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FOR3 - Pirates of The Fallen Stars
FOR3 - Pirates of The Fallen Stars
Scott
CONTENTS
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9346
ISBN 1-56076-320-5
9346XXX1501
In Which the Reader Meets A Former
Pirate ya want. Course, things is different in
Dragon Reach than they are in Turmish.
Arr, yer all alike, you adventurers. You If yer plannin to travel around here
gambles on the turn of a sword or the much, youll be wantin to know who
toss of a spell; some of yers fight fer king likes pirates and who dont, so youll
and country, ithers of yer think of know whose side yer on.
nuthin but whar the gold fer yer next I kin even tell yer about some of the
ales a-comin from. And you got the gall most famouer, notorious pirates on
to sit here in my inn and tell me pirates the Inner Sea. I kin tell about their
is different from yerselves? HA! Theres ships, their crews, what makes the cap-
them whats heroes, and theres them tains do what they do; yep, I kin tell yer
whats villains. Hang around Alaghon all about the life o piracy.
long enough, and youll meet em all, I
promise yer that. Jomo the Cutlass Shanbaeren,
I met plenty of em durin my time retired pirate turned tavern-owner
on the sea. Not that I was one, mind ya,
but I was in the wrong place at the right You are about to discover how to create
time more than once in my life. There pirate PCs, rules for building ships, and
was the time I was stowed away on the rules for simulating naval battles. New us-
Dragons Claw, and she was boarded by es of magic on the sea are here, too. There
a crew of cutlass-swingin madmen; and is even an introductory adventure your pi-
the captain was a woman! Can you be- rate PCs (and your non-pirate PCs) can ex-
lieve that? A flame-haired vixen, with perience to show them life on the Inner
eyes like cornflowers and a ruby at her Sea.
throat the size of a humminbird! All the Pirates of the Fallen Stars presumes that
crew jumped ship rathern be kilt by the youre using the AD&D® 2nd Edition game
pirates, and I was the only one left; a rules for Weapon Proficiencies and Non-
striplin of seventeen winters, no more, Weapon Proficiencies. Many of the rules
cowerin in the hold behind a pile of presented in this book depend on use of
furs. The captain found me down there, the proficiencies. If you havent been us-
and offered me passage on her ship. ing them so far in your campaign, we
Well, I ask ya, what would you do? highly recommend that you familiarize
Course, I went with her. Showed her a yourself with them and introduce them in-
thing or two, too, I did, like how to play to your playing.
chess . . . Heres a special note for those of you
What do ya want ta know? Pirate se- who are using this book with your first edi-
crets? What their coves are, and where? tion AD&D game instead of the new sec-
How this got the name Sea of Fallen ond edition: This supplement occasionally
Stars? I cn tell yer that, and more. I cn mentions chapters and headings from the
tell yer how they live out there, in the Players Handbook and Dungeon Masters
Pirate Isles; how they pick their cap- Guide. The citations are for the second edi-
tains, even how you cn join up if tion, not the first; youll need to locate the
relevant sections in your own books.
4 Chapter 1
Where Is It Practiced? cient magics of these lost lands. Even so,
the majority of the pirate activity is still in
The incidence of piracy depends upon the north.
how much plunder is available. The The pirates themselves come from eve-
sealanes of the northern Inner Sea, partic- ry nation of the Inner Sea, and quite a few
ularly those running from the Lake of others that have no shore there. Almost all
Dragons (Suzail, Teziir and Westgate) to the pirates are human, although there are
Procampur, and from Procampur to considerable numbers of half-orcs, orcs,
Thesk, are commonly considered pirate- and ogres. Elves and half-elves are rare,
infested. (Many of these pirates are actu- but most are spellcasters, as their ability
ally unacknowledged privateers, quietly to wear armor while spellcasting (thus be-
fighting the economic wars which fre- ing less vulnerable during archery at-
quently arise among the city-states of the tacks) is highly valued aboard.
Inner Sea.) Not surprisingly, both of these
sea lanes are within the reach of the fleets Life Aboard
of the Pirate Isles.
There are other active pirate areas. The life of a pirate is not an easy one. The
Raiders either in the employ of Thay or trials of piracy test not only their swords-
seeking Thays approval frequently attack manship, but their seamanship and en-
the coastal cities of Aglarond. The Zulkirs durance as well.
of Thay occasionally send raids across the A typical pirate ship carries twice as
Alamber Sea into Murghom, Threskel, many crew as does a merchant ship of
and Chessenta, seeking some of the an- similar size. This is primarily because the
To Be A Pirate 5
pirate ship carries no cargo, but instead is the ship. Pilots are also give the orders
designed to deliver a viciously overwhelm- which control the speed of the oars (for a
ing force to a target. galley) or the set of the sail (for a sailing
As a result, shipboard conditions tend to ship).
be crowded and unhealthy. The food tends Navigator: While the pilots job is to steer
to be of poor quality, often consisting of the ship, the navigators job is to pick the
hard bread, pickled fish, and water or route the pilot will follow to reach the desti-
rum. True dry rations are too expensive for nation. Navigators should have the Naviga-
most pirate captains, particularly when tion proficiency, and may also require
feeding 30-40 men, so the quality of the special equipment such as a sextant and
food that is bought is low, and pirate crews compass. Often, the captain is also the nav-
must frequently return to port (every igator. This reduces the chance of a mutiny
week or so) to take on new supplies or be- at sea, as the crew is unlikely to mutiny if
gin to suffer deprivation. they cannot find their way home.
A typical watch consists of 16 hours of Quartermaster: The quartermaster
labor, interrupted only by a meager mid- cares for the ships tiller, compasses,
day meal, followed by a nominal 8 hours of lamps, and flags. Unlike the land military,
sleep. Ships at sea require constant main- the quartermaster aboard ship is not re-
tenance to avoid decay and loss. sponsible for food or other supplies. These
The traditional positions available are the responsibility of the mess steward
aboard a sailing vessel of any kind in- and the boatswain.
clude: Mess Steward (Cook): The mess steward
Captain: The captain is the overall leader is responsible for preparing meals, buying
for the ship. His orders are to be obeyed food, and otherwise ensuring that every-
absolutely; disobeying the Captain is mu- one aboard gets enough to eat and drink.
tiny, which most pirate captains punish As mentioned above, enough may not
by swift and immediate death. Captains be very much, particularly on a longer
may be seamen themselves, or they may voyage.
count on their first mate (see below) to pro- Boatswain (Bosun): The boatswain is re-
vide this knowledge, maintaining their po- sponsible for the rigging of the ship, in-
sition through prowess as a warrior or cluding the sails, oars, anchors, and ships
charisma. The idea of an owner-aboard, boats. The boatswain often has several
a captain who leads by virtue of owning helpers, particularly on a large ship.
the ship, does not exist in pirate groups These are referred to as bosuns mates.
where such distinctions as legal owner- Master Armorer: The master armorer
ship are considered insignificant. and his men maintain and man the ships
First Mate: The first mate is responsible weapons (typically ballistae and catapults),
for carrying out the captains wishes. and he is responsible for providing all war-
When the captain is asleep or otherwise riors aboard (on a pirate ship, the entire
unavailable, the first mate is in charge of crew) with melee and missile weapons.
the ship. While not all captains are excel- Lookout: The lookout occupies a position
lent seamen, there are few first mates who on the ship with as unrestricted a field of
do not know nearly everything about be- view as possible. On ships with a crows
ing aboard ship. nest (a seat on top of the mast), a single
Pilot/Helmsman: Often also the first lookout can have a clear view completely
mate, the pilot is responsible for steering around the ship. On larger ships, or on
6 • Chapter 1
ships without crows nests, lookouts are Immurk began his career of piracy (so
often stationed in the bow and stern. (In legend says) in 1164 DR, raiding a
game terms, a lookout in a crows nest can merchant-ship of Procampur and captur-
see 1½ times farther than one on deck.) ing the coronation crown of Cormyrs new
Oarsmen: For ships with oars, the oars- king Palaghard I. The crime was so bold,
men provide the motive power for the ship. say chroniclers, that the new king nearly
Few oarsmen are slaves, as slave oarsmen declared war on Procampur, as he was
have a disconcerting habit of slowing down sure that no one would be brave enough
when the ship most needs speed, in hopes for such a crime and believed the jewelers
of being freed by the attackers. of Procampur were cheating him.
Warriors: The rest of the men aboard a pi- From this start, Immurk began a wave
rate ship are cutthroats, there to provide a of raids against merchant ships and un-
strong sword arm and a ready back in walled towns. He stole from Cormyr, Sem-
time of trouble. bia, Procampur, and Impiltur, always
returning to his secret base on the Dra-
History of the Pirates gonisle. Within a few years, he had gained
a following of nearly a dozen ships (mostly
According to legend, the first great pirate converted merchant ships from the north-
leader was Immurk the Invincible. In em nations of the Inner Sea), each raiding
those days, war vessels were rare, as the in the name of Immurk.
nations of the Inner Sea were still growing The nations of the Inner Sea did not take
within their own territories, and merchant this lightly. Almost immediately, they be-
traffic had not been threatened. gan building their own warships, seeking
In those days, a sailors life was difficult. to defend their merchant fleets and to
Storms and sea monsters claimed the lives hunt the pirates in their lairs. Shipwrights
of many, while others suffered cruel pun- from Amn and Tethyr designed fleets of
ishments from ship captains more con- long-lined ships with the speed and
cerned with profits and order than with strength to pursue these raiders. The
justice. Captains had the authority to kings and councils of the Inner Sea looked
whip or execute a man for offenses real or to the day when these unfortunate inci-
imagined, acting as judge, jury, and dents would be forgotten.
(sometimes) executioner. Crews rarely re- Unfortunately, this was not to be. The
ceived a share in the profits of the ship, in- shipbuilding efforts were plagued by
stead being paid low wages which were shortages, loss of workers, some sabotage,
often in arrears. Rething, the pressing of and even occasional raids by Immurks pi-
men into involuntary servitude on a ship, rates to capture newly-built ships. Crews
was common. Food aboard was generally (and even some captains) turned pirate
poor, especially for galley-oarsmen. once the war galleys were in their grasp,
In this environment, it was easy for Im- putting those who would not join them
murk to gather disaffected sailors to his over the side-sometimes without a boat.
crew, offering them a chance at plunder in The people of the time held that Immurk,
return for total loyalty. The fat merchant via his extensive network of spies, traitors,
vessels of the Inner Sea, crewed by demo- and informants, was responsible for these
ralized men, would be easy pickings for failures.
those willing to risk their lives in the pur- Whether or not this was true at first, by
suit of personal gain. the end of his days Immurk had become a
To Be A Pirate • 7
fixture of Inner Sea shipping. Nine sepa- The Pirate Wars
rate expeditions were launched to bring
the pirate to justice, and every time Im- By 1201 DR, the pirate fleet of the Dra-
murk either could not be found, or he gonisle numbered over 100 ships. Without
overwhelmed the warships with expert Immurks strong leadership, the rough co-
seamanship and a knowledge of the Pirate alition he had formed came apart. Half a
Isles, driving their galleys onto the jagged dozen pirates declared themselves Im-
reefs. murks successor, each with his own fol-
Immurk is also blamed for the rash of lowing of ships and captains, and the
border clashes, diplomatic incidents, and attentions of the pirates turned from raid-
general tensions at the time among the ing to internal warfare.
coastal nations of the Inner Sea. Immurks Several of the most vicious pirates of leg-
spies fostered dissent here, raided under end arose during this period. Black Anzil,
false colors there, and otherwise acted as a a Turmish pirate, dipped his enemies in
spur in the region, keeping military atten- pitch and set them alight. Lord Chaz-
tion focused away from the pirates while dan, a Procampan noble turned pirate,
increasing sea trade (and thus his booty). would force his prisoners to drink quarts
Despite the legends, Immurks pirates of alcohol until they died. Respitil, a
were not wholly a scourge on civilization. pirate-mage of the period, was known to
Immurks pirates were first to bring gold bind captives to the mainmast and use
and silver from Mulhorand, Unther, and summon swarm spells to bring a cloud of
Chessenta to the ports of Cormyr, opening biting, stinging insects to devour them
up a slow and unsteady trade with these alive. Urdogen the Red, the pirate who
wealthy nations. In 1182, the crown- eventually won dominance over the Dra-
prince of Lyrabar fled the court of his se- gonisle, forced his victims to devour their
nile father and his unscrupulous advisors own ears, nose, and lips, then set them
and found sanctuary with Immurk on the free as examples.
Dragonisle until his father passed away Urdogen, a red-haired hot-blooded
and he could return to take the throne. Fi- bear of a man, eventually came to domi-
nally, the mutinies which developed with nate the Dragonisle. While he did not have
the Dragonisle as a safe refuge forced the banner of all of the pirates, he had ac-
many ships to provide better conditions cumulated enough support so that none
and better pay for their men. dared challenge him. He seized Immurks
In 1201 DR, Immurk died at the helm of Hold, the large harbor on the Dragonisle,
his ship the Sea-Scorpion, fighting a Sem- for his own, allowing those who had not
bian warship. While piloting through a joined him to harbor on the lesser isles of
reef-filled passage, a sudden crosswind the archipelago.
threatened to toss the Sea-Scorpion Once the internal warfare was over,
aground, leaving Immurk at the mercy of these pirates raided brutally. Where Im-
the Sembites. Bellowing orders and curs- murk had spread the depredations of his
ing the sea-gods, he twisted at the tiller to pirates out, gathering maximum booty
hold the course. His strength and skill car- while avoiding angering the coastal na-
ried the Sea-Scorpion through the reefs tions, Urdogen and his fellows began a
unharmed, but as the ship passed beyond systematic plundering of coastal villages
the danger he slumped to the deck, his and ships which could not be ignored. The
heart burst. rising Inner Sea kingdomsCormyr, Sem-
8 Chapter 1
bia, Impiltur, and the Vilhon Reach-unit- however, the western fleet did not arrive,
ed on the seas against the pirates. and the northern fleet was forced to en-
The great fleet which these nations gage with the pirates, hoping even though
raised numbered nearly 200 ships. This outnumbered to stall until the western
fleet poured forth in three parts, approach- fleet arrived.
ing the Dragonisle from the north, east, By the following dawn, only 15 of the
and west. Sembian ships remained. The pirates had
The northern fleet, which had the short- taken a few losses, but even with the west-
est distance to travel, came from the Sem- ern fleet the battle was only once again
bian city of Selgaunt and comprised even in ships, although the western fleet
primarily Sembian warships and merce- was not yet battle-weary.
nary vessels. It was also the smallest fleet, Fortunately, the commander of the east-
with only 50 vessels, but still represented ern fleet had been monitoring the progress
a substantial force. The northern fleets of the battle through a crystal ball provid-
task was to feint at the Dragonisle to bring ed by the Gray Sisters. When he perceived
Urdogens fleet out of harbor, then hold that the delay in the western fleet was go-
them at sea until the other forces arrived. ing to destroy the Sembites, he set sail for
The eastern fleet came from Procampur the western rendezvous, arriving from the
and Lyrabar, and comprised Impilturan southeast (cutting off all retreat) only
and mercenary forces, as well as a small slightly after the western fleet. The battle
contingent sent by Aglarond (whose rulers then became one of attrition, as pirate ves-
at the time were the Gray Sisters, the sib- sels struggled to escape the net formed by
ling queens Thara and Ulea). This force of the 160 attacking ships.
75 vessels waited along the northern edge Some pirates fled, while others were
of the Pirate Isles (near Kelthann) for the sunk by the rams and arbalests of the
western fleet to drive Urdogen to them. combined fleets. Others ran aground on
The western fleet, sent from Suzail, com- hidden reefs as they tried to escape; Urdo-
prised forces from Cormyr (including over gen himself, aboard the Raging Tears, may
a dozen of the new Cormyrean Freesails) have suffered this fate. The pirates
and the Vilhon Reach. This fleet of 70 ves- stronghold had been broken.
sels was nearly the downfall of the entire Not long after the victory, the allies once
plan. According to the agreement, the again separated. Sembia, which lost most
western fleet was to drive the exposed pi- of its own warships as well as having to
rate fleet east, so that the three combined pay mercenaries for the other ships lost,
fleets could eliminate the pirate menace. blamed Cormyr for the delay in the west-
However, unfavorable winds from the em fleet. Procampur and the city-states of
north-northeast delayed their passage Impiltur claimed a greater share of the
through the Neck by nearly 12 hours. prizes due to their heroic rescue of the oth-
The battle began shortly after dawn, er force, while Sembia demanded restitu-
Eleint 11, 1209 DR. Urdogens fleet sailed tion for their heavier losses and Cormyr
out to meet the northern attackers with 90 demanded a greater share due to the
ships, a clearly dominating force. The greater distance they had had to travel to
northern fleet began its slow retreat, draw- reach the battle! The Grey Sisters repre-
ing Urdogen away from the Dragonisle sentative, faced with petty bickering, re-
and toward the rendezvous with the west- turned to Aglarond. A chance for a unified
ern fleet. When it reached the rendezvous, nation of the Inner Sea faded into nothing.
To Be A Pirate 9
10 • Chapter 1
Methlas and His Successors bias ambassador to Suzail was somehow
garbled in a stroke worthy of Immurk him-
For nearly 100 years the Dragonisle re- self. Instead of requesting the Cormyrean
mained empty. Although a few pirates sur- Kings help in destroying the pirates, the
vived the great battle, the pirates as a force ambassador accused the Cormyrean Free-
had been broken. Occasional renegades sails of mounting the attack, and demand-
were quickly hunted down by the efficient ed immediate reparation. Cormyr of course
navies of the Inner Sea, and the few at- denied the charges, but the resulting con-
tempts at reviving Immurks stranglehold fusion prevented any significant force from
were met with swift and overwhelming being mustered against the pirates.
force. Although this attack assured Thevrens
In the late 1280s, Methlas, a merchant fame, he did not long enjoy his victory. His
from Marsember, quietly gathered a small mistress, Thilana, had been mistress to
fleet of corsairs, crewed with sailors who Methlas before his death. When Thevren,
had left greater navies. Although this fleet drunk after celebrating his victory, came
was initially established as a merchant to her bed she poured him poisoned wine
fleet, Methlas ships quickly became in- and he died.
volved in various swindles and dodges, Thilanas plans extended beyond petty
with double manifests, deck cargo loss- revenge. Assuming the leadership of the
es, and false deliveries being common. pirate band, she resumed Methlas plan,
Many of the cargoes in these vessels were reviving Immurks system of informants.
stolen at sea, but Methlas was careful to Thilanas network included many of the
ensure that the owners never found out seaport taverns of the Inner Sea, where
what happened to them. With these car- she had many friends. The power of the pi-
goes he outfitted his fleet, and by 1294 DR rates grew, as careful strikes were made
had amassed nearly 40 ships in the south- against targets whose defenders were dis-
ern harbor of the Dragonisle. tracted and thus unlikely to exact retribu-
In 1294 DR, Methlas was murdered by tion. A ship here and a small convoy there
his lieutenant, Thevren. Methlas had soon led to an extensive hoard.
sought to build 50 ships before embarking Thilana did not captain any vessel, al-
on open piracy; Thevren was not as pa- though as leader of the pirates she could if
tient. Before Methlas had grown cold, she wished. Instead, much of her time was
Thevren launched simultaneous raids on spent maintaining her spy network, using
the Sembian cities of Selgaunt and Saer- her personal charms to reach those
loon. sources of information unlikely to visit a
The Sembites were caught totally by seamans tavern, and selecting the targets
surprise by the raids, having no idea that a her pirate captains would pursue. Indeed,
force of this size sailed the Inner Sea. With- she is rumored to have given birth to the
in three days, Thevrens fleet left the har- man who founded the present ruling dy-
bors laden with booty and several ships to nasty of the forest land of Gulthmere.
the good, as the pirates had seized (or It was these journeys to the mainland
sunk) every war vessel in the two harbors. that ended Thilanas career. One of her fe-
Although the Sembians wanted immedi- male captains, Laershala of the Emerald
ate retribution, their own fleets had been Eyes, had gathered some support from
decimated in the attack. Appealing to Cor- those pirates who wanted more raiding for
myr for assistance, the message to Sem- ever more gold. Laershala was herself a
To Be A Pirate 11
captain of considerable talent, and many matter of time before someone breaks
of the pirates chafed under the leadership ranks and brings the anger of the Inner
of someone with little seamanship, despite Sea nations down on the pirates heads.
all her cunning. One night in Tantras in The Dragonisle has become a neutral
1305 DR, Laershala strangled Thilana and ground for the pirates, with no single pi-
claimed leadership of the pirates of the rate lord claiming control of the island. A
Dragonisle. few pirates scurry about the lesser islands
Laershalas control of the pirates was of the archipelago, but most remain with-
not the same as that of her predecessors. in the safe harbors of Earthspur.
