TEXT: A CHRONICLE SOURCEBOOK FOR  
  A CHRONICLE SOURCEBOOK FOR  
  PUGMIRE
  PUGMIRE & 
   & MONARCHIES OF MAU
  MONARCHIES OF MAU
  
  Dixie CoChran, Matthew Dawkins, Jason inCzauskis, Danielle lauzon,  
  travis legge, elissa riCh, anD eDDy webb
  
  Pirates of PUGMIRE
  2
  Written by Dixie Cochran, Matthew Dawkins, 
  Jason Inczauskis, Danielle Lauzon, Travis Legge, 
  Elissa Rich, and Eddy Webb
  Pugmire created by Eddy Webb and owned 
  by Pugsteady
  Edited by Maria Cambone
  Art by Jon Hodgson, Priscilla Kim,  
  Pat Loboyko, Pat McEvoy, Michael Phillippi, 
  Scott Purdy, Brian Syme
  Cartography by Alida Saxon
  Cover art by Claudio Pozas
  Art direction by Rich Thomas
  Creative Direction by Richard Thomas
  Layout by Aileen E. Miles
  © 2020 Onyx Path Publishing. All rights reserved. References to other copyrighted mate-
  rial in no way constitute a challenge to the respective copyright holders of that material. 
  “Pugmire,” “Monarchies of Mau,” and all characters, names, places, and text herein 
  are copyrighted by Pugsteady, LLC and are produced in conjunction with Onyx Path 
  Publishing.
  Based on the Open Game License, version 1.0a, by Wizards of the Coast. All me-
  chanics are declared Product Identity, unless covered by a different license. All setting 
  material, art, and trade dress are also declared Product Identity, including the names 
  “Pugmire” and “Monarchies of Mau,” world concepts, background, fiction, character 
  and location names, associated images, and the like. 
  Keep up to date with Onyx Path Publishing at theonyxpath.com and with Pugsteady at pugsteady.com.
  REQUIRES THE USE OF EITHER OR BOTH
  
  Table of Contents
  3
  Table of Contents
  Scuffle in Seaport 
  8
  Introduction 
  10
  What is Pirates of Pugmire About? 
  11
  Theme: Family of Choice 
  11
  Mood: Dangerous Legacy 
  11
  Action: Acquiring Treasure 
  11
  How Do I Read This Book?  
  12
  Chapters 
  12
  Player’s Cove 
  12
  Guide’s Charts 
  12
  The Chronicle 
  13
  Chapter One: The Tale  
  of “Stumpy” Sabu 
  14
  Pirate Business 
  15
  Echo House 
  15
  The Council 
  16
  The Governor’s Mansion 
  16
  Laws of Piracy 
  17
  Honorable Theft 
  17
  Never-Ending Adventure 
  18
  Chapter Two:  
  Pirate’s Life for Me 
  20
  Lizards 
  21
  Lizard Families 
  22
  Geckos 
  22
  Serpents 
  22
  Turtles 
  23
  Lizard Character Creation Checklist 
  23
  Birds 
  24
  Bird Nestes 
  25
  Parrots 
  25
  Crows 
  26
  Sparrows 
  26
  Bird Character Creation Checklist 
  27
  Lizards and Birds, Dogs and Cats 
  27
  Backgrounds 
  28
  Marine 
  28
  Sailor 
  28
  Ability Scores 
  28
  New Calling Knacks 
  28
  Catalyst 
  28
  Jongleur 
  29
  Magic Tricks 
  29
  Pistoleer 
  30
  Family/Neste Knacks 
  30
  Chameleon 
  30
  Glide 
  30
  Hunker Down 
  30
  Slither 
  30
  Soar 
  30
  Spin 
  30
  Background Knack 
  31
  Seafarer 
  31
  Equipment 
  31
  Firearms and Gunpowder Panic 
  31
  
  Pirates of PUGMIRE
  4
  Callings 
  33
  Crusader 
  34
  Gundog 
  36
  Torpedo 
  38
  Mystic 
  40
  Alkalist 
  42
  Rimer 
  44
