficient digestive enzymes that can dissolve 6 55 – 65 55 40 15 – 5 25 – 68
flesh, metal, and bone in a matter of minutes.
Traits: Amphibious, Armour 3 (8), Bestial, Constrictor,
The Dark Elves of Naggaroth have learned various Dark Vision, Distracting (Howling), Grim 2, Hungry,
techniques to direct the Kharibdyss, and are known to Regeneration, Size (Enormous), Stealthy, Venom
goad it into battle as a beast of war. Since the destruction (Difficult)
of the Black Ark Cleaver of Souls, there have been Attack Traits: Bite +9, Tail +8, Weapon (Fangs and
numerous reports of attacks by slimy multi-headed Claws) +10
sea monsters preying on the island communities Optional Traits: Belligerent, Territorial
of Odner and Lugern. Master Stefan Ellendan,
Professor of Sciences at the University of
Salzenmund, has conjectured that several of the
beasts were dismembered during the destruction of the
Dark Elf vessel, and that each piece has
grown into a separate adult. This has led
to a false belief amongst the scholars of
Nordland that the creature has powerful
regenerative qualities, and the more
prosaic truth of the matter — that a
breeding pair escaped to spawn — has
been overlooked.

Feast of Bones: A Kharibdyss generates a lot of 4
momentum whilst fighting as its many heads
variously snap, grasp, and entangle its
foes. Should the Kharibdyss gain a
point of Advantage whilst Engaged
during a combat, its Grim 2 Rating
rises to Grim 4. It remains Grim
provided the Kharibdyss remains
Engaged with an opponent.

144


BESTIARY XVI

Merwyrm Syreen

The Sea of Claws is a notorious haunt of Merwyrms. Tales tell of the Syreens, whose call lures sailors to their
They are large creatures, rivalling the great baleen whales deaths on the rocks. They are said to be a form of Banshee
for length. They possess long serpentine bodies, covered that haunts the seas. When a witch is drowned it is said
in a layer of thick scales and corded with taut sinew and that her soul persists as an anguished shade. The souls of
tough bunched muscles. However, they are not true Sea witches reliably take on such ghostly shapes because they
Serpents, for if the need calls for it, they can waddle forth fear punishments that await them in the Realm of Morr,
from the water on four stubby limbs, each tipped with or it may be that they are so infused with Dhar that they
razor-sharp claws. return as spectres.

Scholars suggest that the Merwyrms represent a lineage The Sarl Norse are suspected of throwing petty magic us-
possessing the characteristics of both Sea Serpents and ers into the waves to create stretches of coastline haunted
Dragons, and which is ancestral to both. They speculate by Syreens. On the other side of the Great Ocean, the
that the scaled forms of Merwyrms swarmed in the Vampire Arch Grand Commodore Luthor Harken is also
primordial oceans of the world and reached proportions aware of the rites needed to create a Syreen, and seeks
that rival the vast Leviathans. There may be truth to these witches to drown and bind them to his navy of the dead.
accounts, but if so, the Merwyrms are much diminished
in size and population. SYREEN
M WS BS S T I Ag Dex Int WP Fel W
The Asur of Cothique and Lothern claim to practice a 6 30 – 30 30 20 30 30 25 20 20 13
form of Sea Magic far more powerful than that taught in
Marienburg. Their mages, known as Storm Weavers, are Traits: Amphibious, Corrupting (Minor), Dark Vision,
said to have formed pacts with Merwyrms, and the beasts Ethereal, Fury, Terror 3, Undead, Unstable
are reported to accompany fleets of High Elven warships. Attack Traits: Weapon (Ghostly Blade) +7

To those who make their living by the Sea of Claws, Syreen’s Call: As an action the Syreen may sing its
the creatures are a source of terror. When food is scarce, luring song. Characters within a number of yards equal
they have been known to assault coastal communities, to the Syreen’s Initiative must make an Difficult (-10)
devouring the inhabitants. Whilst they prefer to remain Cool Test or become beguiled by the call and unable to
in the ocean, they are fully capable of venturing forth perform any action except moving towards the Syreen
on the land. They are fierce fighters and their powerful — effectively acquiring the Unconscious Condition.
regenerative qualities mean that a single monster is more
than capable of wiping out whatever ragtag defenders
might stand between it and a Nordland fishing village.