Pirates who agreed with Thilana were an- During the Time of Troubles, Umberlee
gry that Laershala had killed her, and herself wandered the Pirate Isles, bringing
refused to follow her. Others saw the disin- the destruction of the storms to all the pi-
tegration of the pirate leadership as an op- rates she found. Several pirate vessels
portunity to strike out on their own. By were sunk at sea, while many others were
1314 DR, when Laershala died in battle driven onto the rocks, marooning their
with a Cormyrean Freesail, the pirates crews. Portions of the sea were impassable
had divided into a dozen factions, each vy- for almost a year due to the storms, but by
ing for control of the Inner Sea. the spring of 1359 DR the Sea of Fallen
Stars had returned to its normal state.
The Pirates Today
Timeline
Today, pirate factions make war and
mount intrigue much like the great courts - 150 DR Mutual Fall of Narfell and
of the south, uniting only against naval at- Raumathar
tacks on the Dragonisle. Each faction 1 DR Founding of Cormyr
strives to be seen as the most successful, 1163 DR Founding of Pirate Base on
the most daring, and the most intelligent, Dragonisle?
as it is through these battles of reputation 1164 DR Immurk Captures Cormyrean
that pirate leaders gain the allegiance of Crown
the pirate captains and crews. In these 1180 DR Sembia Loses Fleet in Pirate
battles, there are no rules; the diplomat Isles
and the dagger are both active tools in the 1182 DR Crown Prince of Lyrabar Flees
fight for support. Two or three of the most to Pirate Isles
powerful pirate leaders seek Immurks 1186 DR Crown Prince Returns to Lyra-
place, but none has the support to assure bar; Becomes King
that he or she will not be quickly over- 1189 DR Palaghard II King of Cormyr
thrown. The pirates are brutal, but they 1192 DR Foundation of Order of Free-
know their own history. sailors
There are at least two hundred active pi- 1201 DR Death of Immurk
rate vessels (and probably many more) 1204 DR Rise of Urdogen
hidden in the Pirate Isles and around the 1209 DR Destruction of Urdogens Pi-
coasts of the Sea of Fallen Stars. The Dra- rates
gonisle alone can hold a hundred and sev- 1282 DR Azoun IV King of Cormyr
enty vessels within its fortified harbors. 1286 DR Methlas Begins Building Pi-
With such a large pirate force and without rate Band
someone in Immurks place, it is only a
12 Chapter 1
1294 DR Death of Methlas; Rise and ceives three shares, other officers receive
Death of Thevren; Rise of Thi- two shares, and the remaining private
lana gentlemen of fortune, as the pirates like
1305 DR Death of Thilana; Rise of Laer- to refer to themselves, receive one share
shala each. On privateers, half the booty is typi-
1314 DR Death of Laershala cally owed to the crown issuing the letters
1320 DR Simbul Queen of Aglarond of marque, with the remainder divided
1357 DR Time of Troubles; Umberlee among the crew as established above. Spe-
Attacks Pirate Isles cific ships may change the split among the
1359 DR The Present Day crew, particularly if some officers and
crewmen are exceptionally skilled (e.g.,
Pirate Customs one share per level, with one share to 0-
level characters).
The life of a pirate consists of raiding for- Pirate captains are elected by the crew.
ays of 1-2 months during the spring, sum- Elections are usually held when the pre-
mer, and fall. As the Pirate Isles are vious captain dies, although there are re-
centrally located within the Inner Sea, corded cases of pirate crews putting their
travel to any portion of the region is rela- current captain over the side and electing
tively quick. A pirate vessel under full sail one of their number to replace him. The
can go from Earthspur all the way to the captain appoints the other ships officers,
tip of the Vilhon Reach in less than a ten- decides which raids to make, and gets first
dayif it is willing to risk the deep sea pick of the treasure.
crossing. The winter storms over the Inner
Sea make sea travel dangerous, so winters Pirate Organizations
are spent ashore on the Dragonisle (or one
of the other pirate isles). The following groups represent the limits
Raids consist primarily of either haunt- of organization within the pirates today.
ing the sea-lanes, searching for a likely tar- Most of these are loose-knit, with no signif-
get, or (for captains with better icant hierarchy of control. Nevertheless,
information networks) interceptions of membership in these organizations char-
particularly tempting targets. Rare forays acterizes some of the types of pirates
against land targets are usually carefully which can be found on the Inner Sea.
planned, and often involve several ships.
A code of rough justice governs the pi- The Brotherhood of the Red Tide
rates among themselves. Crimes such
as desertion or murder aboard ship were The Brotherhood of the Red Tide is a war-
punished by death or marooning on one of rior cult (although rogues are welcome to
the many tiny islands of the Inner Sea. join). Its tenets are leadership through
Many of these islands have no food or strength, with no mercy to the weak.
drinkable water, so marooning was often a The captaincy on Brotherhood vessels is
death sentence unless another ship came determined by trial by combat. Anyone
along-and was willing to take on some- aboard, crewman or captive, can chal-
one thus abandoned. lenge the captain to single combat to the
In return for this justice, most pirates death. Should the challenger win, he be-
share in the wealth they capture. In a typi- comes captain, although if a captive
cal pirates agreement, the captain re- makes the challenge, he may be immedi-
To Be A Pirate 13
ately challenged by a legitimate crewman casionally, a captain will have sufficient
before he has had time to heal his wounds. prowess to gather a small fleet but there is
These challenges are not always fair. always the danger of one or more of the
Combatants can only use those weapons captains striking out on his own, knowing
they have to hand; a captive is thus likely that he will be forced to fight once the orig-
to have to fight unarmed against an armed inal captain catches up to him.
foe. Should the crew perceive that the
challenger is losing, they may trip up the Immurks Band
challenger or otherwise hinder him, turn-
ing the duel into a form of torment culmi- Immurks Band is a secret society which
nating in death. extends from the Pirate Isles into the ports
Ships of the Brotherhood are vicious of the Inner Sea. According to tradition,
raiders, sometimes giving no quarter, in- the Band was formed by Immurk himself
stead massacring all aboard the vessels as his network of spies and informants,
they attack. In general, members of the and has continued to the present day. Con-
Brotherhood are indifferent seamen, pre- siderable historical evidence exists, how-
ferring to concentrate on their lust for bat- ever, that the current band was founded
tle. Thus, they often raid towns, as they do by Thilana nearly a century later.
not have the patience to lie in wait on the Regardless of its historical origins, the
sea lanes for a more nimble prize. Band is now a fairly effective if loose-knit
Ships of the Brotherhood rarely cooper- group of pirate supporters, sympathizers,
ate with one another, except occasionally and smugglers. Some members of the
to make a mass raid on a walled town. Oc- Band actually sail with the pirates, while
14 Chapter 1
most are shore-bound, supplying the pi- privateers) are not expected to avoid at-
rates with political information and fenc- tacking one another should their respec-
ing their goods. tive governments so require. Freesailors
The Band is organized into Circles, with are also required to follow the laws of the
First Circle being the outermost (lowest), sea, and may not turn true pirate and re-
and rumors of individuals with member- main within the order.
ship as high as Tenth Circle. Passwords Captains of Freesails (ships manned by
are traditional at the lowest circles, but be- Freesailors) must always turn the Crowns
yond Second Circle each city establishes portion of loot (50%) over as soon as they
its own passwords, and knowledge of the make port, and must divide any remaining
Band from one city rarely does more than booty they take equitably. The precise
provide a simple introduction in another. terms of this equitable division have re-
Bands within different cities rarely com- ceived considerable discussion over the
municate, and there is no hierarchy across years, and a complex system of evaluation
cities. Theoretically, all of the Bands owe has formed, in which each mans share is
allegiance to the leader of the Dragonisle, determined by his skill, his years of service,
but with that post empty for several years and his valor. (For game purposes, this can
the Bands have developed a degree of au- be abstracted to one share per level, with
tonomy which the new leader (if one one share given to zero-level characters.)
should arise) is going to have to deal with. The Cormyrean Freesails (the ships of
Immurks Band is illegal in Cormyr, this order sponsored by the King of Cor-
Sembia, Procampur, and Impiltur. In myr) are chartered by King Azoun to at-
Westgate, on the other hand, membership tack pirates on the Inner Sea, to come to
in the Band is viewed as a mark of status, the aid of any legitimate vessel, and to de-
where the traditional First Circle pass- fend the coast and waters of Cormyr
word (Red moon tonight, brother) has against invasion. As a result of the dili-
replaced Well met! as the standard gence (and eagerness) of the Freesailors,
greeting. Other ports have varying views piracy has almost come to a total stop in
of the Band, depending to a great extent Cormyrean waters, although they have
on their views of the pirates (see Chapter not had much of an effect on the remain-
4: Nations of the Inner Sea). der of the Inner Sea.
The initiation ritual to the Freesailors al-
The Alliance of Freesailors so traditionally includes an oath of alle-
giance to Cormyrs King, but this is
The Alliance of Freesailors is an associa- quietly omitted for foreign initiates.
tion of Cormyrean Freesails and other pri- There is no formal rank system within
vateers. Founded by Palaghard II as The the Freesailors, although the Lord High
Royal Freesailors, a battle order for those Admiral of Cormyr is nominal head of the
who fought against Urdogen the Red, order. On specific ships, of course, there
the Freesailors quickly became a mutual are officers, but within the context of the
aid society. Membership in the Freesailors, Freesailors they are all equals.
is only available by invitation, but most
Cormyrean, Sembian, and Impilturan pri- The Cult of the Dragon
vateers are members.
Freesailors must aid one another in time Unconfirmed rumors continue of linkages
of crisis, but (as would be expected with between the Pirates of the Inner Sea and
To Be A Pirate 15
the feared Cult of the Dragon. This cult, and retribution. His worship is not ex-
which is sometimes referred to by outsid- tremely common among the pirates, but
ers as The Followers of the Scaly Way, as many pirates came to this life after suf-
serves as a communications network be- fering injustice of their own, his shrine on
tween members of evil dragonkind the Dragonisle is well-attended.
throughout the Realms, and directly aids Auril is not commonly worshipped on the
and enriches the creatures of their venera- Inner Sea, as only a small portion of the
tion. water along the northern shores ever
The sign of the Cult, used as a way- freezes. Only those pirates originally from
marker or recognition signal among mem- the Moonsea region (particularly Mulmas-
bers, is a claw grasping a crown: the ter) worship the Frostmaiden.
crown representing rulership of the Cyric is worshipped actively by many pi-
Realms, and the claw representing the rates, particularly those with reputations
dragons revered by the Cult. There is also for cruelty. Most Cyric worshippers once
a gesture used by Cult members to iden- served Bane or Bhaal; Myrkuls power
tify themselves to colleagues and allies: among the pirates has never been great.
extending a hand, palm down, from ones Cyrics temple is one of the largest on the
chin directly outward and forward, fingers Dragonisle, and there are several smaller
held straight out and together, and blow- shrines on other islands in the archipel-
ing on these extended fingers. (Not zack- ago. Cyric is the patron deity of the Broth-
ly a subtle move, sneers Jomo.) erhood of the Red Tide (q.v.).
Cult members include many powerful Gond has a small following among the pi-
evil mages, fighting-men of all levels of rates, particularly among the armsmas-
skill, and a few evil clerics. Most of the ters of the various vessels. A small
more powerful Cult members can con- contingent of Krii (clerics of Gond) has
verse in one or more evil dragon tongues made its way to the Dragonisle, which has
(most commonly red or blue). the only Thayvian bombards outside of
Within the Inner Sea, the Cult is thought Thay. Their presence there is a great se-
to have agents throughout the northern cret, however, as they are trying to deter-
ports, particularly in Westgate, Procampur, mine whether the bombards can be used
and Marsember. Only Suzail is believed with Lantanna smoke powder, breaking
free of their influences, and this is primari- Thays monopoly on the precious powder
ly due to King Azouns efforts. A Cult used to fire these weapons.
meetinghall is reputed to reside on the Dra- Helm is worshipped by some privateers,
gonisle, and tales are told of a secret retreat particularly those of Impiltur who defend
for Cult members on the Isle of Ilthan. the coastal cities from attack by sea. His
worship has fallen off since the Time of
Pirate Faiths Troubles.
Istishia, the Water Lord, is not specifi-
The pirates of the Sea of Fallen Stars wor- cally worshipped, but petitions to this Ele-
ship a variety of deities, depending upon mental Lord to placate Umberlee feature
their national origin and personal inclina- prominently in the traditional ship-
tions. launching rituals of the Inner Sea.
Assuran of the Three Thunders, who is Leira, Lady of the Mists, is popular among
worshipped as Hoar the Doombringer else- those pirates with a flair for stealth. Leiras
where in Toril, is the demigod of revenge worshippers are not easily trusted even by
16 Chapter 1
the pirates, but their abilities at double- to protect themselves and to use against
dealing make them excellent spies-if their enemies.
their reports can be trusted. Due to their Talos the Destroyer is also propitiated by
inherent duplicity, however, Leira wor- the pirates. Since the Time of Troubles,
shippers are barred from the higher circles some worshippers of Bane who have re-
of Immurks Band. jected Cyric have turned to Talos, but his
Loviatar has long been worshipped by pi- worship is still rare.
rates. Urdogen the Red himself was re- Tempus is worshipped by many raiders
puted to serve the Lady of Pain. There is a and pirates. His priests do not wear plate
small temple to Loviatar on Earthspur, but mail, as the danger of drowning is too
the services are led by worshippers, as great, but otherwise they may be found at
none of her priestesses have wanted to suf- least as often among the pirates as they
fer the exile of piracy. may anywhere else in the North.
Malars following among the pirates is al- Tymora is worshipped by many pirates
so strong. The Beastlords tenets of the and privateers, and is the patron deity of
hunt are the basic credo of many pirates; the Cormyrean Freesails. Her worship is
in some sense all piracy is a form of hunt. quite common, and pirates with at least
Perhaps most serious, there are rumors of some friendly ports can often be found in
a secret cult of lycanthropes (wererats or her temples.
seawolves) who use pirate raids to mask Umberlee has a mixed position among the
their feedings. pirates since the Time of Troubles. At that
Mask worshippers are not common among time, she came to the Pirate Islands, rain-
the pirates themselves, but they appear ing savage storms and destruction on all
among the pirates allies. Many Mask wor- the pirates she could find. With such an im-
shippers act as in-port spies or agents, mediate demonstration of her power, most
while others are smugglers or fences for the pirates are eager to soothe her with sacri-
pirate goods. Many members of Immurks fices. In the wake of this new piety, the
Band are Mask worshippers. Temple of Umberlee on the Dragonisle has
Selune is worshipped by all sailors for her grown to be the largest in the Pirate Isles.
boons to navigation. However, Selunes However, many pirates feel that they had
ethos is not compatible with the innate been sacrificing enough before the Time of
cruelty of piracy. There are some Selune Troubles, and that Umberlee had not kept
worshippers among the good-aligned pri- her part of the bargain. These pirates,
vateers, particularly among the Cormy- though few in number, actively reject any
rean Freesails. further sacrifice to the Bitch Queen. It is yet
Shar, Mistress of Night, is not commonly to be seen whether these apostates will sur-
worshipped even by the pirates of the In- vive their own willfulness.
ner Sea. There are a scattering of worship- Waukeen, Goddess of Trade, is wor-
pers throughout the pirate crews, but her shipped by some pirates. They petition to
worship is not a significant force among be her agents of ruin, should she choose to
the pirates. remove her boons from a merchant. In
Talona is also not worshipped, but her ser- this way, these pirates see themselves not
vants are often welcomed by the pirate as rapacious plunderers, but as agents of a
lords, as poison is one of their most potent goddess will. Most other pirates (and mer-
weapons against one another, and the chants for that matter) consider such ex-
lords prefer to have Talonas priests both planations hypocrisy.
To Be A Pirate 17
In Which Are Presented Rules Pursuant Good-Guy Pirates
Thereto; And Also New Magical Spells
In a good-guy campaign, the characters
Most pirate characters are either warriors are heroes but misunderstood. They may
or rogues. (Players with access to the Com- have been framed for crimes they did not
plete Fighters Handbook or the Complete commit. They may be privateers who
Thiefs Handbook should consult the have gained an undeserved reputation, or
Pirate/Outlaw kit in the former volume who are hunted by an evil power. They
and the Buccaneer and Smuggler kits in may be enemies of the new ruling power
the latter.) Some mages and priests (par- (e.g. a wise old ruler dies and is replaced
ticularly those of evil deities) work with by an oppressive and unfair new ruler).
the pirates, but the majority of the charac- In such a campaign, the characters are
ters should be non-magical. The pirates do wanted by the law, but its the law thats
not have access to the great libraries, the wrong. The characters will capture inno-
temple hierarchies, and the centers of cents and take their money but theyll of-
learning which are important to mages fer no insult to victims who deserve none,
and priests. and will release such prisoners unharmed.
Second, pirates can have almost any On the other hand, victims who are their
personality. While it is traditional to think true enemies tend to be humiliated and
of pirates as patch-eyed, peg-legged, par- embarrassed before being released also
rot-toting berserkers, consider the possi- usually unharmed.
bilities in a few other character concepts: The goal of a good-guy pirate cam-
l A happy-go-lucky warrior who per- paign is the restoration of the status quo
ceives piracy as great fun. (restoring the true crown prince, proving
l A tragic hero pirate who strikes out that the frame is false) and receiving par-
against society because he lost his most don or amnesty for the crimes they com-
precious possession to unfair taxation (or mitted while they were outlaw.
whose love was killed by the evil lords
warriors). Bad-Guy Pirates
l A priest of an evil deity (such as Malar
18 Chapter 2
their worst enemies, there probably wont which do not lend themselves to easy
be any DM sympathy to keep them alive in study. Characters with this proficiency
bad situations. The PCs will be competing suffer a -2 on proficiency checks to use
on equal terms with the nastiest of villains this proficiency on aquatic creatures.
(e.g. the Red Wizards of Thay), and you can Animal Training: Characters wishing
expect a high body count. to take this proficiency for aquatic animals
should also have swimming proficiency, as
Proficiencies of the Sea it is difficult to train such animals without
being able to enter the water with them.
For those AD&D® game players using the Also, pirate characters should note that
nonweapon proficiency rules (found on parrots, monkeys, and war dogs are tradi-
pages 54-64 of the AD&D 2nd Edition tional pets of the pirates of the Inner Sea.
Players Handbook), application of these Appraising: Characters with this profi-
abilities to the surface world of the sea can ciency can evaluate the amount of cargo a
be a challenging task. Some nonweapon ship is carrying by how the vessel sits in
proficiencies seem entirely eliminated, the water. (A heavily laden vessel sits
while others need expansion. This section lower in the water and is less prone to
discusses those proficiencies in the Play- rocking.) With a proficiency check, the
ers Handbook which are affected by life at character can determine the weight (but
sea; and some additional proficiencies for not the value) of any cargo or men aboard.
pirate characters. As with other uses of this proficiency, a
Animal Lore: The aquatic creatures of failed check indicates that the character
the Inner Sea have habitats and lifestyles cannot tell how much the ship contains,
20 Chapter 2
more subtle threats, which need not be the DMG, p. 128).
physical. If successful, the NPC is con- A character who has become lost de-
vinced that the character is ready and ca- spite navigation proficiency but still has
pable of making his life miserableif not his rutter (navigation logbook) may at-
immediately, then in the near future. Note tempt to determine where he made his er-
that NPCs with high morale (e.g. warriors) ror. Note that this check cannot be made
may choose to do something about the in- until it has become clear that the charac-
timidating character, rather than con- ter is lost: e.g. the island he is looking for is
tinue to live under threat. not where he thinks it should be, or in-
Player characters are never forced to stead of finding a harbor he finds a reef-
submit to intimidation, as this would de- barred coastline. At that point, the
tract from the players freedom to roleplay. character may take one day to go over his
Local History: The pirates of the Inner rutters and make a single proficiency
Sea are considered a single region for the check to determine just where he went
purposes of this proficiency. Thus, a wrong. Success indicates that the charac-
scholar could purchase Local History: ter knows the mistake he made, and can
Pirates of the Inner Sea as a proficiency. approximate his current actual position.