  “Stumpy” Sabu Chromachilde 
  46
  “Pally” Polly of the Seven Blazing Feathers 47
  Chapter Three:  
  Rules of the Open Sea 
  48
  The Crew 
  48
  Roles and Signed Knacks 
  48
  Captain 
  49
  First Mate 
  49
  Gunner or Ship’s Magician  
  49
  Medic or Entertainer  
  49
  Quartermaster 
  50
  Sailing Master 
  50
  Fortune and the Crew 
  50
  Articles 
  50
  Sample Articles 
  50
  Plunder 
  50
  Ships 
  51
  Ship Statistics 
  51
  Artillery 
  51
  Hull 
  51
  Seaworthiness 
  51
  Speed 
  51
  Improving Your Ship 
  51
  Artillery Weapons 
  51
  Sample Ships 
  52
  The Pleasure Crews  
  52
  Sea Turtle  
  52
  Snarling Vengeance  
  52
  Getting Lost 
  52
  Dangers of the Acid Sea 
  53
  Integrity Checks 
  53
  Unsafe 
  53
  Hobbled 
  53
  Adrift 
  53
  Combat 
  53
  Abandoning Your Post 
  54
  Crew Roles and Dedicated Knacks 
  54
  Going Overboard 
  55
  Magic, Tricks, and Secrets at Sea 
  55
  Spellcasting on the Seas 
  55
  Spell Descriptions 
  56
  Arcane Anchor 
  56
  Briny Deep 
  56
  Favorable Winds 
  56
  Magic Skiff 
  56
  Ocean Mist 
  56
  Rough Seas 
  56
  Suppress Gunpowder 
  57
  Waterspout 
  57
  Chapter Four:  
  Ports of Call 
  58
  The Pirate Life 
  58
  Dogs 
  59
  Cats 
  59
  Lizards 
  59
  Birds 
  59
  Gunpowder 
  60
  Waterdog Port 
  60
  History 
  60
  Species of Waterdog Port 
  60
  Politics 
  61
  Laws of Waterdog Port 
  64
  Loyalty is Freedom 
  64
  Business is Business 
  64
  All Are Equal 
  64
  Violence is Personal 
  64
  Waterdog Port Locations 
  65
  Seaport 
  65
  Bernese Marina 
  65
  Staffordshire Hall 
  65
  The Watchtower 
  65
  Sunset Barrio 
  65
  Montana’s Menagerie 
  66
  Nautical History Museum 
  66
  North Barrio 
  66
  The Echo House 
  66
  Governor’s Mansion 
  66
  The Hall of Stars 
  66
  The Old Barrio (The Haze) 
  67
  Cypressroot 
  67
  Harv’s Hideaway 
  67
  Swampwalk 
  68
  Underport 
  68
  Port Matthew 
  68
  History 
  68
  Species of Port Matthew 
  69
  Politics 
  70
  Port Matthew Locations 
  71
  Canal District 
  71
  
  Table of Contents
  5
  Jasper’s Toys and Oddities 
  71
  No Quarter 
  72
  Spire District 
  72
  The Clock Tower 
  72
  Ministry of Health 
  72
  Lurker in the Fog 
  74
  Chapter Five: Enemies 
  76
  Enhancements 
  76
  Colossal Foes 
  77
  Animals 
  77
  Acid Shark (CR 2) 
  77
  Crocodile (CR 3)  
  78
  Giant Crab (CR 4)  
  78
  Jellyfish (CR 0)  
  78
  Shark (CR 3)  
  78
  Buccaneer 
  78
  Crow Lookout (CR 2)  
  79
  Gecko Rigger (CR 2)  
  79
  Parrot Pirate (CR 2)  
  79
  Mouse Gunner (CR 2)  
  79
  Otter Boarder (CR 3)  
  79
  Turtle Quartermaster (CR 3)  
  79
  Sparrow Captain (CR 4)  
  80
  Frog-Monkey 
  80
  Frog-Monkey (CR 1)  
  80
  Globster 
  80
  Nascent Globster (CR 4) 
  80
  Kraken (CR 9) 
  81
  Kraken Tentacles  
  81
  Kraken Head (CR 9)  
  81
  Leviathan 
  81
  Leviathan (CR 10)  
  81
  Seafolk 
  82
  Catfish Aquamancer (CR 7)  
  82
  Dogfish Contender (CR 5)  
  83
  Stingrat Scrounger (CR 2)  
  83
  Shipscales 
  83
  Anchored Shipscale (CR 1)  
  83