MERWYRM
M WS BS S T I Ag Dex Int WP Fel W
6 62 – 65 60 45 26 – 15 38 10 76

Traits: Amphibious, Armour 3 (9), Dark Vision, Grim
2, Hungry, Immunity to Psychology, Marine Creature,
Painless, Regenerate, Size (Enormous)
Attack Traits: Bite (Fanged Maw) +11, Tail +13,
Weapon (Fanged Maw) +11
Optional Traits: Infected, Size (Monstrous)

Whale Bane: All of a Merwyrm’s Fanged Maw attacks
have the Venom (Difficult) Trait.

145


XVI SEA OF CL AWS

146 Bone Hydra

On rare occasions, the corpses of sea creatures drift into

such areas where the malign magic of sunken warpstone

can corrupt and reanimate them.

The Bone Hydra is such a beast. It is not the skeleton of
a true Hydra (insomuch as such creatures of Chaos can
be considered in any way ‘true’ in the first place) for it
only possesses three heads. Each of these heads is vast.
Some scholars suggest that the Bone Hydra was once a
multi-headed Sea Dragon. Master Stefan Ellendan of the
University of Salzenmund suggests that it is a form of
Lustrian giant crocodile, and that it came to be mutated
only post-mortem.

The Bone Hydra is not native to the Sea of Claws, instead Leech Wyrm
haunting the area known as the Galleon’s Graveyard far
out to sea. But with the Chaos Wastes and forlorn land Another inhabitant of those areas of the sea floor
of Norsca so close, beasts of equivalent strangeness lurk corrupted by concentrations of Dhar is the Chasm Leech.
under the waves. These huge worms are not, in and of themselves, fierce
animals. Their mouthparts are lined with rasping teeth,
BONE HYDRA but the leeches are sluggish and soft-bodied, and in order
for them to ingest the flesh that makes up their diet, that
M WS BS S T I Ag Dex Int WP Fel W meat must already be well on the way to putrefaction.
6 40 30 75 75 15 15 – – – – 224
Traits: Armour 2 (9), Construct, Corruption However, when Chasm Leeches locate a corpse, they
(Moderate), Dark Vision, Fear 2, Grim, Marine worm their way inside the body and multiply. A corpse
Creature, Painless, Size (Monstrous), Undead, Unstable infested with Chasm Leeches may start to move once
Attack Traits: Bite +10, Breath (Poison — Hard (-20) again, the Leeches replacing the sinew and muscle of the
Difficulty) +10, Weapon (Snapping Jaws) +11 decayed creature with their own bodies. Now that they
have a host, the Leeches are dangerous — to sustain their
lifecycle, they must send more corpses to the depths.

Leech Wyrms are the animated corpses of Sea Dragons
that have been swept into the depths and infested with
Chasm Leeches. The Sea Dragon is the preferred host of
the Leeches, for it possesses enough flesh to keep them
fed for many years, whilst providing them with a powerful
and massive body capable of slaying other creatures for
the next generation of Leeches to inhabit.

LEECH WYRM
M WS BS S T I Ag Dex Int WP Fel W
4 33 – 80 80 5 5 – – – – 256

Traits: Armour 2 (10), Bestial, Cold-blooded,
Construct, Corruption (Moderate), Dark Vision, Grim,
Marine Creature, Painless, Size (Monstrous)
Attack Traits: Bite +11, Tail Attack +11, Vomit,
Weapon (Snapping Jaws) +12


BESTIARY XVI

Orb Leviathan and Black Leviathan Resistant to Cold: Any weapon, spell, or effect that 147
inflicts damage or impairment due to cold will likely have
There are several species of Leviathan in the oceans of the a reduced impact on an Orb Leviathan. It may make an
Endurance Test to ignore any ill effects from cold and ice.
world. They have in common the fact that they are bony

fish whose heads and loins are protected by heavy scales.

They are all voracious predators.