Looting: This proficiency represents a Failure indicates that the character is still
knack for grabbing the best loot in the hopelessly lost.
shortest time. For instance, a pirate enters l The character can determine his lati-
the captains cabin on a sinking ship. He tude (north/south location), but not his
has about two minutes to fill his backpack longitude, by studying the clear sky for a
so he can escape before the ship goes un- night and making a successful proficiency
der. If his proficiency check succeeds, he is check. Such a determination may be
able to recognize and stuff into his pack made at any time, even after teleporting or
the most valuable combination of items other transportation which leaves the
that is feasible, given his limitations of character without any knowledge of
time and space. where he is.
Navigation: The navigation proficiency l The character may use his own rutter
in the Players Handbook provides some (or someone elses, if he can decipher it) to
simple rules for handling navigation. reduce his chance of becoming lost. To do
However, in a pirates campaign such a this, the rutter must describe a journey
skill may be crucial in some situations, so similar to the one being undertaken; a rut-
the following optional rules are proffered. ter describing a transit from Suzail to Pro-
Characters at sea with navigation profi- campur is of no use in the Vilhon Reach. If
ciency gain the following abilities: the character wrote the rutter himself, the
l A character with the navigation profi- rutter acts as a local guide providing a -
ciency can make a proficiency check each 30 to the characters chance of becoming
day to determine whether he is navigating hopelessly lost (see p. 128 of the DMG).
successfully. A successful proficiency Another navigators rutter will provide a
check indicates that the character is lesser bonus; the DM must determine the
aware of his current position, and there is percentage, and a misleading or cryptic
no chance of his becoming lost (so no rutter may even add to the characters
check should be made). Should the char- chance of getting lost!
acter fail the proficiency check, make a Note that any use of a rutter requires
check for the character to become lost (per that the character have Reading/Writing
proficiency check is not required to per- the mount if it panics. Under ordinary cir-
form the sacrifices, but only characters of cumstances, aquatic creatures who take
neutral or evil alignment will do so. damage from an attack from above the wa-
Riding, Sea-Based (New Proficiency): ter will dive below the surface unless they
The character is trained in handling a make a morale roll. Should the mount fail
swimming mount. The particular creature the roll, it will attempt to dive below the
must be chosen when the proficiency is water, where it will remain for 1d10
chosen. Additional proficiency slots can be rounds. The character (who, if he was rid-
used to learn how to handle other types of ing the horse, may thus be in danger of
mounts. A character must have this profi- drowning) may try to force the mount to
ciency (or ride with someone who does) to the surface with a proficiency check. How-
handle an aquatic mount. In addition, a ever, the character is considered to be ex-
proficient character can do the following: erting himself for purposes of avoiding
l Leap onto the saddle of the creature drowning (see Holding Your Breath in the
(when it is on the surface) and spur it into Players Handbook). A successful check
motion in the same combat round. This will bring the mount back to the surface.
requires no proficiency check. Characters who fail their proficiency
l Urge the mount to leap over obstacles check may repeat it each round until suc-
in the water, so long as the obstacles are cessful, or until further action becomes
less than 3 high and 5 wide. There must impossible.
be water on the opposite side of the obsta- Rope Use: Rope use is the stock in trade
cle, or the mount takes 1d6 damage from of the boatswain (bosun). Characters with
the impact. If the character wants to roll a rope use can construct rigging, cargo nets,
proficiency check, the mount can be and other common useful items without a
urged to leap obstacles up to 5 high and proficiency check. Note also that the +20
10 wide. Success means that the mount to climbing checks when using a rope also
has made the jump. Failure indicates that applies to scampering about the rigging of
the mount has balked, and the character ship (cf. Mountaineering).
must make another proficiency check to Seamanship: Seamanship is the stock-
see if he retains his seat or falls from the in-trade for sailors and pirates every-
saddle into the water. where. Any character wishing to work as a
l The character can spur his steed on to crewman aboard a ship must have this
great speeds, adding 2d6 feet per round to proficiency.
the animals movement rate for up to two At sea, a successful crew proficiency
turns. This requires a proficiency check check (see the naval combat rules) adds
each five rounds to see if the mount can be 25% to the speed of ships at sea. Also note
22 • Chapter 2
that the quality of a crew in combat is de- l An off-balance defender is attacked
Characters with the seamanship profi- trying to climb up a rope) gains a +2 bo-
ciency have a base climbing percentage of nus.
65% when climbing rigging aboard ship. Losing and Regaining Balance: Any
This percentage does NOT apply to other character engaged in combat on ropes
sorts of climbing (walls, mountains, etc.); runs the risk of losing his balance.
in such areas a sailor is assumed to be un- A character who is struck by a weapon,
trained and should be treated as such. or attempts to climb in the course of com-
The basic modifiers in climbing combat bat, must make a climbing check or lose
are: his balance.
l A climbing character loses all Armor Lost balance means that the next round
Class bonuses for Dexterity and shield. the character must either fall voluntarily
l A climbing character suffers a -2 or attempt to regain his balance. In either
penalty on attack, damage, and saving case, the character can perform no other
throw rolls. action. A successful climbing check
l A character attacking from above means that the character has regained his
gains a +2 bonus on his attack roll. balance. A failure means the character has
l A character attacking from below suf- fallen (and, of course, may suffer falling
fers a -2 penalty on his attack roll. damage). Dont forget, all attacks against
Other modifiers that often come into an off-balance character are at +2.
play are: Shipwright (New Proficiency): The
24 Chapter 2
ing throws and proficiency checks, in ad- Note also that each ship in a group is con-
dition to the -5 penalty normally as- sidered one creature for the purpose of
sessed on attack rolls. determining a tracking bonus. The sea-
Tracking: Tracking ships at sea is an ex- men aboard are not individually counted.
tremely difficult task. Ships leave no per- Weather Sense: Weather sense is a
manent trail on the surface of the water; common and useful proficiency aboard
wakes generally fade within a few min- ship. In addition to the obvious benefits
utes, and the disturbance of fish and sea- (e.g., not sailing out of port into the teeth of
birds generally passes within two turns. a storm), a navigator making successful
However, there are those who maintain Weather Sense and Navigation proficiency
that it is possible. DMs wishing to allow checks can adjust for the effects of adverse
tracking on the open sea should apply a - winds (see Table 79: Weather Conditions in
12 terrain modifier to such tracking profi- the DMG), reducing the penalty for these
ciency checks. winds to only ¼ the ships movement.
26 • Chapter 2
Weathertell (Divination) ing direction of the wind which will be
Range: 0 extant for the indicated time period. Spe-
Components: V, S, M cific timing of gusts and wind shifts is not
Duration: Instantaneous available, however.
Casting Time: 3 rounds Similarly, the caster discovers whether
Area of Effect: Special it will be raining (or snowing), and approx-
Saving Throw: None imately how hard any precipitation will
be. Exceptional weather patterns (such as
This spell enables the caster (who must tornadoes) are revealed to the caster, but
be able to see the sky and listen to the he cannot predict their path with any ac-
winds) to predict the general weather con- curacy.
ditions for the upcoming 1 hour per level
of the caster. These are the natural weath- Second Level Spells
er conditions at the casters current loca-
tion (and probably the nearby area) Immurks Distraction
assuming that no magical manipulation (Enchantment/Charm)
occurs. Thus, this spell could predict the
natural rain shower which will be coming Range: Touch
in three hours, but could not predict the Components: V, S, M
magically created storm tomorrow morn- Duration: Special
ing. Casting Time: 1 turn
Upon casting this spell, the caster dis- Area of Effect: Special
covers the general wind speed and prevail- Saving Throw: Special
28 • Chapter 2
is sufficient quantity in the area. However, strength as the spellcaster and moves at +
a dispelled area stays clear for 1 turn/level his movement rate on land or in the water.
regardless of other conditions. While in this form, the spellcaster
Creatures in fog or mist form (such as blends undetectably with a body of water,
vampires) who are in the area of effect wet spots on deck, etc. The form does not
must make a saving throw vs. spell. A suc- drown in water and can swim at any depth
cessful save indicates that the creature the spellcaster chooses. If desired, the
must transform to a form other than fog or form can flow out of the ocean, up the side
mist; failure indicates that the creature of a ship, and onto the deck. This is as ex-
takes 2d10 damage. hausting to the spellcaster as if he had
climbed that distance in his regular shape.
Preserve Wood (Abjuration) If the form is attacked it remains in one
Range: 10 yards/level piece but the spellcaster suffers damage.
Components: V, S Weapons and spells inflict normal dam-
Duration: Permanent age, and other objects injure as deter-
Casting Time: 2 rounds mined by the DM.
Area of Effect: Special
Saving Throw: Special Wind Servant
(Conjuration/Summoning)
This spell protects an item made of
wood (such as the members on a ship) Range: 10/level
from being deformed by magical (e.g., Components: V, S, M
warp wood). Only warp wood spells cast Duration: 1-6 turns +1 turn/level
by a higher level caster may affect wood so Casting Time: 1 turn
protected, and then only if the appropriate Area of Effect: Special
roll is made (see the warp wood spell, Play- Saving Throw: Special
ers Handbook, page 208). This spell conjures a weak form of air el-
The caster may protect up to 100 emental. This creature is incapable of en-
pounds of wood per level, but only one tering combat, as it has no effective
structure (such as a ship or a palisade) per attacks against corporeal creatures, nor
casting. Separate wooden items must be can it be affected by normal (non-magical)
protected separately. weapons.
The wind servants only power is to gen-
Watery Form (Alteration) erate a strong wind over a localized area. A
Range: 0 wind servant can make any one of the fol-
Components: V, S lowing changes:
l Increase or decrease wind speed by
Duration: 1 turn/level
Casting Time: 8 one category (e.g., from Light Breeze to
Area of Effect: Caster only Favorable Winds, or from Gale to Storm)
l Change the wind direction by one
Saving Throw: None
step (e.g., from North to Northeast, or
When affected by this spell, the caster from Northeast to Southeast). Any such ef-
and anything he wears turns into what ap- fect on the wind applies to only one vessel.
pears to be a puddle of water. This form The wind servant is too small to create
cannot be absorbed or divided into smaller widespread weather effects, instead
parts. It has the same hit points and changing the weather by filling the sails of
30 • Chapter 2
Fifth Level Spells ceased. The spell has no effect on fog or
precipitation, only on the wind that ac-
Calm Water (Abjuration) companies it.
Reversible Any ship sailing in the area of effect is
Range: 360 yards treated as if the winds were light breeze
Components: V, S, M rather than their current wind speed, al-
Duration: 1 turn/level though the direction remains unchanged.
Casting Time: 2 rounds Exception: if the wind speed were be-
Area of Effect: 20 radius/level calmed, it remains becalmed.
Saving Throw: None
Sixth Level Spells
This spell reduces wave action in the
area of effect to the equivalent of calm Oars to Snakes (Alteration)
seas. Chop, whitecaps, and violent storm Reversible
waves are eliminated, although there
might be a noticeable swell in the calm Sphere: Plant
water if the sea itself is storm-tossed. Range: 50 yards
Ships within the area of effect need not Components: V, S, M
make seaworthiness rolls due to weather, Duration: 3 rounds/level
even if the type of weather otherwise calls Casting Time: 9
for it. Area of Effect: 1 oar/3 levels
The reverse of this spell, churn water, Saving Throw: None
creates waves within the area of effect that This more powerful variant of the sticks
are up to 1 tall/level. to snakes spell transforms the oars aboard
The material component of the calm a ship into giant sea snakes. These ser-
water spell is a bottle of oil (worth 100 gp) pents remain within the oarlocks of the
poured onto the waves. The material com- vessel which bore them, but may attack
ponent of churn water is a silver wire those off of the ship who are nearby (such
framework (costing 100 gp) which is swirl- as boarders). Thus, this is primarily a de-
ed in a circular motion before being tossed fensive spell, as the caster can transform
into the sea. the oars of his own vessel into defenders.
Each serpent can attack one boarder
Calm Wind (Abjuration) (THAC0 11) for 3-18 damage each round.
Range: 360 yards The serpents remain until the spell ex-
Components: V, S pires or they are slain (AC 5, 10 HD). While
Duration: 1 turn/level the spell continues, the ship does not have
Casting Time: 2 rounds use of those oars, and thus may have re-
Area of Effect: 20 radius/level duced speed (see the Combat chapter).
Saving Throw: None They then turn back into usable oars, al-
though those which were killed are broken
This spell creates an eye of the storm and useless.
effect, reducing even gale force winds to a This spell may also be cast offensively.
breeze within the area of effect. Ocean In this mode, the oars become serpents,
waves are unaffected by this spell, and but rather than attacking outside the ship,
storm-tossed waters will continue to bat- their poisonous heads are aimed within
ter a ship even though the wind has the ship, attacking the oarsmen and de-
32 Chapter 2
This spell is so exhausting that after 30 yards (one hex) of the users ship may
casting this spell the caster is unable to benefit (or suffer) from the effects of the
cast magical for 1d4 days after casting this wind, if they remain at that distance.
spell due to the magical energies involved. The content of the pouch is determined
The material component of this spell is a randomly, in accordance with the follow-
wooden plank, which is struck forcibly ing table:
across the surface of the water in the direc-
d6 Roll Type
tion the tidal wave is to form. 1-3 Fair breeze
4-5 Contrary wind
New Magical Items 6 Storm wind
As stated above, the Inner Sea is not well Flask of Vapor
known for its mages, particularly those
who are of a high enough level to create This looks like a simple, stoppered brass
magical items. However, a few items have flask, similar to an efreeti bottle or an
been created which carry the flavor of the eversmoking bottle. When opened, fog
sea. pours out until the flask is sealed once
more. The flask creates a disk of fog that is
Pouch of Winds 100 across and 10 high. Once that vol-
ume is filled, the flask stops emitting fog,
This looks like an ordinary leather pouch,
but if wind or magical clears the mist
tied tightly shut and bulging at the seams
away, the flask once again pours forth va-
with its contents. It weighs no more than
por until the volume is obscured.
the leather it is made of, for the pouch con-
tains enchanted air. Once the pouch is Oil of Stillness
opened, a magical wind escapes that does
one of three things. This is a one-pint flask of oil. When the en-
A fair breeze blows a steady wind in the chanted oil is poured onto water, it stops
direction the user wants to travel. This violent seas and reduces wave action
wind is considered favorable (see Move- around one ship to the equivalent of calm
ment and Combat), and blows for one 24 water for one hour. This effect applies to
hour period after it is released. normal waves as well as magically-
A contrary wind blows a steady, if weak- agitated water. During this time, the ship
er wind, in the opposite direction from need not make seaworthiness checks due
whatever the ships heading might be. This to weather (although checks required for
is treated as an adverse light breeze, and other reasons are still required).
lasts until the ship puts ashore and waits
one day before continuing its voyage.
Finally, a storm wind immediately sur-
rounds the vessel with gale force winds
lasting 1d6 hours. These winds will re-
quire the vessel to make seaworthiness
checks each hour, as described in Move-
ment and Combat.
In all cases, the wind only affects the
users ship. However, other ships within
34 Chapter 3
Nations of the Inner Sea • 35
harshly. A first offense costs the right ber these are in poor repair. Unfortunately,
hand, while a second conviction is punish- while Starwater Keep has several ballistae
able by death. and catapults, the topography of the city
Smuggling is only slightly less harshly makes these virtually useless for defense
viewed. Most smuggling is to avoid taxa- of the outer harbor islands. Suzail has an
tion (Cormyr charges a 5% duty on all im- excellent set of harbor chains which can
ported goods) or to bring collections of block the narrow channel to the Basin
weapons ashore. Cormyrs laws prevent- (supported by a deployment of three bal-
ing mercenaries from gathering have been listae), and the Citadel of the Purple Drag-
extended to merchants (particularly those on has an excellent brace of four catapults
without Cormyrean charters) who bring trained on the Royal Harbor area.
weapons into the kingdom in any quanti-
ty, as such caches can quickly find their Recent Pirate Activities
way to otherwise innocent-appearing war-
riors. Smugglers are fined triple the value Cormyr has suffered little harassment from
of the contraband (along with confiscation pirates, primarily because its own Cormy-
of the goods); repeat offenders are pun- rean Freesails (along with the Royal Navy)
ished as pirates. defend the coasts and waters well. The
most recent significant pirate raid was on
Naval Forces and Shore Defenses the city of Marsember in 1344 DR. Al-
though a few of the outermost harbor is-
Cormyrs Royal Navy (boasting thirty car- lands were looted by the pirates, they were
avels and over 5,500 men) is responsible unable to enter the city proper before an
for patrolling the seacoast for smugglers, overwhelming force of Cormyrean ships
providing aid to ships in trouble in Cor- (with magical support from the War Wiz-
myrs waters, and to provide support to ards in the city) drove the pirates away.
the army in time of war. Fourteen ships
are posted to Suzail, another twelve to Sembia
Marsember (specifically posted to Star-
water Keep), and the remainder in smaller The coastline of Sembia extends from the
ports along the coast. Most recently, Admi- River Lurlar east to the mouth of the Drag-
ral Kelafins fleet (assisted by Cormyrean on Reach, and from thence north to the
Freesails) conveyed King Azouns army city of Yhaunn (and, some say, even as far
across the Dragon Reach to speed their as Scardale). Over a coastal expanse of
journey to Thesk during the recent Horde over 400 miles, the coastline varies from a
War. rocky 50 cliff (as along the stone promi-
Supplementing Cormyrs Royal Navy nence between Saerloon and Selgaunt) to
are the Cormyrean Freesails, privateers a marshy shore (as can be found west of
chartered by King Azoun to patrol Cor- Urmlaspyr). Although the best harbors
myrs waters and hunt down and destroy are occupied by Sembias wealthy trading
pirates. Many of Cormyrs trading vessels cities, the coast boasts many small coves
also carry charters as Freesails, and Suzail and harbors which could allow a ship to be
and Marsember both have some shore de- hidden from view.
fenses. Since the most recent pirate incur-
sions, Marsember has established some
harbor chains, but like much in Marsem-
36 Chapter 3
Pirates and Sembian Law most profitable targets for piracy in the
northern Inner Sea. The most difficult
Sembias merchant rulers treat piracy problem facing a pirate captain is avoiding
more severely than murder. Piracy carries the patrols of the thinly-spread Sembian
an immediate death sentence in Sembia navy. In fact, during some disputes be-
(which the navy is empowered to carry out tween mercantile houses, pirates may be
at sea if necessary), and more than once hired to attack the shipping of a rival. Al-
clashes have arisen between Sembia and though this is illegal, it is sufficiently com-
Cormyr over Sembias overzealous execu- mon to have given rise to the expression
tion of a Freesail crew. honest as a Sembian pirate. Smuggling
Smuggling, on the other hand, is viewed is rampant, with nearly all Sembian ves-
as at worst an embarrassment. Fines are sels doing some. Because of the light pun-
not steep, representing only triple the taxes ishment for the crime, however, and due
owed, but the smuggled goods are returned to Sembias relatively liberal laws regard-
to their owners (after the tax and fines are ing what is contraband, smuggling is not
paid), and can often be sold at a reasonable viewed as a problem in Sembia.
profit despite the smuggling costs.