  Spider-Goats 
  83
  Imperiled Spider-Goat (CR 3) 
  84
  Goat Mother (CR 5) 
  84
  Stormcaller 
  84
  Stormcaller (CR 8)  
  84
  Chapter Six: Treasure 
  86
  New Conditions 
  87
  Called 
  87
  Puffed-Up 
  87
  Oblivious 
  87
  Watched 
  87
  Treasures 
  87
  Amulet of Murmurs 
  87
  Crone’s Carving Knife 
  88
  Flask of Bobby Golden 
  88
  General Shyla’s Signet Ring 
  88
  Nautilus Heart 
  88
  Pearlescent Telescope 
  88
  Saber of Writhing Eels 
  89
  Saturn’s Sight 
  89
  Susurrus Shell 
  89
  Tablet of Seventeen Scales 
  89
  The Caliban 
  90
  The Red Star 
  90
  Verdigris Compass 
  91
  Chapter Seven:  
  Over the Acid Sea 
  92
  Dalmatian Cove 
  92
  Head Island 
  93
  The Red Rover 
  93
  Sapling Strand 
  93
  Claw Island 
  94
  The Eye 
  94
  Shell Island 
  95
  Foreleg Island 
  95
  The Graveyard 
  95
  Aftleg Island 
  95
  The Eggs 
  95
  Tail Islands 
  96
  Paddle Island 
  96
  Steer Island 
  97
  Cluster 
  97
  Wrecks 
  97
  Wind Racer 
  97
  Golden Cutlass 
  97
  Puckington Palace 
  97
  Other Places of Interest 
  98
  Stormheart 
  98
  Lonely Tower 
  98
  
  Pirates of PUGMIRE
  6
  Misty Ruins 
  98
  Hopewell 
  98
  Summit 
  98
  Two Tankards Bay 
  99
  Beacon  
  99
  Inner Rim 
  99
  The Trio 
  99
  The Aerie 
  99
  The Shift/No Island 
  100
  Dangers on the Sea 
  100
  Story Hooks 
  100
  Charts 
  102
  X Marks the Spot 
  104
  Chapter Eight:  
  Rotten Rats 
  106
  Going on the Account 
  106
  Rotten Rats 
  107
  The Race 
  107
  Heart of the Storm 
  107
  Rotten Rats 
  107
  Characters 
  107
  Zanna of the Four Audacities  
  107
  Claire Mune 
  108
  Brutus 
  108
  Lady Brie 
  109
  Synopsis 
  109
  Scenes 
  110
  Introduction 
  110
  Scene 1: A Visitation 
  111
  Cypressroot 
  111
  The Lair 
  112
  Scene 2: Hitting the Streets 
  112
  Gek’s Garments 
  112
  Millie’s Bakery 
  113
  Residences 
  113
  Outside Harv’s Hideaway 
  113
  Saving Claire 
  113
  Harv’s Hideaway 
  114
  Scene 3: Into the Depths 
  114
  Crossbridge 
  115
  Middle Marsh 
  115
  Murky Alley 
  115
  Scene 4: A Confession 
  116
  Meeting Claire 
  116
  Scene 5: Confronting Lady Brie 
  117
  Scene 6: Meeting Brutus 
  118
  The Flask 
  119
  Scene 7: To Justice 
  119
  Capture 
  120
  Reporting to Zanna 
  120
  Future Stories 
  120
  Chapter Nine: The Race 122
  Characters and Ships 
  123
  Chameleon’s Pride 
  123
  Captain Whipling Terrachilde 
  123
  First Mate Shiny Four Pennies 
  123
  Green Plague  
  123
  Captain Phineas Twelve Beaks 
  124
  First Mate Mr. Spade 
  124
  Plastic Minnow 
  124
  Captain Juniper Pipe 
  125
  Medic Bugs Electrachilde 
  125
  Synopsis 
  125
  Introduction 
  126
  Scenes 
  127
  Scene 1: Leasing a Ship 
  127
  Scene 2: Buying a Ship 
  128
  Stealing a Ship 
  130
  Scene 3: Making Ready to Set Sail 
  130
  Hiring a Crew 
  131
  Scene 4: Spontaneous Storms 
  132
  Scene 5: Plastic Minnow 
  133
  Scene 6: Colossal Hydrozoa Attack 
  134
  Scene 7: The Green Plague 
  135
  Scene 8: Tilly Isle 
  136
  Future Stories: Dalmatian Cove 