The Orb Leviathan is pale in colour and swathed in a BLACK LEVIATHAN
fatty layer like the blubber of a seal. It is a small species,
with full-grown adults reaching a mere 45 yards in length. M WS BS S T I Ag Dex Int WP Fel W
The creature is ungainly, with a slow metabolism, suited 10 55 – 125 145 25 10 – 5 45 – 360
for life in the depths of the coldest oceans. During chilly Traits: Armour 6 (18), Bestial, Dark Vision, Grim 5,
winters, they are sometimes sighted in the Sea of Claws. Hungry, Marine Creature, Size (Monstrous)
Unsuited for active hunting, the beast bears a luminous Attack Traits: Bite + 14, Tail Attack +14, Weapon
lure that waves back and forth upon a tendril in front (Vast Fangs) +16
of its gaping upturned mouth. Master Stefan Ellendan,
Professor of Sciences at the University of Salzenmund,
has speculated that the Orb Leviathan is the true adult
form of the Lurkerfish, but whilst their lures do work in
similar ways, the beasts are entirely separate species.

The greatest of these fish is the Black Leviathan, a huge, Devastating Assault: When a Black Leviathan charges a
carnivorous deep-sea fish, with a cavernous mouth full ship, it causes a collision with a CR of 50.
of barbed fangs, and scales thicker than the hull of a
Greatship. Whilst the Black Leviathan makes its lair in On a Different Scale: The Black Leiviathan possesses the
the depths of the sea, it hunts on the surface. Its habit is Bestial Trait and can be scared by fire. However, guttering
to approach suitable prey by swimming low in the water. torches are too small to attract its notice, let alone scare it.
As it closes, it rises from the waves, vast maw agape, and To benefit from the frightening qualities of fire, the blaze
gulps its victim down whole. The measurements of the must be the size and intensity of a large bonfire; anything
Black Leviathan are a popular subject of debate amongst less isn’t going to concern the Black Leviathan.
scholars. Master Ellendan claims to have conducted a
meta-analysis of reports of Black Leviathan sightings
and supposes the average specimen to be ‘four furlongs
and two chains from foretusk to tail tip’.

ORB LEVIATHAN

M WS BS S T I Ag Dex Int WP Fel W
3 40 – 65 65 15 10 – 5 30 – 168

Traits: Armour 3 (9), Bestial, Dark Vision, Distracting,
Grim 2, Hungry, Marine Creature, Size (Monstrous)
Attack Traits: Weapon (Vast Fangs) +10

Lure of the Leviathan: The first sign of an approaching When considering the psychological impact of other
attack by an Orb Leviathan is a lambent yellow light sources of Fear and Terror, the GM should consider
drifting slowly underwater. Any Character passing a Hard that unless the source is something the Black Leviathan
(–20) Lore (Oceans) Test will have heard about the lure should respect in terms of size, it is unlikely to bother the
of the Orb Leviathan, and may look away before it takes beast. Unearthly as Daemonettes, Zombies, and wizards
effect. Those who fail the Lore Test must succeed on an with flaming heads may be, the Black Leviathan regards
Easy (+40) Cool Test or acquire the Stunned Condition. them all as fish food.


XVI SEA OF CL AWS

Triton Whilst he is undoubtedly monstrous, there are signs that
Triton is more than a mere beast. He bears accoutrements
No creature in the world excites quite as much legend and in the form of a spiked crown, and a vast trident capable
speculation as Triton. Despite the fascination he excites of impaling the hull of the largest ships. Both items
in mariners, scholars, wizards, and priests alike, there is are made from a strange metal that is hard as iron, and
little that can be said about his nature that does not elicit incorruptible as gold. Where these artefacts can have
fiery controversy. come from is a mystery — no worldly forge is large
enough to have produced them.
He is rarely seen, but is reported to range throughout the
seas of the world. He bears a resemblance to the winsome Triton is master of several mysterious powers, able to
Sirens that are occasionally glimpsed darting about the control the elements and tame the monsters of the deep.
islands of the Tilean Sea. Above the waist, he is shaped His abilities share common ground with the practice
much like a man, with a powerful frame and handsome, of Sea Magic and the Miracles performed by priests of
if savage, visage. He has a thick mane of hair, and a heavy, Manann. Yet despite such evidence of intelligence and
shaggy beard. Below his navel he has the loins and tail of sophistication, he has never been known to communicate
a fish. He is also truly titanic; even the vast Bonecrusher with mariners. Whilst he does make arcane utterances
Giants are dwarfed by mighty Triton. when conjuring his spells, if he speaks a language, it is
not one recognised by Elves or wizards.