The Dalelands
Naval Forces and Shore Defenses
The coast of the Dalelands extends along
Sembia has one of the largest standing na- the western edge of the Dragon Reach
vies on the Inner Sea, with over ninety from Yhaunn north to the mouth of the
ships and 15,000 men on active duty. It is River Lis. The coast is rocky, with steep
strange, therefore, that they have been so cliffs near Scardale and north of Harrow-
unsuccessful in reducing the amount of dale. The only significant ports are those
piracy which their traders suffer. How- two Dales; of the two, Scardale, which lies
ever, when it is considered that even such at the mouth of the River Ashaba, has the
a large navy leaves only one vessel for more extensive harbors.
each five miles of coastline, and that most Scardale was once a busy port town, but
of that navy is concentrated in the seaport in 1350 DR its new lord, Lashan Aumer-
cities of Selgaunt and Saerloon, it may not sail, began a campaign to build Scardale
be so surprising. into a great power, taking over the remain-
Also note that most merchants of Sembia der of the southern Dales in the process.
do not view pirate pursuit as a noble cause Although he quickly conquered Harrow-
(unlike the Cormyrean Freesails, who dale, Featherdale, and Battledale, his mili-
make up nearly half of the ships with Cor- tary successes forced an alliance of
myrean registry). Where the Cormyreans Cormyr, Sembia, Zhentil Keep, Hillsfar,
have banded together against the pirate and the remaining Dales against him.
menace, the Sembian attitude is that pi- Lashan was quickly overcome.
racy is ill luck when you suffer it, but it is Scardale has fallen on hard times. Sem-
good luck when your competition suffers it. bia briefly occupied the Dale, but it is now
divided into small subsections, each garri-
Recent Pirate Activities soned by one of the invading forces. Port
Ashaba and Scar Harbor are by convention
Piratical activities in Sembia are near- neutral territory, although skirmishes are
constant. Sembias ships represent the still fought between Scardale citizens and
38 Chapter 3
traded, has become as tight and as defend- on the Force Bridge and Tesh Bridge,
ed as Zhentil Keep and Mulmaster. which flank the harbor mouth on the Riv-
Officially, piracy is illegal throughout er Tesh. It is said that it is impossible to en-
the Moonsea. In practice, it is common, ter the harbor at Zhentil Keep without the
with privateers and raiders from Zhentil permission of the appropriate authorities
Keep and Mulmaster preying on one an- and it is even harder to get out!
others shipping. While these pirates have Mulmasters harbor is smaller than that
little to do with those on the Inner Sea, of Zhentil Keep, but much better defended
some pirates first learned the trade on the and developed than the Docks of Hillsfar.
Moonsea, while others use the area as a A series of canals and harbor areas pro-
hideout, offering their ships and crew to vides Mulmaster with docks for nearly two
the highest bidder. hundred vessels. The canals can be indi-
Punishment for pirates varies among vidually blocked by harbor chains, and
the cities. Zhentil Keep typically sen- many are guarded by ballistae, as the nar-
tences pirates and smugglers to service in row canals make the imprecise catapult
the Zhentilar armies or, if not deemed wor- useless. Mulmaster also once boasted a
thy of that honor, to death in the arena. navy of over seventy warships. In the re-
Lord Maalthiir of Hillsfar has not yet pun- cent Battle Between Storms, however,
ished anyone for piracy, although the old more than forty vessels were sunk by the
law of death by hanging is still on the forces of Zhentil Keep, and Mulmaster is
books. Mulmasters punishment for pi- struggling to rebuild its forces.
racy is both specific and gruesome: the of-
fender is lashed to a stone and thrown into Recent Pirate Activities
the Moonsea to drown.
The constant sniping between Zhentil
Naval Forces and Shore Defenses Keep, Mulmaster, and Hillsfar is termed
piracy by some, privateering by others,
Hillsfar is a walled city perched at the top and open warfare by some outsiders
of a rocky bluff overlooking the south particularly those who have never seen
shore of the Moonsea. A small. village at Zhentil Keep truly at war. Most Moonsea
the base of the bluff (known as the Docks), piracy is limited to raids on ships at sea, as
handles the naval traffic and possesses a land-based raiding is fruitless given the
small drydock. While the Docks are not well-defended city-states of the region.
well defended, there is rarely anything of
value here, as in the case of a raid the peo- Tantras and the City-States
ple withdraw into the well-defended
walled city. Hillsfars new First Lord, The city-states of Tantras, Calaunt, Rav-
Maalthiir, has begun to improve the dry- ens Bluff, and Procampur can be found on
dock and shipbuilding facilities at the the eastern shore of the Dragon Reach.
Docks, but has not made significant effort Each of these cities presents a different
to either secure the port or develop a navy view to the pirates of the Inner Sea. Each is
of any size. independent, maintaining its status
Zhentil Keep has a large harbor capable through differing combinations of diplo-
of holding over 250 vessels. The harbor is macy, tolerance, and military might.
guarded by the Keeps powerful navy, Overall, the shoreline they share is
along with ballistae and catapults set up rocky and high, with few accessible ports
40 • Chapter 3
in Procampur, and slaves brought here are Calaunts docks are perhaps the least
considered free. defended of all, with no significant fortifi-
Calaunt punishes pirates and smugglers cations aimed at the river mouth. The city
swiftly and mercilessly, unless they have also maintains no formal navy, although
permission to operate from the Shadow- the pirates who have arrangements with
cloaks (who charge one-third of the value the Shadowcloaks have been known to act
of the goods as a tithe). The sentence for as such occasionally (usually as a matter
violating their monopoly is invariably cap- of vengeance). The citys defenders, the
ital, but the punishment may come for- Teeth of Calaunt, are not as well trained as
mally from a Court Executioner or many pirate crews, but fear of the Sha-
informally as a dagger in the back in the dowcloaks (and the conciliation of their
night. free trade with accepted pirates) keeps Ca-
Ravens Bluff concerns itself little with launt from being the target of many pirate
affairs outside its walls. Known pirates raids.
(convicted in a court of law) are banished, Ravens Bluffs defenses are limited, as
but those with only evil reputations are the city is some distance from the water-
tolerated, so long as they obey the laws of line. As with other independent cities,
the Living City while they are in town. Ravens Bluff supports only a small navy,
and the thriving underground smuggling
Naval Forces and Shore Defenses trade is rarely hindered.
Tantras harbor is defended by ballista bat- Recent Pirate Activities
teries set up on the outer shore and along
the mouth of the harbor. The narrow har- The Dragon Reach is a favored haunt of pi-
bor mouth can also be blocked by a harbor rates. Calaunt and Scardale (q.v.) provide
chain. Tantras own naval forces are lim- a safe harbor in the northern reaches of
ited, as the city has no great territory to de- the Inner Sea, and the pickings from Pro-
fend, but may still send forth a force of campur and the wealthy cities of Sembia
nearly a half-dozen warships should the are a constant temptation. Only Procam-
need arise. pur makes any attempt at policing the
Procampurs navy is comprised of six- eastern Dragon Reach, and its ships re-
teen major warships, each with an excel- main close to home (and to the commer-
lent crew. On more than one occasion, the cial sea lanes) rather than roving through
citys very survival has depended on the the less traveled areas.
skill of these crews, and the Thultryl has
made quite an investment in them. Impiltur
Procampurs harbor is not as well de-
fended, in part because it extends a con- Impiltur possesses the coastline from
siderable length without an easily Lyrabar east and north to the northern tip
controlled harbor mouth. However, about of the Easting Reach. Its coastline is less
a quarter of a mile inland, Procampur forbidding than most along the Inner Sea,
maintains a high city wall with well- with many small harborages in addition to
defended gates. On several occasions, the harbors of its cities, and few dangerous
raiders have managed to pillage the har- points to disturb seafarers.
bor section, but they have never managed
to penetrate into the main body of the city.
42 Chapter 3
effort to keep the pirates out, has not de- Aglarond
veloped a thriving underworld.
Theoretically, piracy and smuggling in Aglarond lies along the northern shore of
Telflamm are crimes punishable by death the Aglarond peninsula. Its coastline, like
(for the former) and confiscation and fines much along the eastern portion of this sea,
(for the latter). The disorganized state of is dotted with small harbors, most of
the nation has made these punishments which have small towns or even cities.
rare, as many Telflammans view these pi- These settlements trade with one another
rates (who import necessities at prices far (and rarely with the rest of the Inner Sea),
above those found anywhere else on the but the wealth of Aglarond is in its raw
Inner Sea) as saviors rather than oppor- materials, not its trade.
tunists.
Pirates and Algarondan law
Naval Forces and Shore Defenses
The Simbul (who rules Aglarond) has no
Telflamm has little in the way of defenses. tolerance for any who interfere in
The militia can be called out to defend Aglaronds affairs. Her small navy of
against raiders, and most cities maintain a coastboats aggressively pursues pirates
guard force large enough to stop all but a who come near the peninsula, and even
true military invasion, but the higher those pirates who trade with Thay give
forms of defense (such as siege engines Aglarond a wide berth.
and harbor chains) are not available. Captured pirates are put to death imme-
Their navy, such as it once was, has diately as agents of Thay. The Red Wizards
turned to disaster relief, with all available are known to trade with pirates, and
ships importing necessities rather than Aglaronds primary enemy and most press-
acting for the nations defense. Several of ing problem are the aggression of Thay.
these vessels have fallen into pirate hands, The Simbul has given direction that any
delivering their cargo of food and clothing suspected of cooperating with Thay be put
to overcrowded villages who pay outra- to death immediately, and her people see
geous prices for the goods, then curse the the necessity of such draconian measures.
rulers of Telflamm (who had intended the
goods to be distributed free) for their ava- Naval Forces and Shore Defenses
rice. Should this situation continue for
any length of time, rebellion may bring Aglaronds naval defenses are few, con-
the rulers of Telflamm down. sisting primarily of the small navy of
coast-boats which their warriors use on
Recent Pirate Activities their raids. While a single coast-boat is lit-
tle threat to an ocean-going vessel, such
As mentioned above, pirate activities are ships attack in swarms of 5-10, grappling
increasing along the Telflamm coast. Cor- the larger vessel, boarding it, and putting
myrean relief ships have been openly at- all aboard to death without mercy.
tacked, and Culmaster has become
something of a pirate haven. The govern- Recent Pirate Activities
ment is so shaken by the events of the last
few years that they can do nothing to stop As might be easily understood, almost no
this. piracy occurs in Aglarond.
44 Chapter 3
any ship flying the red-and-gold-flame-on- the Inner Sea.
black banner of a Red Wizardunless Skuld harbor houses Mulhorands navy
their spies have indicated that the banner (said to consist of only twenty ancient, rot-
is a ruse. ting galleys) and the small amount of mer-
However, they do trade with the Thar- chant traffic which visits this nation
chioness of Bezantur for the fire-fluid almost all of which comes from Thay. The
which powers the Thayvian bombards harbor and low-lying portions of the city
which guard the Dragonisle. Thay has not are protected from tidal waves and storm
yet recognized the threat to their monop- surges by a single huge seawall, set nearly
oly posed by the smoke powder of the three miles out into the Alamber. This wall
priests of Gond. When they discover the was built millennia ago during Mul-
situation, the pirates may have earned a horands years of greatness, and is now in
terrible enemy. sad need of repair.
46 Chapter 3
Pirates and Chessentan Law they do not often use sailing vessels, in
part because the Bay of Chessenta rarely
Piracy in Chessenta is punished harshly, has favorable winds, and often goes calm
primarily because most pirates in the area for days at a time.
are themselves Chessentan. Different cit- Soorenar and Mourktar use wizards
ies have different laws, but the death pen- rather than navies to guard their ports,
alty is common, as is confiscation of the with a swift fireball the usual response to a
vessel. Recognize, however, that many of raiding incursion. Luthcheq, on the other
these pirates are actually privateers, car- hand, executes any wizard who comes in-
rying letters of marque from their home to port, burning him at the stake.
city-state. Given the constant internecine
warfare within Chessenta, such men may Recent Pirate Activities
be staunch allies one day, and pirates
the next. Piracy is an integral part of Chessentan war-
According to the laws of Chessenta, any- fare, and warfare is an integral part of Ches-
one convicted of a capital crime has the sentan life. Thus, pirate incursions are
right to defend himself before a jury, constant, with the intent being more to dis-
which must render a unanimous verdict. rupt commerce and damage the enemys
Unfortunately, not all of the cities in Ches- ability to wage war rather than to steal trea-
senta follow this code. Sentencing in mad sure. One reason that the broad-sailing pi-
Luthcheq is decided by the whims of the rates of the Pirate Isles avoid Chessenta is
Karanoks (the ruling family of Luthcheq). the great odds that an outsider will be
Sentencing in the military dictatorship of caught between two warring factions.
Akanax is decided by a (biased) military
tribunal. However, in Reth, Airspur, Cim- Chondath
bar, Soorenar, Mordulkin, and Mourktar,
the law is applicable. The nation of Chondath lies along the
Smuggling is also a serious crime, al- southern shore of the Vilhon Reach. Chon-
though not a capital one. Most of the tax daths coast is low, with large estuaries at
revenue Chessentan cities gather comes the mouths of the River Arran and the Riv-
from export taxes. Convicted tax evaders er Nun. The shore has little in the way of
have their goods confiscated, and must protected harbors, and the waters are of-
pay a severe fine; repeat offenders may be ten shallow, limiting deep draft sea vessels
banished. to a few carefully selected harbors of Hlath
and Arrabar.
Naval Forces and Shore Defenses
Pirates and Chondathan Law
The Bay of Chessenta itself is guarded at
Watchers Cape. As with everything else in The kingdom of Chondath is essentially
Chessenta, the naval complement of the lawful, and abhors piracy. Pirates are pun-
cities varies wildly. Airspur, which recent- ished by flogging for the first offense, and
ly sustained heavy losses in war, has but a death for the second. Smuggling is un-
single customs vessel, while Cimbar, common, due to the lack of adequate
Chessentas capital, has nearly a dozen ports, but it is also not viewed as a serious
naval vessels and marines. Chessentan crime, with confiscation and a small fine
vessels tend to be biremes and triremes; being the only penalties.
48 • Chapter 3
settlements without reprisal from the Teziir extends its influence throughout
Turmish government. the Lake of Dragons. However, as the only
traffic entering the lake is primarily going
Westgate and Teziir to Suzail, Teziir has also not involved itself
with the pirates much.
The cities of Westgate and Teziir lie on the
southern shore of the Lake of Dragons. Naval Forces and Shore Defenses
These two independent cities represent
opposite poles in their treatment of the pi- Westgates docks are open, but in time of
rates and in their handling of their own need mercenaries can be called to defend
ports. the shore. Westgate mounts no navy, as
Westgate has fulfilled the role of trading pursuit of pirates is rarely a problem for
link between the Inner Sea and the Sword them.
Coast for as long as humankind have been Teziir, on the other hand, does not even
in the Inner Sea area. Once a simple stop- have a wall around the city. The docks are
over and stockyard, Westgate has diversi- relatively defenseless, and the only thing
fied into shipyards, wagonmakers, and which has prevented their being raided so
other sideline industries. far is the generous protection of the Cor-
Teziir, on the other hand, is a small trad- myrean Freesails, who despise the wanton
ing town which is trying to replace evil of Westgate.
Westgate on the Inner Sea-Sword Coast
route. By providing caravans with earlier Recent Pirate Activities
embarkment onto the ships of the Inner
Sea, Teziir hopes to route more of the car- Westgate, as mentioned above, is a pirate
go through their own harbor. Unfortu- haven. As such, one of the benefits is that
nately, for nearly half the year the Neck it does not fear pirate raids. Teziir is de-
(the narrow portion of the mouth of the fended only by Cormyr, and is generally
Lake of Dragons) is frozen, preventing any held to be ripe for raiding. It is said that the
ship traffic from entering or leaving Teziir. Lords of Teziir are seeking to hire merce-
Thus, Westgate still remains preeminent naries to defend the city until the walls
in east-west shipping. can be erected, but without the trade that
Westgate is diverting, it is not clear how
Pirates and Teziirad/Westgate Law the Lords will pay.
Both Teziir and Westgate deal with pirates.
However, while Teziir sees these dealings
as a necessary evil, the Night Masks of
Westgate (who rule most of the underworld
of the town) revel in the slave trade and
contraband brought through their ports.
To be convicted of piracy in Westgate,
you must raid a ship in Westgate harbor.
The Lords of Westgate consider any other
area outside their jurisdiction. Thus, they
can deal with pirates without the legal en-
tanglements which would otherwise arise.
50 Chapter 4
the Bay, sailing here is treacherous. A These creatures travel throughout the
dragon turtle can capsize even the largest Pirate Isles, and lair in undersea caves on
vessel, and those who fall into its jaws are almost every island in the region. The loca-
doomed to a gruesome death. Fortunately, thah tribes and the pirates have an ar-
the area has enough dragon turtles that rangement, in which the locathah are paid
these creatures fight one another as often for steering pirate fishing fleets to the best
as they attack ships. Ships which make fishing waters, allowing these islands to
appropriate tribute, either in treasure or support many more people than would
meat, can usually pass safely. otherwise be possible. In addition, the pi-
The northeast edge of the Bowl marks rates do a considerable trade in locathah
one end of the Windrace, a strait running coral carvings, and nearly every pirate
from the Bowl to Alphar Isle and beyond. wears a ring or earring of locathah coral.
The Windrace is so named because it lies
along the lines of the prevailing winds, al- The Dragonisle
lowing swift travel from the Bowl to Al-
phar Isle. In the other direction, however,
travel is extremely slow, requiring tacking Jomo wipes his nose on the edge of his
back and forth across the strait in order to coatsleeve, and snuffles loudly. He spits
make headway. Disputes between cap- into a brass spittoon, and shouts Aye!
tains are often settled by a race from Mirg A hit! when the gobbet lands squarely
Isle, across the Bowl and up the Windrace in the urn. Hes obviously had years and
to Alphar harbor, with the winner gaining years of practice. Turning to your group,
victory in the challenge. It is said that just he changes countenance rapidly and
such a challenge cost the life of King snarls, Teldar, that reprobate! He lives
Verovan of Westgate, who challenged the in Immurks Hold, named after the only
Red Wizards of Thay to a race from Alphar man ever worthy of the title Pirate Lord.
harbor around Mirg Isle and back again. Thinks that livin there makes him bet-
According to the legend, Verovan was win- tern the rest of them poor sea dogs
ning the challenge, but was betrayed by what works fer their livelihoods. What a
the Thayvian artifice of substituting his fop, always wearin them lacey cuffs
whip with one braided with cockatrice and fancy-schmancy turned-down
feathers, thus tricking Verovan into turn- boots. I dunno how hes managed to
ing all of his oarsmen into stone. ang on all these years, and not get him-
Two other straits bear mentioning. One, self killed by a challenger whats
known as the Jaws, runs south of the youngern more leaderly-like. Did I tell
Dragonisle beneath the high peak of yer about the time we took on him and
Earthspur, to the islands of Teltar and the Kissing Maiden? . . .