  137
  Chapter Ten:  
  Heart of the Storm 
  138
  Characters 
  138
  Captain Maia von Korat (Eighth Life) 
  139
  Gideon Meeks (Scarlet Saber) 
  139
  Esther Hanachilde (Vinsen’s Dream) 
  139
  Captain Blake Labrador (Vinsen’s Dream) 
  139
  Tengu, the Lonely Guardian 
  140
  Synopsis 
  140
  Introduction 
  141
  Scenes 
  141
  Scene 1: Safer Waters 
  141
  Scene 2: Stormheart 
  142
  A: Beaches 
  142
  B: Creeks 
  143
  C: Forests/Jungle 
  143
  D: Lonely Tower 
  144
  
  Table of Contents
  7
  E/F: Misty Ruins 
  144
  G: Survivor Camp 
  144
  Scene 3: Sabotage 
  145
  The Best Laid Plans 
  145
  Confronting Esther 
  146
  Scene 4: The Lonely Tower 
  147
  To the Tower 
  148
  Stormheart Room 
  149
  Scene 5: The Misty Ruins 
  149
  Future Stories 
  151
  
  Pirates of PUGMIRE
  8
  T
  he two companions browsed the open-air market, simultaneously pleased and annoyed 
  that no one recognized them. Sabu, a gecko with a stump for a tail, glanced at the cut 
  of a fine silk coat hanging in a market stall. His colorful parrot companion, Polly, was 
  talking. Sabu wasn’t listening though, because Polly was always talking.
  “So that’s when I said, ‘You better hoist that sail, lad, or by the Old Ones, I’ll have you!’ 
  And then I did this!” Polly stuck an arm out as if brandishing an imaginary sword.
  Before Polly could launch into the next part of her tale, Sabu called the attention of the 
  mouse tending the stall. “How much plastic for this coat?”
  Polly put a clawed paw on Sabu’s shoulder. “Er, maybe you should…”
  “You can finish your story in a moment, Polly,” Sabu sighed irritably, keeping his eyes on 
  the merchant. “I’m —”
  As he was chastising Polly, a lean terrier in a green hood bumped into Sabu. The lizard stum-
  bled and would have fallen if Polly hadn’t caught him in her muscular arms. She hefted Sabu 
  onto his feet and called after the terrier with an angry, loud squawk. “Hey, matey! You better 
  watch where you’re going!”
  “Go fly away, birdbrain!” the terrier called over his shoulder, disappearing into the press 
  of eager shoppers and merchants milling around the square.
  Polly, like many parrots, was sensitive about her lack of wings. “Right. I’m going to thrash 
  that dog until he gets a personal visit with the Old Ones. I’ll bring back his ear as a souvenir.” 
  She started to stalk after the terrier, but Sabu held her arm. His grip wasn’t nearly as strong 
  as Polly’s, but she stopped anyway. Still looking at the mouse merchant, Sabu smiled again. 
  “Excuse my companion. She’s excitable and talkative: qualities that are useful on a ship but 
  irritating on land. Again, how much for the coat?”
  “Th-th-thirty coins, sir,” the mouse stammered. Sabu couldn’t tell if she was nervous be-
  cause of the Polly’s posturing or Sabu’s control over the obviously stronger bird.
  “That seems reasonable.” The lizard dug around his belt, ignoring the glass vials that hung 
  there to find his pouch of coins, and was only mildly surprised to discover it missing. “Ah. I seem 
  to be missing something.”