A faction amongst the Loremasters of Saphery claim that
Triton dwelled within the ocean before the coming of
Chaos, and that he taught their own forebears the skills of
sailing and navigation. They say he was once smaller, but
communicative and cooperative. When Chaos entered
the world it altered Triton, causing him to grow greatly
in size and strength, but robbing him of either the ability,
or the inclination, to speak.

Another theory has it that Triton was unaffected by
Chaos, and that his reticence is due to the great offence
he takes at the temerity of sailors who plunder the seas
for food and whale oil. Triton does seem to bear some
affection for the creatures of the ocean, as evidenced by
the history of hostility he has shown towards Dark Elves,
whose subjugation of Kharibdyss and Sea Dragons seems
to rouse his ire.

To the Humans of the Old World, Triton is believed to
share some relationship to Manann, though folktales and
apocryphal testaments have it that he is variously the sea
god’s son, brother, avatar, first follower, or divine servant.
The Elves suppose the matter is not so simple, for the
Druchii honour Mathlann (the Elven deity whose domain
and nature share a great deal with those of Manann) as
earnestly as do the seafarers of Cothique, and still Triton
bears them murderous resentment.

148


BESTIARY XVI

TRITON Triton’s Sea Magic: Triton is a potent spellcaster, but he
does not cast magic like any other being in the world. His
M WS BS S T I Ag Dex Int WP Fel W spellcraft blurs the lines between miracles of the gods and
10 63 45 79 69 53 45 32 39 54 44 232 mastery of the Aethyr. Triton knows the following Sea
Magics (see page 15): Living Mire, Whirlpool, Sea of Glass.
Traits: Animosity (Dark Elves), Armour 2 (8),
Blessed (Manann), Champion, Grim 3, Hardy, Magic He may cast the following Miracles of Manann as if
Resistance (4), Magical, Marine Creature, Rear, Size they were spells with a CN of 1: Becalm, Fair Winds, Sea
(Monstrous), Terror 3, Ward 9 Curse, Rip Tides. He may also cast the following Miracle
Attack Traits: Tail Attack +10, Weapon (Triton’s of Stromfels as if it were a spell with a CN of 1: Raging
Trident) +16 Seas. If Triton generates additional SL when casting these
Skills: Athletics 65, Channelling (Triton’s Sea Magic) Miracles as spells, he may use the overcasting rules to
74, Charm Animal 74, Endurance 94, Intuition 69, adjust them as if they were spells.
Language (Magick) 69, Leadership 64, Lore (Elves)
59, Theology 69, Oceans 99), Melee (Polearm) 83, Favoured of Manann: Triton’s exact relationship
Navigation 89, Perception 78 with Manann is mysterious but undeniable. How this
Talents: Acute Sense (Hearing, Sight), Aethyric manifests is left up to the GM, but Triton will not
Attunement 3, Animal Affinity 4, Berserk Charge 4, likely respond positively to a vessel that has a negative
Careful Strike 3, Combat Aware 3, Combat Master 4, Manann’s Mood, and may treat a ship with a Manann’s
Combat Reflexes 4, Contortionist, Disarm 3, Mood of 50 or more with respect. Conversely, if Triton is
Furious Assault, Implacable 4, Instinctive Diction disrespected, Manann’s Mood may decrease, and if he is
3, Iron Jaw, Iron Will, Luck 2, Magical Sense, pleased, Manann’s Mood may improve.
Orientation, Perfect Pitch 2, Reaction Strike, Second
Sight, Strike Mighty Blow 3, Strike to Injure 3, Lord of the Deeps: Triton’s Charm Animal Skill and
Tenacious, Unshakable 3, War Wizard Animal Affinity Talent may only be employed in relation
Trappings: Triton’s Crown (grants Ward 9), to marine creatures. However, criteria that might normally
Triton’s Trident prevent a Character utilising the Charm Animal Skill do
not apply to Triton — belligerent, territorial, trained,
or wounded sea creatures still afford him respect. Only
marine creatures that have been magically dominated fail
to respect the dominance of Triton.

Creatures with the Amphibious or Aquatic Traits are
subject to this rule when they are in the water but may
ignore it on land.

TRITON’S TRIDENT 

A vast three-pronged polearm over a hundred yards in length. Triton could use his weapon to impale the largest monsters or
smash the hull of a Black Ark.