Sarr. The other, known as the Spoon, runs
along the southern edge of Alphar Isle to The Dragonisle is the largest of the Pirate
the eastern shore of Ilthan and then south Isles, haven to Immurk, and the home
into the Bowl. The Spoon is not as wide as base for any pirate lord (or aspirant to that
the Windrace, and it has a few sharp twists position). The island is also called Earth-
in it, so it is not as popular an accessway spur, although that name properly be-
into the central Pirate Isles. longs to the mountain on the southern end
All of these waters (except Wyrm Bay) of the island.
are inhabited by the nomadic locathah. The Earthspur is a huge spear of land
52 • Chapter 4
harbor chains and other defenses, much law. Many of these are embodied in Im-
like the northern harbor. Trails connect murks Code, a code of conduct reputedly
this harbor to Immurks Hold, and the set down by Immurk himself. Although
overland journey can be made in less than various individuals vary in the exact
four hours. The southern harbor is thus a wording and intent of the code, the follow-
popular docking point for ships who have ing elements are common:
little or no cargo to unload. Despite the l The city of Immurks Hold shall be open
protection offered by the Earthspur, how- to all pirates, so long as they do not prey
ever, the winter storms push the waves on other pirates (this effectively bars the
through the entrance (which has no sea- privateers).
wall), driving ships trapped in this harbor l As a pirates life is governed by the will
onto the unforgiving cliffs of the Earth- of the gods, no god shall be barred and no
spur. This harbor is thus evacuated interference with worship shall be toler-
through much of the winter months, the ated (this has made Immurks Hold a ha-
ships scattering to other, smaller harbors ven for many sectssuch as Loviatar and
throughout the Pirate Isles. Talonawhich are not otherwise popular
The northeastern harbor lies within a with the pirates).
grotto of sea-caves which can hold nearly l In time of war or attack, everyone in the
a dozen ships. The sea-cave entrance is Hold must fight for its defense. Every man
open at all times, but at high tide and dur- must be trained to fight, and must main-
ing storms it is not possible to sail in and tain his own weapon (this has been ex-
out of the entrance. Also, the caves have tended to women and even children over
an evil reputation, with rumors of contact the years).
with various subterranean inhabitants, in- When pirate captains fight, they must
cluding pathways to the Underdark itself! do so outside the Hold, as the Hold is more
Nevertheless, the twisting caverns are a important than any one captain (this was
favored hiding place for pirates who have originally intended to protect the Hold
made one too many enemies, and are also from intrigue and civil war, and is mostly
rumored to hold the hidden treasure of honored in the breach).
more than one pirate-living and dead. Immurks Hold supports nearly any
trade associated with the sea. There are
Immurks Hold shipwrights and a yard, with a dry dock
able to bear nearly any seagoing vessel.
Immurks Hold is the closest thing to a city Coopers (barrel-makers) and stevedores
anywhere in the Pirate Isles (at least above (cargo-handlers) repackage ill-gotten car-
the water). With a population numbering go and move it to more legitimately-
near 5,000, this pirate town is the worst flagged vessels for fencing in the other
den of iniquity on the Inner Sea (with the ports of the Inner Sea. Warehouses pro-
possible exception of Westgate). In a town vide temporary storage for the goods,
of criminals, power is law; edicts of pirate while moneychangers and usurers man-
captains are enforced by roving bands of age the huge sums which the pirate trade
pirates, who are often as much seeking the brings in.
pleasure of violence as to enforce any The city is currently divided into three
laws they happen to conceive. factions. Teldar of the Kissing Maiden is
Some traditions, however, are wide- ostensibly the most respected pirate. An
spread enough to have gained the force of older, capable veteran, Teldar lacks great
54 Chapter 4
ished in prominence as the Dragonisle be- Alphar maintains a militia and its har-
came the primary pirate hold. bor has some breakrocks, and it once had
Although Alphar Isle is nearly as large a harbor chain which has now decayed
as the Dragonisle, with more usable land away, but it does not support the kind of
area, it is in fact less desirable as a pirate defenses available at Immurks Hold. Be-
haven. It is within easy raiding distance cause of this, Alphar is much more sus-
from Procampur and Tsurlagol, so it suf- ceptible to direct attack, and it has been
fers from the occasional patrols of these sacked twice in the last fifty years by re-
city-states. Its harbor is less defensible, prisal fleets from the nations of the Inner
and cannot hold as many ships as the har- Sea. The people of Alphar view these at-
bors on the Dragonisle. Further, it is con- tacks philosophically; when invaders ar-
siderably farther from the profitable rive, they retreat to the wilderness areas of
trading lines with Thay, Mulhorand, and their island, returning when the invaders
Chessenta, while the Dragonisle is nearly have gone and rebuilding. Lesser invaders
as conveniently located to these as it is to (such as raiders) are treated much more
the northern tradelines. Thus, if Immurk harshly; the skeletons of the ships of those
did begin here, it is clear why he would who have fallen to Alphars militia lie
move to the Dragonisle. smashed along the breakrocks.
Today, Alphar Isle is still a haven for
those pirates who have angered one or Bulta
more of the powerful factions in Immurks
Hold. The citizens of Alphar Isle hold to
Immurks traditions as an open port, so Ooh, thats a weird un! Teeny efalants,
nearly anyone on the Inner Sea (except and teenier folknot moren a few inch-
privateers) is welcome in Alphar without es high! Teldar claimed to have caught
reprisal. However, the town will not toler- one once, and called her Tinklechime;
ate raiding from its harbor, as it is too close said she could glow in the dark, and told
to the vengeance of the northern nations him things. I always said he was a
to tolerate the reprisals. strange one. Anyhow, stay away from
Unlike Immurks Hold, the town has its Bulta; leave it for the harvesters.
own government separate from the pi- Nothin much ya kin do with a foot-high
rates, with Selshin Toshant, a forty-year- efalant, anyways. . .
old ex-pirate, currently holding the post of
Alphars leader. Selshin has made some ef- Bulta is a small island in the lee of the larg-
fort to clean up Alphar harbor, pushing er island of Oresk. Bulta is not inhabited by
to ban wanted pirates and to open more men, but its unique climate has given rise
active trade with Impiltur, Procampur, to a habitat for some of the most unusual
and Sembia. However, the nations of the creatures in the Realms: the minimals.
northern Inner Sea are not eager to build These half-sized breeds of otherwise
up ties to a port with such strong associa- normal animals were presumably created
tions with the pirates. Selshins efforts are by means of spells similar to those used to
also being resisted by the residents of Al- create giant reptiles, insects, and the like.
phar (whose pirate traditions run deep), Their environment, too, has been some-
and observers speculate that if Selshin how magically affected; trees and other
continues this tack, he will soon find him- plants are but half their normal height,
self removed from Alphars leadership. and the animals range over domains
56 • Chapter 4
cident, and are reluctant to sail into its
what sank to the bottom of the sea waters. Second, the magical items which
there. Aint no treasure on this world the Sembians purchased from Aglarond
worth riskin yer life against Fang were never recovered, and are believed ly-
Rocks and man-eatin creeters. Unless, ing in the sunken ships which to this day
course, the price is right. . . dot the bottom of the Fang Rocks region.
Several groups have tried to explore these
The Fang Rocks are a cluster of natural ships (using potions of water breathing),
reefs lying to the northwest of the Pirate but have been thwarted by the ixitxachitl
Isles, and are not themselves islands (ex- which inhabit the Fangs. These evil crea-
cept at very low tide). They cover a rough- tures have been known to devour divers,
ly circular area nearly ten miles in radius, tearing them apart in sacrifice to their evil
with several irregularly-spaced reefs, deities. These ixitxachitl are rumored to
some of which extend above the waterline, be ruled by a vampiric ixitxachitl of enor-
while others lie just below. However, they mous age and magical power, who views
are notable as a natural breakrock for the the Fang Rocks as his personal domain,
islands, lying on the primary route be- and who considers the Sembian magical
tween Sembia and the Pirate Isles, and for treasures as his by right, even though he
their part in the establishment of the leg- cannot use them, as he has no hands. The
end of Immurk the Invincible. exact nature of the magical treasures are
In 1180 DR, Sembia sent an enormous not known, but they are believed to in-
fleet of twenty warships into the Pirate clude a staff of swarming insects, a horn of
Isles to capture Immurk himself. These blasting, and a bowl of commanding water
warships were armed not only with ballis- elementals. This last may have been ap-
tae and catapults, but also with special propriated by the ixitxachitl ruler for his
magical devices purchased from the wiz- own use (as it requires only the speaking
ard-king of Aglarond to allow the warships of a command word to be used), represent-
an easy victory against Immurks ragtag ing further danger to those seeking the
fleet of pirates. This fleet swept forward at treasure.
flank speed, hoping to catch Immurk at
sea, as even then the harbor on the Drag- Hawks Isle
onisle was formidable.
The fleet never reached Immurk. They
had only limited intelligence about the lay Beasts, thats what lives there! Twisted
of the Pirate Isles, the area never having men, lookin nuthin like what men
been commercially viable, and made their oughta! And they fight like no men I ev-
course directly through the Fang Rocks. er seen before. Why, Teldar barely got
Twenty warships entered the Fangs; three out with his life! An me with my fingers
left, including the flagship, the admiral on crossed, too. . .
his deck weeping at the destruction of his
fleet before ever encountering the enemy. Hawks Isle is a pleasant, fruitful island
The remaining ships turned about and re- with nearly a dozen small harbors, each of
turned to Sembia, the fleet broken. which can hold no more than a half-dozen
This tale has some modern aspects. ships. The upper slopes of the island are
First of all, sailors of Sembia view the covered with forest, and birds and other
Pirate Isles as cursed as a result of this in- wildlife have been spotted.
58 • Chapter 4
shore. Some keep minotaur lizards as pets Where one group sees difficulty, another
and defenders, and there are rumors that sees opportunity. Kelthann has become a
the cyclopskin are subservient to a small common smugglers trading point, where
band of ettins. In any case, the few meager ships of one registry can exchange cargo
harbors on the northern shore have not with those of another without the watch-
made it worthwhile for the pirates to drive ful eye of one or another harbormaster.
these cruel but stupid creatures out. The island has several protected harbors,
Legend tells that the cyclopskin are ac- and the sea-traffic here during peak sea-
tually true giants, firbolgs, or other power- son sometimes rivals that at Westgate or
ful creatures cursed by Umberlee for their Procampur!
refusal to acknowledge her control of the Because of the possibility of raids, there
vicious winter storms. Some travelers to are no permanent settlements of smug-
the cyclopskin lands (always a dangerous glers on Kelthann. However, there are
undertaking) tell of a ruined stone city in some native fishermen, as well as a small
the northern highlands, proportioned for colony of halflings who reside on this is-
creatures larger than either humans or land. The Kelthanni are a taciturn and un-
cyclopskin. According to legend, the in- friendly people, and tolerate the.
habitants of this city once dominated the smugglers primarily for the gifts the
Inner Sea; there are even hints in the re- smugglers bring. They are followers of
cords of the Elven Court at Myth Drannor Grumbar, Boss of Earth, and claim that
that the Great Ones of the Inner Sea dis- their worship keeps Kelthann and the rest
appeared in a cataclysm not of their own of the Pirate Isles from sinking beneath
making. The truth of any of these rumors the waves. It is this rivalry between Grum-
lies within the enormous walls of the ru- bar and Umberlee, explain the Kelthanni,
ined city of Ilthan Isle. that brings the vicious storms every
winter, as Umberlee tries to wash the is-
Kelthann lands from her sea. The recent visit of
Umberlee during the Time of Troubles on-
ly strengthened their faith, as she attempt-
A smugglers haven, it is. Nothin per- ed several times to wash the Kelthanni off
manent, you understand, but lots of their island and was unsuccessful.
business goes on there-more than in The Kelthanni reside in rough houses of
Waterdeep itself, I hear. Did I tell you unworked stone, which have been built
about the time Teldar tried goin there in for them by earth elementals. All villages,
disguise as a smuggler, and almost got and much of the rest of the island, are pro-
himself sworn to Grumbar in the deal? tected by high dikes and stone barriers to
No? Here, have another ale. Its a grand keep the sea out. Each Kelthanni village is
tale, aye. . . led by a priest of Grumbar of at least 7th
level, who supervises the building of
Kelthann is one of the largest and most ex- homes and seawalls (through his ability to
posed islands within the archipelago summon an earth elemental), and who de-
known as the Pirate Islands. Gateway to cides all legal claims within the village.
Sembia, this island has not been popular The Kelthanni tolerate the smugglers
amongst the pirates, as its harbors are too because their activities are irrelevant to
easily raided by the fleets of the nations of the Kelthanni way of life. In payment for
the northern Inner Sea. the use of Kelthanni harbors, however, the
62 • Chapter 4
ride on a pterosaurus) will discover that ner Sea would have no choice but to turn
they have left their own world completely their attentions to stamping piracy out
behind. again in the region.
The primitive world they are now in is As Xenzs fame has grown, various oth-
ruled not by men or elves, but by dragons. er captains have gone to join him. His orig-
Escapees from the island of Lurath may inal force of but a few ships has grown to a
quickly find themselves facing Alhazma- fleet of nearly forty; it is said that only his
bad, the venerable copper dragon of the failure to occupy Immurks Hold keeps
mountain range which is (in the charac- Xenz from taking the crown as pirate lord.
ters time) the Pirate Isles. Alhazmabad is Despite the increase in size, there have
aware of the time-piercing portals in the been no defections. Captains who join
Lurath valley, but has no way to close with Xenz seem to fit perfectly into their
them and they are too narrow for him to new subordinate role, with no friction
penetrate. Should characters encounter with Xenz himself or the other captains (at
Alhazmabad, they may be able to pilfer least, not in public). Even some of the
some potent draconic magic from his smugglers have begun to join him, seeing
hoardif they survive. an opportunity to make more profit by
moving more merchandise.
Mirg Isle While Xenz risks bringing another re-
prisal fleet on the islands, none of the oth-
Mirg Isle is the second strongest pirate er pirate captains has enough support to
hold in the Pirate Isles, with the Dragon- challenge the renegade. As discussed
isle itself the only one more powerful. It is above, none of the three contenders for the
ruled by the iron fist of Xenz, a pirate lord crown of pirate lord is able to command
who dares anything to achieve his aims, enough force to stop Xenz, and by temper-
and dares the Dragonisle to stop him. ament they are unlikely to cooperate un-
Xenzs ship, the Beautys Eye, is a well- less the Dragonisle is in imminent danger.
known pirate vessel. Few survive from the The gossips of Immurks Band have be-
ships she captures, and his land raids are gun to whisper about Xenz. There is some
equally vicious; not only is the target vil- concern that his control may be magical;
lage sacked, but its entire populace is cap- two captains who were bitter enemies be-
tured and enslaved, turning the place into fore joining his band have become the best
a ghost town. The few who escape his of friends, to everyones mystification.
clutches seem to have their memories The fact that he never comes to the Drag-
wiped out, overwhelmed by the fear of onisle is also considered suspicious by
Xenz. Each of them describes the vicious many. Should he continue to increase ten-
pirate differently, and it is thought that he sion in the region, the Band itself (which
uses illusion magic to avoid being identi- owes no loyalty to any of the claimants, al-
fied. Nevertheless, his crews are always though it favors Gasteban) may have to
obedient; there are no ex-crewmen from act against Xenz: a task for which outsid-
the Beautys Eye. ers would be more than welcome.
Perhaps most serious, it is rumored that
Xenz is in league with Zhentil Keep, and
may be planning a coordinated attack
against the Dales or even Sembia. Should
such an event occur, the nations of the In-
64 • Chapter 4
and by the pirates were it not for the huge have, they are not telling), but if the leg-
stone reliefs which can be found in the end is true, it is only a matter of time until
cliffs leading to the summit of its central someone does.
mountain. These carvings, some of hu-
man-like figures, others merely of heads, Sarr
are as tall as 1000, and from a distance
appear to be perfect representations of The tiny island of Sarr lies at the far south-
some kind of warrior culture. The reliefs ern edge of the Pirate Isles. This island,
seem to tell a story of conquest and victo- bare as it is to the ravages of prevailing
ry, or possibly describe the termination of storms, is ignored by most of the pirates,
a war. There are glyphs with each picture, except as a landmark and occasional fair-
but they have baffled scholars and resist- weather anchorage. However, the island
ed any attempt to magically read them. conceals a secret which has yet to be dis-
A closer look is even more bewildering. covered by the pirates.
Despite the great height and isolation of A lone ruined lighthouse stands at the
the carvings, there is no sign that foot- far eastern tip of Sarr. This lighthouse has
holds and handholds were carved into the collapsed long ago, its upper portion lying
rock. Thus, it is a mystery how such huge, in a heap of rubble half-sunk into the
complex carvings could have been cre- rocky surf at its base. The bottom of the
ated, even by a giant-sized race. Yosten of tower has sunk into the sand, so that the
Procampur, a sage who has studied the ground-level entrance to the tower is long
carvings, speculates that the carvers be- buried. Within the hollow base of the tow-
gan at the top, carving footholds into vir- er, the staircase which once led to the top
gin stone, then overcarving them with the of the tower has long ago fallen into decay.
actual features of the reliefs so that all At the interior of the base of the tower,
traces of the holds was destroyed. Asdezel, which can now only be reached by scaling
a sage of Aglarond, offers the explanation the exterior and climbing inside, there lies
that the carvings were done by a race of a trap door half-buried in sand blown in
creatures who could naturally fly, even from above. Below lies a magical artifact of
though the carvings do not depict anyone the god-kings of Mulhorand: the magical
with wings or who is apparently magically Beacon of Light which can shine across
flying. Ezdush, a sage who served Im- the sea for miles through clouds and rain,
murk, told his lord that the carvings were providing a clear signal to any ship regard-
done by magic in a single day. The truth or less of weather.
falsehood of any of these explanations can The Beacon, a golden cube with silver
only be conjectured. cylinders extending from the top at the
There are legends, however, which indi- four corners, can be activated by stating
cate that the carvings hold the key to a se- the command word, and with another
cret treasure, possibly placed by the Great word can be deactivated again. The Bea-
Ones of the Inner Sea (as they are referred con may only be activated for six hours
to in the records of Myth Drannor). For- each day, but that would provide assured
tune-seekers have studied the carvings, safety to any port in the Realms during the
and many have gone so far as to scale the worst of storms.
walls themselves, looking for some kind of Analyzing the Beacon (with identify or
secret entrance to a treasure trove. So far other magic) indicates evocation magic,
no one has found such a trove (or if they but nothing more. However, legend lore
66 • Chapter 4
irrelevant; if the querent asks a ques- resting comfortably (with only occasional
tion without sacrificing something, turning over) for over 150 years.
even if it is a single copper piece, an imp Recently, however, the Cult of the Drag-
will fly up from the well to attack the on has discovered Eshcazs whereabouts,
querent. and is making an effort to waken the drag-
l As above, but the value of the sacrifice on. While they could do so simply by steal-
is significant. For each 1,000 gp value of ing some of his valued hoard, they want to
the sacrifice, the intelligence of the enti- talk to him afterwards (rather than being
ty is increased by one. Thus, a 2,000 gp immediately consumed in flames), and
sacrifice is treated as if the entity had an thus are trying to gently prod him awake
Intelligence of 22. without angering him. The recent distur-
bances on Tan island have been the drag-
Tan on shifting about, getting closer and closer
to awakening. Should the Cult manage to
The island of Tan sits on the eastern edge waken this creature, it could devastate
of the Pirate Isles, just beyond the isle of much of the eastern Inner Sea. Should the
Oresk. Tan, like many of the Pirate Isles, Cult turn such a fearsome beast into a dra-
has an evil reputation, but this one is more colich (a form of undead dragon), the
justified than most. Realms would suffer a devastating
The central mountain of the island ends scourge for hundreds (if not thousands) of
in a circular crater, from which smoke is- years.
sues regularly. Additionally, the ground
occasionally rumbles, and the few inhabit- Telfar
ants flee outside for their lives, as the
caves and houses which are built are
quickly shaken to the ground. Visitors are Jomo shudders and runs his hand over
reminded of the Firepeaks and Sentinel- the filthy kerchief covering his matted
spire in the southern portion of the hair. Thats one o the most evil places I
Endless Waste of the Tuigan. know of, and I know quite a few. Full
Recently, the islands sounds have been moons mean death to any in that har-
getting louder. The inhabitants (who are bor, I tell ya true, and dont you go tryin
primarily native fishermen) have consid- to disprove me. Even them what dont
ered various rituals to quiet the mountain, believe in were-things stay away from
including reviving their custom of human Telfar when the moon rides high in the
sacrifice. However, they are loath to do sky.
this unless they are sure it will help.
In fact, it wont. The island is not a vol- Telfar is a smaller island in the southern
cano, despite the symptoms. Instead, it is portion of the Inner Sea. Telfar is the first
the home of a great wyrm, Eshcaz the Red, stopping place for many returning pirate
a dragon which has laired in this island for ships, as it carries an excellent natural har-
nearly 1,000 years. Eshcaz is nearly 350 bor on its western shore with abundant
long from his nose to the tip of his tail, and food and water. Due to the ever-present
frighteningly powerful. His hoard includes storms, no one lives on the island, but
literally hundreds of thousands of gold otherwise the island is a lovely place to be.
pieces worth of treasure, as well as dozens However, pirate lore states that the is-
of magical items. Fortunately, he has been land is to be avoided on nights of the full
68 Chapter 4
In Which The Reader Meets Nine of the
Most Notorious Pirates of the Sea of Fallen
Stars
70 • Chapter 5
skulduggery which is the contest for the
mast.