  “I told you!” Polly exploded. “That flea-bitten thief took your plastic!”
  Sabu chuckled, finally turning to his companion and releasing her arm. “Indeed. Or so he 
  believes.” He glanced back at the merchant. “I shall return for your fine wares. Excuse me while I 
  recover my lost property.”
  Scuffle 
  Scuffle 
  in Seaport
  in Seaport
  
  Scuffle in Seaport
  9
  Polly was pushing through the crowd of shoppers before Sabu could finish, so he sketched 
  a quick bow to the mouse maiden before hurrying after his companion. She was devising 
  inventive, painful things to inflict upon the thief when he finally laid a paw on her feathered 
  back. She stopped, and he caught his breath. “You… you needn’t fuss, Polly.”
  “But he’s getting away!”
  Sabu shook his head. “Just wait for the screaming.”
  “What scream —” A loud yelp of pain cut through the crowd ahead of them. Polly pushed 
  through the throng of people, who had begun to gather around a comatose form in a green 
  hood. 
  She yanked the terrier onto his feet, but the thief didn’t resist. Instead, he was trying to pull 
  the pouch from his paw. “Get it off!” he shrieked, panicking. “It’s eating me!”
  Sabu pulled a flask from his belt and poured its contents over the pouch. The sodden 
  leather dropped from the terrier’s paw, falling to the cobblestones with a wet slap. Some of the 
  fur on the thief’s paw was missing and his skin was red, but he was only badly shaken, not 
  harmed. The gecko grabbed the pouch. “Mine, I think. I knew that cursed pouch we found in 
  Dalmation Cove would be handy.”
  The terrier shivered as he glanced back and forth between the gecko and the parrot, tail 
  tucked between his legs. “Who… who are you?”
  Polly stepped forward. “I usually don’t introduce myself to thieves, but since you didn’t 
  end up stealing anything, I guess it’s okay. I’m Polly of the Seven Blazing Feathers, and this 
  here’s the captain of the Pig’s Tale, Sabu Chromachilde.”
  Sabu smiled, showing all his teeth. “And you just tried to steal from two of the most noto-
  rious pirates in Waterdog Port.”
  The terrier whimpered and ran.
  
  Introduction
  10
  10
  Introduction
  Introduction
  Since the rise of the kingdom of Pugmire 
  and the Monarchies of Mau, dogs and cats have 
  explored the land in search of arcane secrets left 
  behind by the Old Ones. For many years, these 
  expeditions were confined to the land, as the cor-
  rosive waters of the Acid Sea disintegrated the 
  hulls of any vessel set upon its waters. Though 
  the dogs of Pugmire were able to use ancient 
  knowledge reclaimed from the Old Ones to clean 
  the river and drain the mire, the taint of the Acid 
  Sea proved impossible to cleanse. The cats of the 
  monarchies fared no better, as their extensive 
  explorations and expansions were limited by the 
  inability to sail on the Acid Sea. 
  This situation persisted until the innovation 
  of the plastic hull. 
  With the advent of the plastic hull, seafaring 
  voyages were possible for the first time. People 
  of all species took to the seas to explore, seek-
  ing new shores and facing dangers unknown. 
  These adventurers learned that life on the Acid 
  Sea is different than life in the relative safety of 
  the kingdoms and monarchies. Sailors must face 
  the dangers of thirst, sun, starvation, or becom-
  ing hopelessly lost while the plastic hulls of their 
  boats slowly melt into uselessness. The weath-
  er on the Acid Sea is wild and unpredictable, 
  testing even the most skilled and well-prepared 
  crews. Large portions of the sea remain unex-
  plored and uncharted, denying pirates the assur-
  ance of a safe journey home. A crew out on the 
  open sea must often update their charts as they 
  go, mapping the route they travel while seeking 
  unknown shores and unclaimed treasures. If they 
  find such bounty, there’s always a hostile crew or 
  two out there on the waves, lying in wait to raid 
  returning ships. 
  
  What is Pirates of Pugmire About? 