Weapon Group Enc Reach Damage Qualities and Flaws

Triton’s Trident  Polearm 250 Massive +SB+6 Damaging, Impact, Impale, Magical

Shipwrecker: Any time Triton’s Trident inflicts Damage against the Hull of a vessel, that vessel must make a Difficult (–10)
Toughness Test. Failure means the ship suffers Holed 1. Any time Triton’s Trident inflicts Critical Damage against the Hull of
a vessel, that vessel must make a Hard (–20) Toughness Test. Failure means the ship suffers Holed 3.

149


XVI SEA OF CL AWS

150 CSAARPTTOAISNANJAEPGRIOVARTOEETRH – Ever since that night, Jaego has been a changed man.
Those who knew him before say it is as though a light
Captain Jaego Roth is considered the greatest privateer died in his eyes, replaced with something cold and
of the age. The son of famed Sartosan cartographer and determined. The survivors his crew found babbled strange
explorer Indigio Roth, the young Jaego spent his life stories of the attack — a ghost ship crewed by spectres;
aboard ship, journeying with his father to places uncharted a great kraken that screamed with a sound like tortured
by any of Sartosa’s other far-ranging freebooters. When metal; a floating hulk, made up of countless wrecked
the elder Roth was at last forced to retire after losing both ships. One name emerged from the confused accounts,
legs to a Sea Giant, Jaego set out to forge his own legacy. however: Noctilus, the vampire lord of the mythical
Galleon’s Graveyard. Most dismissed these tales out of
Aboard his ship The Nightwatch, Jaego Roth has sailed hand. Jaego, however, latched onto them like a drowning
from the ice-clogged northern seas all the way to Lustria’s man to a piece of driftwood.
fog-shrouded shores. Following his father’s maps, Jaego
brought back treasures the likes of which few others had Captain Roth spent little time recuperating before he
seen, adding them to plunder taken preying upon other ordered The Nightwatch make sail. He would find the
vessels. His fame grew so great that soon there was no vampire. He would find wherever it called home. And
shortage of people looking to hire his services as a naval he would put it to the torch. He now searches for any
commander, and he has sailed in the fleets of Tilea, information on the creature, hoarding scraps of stories
Bretonnia, and the Empire. After each victory, Jaego like a miser with their gold. The three relics his father
returned to his family with his holds laden with riches. died protecting sit constantly upon his desk, and Jaego
has lost countless hours puzzling over their meaning.
Then, in a single night, he lost everything. Jaego returned The Galleon’s Graveyard had become an obsession of his
to Sartosa to find the Rusting Harbour ablaze. Those father’s, a story told repeatedly by a man losing his wits to
who tell the tale say this was the first, and only, time age. Or so Jaego had thought. But if these artefacts hold
the great privateer knew fear. Jaego battled his way the means to finding it, the solution to their riddle has so
through the flames, desperate to reach his father’s ship, far eluded his efforts.
The Enlightenment, where his family lived. By the time he
forced his way aboard, he was too late. In his son’s room, His quest has recently taken him to the Sea of Claws and
he found only two charred corpses. the Empire’s coast. While he is no closer to finding the
Graveyard itself, Captain Roth is no fool.To kill a vampire,
As he stumbled away, barely noticing the smoke catching especially one as powerful as Noctilus, will take far more
in his lungs, one final horror greeted him. His father’s than he and his crew can bring to bear. Roth is calling
body lay on the deck. The old sailor had dragged himself in every favour he has ever earned, seeking audiences
out into the night air before the heat and smoke finally with barons, wizards, and even Elector Counts. He has
claimed him. From all the countless treasures of his heard the Temple of Sigmar might hold the means to his
adventures, the mapmaker had chosen only three things revenge, and he has plans to bring his plight to the Grand
to save: a moondial; a telescope; and a map, pinned to the Theogonist in Altdorf. This will be no easy feat, however.
inside of a turtle’s shell. Altdorf lies at the heart of the Empire, and to travel down
the Reik will mean passing through Marienburg, where
traders have reason to hate the name Roth.

THE NIGHTWATCH

Boat Name Crew Sail Oars Man Size T W Carries Traits and
M (C) M (C) 200 1000 Upgrades
Armoured, Ram,
The Nightwatch 50 10 (25) 6 (40) – 55 65
Sturdy

The Nightwatch is equipped with one Large Cannon placed on the prow and facing forwards, and eight Medium Cannon on
the deck, four facing to port and four facing to starboard.


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