Vurgrom has set his sights for most of
that time on Teldar of the Kissing Maiden
(see above), who is still considered the
strongest contender for Immurks Seat.
Teldar has avoided direct confrontation
within the Hold, and the Kissing Maiden is
too strong a vessel for even Vurgrom and
his four ships to take. Also, whenever Vur-
groms strength allows him to consider di-
rectly challenging Teldar, Vurgrom has
been suddenly and unexpectedly engaged
by a lesser contender. His most recent
clash was with Crammar, a soft-spoken
dispassionate master of intrigue. Vur-
groms ship met Crammars on the high
seas, and when the encounter was com-
plete Crammars ship followed Vurgrom.
Crammar has not been seen since.
Vurghom has recently come into posses-
sion of a ring of truth. He is aware of the
rings ability to detect lies, but wears it only
rarely, as he does not yet trust its magical Nonweapon Proficiencies: Animal
abilities. He has thus not yet discovered its Handling, Blind-fighting, Bowyer/Fletch-
effect on himself, though with his usual er, Heraldry, Navigation, Rope Use, Sea-
level of bluster it is likely he will do so soon, manship, Tracking
possibly in embarrassing circumstances. Languages: Common
Magical Items: scimitar +2, spear +2,
Azla (Half-elven Fighter 9) chain mail +3, 10 arrows +1
Ship: Black Champion (caravel)
Str 16; Dex 17; Con 16; Int 13; Wis 11; Crew: 25 average
Cha 14 Special Features: 1 medium ballista
Armor Class: -1 Azla is a very young woman to be a pi-
Move: 12 rate captain, having risen to the post (in
Hit Points: 94 the traditional fashion) before her thirtieth
Number of Attacks: 3/2 rounds (2/1 birthday. She is tall and slender, with silky
with scimitar; 3/1 with scimitar and dag- dark hair which is hacked off just below
ger, 2/1 with short bow) her shoulders. She only arrived on the In-
Damage: By weapon type +1 ner Sea five years ago, and immediately
THAC0: 12 (9 with own scimitar; 10 made her mark as an excellent fighter. She
with own spear) has been quite secretive about her origins,
Alignment: LN and rumor has it that she fled from the
Weapon Proficiencies: Scimitar (spe- Blades of Mulmaster.
cialization), Dagger/dirk, Two Weapon The facts are perhaps stranger yet. Azla
Style Specialization, Short bow, Spear was an officer in the Cormyrean army, a
72 • Chapter 5
Wessalen Arturia
(Human Paladin 9)
Str 16; Dex 13; Con 14; Int 13; Wis 15;
Cha I7
Armor Class: 2
Move: 12
Hit Points: 55
Number of Attacks: 3/2 rounds
Damage: By weapon type +1
THAC0: 12
Alignment: LG
Weapon Proficiencies: Long sword,
Javelin, Punching and Wrestling, Weapon
and Shield Style Specialization,
Nonweapon Proficiencies: Ancient
History (Chessenta), Endurance, Eti-
quette, Healing, Running, Seamanship,
Weaponsmithing
Languages: Common, Untheric
Magical Items: Scale mail +2, shield
+1, long sword +1, 3 javelins of lightning,
potion of speed, potion of extra-healing,
glvoes of missile snaring on the Pirate Isles during the time of the
Ship: Argosy (Longship) last Chessentan Empire. Wessalen discov-
Crew: 70 crack ered records in his temple in Cinbar which
Special Features: None indicated that the artifact was crucial to
Wessalen Arturia is a Chessentan noble- the spread of the Chessentan Empire, and
man devoted to the service of Lathander, was lost during the collapse. However, the
the Morninglord. In Chessenta, Lathander records say little of the device or its ori-
represents the perfect athlete, and Wessa- gins, and thus Wessalen is not exactly
len is tall, lithe, and strong, with curly sure what he is looking forhe trusts the
blond hair and a well-muscled physique. Morninglord to tell him when he has suc-
Like many others in this temple, Wessa- ceeded. Currently, Wessalen is seeking the
len has sought to restore the land of Ches- artifact throughout the Pirate Isles, visit-
senta to its former glory, reuniting it into ing each island and searching for ruins of
an empire which would lead the Inner Sea ancient Chessentan settlements.
to a new period of unity and prosperity. While he has not sought violence, Wes-
Like many who seek such goals, Wessa- salen has also not explained his presence
len has not taken enough time to deter- in the region, much to the distress of the
mine the amount of suffering such a new inhabitants. Thus, he has had several vio-
empire would cause. He does not justify lent encounters, and has begun to ap-
this suffering in terms of the higher goals; proach ships with a more openly hostile (if
he simply hasnt thought of it. still defensive) attitude.
Currently, Wessalen is seeking an an- If contacted in a friendly manner, Wes-
cient Chessentan artifact which was lost salen will be cordial, although he would
74 • Chapter 5
Damage: 3-12 or 1-2 and by weapon
type
THAC0: 11
Alignment: CE
Hit only by silver, cold iron, or +1 or bet-
ter magical weapons
Ship: Umberlees Get (caravel)
Crew: 19 average (seawolves; see Ly-
canthrope, Seawolf in the Monstrous
Compendium)
Special Features: Two arbalests
Jezgar Skentzin was one of the fiercest
pirate captains to ever sail the Inner Sea.
He was a man unfrightened by force, and
his raids were well known for the high
death toll both among his victims and his
own crew. Over time, only those pirates
with an unquenchable taste for blood and
a death wish joined his crew.
Jezgars exploits include many tales
told among the pirates, but his most im-
portant is a complete secret. On one voy-
age, he took on a shipwreck victim he
coastal lands have come to the attention of found floating at sea. The victim turned
the goddess herself, and if he stays his out to be a seawolf. Jezgar slew the crea-
course he will soon be granted the right to ture, but not before it had infected him
cast Mielikkis own magics as the priests and his crew.
do. This pressure to succeed in Mielikkis The extent of Jezgars evil was so great
eyes, combined with his recent recogni- that he became one of the dreaded greater
tion by King Azoun, has made Dalvar a bit seawolves. He and his crew plied the
too ready to do battle. He has never yet sealanes as reavers, now truly seeking
suffered a serious defeat, but he increas- blood rather than booty.
ingly risks tougher and tougher foes, Despite the occasional rumors of a
counting on the beneficence of Mielikki to seawolf-pirate, Jezgar has cleverly hidden
protect him. Some in Suzail feel that the his affliction. He and his men are occasion-
young captain needs to be taken down a al visitors to Immurks Hold or Alphar
peg-for his own good. Port, although they are always gone again
before nightfall. By day, they sail as pi-
Jezgar Skentzin rates. At night, they swim the seas, feed-
ing. If their numbers are depleted in
(Greater Seawolf) battle, they add to their crew in the tradi-
Armor Class: 5 tional fashionthey bite their victims to
Move: 9, SW 27 make new seawolves.
Hit Points: 56
Number of Attacks: 1 or 2
76 • Chapter 5
Quelzur Naismen
(Human Mage 11)
Str 9; Dex 14; Con 12; Int 16; Wis 8; Cha
11
Armor Class: 3
Move: 12
Hit Points: 26
Number of Attacks: 1
Damage: By weapon type
THAC0: 17
Alignment: LE
Weapon Proficiencies: Dagger, Dart,
Staff
Nonweapon Proficiencies: Ancient
History (Mulhorand/Thay), Astrology, Eti-
quette, Gem Cutting, Heraldry, Navigation,
Reading/Writing, Spellcraft, Swimming
Languages: Common, Old Mulhoran-
dic
Magical Items: censer of summoning
air elementals, bracers of defense AC 4,
potion of healing, potion of fire resistance,
scroll of protection from mammal control, mage, Quelzur displeased the powerful
ring of protection +1, scroll of Mordenkai- Zulkir Szass Tam, and decided that volun-
nens Lucubration, Mordenkainens Mag- tary exile was preferable to eternal servi-
nificent Mansion, and Incendiary Cloud tude as a zombie under the Zulkir of
Ship: Winds Despair (caravel) Necromancy.
Crew: 17 average Being a Red Wizard, Quelzur had fewer
Special Features: Commonly pro- friends outside Thay than he had inside.
pelled by an air elemental (see below); two Quelzur also felt, having been raised in
medium ballistae Thayvian society, that as a wizard he was
Quelzur Naismen began his career as inherently superior to any mundane non-
one of the infamous Red Wizards of Thay. Thayvian. Thus, though he easily bested
While he showed considerable prowess in his first captain (a single lightning bolt
his early years, he failed to develop the ap- burned the man where he stood), he has
propriately humble demeanor before his had difficulty inspiring loyalty in his crew.
superiors in the Thayvian hierarchy, and He constantly acts superior to them, lord-
quickly gained a reputation as a malcon- ing over them like a minor godling.
tent and a troublemaker (not an entirely Quelzur would long ago have died in his
bad thing in Thay). sleep at the hands of his crew were it not
Unfortunately, despite his magical com- for a valuable item he acquired on his
petence, Quelzur was no better at fending way out of Thay. This item, a censer for
off the backstabbing politics of Thay as he summoning air elementals, has given
was at making friends. By the time he was Quelzur the most maneuverable vessel on
thirty, although already an accomplished the Inner Sea. Whenever his ship enters
78 • Chapter 5
game purposes, he can throw a goblin as far
as he can throw a rockup to 200 yards.)
Sometimes the goblins miss; then they
drown. Sometimes they hit; then they get
into the ships riggings and cut them, so the
other ship slows down. When he catches
the ship, they usually have lots of food
aboard (some of which is even still alive!).
Unfortunately, this technique is hard on
the goblin supply. Huzza has convinced a
few other tribes of goblins to join him, but
they have also slowly succumbed to Huz-
zas unusual attack methods. The goblins
arent too happy with Huzza, but they
dont know what to do about him. If they
attack him, hell just eat them; he wont
let them leave.
80 Chapter 6
ly on the strength of their rowers. This would normally be used for cargo is in-
speed can only be maintained for a short stead used to provide space for large weap-
period of time; too long and rowers will ons and their ammunition). This initial
collapse, and masts, yards, and sails will armament number reflects the number of
break. armaments that can be built directly into
Each ship has at least two crew num- the ship. Further additions can be made
bers. The first is the number of individ- with each weapon eating up ten tons of
uals needed to run the ship under normal cargo space. Additional armament cannot
circumstances. The last is the maximum exceed one-quarter of the ships total car-
number of individuals that the ship can go capacity. This limitation allows some
carry and remain seaworthy. room for the crews needs and ensures
The middle number, if present, indi- that the ship does not become topheavy
cates the number of individuals required and capsize.
to operate the oars. If the vessel is not car- Armament falls into an number of cate-
rying that many individuals, it is limited gories:
to sail motion only. Catapult: blunt stone thrower
Seaworthiness rates the vessels abili- Ballista: extremely large
ty to remain afloat in dangerous situa- crossbow
tions, notably storms, hidden shoals, Ram: punches holes in ships
extended voyages, huge monster attacks, Bombard: cannon; very rare,
and rams. Seaworthiness is rated as a per- expensive, and
centage value. Anytime there is a chance dangerous to use
of sinking, the DM rolls percentile dice. If Fire Projector: shoots liquid flame
the roll is equal to or less than the seawor- Further information about each of these
thiness rating of the ship, it remains weapons is given under the individual en-
afloat, although bailing or repairs may be tries.
necessary. If the roll is higher than the sea- Cargo space is the amount of stuff the
worthiness rating, the ship suffers critical ship can contain. The remaining interior
damage. space is needed for crew, armament, and
In addition to seaworthiness, there are other necessities. For each large weapon
many attacks that can force a ship to added to a ship over and above its stand-
make a saving throw (such as a disinte- ard ordnance, ten tons are subtracted
grate spell cast on the bow) which will from the total amount available for cargo
cause the ship to save or be damaged or (the weapons and ammunition occupy
destroyed. In general, use the Item Saving that space).
Throw chart (on page 39 of the DMG) for Keel length (KL) is the long dimension
determining effects. Most ships are Thick of the ship, usually but not always mea-
Wood for general saves. sured along the ships keel.
Power type defines the type of motive Beam length (BL) is the width of the
force that causes the ship to move through ship, measured at the ships widest point
the water. but not counting any oars or yardarms
Armament varies from ship to ship. In that may widen the ship without effective-
a typical ship description, the standard ar- ly contributing to its tonnage.
mament (SA) is provided. Additional ar- Armor rating (AR) for a ship is similar
mament may be provided, though this to the Armor Class of a character. Armor
cuts down on cargo space (the room that reflects the difficulty that an attacker has
82 • Chapter 6
Saving Throw: Thick wood Seaworthiness: 55%
Power Type: Sail Saving Throw: Leather
Cargo Tonnage: 100 tons Power Type: Sail and Oars
Keel Length: 60 feet Cargo Tonnage: 5 tons
Beam Length: 20 feet Keel Length: 20 feet
Standard Armament: 1 large weapon Beam Length: 8 feet
Ram: Not allowed Standard Armament: None
Also called a round ship, this is a small Ram: Not allowed
merchant ship that hugs the coast. This The currach is an early, primitive vessel
sailing ship is fitted with two masts and made from thick hides stretched over a
triangular sails, with the rudder hanging wood and wicker frame. It is used by the
from one side. Normally there is only a people of Aglarond and Turmish for local
small sterncastle. A coaster is slow and fishing.
not tremendously seaworthy, but it can
carry large amounts of cargo with a Drakkar
smaller crew than a galleys. Cost: 25,000 gp
Coasters are common in Turmish, Chon- Base Movement: 2/4
dath, Chessenta, and Aglarond. Emergency Move: 3/12
Crew: 20/60/250
Cog Armor Rating: 7
Cost: 10,000 gp Seaworthiness: 50%
Base Movement: 3 Saving Throw: Thick wood
Emergency Move: 4 Power Type: Sail and oars
Crew: 10/25 Cargo Tonnage: 40 tons
Armor Rating: 9 Keel Length: 100 feet
Seaworthiness: 65% Beam Length: 20 feet
Saving Throw: Thick wood Standard Armament: 1 large weapon
Power Type: Sail Ram: None
Cargo Tonnage: 180 tons The largest of the Northmens longships
Keel Length: 85 feet is known as a drakkar or dragonship. Al-
Beam Length: 20 feet though a single mast can be raised, oars
Standard Armament: 1 large weapon provide the main source of power. The
Ram: None minimal crew rows, while the remainder
The cog is a larger, improved version of are carried for boarding and raiding.
the coaster, able to make ventures into the Due to its great size, the drakkar is not
open sea. Like the coaster, it is a sailing very seaworthy. This combined with the
ship with two masts, but the cog employs fact that there is no space on board for
square sails. There is normally one deck many supplies (certainly not enough for
and fore- and sterncastles. 240 men) or sleeping quarters keep the
drakkar close to the coast where it can put
Currach in for the night. Because of its cost and
Cost: 500 gp limited use, the drakkar is not a common
Base Movement: 2/3 vessel on the Inner Sea.
Emergency Move: 3/10
Crew: 2/4/10
Armor Rating: 10
84 Chapter 6
Armor Rating: 7 Knarr
Seaworthiness: 75% Cost: 3,000 gp
Saving Throw: Thick wood Base Movement: 4/2
Power Type: Sail Emergency Move: 5/12
Cargo Tonnage: 500 tons Crew: 8/14
Keel Length: 130 feet Armor Rating: 9
Beam Length: 30 feet Seaworthiness: 65%
Standard Armament: 3 large weapons Saving Throw: Thin wood
Ram: Not allowed Power Type: Sail and oars
The galleon is the largest and most Cargo Tonnage: 40 tons
advanced sailing ship on the Inner Sea. It Keel Length: 60 feet
is a sail-driven ship with three masts. Beam Length: 15 feet
There are normally three through decks Standard Armament: None
(running the length of the ship), while the Ram: Not allowed
castles fore and aft have two decks. The knarr is a small cargo ship which is
Galleons are most frequently used in used in the northlands. It has a single mast
Cormyr, Sembia, and Impiltur. However, and a square sail. In times of poor wind, a
they are not common even there. few oars at the bow and stem can provide
more power. The ship is relatively seawor-
Great Galley thy, and can be used to make long (if not
Cost: 30,000 gp comfortable) sea voyages. Its flat bottom
Base Movement: 3/6 makes it useful for sailing up rivers and es-
Emergency Move: 4/11 tuaries, and it can be beached easily.
Crew: 40/140/200
Armor Rating: 7 Longship
Seaworthiness: 45% Cost: 10,000 gp
Saving Throw: Thick wood Base Movement: 5/2
Power Type: Sail and Oars Emergency Move: 6/13
Cargo Tonnage: 150 tons Crew: 40/200
Keel Length: 130 feet Armor Rating: 8
Beam Length: 20 feet Seaworthiness: 60%
Standard Armament: 3 large weapons Saving Throw: Thin wood
Ram: Allowed Power Type: Sail and Oars
The great galley is an improved version Cargo Tonnage: 50 tons
of the dromond. It is slightly smaller than Keel Length: 75 feet
the dromond, and its main power comes Beam Length: 15 feet
from its 140 rowers and its three masts; Standard Armament: 1 large weapon
this combination gives it better speed and Ram: Allowed
handling. When outfitted as a warship, This is the standard Northmens war-
the front end is built as a ram and marines ship. It is more substantial than the knarr
are carried instead of cargo. Like all gal- but not nearly as massive as the drakkar.
leys, the great galley is a coastal vessel, A typical longship has 20 oars per side,
rarely venturing into open water. each worked by a single man. There is also
This ship, like the dromond, is most a single mast and square sail. A longship
common among the southern lands of is fairly seaworthy and can sail across the
Mulhorand and Chessenta. open sea when necessary.
88 • Chapter 6
men and a firing platform for five archers. before hitting crew members.
A large castle is 15 to 20 feet tall and pro- Ships with netting gain a +2 on saving
vides protection for twenty men, plus a fir- throws for their crews against missile
ing platform for ten archers. The protected weapons or magical which creates solid
men may use a drop-away gangplank, fit- objects.
ted with hooks to hold the enemy ship, in a In addition, the presence of netting al-
boarding action. lows those personnel hit by catapult
stones a saving throw against death magi-
All ships hulls come with a standard Ar- cal to avoid the effect of being hit by such
mor Rating (AR), determined by the ships weapons.
shape and construction. A hulls armor The netting is destroyed once it is hit by
rating can be improved by increasing ei- a heavy catapult shot, or two medium cat-
ther the thickness of the hull or by plating apult shots. Fire projectors destroy the
the hull with other materials (usually netting in two rounds. Light catapults and
metal). The options and costs are: ballistas cause no damage to netting.
In a boarding action, boarders must cut
Increased Thickness through the netting before they can attack
Cost: 10 gp per cargo ton of ship the enemy crew. Netting can be cut the
Increasing the thickness of the hull im- same as grappling lines; it has five hit
proves the ships AR by 1 (from 7 to 6, for points and AC 10. Defenders under the
example). However, this thickening also netting can attack boarders above the net-
reduces available cargo space by 20 per- ting if the defenders are armed with pierc-
cent. A ship can have its hull thickness in- ing (P) type weapons.
creased only once.
Speed Improvements
Plating
Cost: 30 gp per cargo ton of ship Rigging
Also called barding, plating a ship con- Cost: 10 gp per cargo ton
sists of covering it in metal plates or A ship owner can add to the existing
scales. This improves the AR of the ship sails and oars (rigging) to improve his
by 1 (from 3 to 2, for example) but down- ships speed and handling. A ship with
grades the speed of the ship by one third. this additional maneuvering equipment is
Further, it is obvious to anyone looking topped out and requires additional
at it that the ship is plated. Plating can on- manpower and cost.
ly be performed once on any given ship. A Rigging the ship beyond its standard re-
plated ship still uses its original saving sults in an increase in the ships speed, by
throw type (thick wood or thin wood). +3 (a speed of 15 becomes 18, 12 becomes
15).