  1111
  While dogs and cats found the Acid Sea 
  impassable for an age, the Unseen suffered no 
  such challenge. These familiar threats prove even 
  more dangerous in hostile waters. Twisted corps-
  es of dead sea life animated by Unseen forces 
  haunt the waves. Shipscales, mutated to thrive in 
  the Acid Sea, latch themselves to passing vessels, 
  threatening to eat the plastic right off the hull. 
  Bizarre half-dog, half-fish creatures rise from the 
  tides to capsize ships and drag sailors into the 
  depths. Sea monsters and the unfathomable co-
  lossi present new enemies never before encoun-
  tered by cat or dog.
  It takes an extra level of grit to brave the Acid 
  Sea. Those who have the mettle for such adven-
  tures are known across the realms of Pugmire as 
  pirates. Do you have what it takes to conquer the 
  Acid Sea?
  What is Pirates of  
  Pugmire About?
  Pirates of Pugmire is a chronicle book for both 
  Pugmire and Monarchies of Mau. It’s usable in ei-
  ther game, or as part of a joint experience. We 
  give you some additional guidance for creating 
  dog and cat pirate characters, and introduce 
  two new species to play: lizards and birds. These 
  pages contain information on building, sailing, 
  and sinking ships, as well as a trove of new allies, 
  enemies, and treasures. We detail the societies 
  of Waterdog Port and Port Matthew, and reveal 
  their secrets, politics, and schemes. We even talk 
  about what separates a pirate crew from a mere 
  collection of people on a boat. Pirates of Pugmire 
  gives you the tools you need to take to the Acid 
  Sea with a ship of your own, seeking plunder, 
  treasure, and glory with your fellow adventurers. 
  Theme: Family of Choice
  Characters in Pirates of Pugmire come from all 
  over. Dogs and cats often live together, while liz-
  ards and birds often crew ships of mixed species. 
  Unlike Pugmire and Monarchies of Mau, which 
  each focus on cultures that are predominantly 
  determined by geography, pirate crews are cre-
  ated by circumstance. No one cares what your 
  surname is or what house you were born into, 
  as long as you can hoist an anchor and hold a 
  cutlass with the pointy end forward. Particularly 
  close crews may even refer to themselves as a fam-
  ily of choice, over a family of birth. 
  The structure of a pirate crew binds this fam-
  ily of choice together through a shared solemn 
  vow called the Articles. Crews who sign on to a 
  ship’s Articles are connected by common pur-
  pose and shared fortunes and failures. In some 
  ways, the bond of a signed crew is deeper than 
  even that of siblings, further reinforcing the 
  theme of a family of choice. 
  Mood: Dangerous Legacy
  Each treasure has a strange legend attached 
  to it. Every port has tales of mysterious happen-
  ings. Every sailor whispers of terrible deeds af-
  ter a few drinks. Pirates eschew the comforts of 
  civilization, but there are reasons why thick walls 
  and stone castles are attractive — because the al-
  ternative is trying to live in a world where ancient 
  secrets and bloody dread haunt your every mo-
  ment. The life of a pirate is one of danger and 
  mystery, but they may be the people best posi-
  tioned to unravel the secrets left behind by the 
  Old Ones.
  In Pirates of Pugmire, pirates sometimes face 
  the greatest dangers with the least support. Land-
  bound explorers can often reach out to their 
  homeland for aid and reinforcements, whereas 
  pirates face grave jeopardy with nothing to rely 
  on but that which their ship carries. These risks 
  are necessary to uncover the greatest treasures. 
  Often, the prize for such hazardous pursuits 
  comes at a high cost to pirates who seek their 
  glory on the Acid Sea.
  Action: Acquiring Treasure
  The explorers of Pugmire and Mau seek out 
  new lands and new artifacts for their kingdoms. 
  They fill in the blank spaces on the map and an-
  swer the nagging questions of the past. All of this 
  is to improve their nations through improved 
  knowledge and raw power. 
  Pirates, however, seek treasure. Treasure has 
  intrinsic value, of course; it might be worth a lot 
  of plastic, and it might have a significant pow-
  er to be used as part of a political scheme. But 
  
  Introduction
  12
  12
  to pirates, it’s a trophy of the quest. The legend 
  of the treasure is often more important than the 
  item itself. Mere merchants seek out chests full of 
  plastic; a pirate only gets excited if the chest was 
  the long-lost bounty of the first monarch of Smi-
  lodon that has remained hidden and unclaimed 
  for ages.