Netting Additional rigging also means there is
Cost: 3 gp per 10 cargo tons of ship more for the crew to do. The minimum
Ships with large, open decks are often crew required to operate the ship in-
covered with thick, twisted ropes bound creases by half (50%). If it normally takes
into a net. These nets serve to partially 10 crewmen to operate the ship, when the
protect the crew from catapult fire and ships rigging is increased, it requires a
boarding from other ships. Attacks com- crew of 15.
ing from above must destroy the nets first Rigging can be added only once per
90 Chapter 6
becomes crack after three more months, Weapon Teams
including at least one battle with another
ship (known as blooding the crew). If Any crewman can operate a large weapon
during all three of these months the crew such as a catapult or ballista. There are
served under one captain, they attain specialists who have been trained in their
crack status. use, however, and they tend to be more
valuable in combat. If the captain wishes
Decreasing Crew Status to invest, it may be possible to get special
hirelings for these shipboard positions.
Crew members may be lost through the Any good-sized city will have a few
normal wear and tear of combat and trav- large-weapon specialists available for hire.
el. As long as at least 20% of the original (A large weapon specialist is an individual
crew is still on board, the ships crew sta- who has expended a weapon proficiency
tus stays the same. to become an expert user of a ballista, cat-
For example, if a ship with a trained apult, or fire projector.) One to 10 will be
crew of 10 men loses eight to a kraken and available in any standard month, and
then hires eight green replacements at the their hiring rates are usually the same as
next stop, the ship still has a trained crew. for trained or crack crewmen (6 gp/month/
The oldtimers teach the ropes to the new- specialist).
comers. A single specialist will affect the firing of
The exception to this is crack status. If a one large weapon, adding a +1 to hit as
crack crew loses more than 50% of its long as the specialist can communicate
members, it slips to trained status until with the crewmen operating the weapon.
the new crew passes through the three- Further, the weapon team may lose one
month process to regain its status. member (besides the specialist) and con-
tinue to operate with no decrease in its
Effects of Crew Status rate of fire. The specialist must be dedi-
cated to that weapon, and cannot fulfill
Crews, regardless of their status, can man any other role aboard ship to gain these ef-
large weapons. The status of the crew does fects.
not affect their combat ability. Multiple specialists are needed to main-
However, a crew that works together tain multiple weapons. A weapon special-
smoothly can increase the speed at which ist can help repair and operate any
the ship reacts to enemy maneuvers. This weapon, but he can only work on one
has no effect on the ships maneuver rat- weapon at a time.
ing, but does modify its initiative rolls and Most weapons specialists are familiar
morale. with only one type of Weapon: ballista, cat-
apult, or fire projector. Five percent of
Table 2: Effects of Crew Status those encountered will be knowledgeable
in two weapons, and five percent of those
Crew Status Initiative Morale will be well versed in three.
Green +1 -1
Average Unmodified Unmodified Towed Ships
Trained -1 +2
Crack -2 +4 Any type of ship, whether oared or sailing,
can be converted to a towed vessel. The
92 Chapter 6
Table 3: Towing Creatures
Towing Normal
Movement Capacity Towing
Creature (Fl, SW) (Cargo Tons) Speed
Aerial Servant Fl 20 3
Ascallion Sw 15 3
Asperii Fl 10 6
Bat, Huge Fl 5 2
Catfish, Giant Sw 20 2
Crayfish, Giant Sw 2 1
Crocodile, Giant Sw 10 1
Dinosaur, Archelon Sw 8 2
Dinosaur, Mosasaurus Sw 30 2
Dinosaur, Nothosaurus Sw 5 3
Dinosaur, Plesiosaur Sw 3 2
Dinosaur, Pteranadon Fl 10 2
Dinosaur, Pterosaurus Fl 15 2
Dinosaur, Tanystropheus Sw 15 3
Dolphin Sw 2 4
Dragon, Black* Sw 25 1
Dragon, Black* Fl 15 4
Dragon, Blue Fl 25 4
Dragon, Brass Fl 15 4
Dragon, Bronze* Sw 40 1
Dragon, Bronze* Fl 25 4
Dragon, Copper Fl 20 4
Dragon, Gold Fl 35 5
Dragon, Green* Sw 30 1
Dragon, Green* Fl 20 4
Dragon, Red Fl 30 4
Dragon, Silver Fl 30 4
Dragon, White* Sw 20 1
Dragon, White* Fl 10 4
Dragon Turtle Sw 30 1
Eagle, Giant Fl 5 6
Eel, Giant Sw 5 1
Elemental, Air** Fl 50 5
Elemental, Water Sw 50 4
Gar, Giant Sw 15 4
Gargoyle Fl 3 2
Margoyle Sw 3 2
Genie, Djinn Fl 10 3
Genie, Dao Fl 8 2
Genie, Efreeti Fl 15 3
Genie, Jann Fl 8 4
Genie, Marid* Fl 20 2
Note that having a ship capable of being trolled. Animal training, magical enchant-
towed by a creature is no guarantee that the ments, or bargaining may be required to get
creature is available, or that it can be con- a proper team for a towed vessel.
94 • Chapter 6
In Which Are Revealed the Methods Em- vorable. When adverse winds exist, all of
ployed by the Fearsome Pirates and Their the above modifiers are halved for sailing
Law-Abiding Foes ships and ships being towed by aerial crea-
tures (rowed ships and ships being towed
Ship movement can be classified in two by swimming creatures are not affected).
categories: long range and tactical. Long When adverse winds are storm strength
range movement is used for traveling from or greater, a ship will be blown off-course
port to port across the Inner Sea; tactical by half its movement, regardless of its
movement deals with shorter ranges be- method of propulsion.
tween combatants.
Encounters
Long Range Movement
Ship encounters bear only minimal simi-
Ocean travel is measured in hours. Each of larity to land encounters. At sea, there are
the basic hull types has a base movement few obstructions to use for cover, and gen-
rate specified in miles per hour. These rep- erally ships can see one another at a dis-
resent a typical travel rate given normal tance of miles, rather than feet.
travel conditionsa light breeze. However, it is still possible for one ship
More than other methods of travel, how- to see another first, and for the first ship to
ever, ships (especially sailing ships) are attempt to fade back into the horizon so
subject to the whims of wind and weather. that it will not be seen. For this reason,
While it can be assumed that sailing rolls are still required to determine when
weather is generally good, there are times such observations are made.
when storms, favorable winds, or freak Once the two ships are within visual
currents can increase or decrease a ships range of one another, each ship makes a
speed. roll each turn to determine whether it sees
The weather conditions which prevail the other. This roll can also be used to indi-
for a days travel can be determined by cate sighting land, large sea monsters (at
rolling on the Weather Conditions table the horizon), or other items of signifi-
found in the Time and Movement chap- cance. The d20 roll made is determined by
ter of the DMG. the quality of the crew as shown in the fol-
lowing table.
Once the weather conditions have been
determined, the base and emergency Ship Sighting Table
movement rates of the ship are modified Crew Quality Roll required
in accordance with the Sailing Movement Green 16
Modifiers table found in the Time and Average 13
Movement chapter of the DMG. Trained 10
Crack 8
Ships being towed by flying creatures
use the Sailing Modifier column of the ta- The maximum range at which one ship
ble referenced. Ships being towed by can see another is a function of the weath-
swimming creatures use the Rowing Mod- er conditions.
ifier column.
Adverse winds are determined by roll-
ing 1d6. On a 5 or 6, the winds are unfa-
96 Chapter 7
Viewing Distance Table framework for playing the AD&D® game at
Weather Range (miles) sea. The game will be far less interesting if
Clear 8 played without the personal involvement
Cloudy 3 of the player characters aboard ship.
Gale 2
Hurricane 1 Ship-to-ship combat includes the follow-
1 or less ing steps:
Foggy 1. The DM decides what actions the op-
Obviously, any obstruction (such as an posing ship will take. Actions which a
island) will provide additional cover which ship can take are listed below.
may reduce this distance. 2. The players indicate what they will do,
including any attacks they may make,
Ship Combat and how their ship will maneuver.
3. Initiative is determined.
A simple combat system is given below, 4. The relative positions of the ships are
providing a very abstract system for re- resolved.
solving movement. A round of combat is 5. Attacks are taken in order of initiative.
the same as a standard round-one min-
ute. These steps are followed until the com-
Players and referees will do well to re- bat endsone side is defeated, surren-
member that this product is intended for ders, or runs away.
use as a role-playing aid, not a boardgame NPC/Monster Ship Determination: In
of ship-to-ship combat. It provides a the first step, the DM secretly decides
changed somewhat, if the DM decides that l Which ship currently has the advan-
98 • Chapter 7
should make the final determination Approach: Get closer to the opposing
based on common sense and the circum- ship. (-3)
stances. For example, in a heavy fog bank, Maintain Distance: Maintain the cur-
two hostile ships might encounter one an- rent distance from the opposing ship. (0)
other at a close distance, while a ship Gain Room: Try to increase the distance
spotted on the horizon is considered very from the opposing ship. (+3)
distant. Flee: Run directly away from the oppos-
In normal ship combat, neither ship will ing ship. (+5)
begin with an advantage. However, due to
surprise, favorable winds, or other cir- The numbers for each posture are modi-
cumstances the GM may wish to start one fied as follows:
of the ships (either that run by the PC or Faster ship + / - difference in
that of the NPCs) with an initial advan- speed
tage. An advantage is used in maneuver- Initiative +/-1
ing to determine the results of the two Oared +/- 1
ships maneuvers. Positional advantage +/- 1
100 Chapter 7
Weapon Range Damage ROF THAC0 Critical Hit on
Ballista, lt. 1/27 2d6 1/2 16 N/A
med. 3/30 3d6 1/3 14 20
heavy 6/36 3d10 1/4 12 19,20
Catapult, lt. 15/20 2d10 1/2 16 20
med. 18/30 3d10 1/2 17 19, 20
heavy 18/36 3d10 1/3 18 18, 19, 20
Fire Projector 18/40 3d10 + fire 1/4 16 18, 19, 20
102 • Chapter 7
ing.) In cases like this, a side with enough 2d6 lines are secure. A grappling attack
manpower can overwhelm the other side inflicts no damage but links the two ships
by grappling and boarding. Certain types together. Both ships are immobilized once
of ramming may also result in a grappling they are connected by sufficient grappling
situation. lines.
Either side can grapple, but the moving Cutting Grapples. A crewman must
side has the first opportunity. The purpose make a normal attack roll to hit AC 10,
of grappling is to bring the two ships to- then roll his damage to cut a grappling
gether to allow boarding. line. A line has 5 hit points. Grappling
The most common method of grappling chains are AC 4 and have 20 hit points.
is a large hook at the end of a long rope or Grapples may be cut at any time in the de-
chain. There are also ballista bolts which fenders turn, but often the ship has been
are similarly equipped and can be fired in- boarded by then.
to the opponents hull. In either case, once Combat when boarding is standard
the hooks have caught hold, the two ships AD&D® system combat. A crew (either
can be hauled together. side) will fight until defeated or it fails a
A grappling hook requires about 5' of morale check. Player characters and im-
space from side to side to be thrown at an portant NPCs (determined by the DM) may
adjacent ship. The number of hooks that fight as long and as hard as they wish,
can be thrown depends upon the length of even to the death.
the ship making the attack and the num- In very dangerous situations, a morale
ber of hooks it can bring to bear. check should be made to see if the crew
Two ships are considered grappled when will board in the first place. For example,
104 Chapter 7
of the ship. A successful roll indicates the 1d20
stone or bolt has struck the vessel some- Roll Result
where (crew damage is figured at this 1 Roll twice on this table
time), but not necessarily anywhere that 2 Deck Crew Casualty
will endanger the vessel. An Item Saving 3 Interior Crew Casualty
Throw is rolled for the target ship, most of- 4 Ship Shaken
ten using Crushing Blow (for catapult 5 Large Weapon Damaged
stones). If this save is successful, the stone 6 Deck Crew Casualty
causes some damage but not enough to do 7 Hull Holed
serious structural harm. Future seawor- 8 Sheared
thiness checks are reduced by 5%, how- 9 Hull Holed
ever. If the save is failed, a seaworthiness 10 Ship Shaken
check is immediately made. Should the 11 Fire!
check succeed, the 5% penalty is applied 12 Loss of Movement
to future rolls. If the check is failed, a criti- 13 Deck Crew Casualty
cal hit occurs. 14 Large Weapon Damaged
The procedure is similar for magical 15 Ship Shaken
spells that cause extensive damage dis- 16 Hull Holed
integrate, fireball, lightning bolt, etc. The 17 Sheared
saving throw required by the spell is 18 Leaking
checked. If successful, future seaworthi- 19 Loss of Movement
ness checks are reduced by 5%. If the 20 Hull Holed
check fails, a seaworthiness check is im-
mediately made with the result being the Deck Crew Casualty. One exposed
same as that for large weapons. crew member is struck and suffers the
For rams, crashes, and similar attacks, same damage as the ship. Choose the tar-
no saving throw is madeit is assumed get randomly from exposed crew. All char-
the ship has suffered extensive damage. acters within 5' of that individual must
Instead seaworthiness checks are immedi- make a saving throw against death magic
ately made. Again, passing the check or suffer the same damage.
causes a 5% reduction in future checks. Interior Crew Casualty. Same as Deck
Failing the check requires a critical hit. Crew Casualty, but everyone aboard is a
potential target, including prisoners and
Critical Hits the captain. This reflects not so much the
effect of the missile itself, but shattered
Critical hits vary from ship-threatening re- parts of the ships interior bouncing
sults of combat to less-dangerous situa- around during combat.
tions which impair the functioning of the Ship Shaken. Ship rings from the blow
ship. Only large weapons can inflict criti- of the attack. All characters not sitting or
cal hits outright, but the DM can rule that otherwise firmly tied down have a chance
sufficient application of small weapons to fall to the deck, disallowing any attacks
(the dwarf with the battle axe) could weak- or spell use that round. Characters in the
en a ship sufficiently to cause a critical hit. rigging will also take the appropriate dam-
When a critical hit is called for, roll on age if they fall. NPCs have a flat 40%
the table below and apply the result (re- chance of falling as a result of this critical
sults are listed following the table). hit, while PCs (and NPCs important
106 • Chapter 7
A ship that is sinking will last 1d10 rounds loading. That is, if three men start reload-
once holed. While the ship is sinking, large ing the above weapon and then one man is
weapons (catapults, ballistas, etc.) are lost as a casualty, the remaining men will
considered useless. The deck of the ship is need four full rounds (including those that
tilting too sharply to properly aim such de- have already passed) to reload and fire.
vices. Attacks using hand-held weapons Large weapons can be reloaded and
or spells may still be performed, however. fired as long as one man remains available
When the ship sinks, every character to do so. A large weapon without a crew
aboard must make a saving throw against cannot be fired. If a weapon is partially
death or be sucked beneath the water. For loaded and the entire crew is slain, the
this reason, most characters will try to loading must begin again when a new
abandon ship, entering the water first to crew arrives.
avoid being sucked into the undertow.
Characters tossed into the sea must Fire
make a saving throw against death magic
to find a piece of debris which they can use Whether as a result of a critical hit, a de-
to stay afloat. Characters who do not find vice such as the fire projector, or spells
such debris are subject to the normal such as fireball, fires sometimes start on
Swimming rules (pages 120-122 of the ships.
Players Handbook), and if they are in ar- Fires do not threaten the structural in-
mor may quickly drown. tegrity of the ship for at least 2d6 rounds.
A ship that is breaking up or sinking They do, however, threaten the health and
stops moving. safety of those aboard from the round they
start. After 2d6 rounds have passed, make
Effects of Crew Losses on Ship a seaworthiness check each turn, with a
Performance cumulative -5 applied to each check.
Putting out a fire requires one person for
The less manpower a ship has, the less ca- every round the fire has been turning.
pable it is of fighting and sailing effective- Translate the number of rounds the fire
ly. A ship may still handle itself in has been burning to an equal number of
reduced circumstances, but not with points. Thereafter, the fires intensity in-
the effectiveness of a full crew. creases by one for every five points. For
Large weapons require a minimum example, if a fire has been burning for
crew to fire properly. For each member three rounds, then three people working
missing out of a large weapon crew, the with proper tools (assumed to be present)
weapon takes one round longer to reload can extinguish the blaze. If not enough
and fire. A weapon crewed by three men people are available to put out a blaze,
with a reload rate of 1/3 will have the fol- they can reduce its severity by their
lowing reload rates with reduced crews: actions. If two people fought the three-
Crew Reload Rate point fire, then the fire would be reduced
3 1/3 to a two-point fire at the end of the round
2 1/4 (the fire is reduced by two for the firefigh-
1 1/5 ters while increasing by one for spread).
A ship that fails a seaworthiness check
Men who are lost during reloading are from fire suffers a critical hit. If the ship
considered to be lost at the start of the re- sinks, the debris (if on fire) will continue to
108 Chapter 7
ter 50% of the crew has been elimi- Multiple checks per round . . . . . . . . - 1
nated. Captain is of different alignment
l All officers desert, are slain, or surren- from crew . . . . . . . . . . . . . . . . . . . - 1
der. Most powerful ally killed . . . . . . . . . -4
l The crew is fighting a creature they Crew favored by captain . . . . . . . . . . +2
cannot harm due to magical protec- Crew poorly treated . . . . . . . . . . . . . - 4
tion. No enemy have been slain . . . . . . . . - 2
l The crew is asked to perform heroic Crew outnumbered 3 to 1 . . . . . . . . . - 4
(and dangerous) tasks. Ship outnumbered 10 to 1 in
l The crew is offered a bribe. tonnage . . . . . . . . . . . . . . . . . . . . -2
l A member of the crew is asked to use Outnumber other crew 3 to 1 . . . . . . +2
a personal magical device with Ship outnumbers opposition 10 to 1
charges. in tonnage . . . . . . . . . . . . . . . . . . +2
l The crew has met the conditions of Unable to hurt opponent . . . . . . . . . - 8
another morale check and is given the Magic-using creatures on same side . +2
opportunity to surrender.
l It is apparent that the ship cannot es- The effect of a failed morale check is
cape. largely up to the DM, but the most com-
l The ships captain is slain. mon result is to Strike the Colors that
is, to surrender. In some situations, the at-
Situational modifiers may also affect the tacker might let the defender limp away.
morale check itself: In others the ship will at least be boarded,
Ship has taken 25% hull damage . . . - 2 a ransom will be levied for the ships pas-
Ship has taken 50% hull damage . . . - 4 sage or passengers, the ship will be looted
Ship has taken 75% hull damage . . . - 6 of cargo, and/or seized with a prize crew
Captain is slain . . . . . . . . . . . . . . . . -2 and sailed back to base.
Opponent firing has taken 50% Because morale is checked at the end of
damage . . . . . . . . . . . . . . . . . . . . . +2 the round, it is possible for all ships on
Captain is on deck . . . . . . . . . . . . . . +4 both sides of a conflict to strike their colors
First officer is on deck without . at the same time. In this case all ships
captain . . . . . . . . . . . . . . . . . . . . . +2 break off and will not resume combat for
Ship is on fire . . . . . . . . . . . . . . . . . . - 2 at least two hours (this is only an average,
Opponents ship is on fire . . . . . . . . . +1 and can vary according to the availability
Abandoned by friendly ships . . . . . . - 6 of healing spells, presence of charismatic
Crew losses at 25% . . . . . . . . . . . . . -2 leaders, or other factors).