  How Do I Read  
  This Book? 
  If you haven’t read a chronicle book like this 
  before, we recommend reading the first part, 
  called the Player’s Cove. If you want to be the 
  Guide, you should probably read the second part 
  as well, called the Guide’s Charts. It has informa-
  tion on rules, enemies, and advice on creating 
  adventures for you and your friends to enjoy. The 
  three adventures provided comprise the third 
  and final part of Pirates of Pugmire.
  Whether you plan to be the Guide or as-
  sume the role of a pirate on the Acid Sea, read 
  the parts of the book that look interesting to you. 
  If there is something you don’t understand, you 
  can always look it up later. What’s important is 
  getting a feel for the setting, developing an idea 
  for an adventure or a character, and telling fun 
  stories with a group of friends. You can work the 
  details out as you play.
  To help you out, we have a few sidebars scat-
  tered throughout the text to call out anything 
  important in the text. Since this book brings pi-
  rates into Pugmire and Monarchies of Mau, we have 
  brought together some of the finest adventurers 
  from all around to help us out.
  This section of text should be read aloud 
  at the table. Only the Guide sees this text, to 
  describe something to their players.
  Chapters
  This is a brief overview of what you will find 
  in Pirates of Pugmire.
  Player’s Cove
  This section is most important to players, 
  but the Guide will want to read it, too. 
  Introduction. An explanation of Pirates of 
  Pugmire and what you will find within it. 
  Chapter One: The Tale of “Stumpy” Sabu. 
  This story paints a picture of the pirate life from 
  the perspective of an observer in Waterdog Port. 
  Chapter Two: Pirate’s Life for Me. This 
  chapter helps players create pirate characters, in-
  cluding new callings for dogs and cats and two 
  new species: birds and lizards. 
  Chapter Three: Rules of the Open Sea. This 
  chapter discusses all the rules you need to create 
  a ship and sail it. Everyone should at least look 
  at this chapter. 
  Chapter Four: Ports of Call. This chapter 
  details the relationships between pirates, the 
  kingdom of Pugmire, and the Monarchies of 
  Mau. There is also an in-depth look at the cities 
  of Waterdog Port and Port Matthew. 
  Guide’s Charts
  This section contains information geared 
  toward anyone who wishes to be the Guide. Play-
  ers do not need to know this information. Some 
  players may prefer to have these secrets intro-
  duced throughout the course of play. 
  Chapter Five: Enemies. This chapter intro-
  duces new characters for the Guide to use as 
  enemies, foils, and perhaps even allies in their 
  adventures. 
  Hi! I am Princess Yosha 
  Pug. I try to be a good, 
  helpful dog, and I am 
  here to explain ideas 
  that apply to the dogs of 
  Pugmire. 
  Ahoy! My name is Polly of 
  the Seven Blazing Feath-
  ers, but you can just call 
  me Polly. I’m here to help 
  explain things about ad-
  venturing on the Acid Sea!
  Greetings. My name is  
  Sabian Sphynx von  
  Angora. I am here to con-
  tribute my clarification 
  and guidance to elements 
  that relate to the  
  Monarchies of Mau. 
  
  How Do I Read This Book?  
  1313
  Chapter Six: Treasure. This chapter explains 
  the role and function of Treasure in your Pirates 
  of Pugmire story. This includes rules for creating 
  your own Treasures.
  Chapter Seven: Over the Acid Sea. This 
  chapter details several locations on the Acid Sea, 
  including the infamous Dalmatian Cove. This 
  chapter also contains useful story hooks and 
  charts to help the Guide craft new adventures. 
  The Chronicle
  We have also included a series of adventures 
  to allow you to set sail on the Acid Sea right away! 
  If you are a player, you definitely want to skip this 
  part. You wouldn’t want to spoil the surprises!
  Chapter Eight: Going on the Account. 