Crew losses at 50% . . . . . . . . . . . . . -2 If a ship that has struck its colors has
Crew is receiving a share of plunder . +2 PCs aboard, it is up to the players to decide
Crew is fighting hated enemy . . . . . . +4 whether to pursue the fight or not. A ship
Enemy is known to take no that has struck its colors will not use its
prisoners . . . . . . . . . . . . . . . . . . . +3 NPCs to fire weapons on board, but the
Enemy is known to treat prisoners PCs may do so.
well.. . . . . . . . . . . . . . . . . . . . . . . -1 However, be warned. A ship that has
Ships crew was surprised . . . . . . . . - 2 struck its colors only to attack again is
Crew fighting magical creatures . . . . - 2 generally accorded no mercy by other
Defensive terrain advantage . . . . . . . +1 ships. An NPC crew will mutiny immedi-
ately against a captain or officers who pur-
110 Chapter 7
In Which The Characters Meet Pirates of ship will sell at least 50% of their cargo
the Dragonmere and Learn About the City spaceeven if the Council has to pur-
of Teziir chase it empty.
With a steady supply of transportation
This adventure introduces player-charac- (much of which is going unused, to the
ters to the pirate problem on the Inner Sea Councils distress), some of the caravans
by involving them in a raid against the have begun to turn toward Teziir. Now, in-
coastal city of Teziir by a small pirate fleet. stead of traveling overland for an extra
It is designed for 5-8 PCs of 5th to 7th two days, then waiting up to two weeks for
level. However, the difficulty of the adven- an available vessel, caravans going to
ture can be easily adjusted by increasing Teziir are usually able to ship their goods
or decreasing the number of pirates, and within a few days, cutting their costs and
by adjusting the level of the officers. allowing them to make more trips during
the relatively temperate summer season.
DMs Information This tactic has gathered the notice of the
Croamarkh of Westgate. The loss of 15%
Teziirs arch-rival is the city of Westgate, a of the seasons trade has caused an eco-
much more populous and wealthy trading nomic slowdown in Westgate, cutting into
city. The Council of Teziir founded the city the profits of everyone from the council to
some 35 years ago to attempt to attract the Night Masks. He has decided to put an
Sword Coast caravans with their quicker, end to Teziirs pretensions by direct as-
easier access to the sea. They have been sault. Unfortunately, using the Westgate
partially successful; some caravans (al- mercenaries would attract unwanted at-
though certainly not the majority) have tention, particularly as the presence of the
used Teziir as an access to the Inner Sea. Freesails means that an attack on Teziir
However, the Council of Teziir is caught in could involve Cormyr. With King Azouns
a dilemma. recent militarism since the Horde War,
To attract more caravans to the city, the Westgate cannot risk open war.
caravans must be assured that there will Thus, the Croamarkh has let it be
be ships ready to transport their goods known (by way of his secret contacts with
when they reach the port. However, to at- the Night Masks) that Westgate would be
tract the ships, the ship captains must be grateful to any pirate willing to make a de-
assured that there will be cargo for them cisive raid against Teziir, specifically
when they arrive. Teziir has made several against its warehouse district, to under-
attempts to break this dilemma by offer- mine the caravaners confidence in the
ing other services (such as a road patrol) to newer port. In the face of the challenge,
the caravans to build up a backlog of cargo Vurgrom the Mighty has stepped for-
to attract ships, but so far they have been ward.
unsuccessful. Unbeknownst to either Westgate or Vur-
In desperation, the Council has made a grom, however, the Lords of Waterdeep
deal with the Cormyrean Freesails. The have chosen this time to ship a gift to King
Freesails have agreed to service the port at Azoun of Cormyr in thanks for his efforts
least once per week with a large cog, re- in the Horde War. The pirates inadvertent-
gardless of whether there is sufficient ly steal this gift (whose true value they do
trade to justify the trip. In return, the not understand), and the PCs must get it
Council has agreed to ensure that each back.
112 • Chapter 8
Thus, this afternoon, you watch as guardsmen slash and hack against the
the four ships, sails flapping in the marauding force. Other pirates are div-
breeze, glides into the port. With four ing into the water and swimming to
ships, you think, therell be plenty of shore, falling on the rear of the guards-
room for Mulnis cargo, and youll be men and trapping them in a vise of
paid for sure. Then, as the first blast of steel.
liquid fire pours from the ships decks As you run up to the battles, a few of
onto the town, you realize these ships the unengaged pirates see you, and
arent here to pick up cargo. move to keep you from aiding the
guardsmen.
Four ships of Vurgroms fleet have en-
tered Teziir harbor. They are softening up Each PC is attacked by two pirates.
parts of the shore with fire projectors, When those two have been killed, two
while they make a landing near the center more step forward. After each PC has
of the port. fought four enemies, the pirates stop seek-
The PCs have several options: ing them out. However, the PCs can con-
l They could rush down to the shore- tinue to fall upon the pirates, who will
line to help defend against the pirates. defend themselves.
l They could rush to where the fires There are approximately 200 city
have begun to help save the town watchmen on duty who are immediately
from the fire. available in the citys defense; the remain-
l They could remain at the warehouse ing 300 watchmen will arrive at a rate of
to guard Mulnis goods. 50 each turn. Each watchman is armed
l They could try to track Mulnis down with a short sword and shield and is wear-
to make sure he isnt killedand to ing leather armor.
ensure they get paid. Against this force are over 350 pirates,
Each of these cases is handled below. armored in leather and shield and carry-
ing long swords or scimitars. (In game
Fight the Pirates terms, each is AC 7, 13 hp, THAC0 18).
While this force is stronger than the initial
If the PCs choose to rush to the shoreline watch, it can be confined by preventing
to help defend the city, read or paraphrase the pirates from getting to shore.
the following to the players: It is not intended that the DM run the
battle between the guardsmen and the pi-
The docks where the pirate ships are is rates using the standard AD&D® game
in total chaos. Dozens of leather-armed rules. Such a battle would take far too long
watchmen cross swords with scores of and would not involve the PCs signifi-
pirates. Everywhere you hear the sound cantly in the battle. Instead, use the confu-
of steel on steel and the moans of the sion of such a mass battle to make the
dying. PCs fight interesting.
The four pirate ships are trying to The DM is encouraged to find interest-
land their troops; their gangways are ing fighting situations in which the PCs
down and flooded with armed men. At can become involved. For example:
the base of each gangway a knot of 30 l While a PC is engaged with two pi-
rates, a third stalks up behind him,
114 Chapter 8
and sand to the fires, and the people of the been lost, When the fire fighting is over, go
town work diligently to stop the fires. to Hell Hath No Fury.
However, the blazes began too widely
spread to totally prevent damage, and Guard the Warehouse
much of the town still burns.
PCs who choose this option should be If the PCs are unusually dutiful, they may
given the chance to be heroes, saving lives choose to remain at the warehouse guard-
and property. A few options follow: ing their employers goods. If so, they need
l The PCs see a woman and child not miss all the fun. Half an hour after the
trapped at a window on the third pirates attack the docks, a raiding group of
floor, with flames blazing behind her. a dozen pirates with scimitars, leather and
A mage character could cast a fly shield (AC 7, 11 hp each, THAC0 18, 1d8
spell to rescue the pair; rogue PCs damage) led by a pirate lieutenant in ring
could climb the hot exterior wall (tak- mail, shield, and battle axe (AC 6, 28 hp,
ing some damage and risking death if THAC0 16, 1d8 +2 damage) will come
the wall collapses); fighter or priest charging up the road towards the PCs.
characters could attempt to catch the (Make rolls for surprise as normal.)
child (a Dexterity roll) as it falls from These pirates will fall on the obviously
the unconscious mothers grasp. armed PCs, and fight until either they lose
l The PCs are fighting a blaze in a ware- morale or the PCs are all unconscious or
house. The wall of the warehouse sud- dead. If the PCs lose, go to Captured!, be-
denly collapses, falling on a small low.
crowd of firefighters, pinning several While the PCs are fighting this group, a
of them to the ground. The remainder second group (of the same size, but with-
of the warehouse begins to lean, as if out the lieutenant) is breaking in through
it will fall over, burying the firefigh- a window in the rear of the warehouse,
ters in burning rubble. The PCs can looting. If the PCs have some of their num-
rush into the collapse to save the ber inside the warehouse, they are at-
trapped people before they suffer tacked by the looters; if all the PCs are
flaming doom. outside and engaged in combat, they steal
l The flames approach a horse corral. the choicest items from Mulnis treasure.
The horses panic, kicking the gate out (Obviously, if the fight is carried into the
of the corral and stampeding down a warehouse, the looters may be caught in
street filled with terrified citizens. the act.) As their final act, the looters set
The PCs must turn the stampede be- fire to the remainder of the goods.
fore it kills someone. If the PCs manage to fend off all of the
l The conflagration attracts a small sal- pirates but lose Mulnis treasure to the
amander (40 hp), which begins re- looters, go to Hell Hath No Fury. If the
starting the blazes the people have PCs are knocked unconscious or killed, go
extinguished. The PCs must attack to Captured! If, on the other hand, the
the salamander (by injuring it to at PCs manage to defend Mulnis treasure
least half damage) and drive it off. without being captured or killed, go to
In short, all PCs should be allowed to Mulnis Captured!
participate in heroic acts to help save the
town. Unfortunately, since the PCs aban-
doned their posts, Mulnis treasure has
116 Chapter 8
What happens after the battle depends If the PCs left the warehouse to seek
on what and how well the PCs did. Mulnis, read or paraphrase the following:
l If the PCs were all knocked uncon-
118 Chapter 8
their owner. If they flee the city, they will
be unwelcome in Teziir again. Your master, Mulnis Lenz, was an em-
issary from the Lords of Waterdeep to
King Azoun of Cormyr. Teziirs very ex-
Mulnis Captured! istence is due to the good wishes of the
Read or paraphrase the following to the Lords and their willingness to send Wa-
players: terdhavian caravans through Teziir on
their way to the Inner Sea.
The battle is over. You comported your- Mulnis was believed to be carrying a
selves valiantly, defending Mulnis valuable gift for King Azoun. He was
warehouse against the pirate raiders. taken from here by the raiders along
While you defended the front, other with a small purple jewelry box which
raiders came in the rear, but you we believe carried the gift. If you have
stopped them as well. Mulnis will be any loyalty to your master, or if you
pleased. wish the gratitude of Teziir, I beg you for
You wait for several hours, and Mulnis your help.
never arrives. He usually comes by at
least once a day and checks his mer- Despite the well-known economy of the
chandise. By nightfall, you are quite con- Teziir Council, Harvas is willing to offer
cerned, and decide to go check on him. 10,000 gp as a finders fee for recovery
Your night watch companions show up of the gift and Mulnis. He also offers the
on schedule (although they havent seen captured raider ship for transportation,
Mulnis either), so you proceed to the fan- along with a crew of city guardsmen, in-
cy inn where he was staying. cluding a skilled pilot and helmsman.
When you arrive at the inn, you dis- Should the PCs press, he is willing to go to
cover it was one of the raiders targets. 30,000 gp as a finders fee, but he will try
The door has been smashed in, and to bargain for a lower price.
some of the upper stories were put to If the PCs ask for a description of the gift,
the torch. People are still wandering Harvas describes it as a locked jewelry
around in shock, and a city watchman box, 12 × 6 × 2 high, covered in purple
is trying to keep people moving in some velvet. It was last seen in Mulnis posses-
semblance of order. sion.
You ask the watchman for permission
to enter. He eyes you suspiciously and Rush to the Rescue!
asks your business. When you mention
Mulnis name, he directs you into the In this portion of the adventure, the PCs
lobby to a tall, slender, silver-haired are going out to sea, to beard the pirates in
man in dark clothing with a grim ex- their own den, and to steal back King
pression on his face. This is not Mulnis. Azouns gift.
Before they go, they can get the follow-
In fact, this is Harvas Peltsen, a member ing information from Harvas Peltsen,
of the Teziir City Council and one of the which he in turn got from interrogating
founders of Teziir. After determining who those raiders who were captured:
the PCs are and identifying himself, he l All of the ships were out of the Pirate
continues: Isles, specifically the Dragonisle. The
raid was led by Vurgrom the
120 • Chapter 8
Stirge, the PCs will have to make a quick
dash on board to grab the gift (and Mulnis, whip at your back. Grab that oar and
if he was captured). This trip may involve get to work! Quickly you grasp the oar,
fighting some of the Stirges men as the and begin pulling in rhythm with your
ship is sinking, striving to rescue their benchmates.
goal from the clutches of the sea.
If the Winds Slave is sunk, on the other Obviously, the PCs have been captured
hand, the PCs will be captured by the and made to work as oar slaves. They are
Stirge and enslaved as oarsmen. See Cap- aboard the Stirge, one of the raiding ves-
tured! below. sels which attacked Teziir. Their belong-
If the PCs manage to board the Stirge, ings have been stripped from them, save
handle the fight using the standard AD&D® only a loincloth. Each character has only 1
game combat rules. Since the Stirge is a hit point, and under these conditions will
small galley with oarslaves, the PCs and only gain 1 hit point per week. Mages and
their city watch allies need only fight 26 priests lost their spells when they were
regular pirates (AC 7, 12 hp, THAC0 19, knocked unconscious; without spell books
1d8 damage), 3 lieutenants (AC 6, 22 hp, the mages cannot restore their spells.
THAC0 17, 1d8 + 1 damage), and one cap- Nevertheless, all is not lost. There are
tain (AC 4, 35 hp, THAC0 14, 1d10+2 several ways the PCs can get free and gain
damage). The PCs may also want to free control of the ship; here are a few pieces of
the oarslaves (see Captured!, below, for information they will probably want.
details on the oarslaves). If the PCs conquer l The PCs are attached to their benches
all of the pirates (or even just the captain), by chains which are riveted to the
the Stirge (and the treasure) is theirs. deck. A PC could break his chains (or
those of another) with a successful
Captured! Bend Bars/Lift Gates roll. Each char-
acter may only try to break a given
Read or paraphrase the following to the chain once per day.
players: PCs can combine efforts to try to
break the chains. If two PCs try to
When that last blow dropped a curtain break the chains, they add their Bend
of darkness over your mind, you were Bars/Lift Gates percentage to deter-
sure you had breathed your last. As you mine the chance of breaking the
gasp for air, the smells which assault chain. No more than two PCs can pull
you make you wishjust for a moment on a chain at any one time.
that you had. l Alternatively, a PC may try to weaken
You open your eyes to the half-dim the chains by rubbing them against a
light of a ships hold. Seated on a bench, rough surface. Each day of such effort
a long cylindrical pole lies before you, adds 5% to the chance of breaking the
rocking back and forth in time to the chains by main force. Unfortunately,
slow beat of a drum. Beside you, two the ships oarmaster checks the
others push and pull at the pole, occa- chains weekly; weakened chains
sionally glaring at you with a mixture of bring a beating (1d6 damage) and
hatred and fear. new chains.
Suddenly, you hear the crack of a l Strong PCs may consider breaking off
the oarhandle and using it as a weap-
124 Chapter 8
larger port (such as Westgate) to attract better part of his life improving his
those mages interested in city life, but it magical prowess to demonstrate his
has too many people traveling in and out sincerity, hoping that someday he can
for a mage who wishes a quieter, rural life. return to the Simbuls tutelage.
Nevertheless, two notable mages have
made their homes here: Teziir has an active and growing Rogues
l Cydaran (N human W8), a self-serv- and Thieves Guild, the Astorians. Their
ing young man whose father is on the primary activity is petty theft and protec-
Council. Cydaran has had himself tion, and it is estimated that nearly 5% of
named Chief Wizard of Teziir, a the goods which pass into Teziir pass out
claim without much distinction. through the hands of the Astorians, who
l Isyio (LN human W9 (Diviner)), a qui- wryly refer to this as their tithe.
et, scholarly man whose true prowess With nearly 700 members, the Astori-
is not common knowledge in Teziir. ans are a growing force in Teziir. The
Isyio spends much of his time on pri- Council has attempted to mount a cam-
vate researches, or teaching the chil- paign to eliminate the Astorians with
dren of the Council the rudiments of some success, but they have been unwill-
magic. In his youth, Isyio studied un- ing to pay for the number and kind of mili-
der the Simbul, but after a series of in- tiamen who could truly eliminate the
cidents in which the young Isyio threat to the Councils power. Those in the
embarrassed the Simbul, she sent know say that within a generation or two
him away until he grew up. The the Astorians will hold the place now held
hurt broke Isyio, and he has spent the by the Night Masks in Westgaterulers.
126 Appendix
degrees (in the same system) is two points forward (and the ship gets lower) when the ship is more heav-
of the starboard beam. ily loaded.
Port: The left side of a ship, when one is standing at Wharf: A structure parallel to shore constructed to
the center of the ship, facing the bow. provide a place to make ships fast; cf. Pier.
Porthole: A window aboard a ship. Wheel: For ships which do not have tillers, the
Portlight: A porthole that can be opened. mechanism by which the rudder is controlled. Most
Quarter: The rear half of a side of the ship. A point wheels are large affairs with many wooden spokes
at 7:30 (with the front of the ship at 12:00) is on the which extend beyond the rim of the wheel to use as
port quarter. handholds, as the primitive system of pulleys that
Reef: An obstruction below the waterline. attaches the wheel to the rudder requires considera-
Rigging: The lines which support the spars and the ble leverage. The wheel is attached so that when the
sails and allow the sailors to control the sails. rudder is pointing dead ahead, one specific spoke of
Roll: Vertical motion of the boat where the sides of the wheel (called the king spoke) is pointing straight
the boat rise and fall. up. The king spoke is often carved specially so that it
Rudder: A flat plane which is attached to the ship is easy to identify by sight or touch.
and inserted into the water near the stern of the Yardarm: A horizontal spar used to support an
ship. The rudder is used to steer the ship. If the rud- athwartships sail.
der is turned so that it points to port, the ship turns Yaw: Motion of the boat where the boat is pushed off
to port; if the rudder is turned so that it points to course (usually by the action of waves).
starboard, the ship turns to starboard.
Rutter: A book where the navigator writes a de-
scription of his travels. The rutter is used to allow
Common Commands
the navigator to retrace his steps, so that he may
find his way to the same place again. Hoist Sail: Increase the amount of sail the ship is
Schooner: A ship with at least two masts, where the using. This will increase the speed. (Note: This com-
aft mast is the mainmast. Schooners are generally mand and the next two are often used with a specific
rigged with fore-and-aft sails. sail, e.g. Hoist the mainsail!.)
Sloop: A single-masted ship with two sails: a main- Shorten Sail: Reduce the amount of sail the ship is
sail and a jib. using. This will decrease the speed.
Spar: Any framework used to support sails. Spars Furl Sail: Take the sail down, roll it up, and secure
include masts, booms, and gaffs. it.
Starboard: The right side of a ship, when one is Steady: Maintain heading and speed.
standing at the center of the ship, facing the bow. Full Ahead: Increase speed to maximum.
Stay: A line running from the mast to the bow or Five beats: Begin rowing slowly (five strokes/
stem. A line from the bow to the mast is called a fore- minute)
stay; a line from the stem to the mast is called a Ten beats: Row faster (ten strokes/minute)
backstay Fifteen beats: Row as fast as possible. Most oars-
Stem: The back of a ship. men cannot maintain fifteen beats for more than a
Sterncastle: A structure (such as a poop cabin) few minutes, and some large ships cannot row this
built above the main deck in the aft of a ship. quickly at all.
Sternway: Reverse movement of a ship. Bear Port/Starboard: Turn slowly to the left/right.
Stow: To put away. Hard to Port/Starboard: Turn to the left/right as
Strike: To lower something from above the deck: fast as possible.
the reverse of hoist. One can strike the sails, strike Fire: Fire one volley of missiles at the target. This
ones colors, etc. command is typically used with ship-to-ship weap-
Tiller: The place where the ships rudder is con- ons such as ballistae and catapults.
trolled. The term tiller is used when the rudder is Fire Away: Fire missile weapons at the target at
controlled by a lever at the back of the ship (cf. will.
Helm). Hold Fire: Stop firing.
Topside: On the main deck, or at the helm. Strike Colors: Surrender.
Trireme: An oared ship with three banks of oars.
Triremes are rare, favored only by Mulhorand in the
Inner Sea.
Waterline: The point on the hull where the hull
crosses from air to water. The waterline gets higher
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