  Within this chapter is the first of three connect-
  ed adventures, suitable for characters of 1st or 
  2nd level. The pirates discover the inner work-
  ings of Waterdog Port and learn about a myste-
  rious treasure. 
  Chapter Nine: The Race. This chapter pres-
  ents an adventure for 3rd to 4th level characters 
  that centers on a dangerous race across the Acid 
  Sea! Sea monsters, rival pirates, danger, and trea-
  sure await the victors!
  Chapter Ten: Heart of the Storm. In this 
  adventure for characters of 5th to 6th level, a sud-
  den storm brought about by a mysterious attack 
  that threatens to sink the players’ ship. Seeking 
  refuge on the island of Stormheart, the crew dis-
  covers that the Stormcaller’s attack was no mere 
  coincidence. 
  INSPIRATIONS FOR PIRATES OF PUGMIRE
  During the creation of Pirates of Pugmire, we were inspired by several games, films, and books. Here is a 
  list of other media that might get your creative juices flowing as you craft your stories of maritime adventure!
  • 7th Sea roleplaying game by John Wick
  • Assassin’s Creed IV video game released by 
  Ubisoft
  • The Black Swan, the 1942 movie featuring 
  Tyrone Power and Maureen O’Hara
  • Captain Blood, a classic movie starring Errol 
  Flynn and Olivia de Haviland
  • Cutthroat Island, film featuring Geena Davis, 
  Matthew Modine, and Frank Langella
  • The Goonies, the movie starring Sean Astin, 
  Josh Brolin, and Kerri Green
  • On Stranger Tides, novel by Tim Powers
  • 
  The stories of Sinbad the Sailor from One 
  Thousand and One Nights. Various transla-
  tions exist, the most recent being the 2008 
  Penguin Classics version, translated by Mal-
  colm C. Lyons and Ursula Lyons.
  • The Pearls of Lutra, a novel by Brian Jacques
  • Peter Pan and its sequel, Hook, starring Robin 
  Williams and Dustin Hoffman
  • The Pirate Primer, a reference book by 
  George Choundas
  • Pirates of Dark Water, an early 1990s car-
  toon produced by Hanna-Barbera
  • Pirates of Penzance, a comic opera by W. S. 
  Gilbert and Arthur Sullivan 
  • The Princess Bride, a film starring Cary El-
  wes and Robin Wright. The book by William 
  Goldman is equally spellbinding. 
  • Rat Queens, comic book series by Kurtis J. 
  Wiebe 
  • “Sea Curse,” short story by Robert E. Howard 
  • 
  Treasure Island. The book by Robert Louis Steven-
  son and the 1950 film featuring Bobby Driscoll 
  and Robert Newton are both remarkable.
  
  Chapter One: The Tale of “Stumpy” Sabu
  14
  14
  Chapter One:  
  Chapter One:  
  The Tale of “Stumpy” Sabu
  The Tale of “Stumpy” Sabu
  “She did it! I swear! She stuck this bloom-
  in’ lightning rod right on her main mast!” 
  The cries and howls of laughter throughout 
  the Lark’s Head welcomed Arkady Lux von 
  Mau’s tale as he held aloft a rod with a metallic 
  point. “You know what they say: the sea takes 
  the brave and spits back the fools!” The bar pa-
  trons hammered their tables and downed their 
  bowls of ale and spirits, singing a salute to the 
  crow captain whose ship went down in flames a 
  few months prior. It was only the seventh time 
  they’d heard this tale from Arkady the Ship-
  wright. He climbed down to a loud applause 
  and a few murmurs of “I hope someone has a 
  new story to tell us soon…”
  That’s how it goes in the Lark’s Head and 
  countless other taverns in the Haze of Water-
  dog Port, and how I’d tell you most tales are 
  told. There are cheers for daring exploits, cries 
  of protest when a pirate is unfairly besmirched, 
  a great deal of mirth, and much drinking. I 
  can’t say I found anyone judging the quality of 
  these tales, and Man knows nobody asked for a 
  critic like me to give them a review, but there I 
  was listening to story after story. As a writer of 
  popular literature in this part of the world, it 
  behooves me to embed myself into the thriving 
  maritime culture, but that night I heard noth-
  ing exceptional. That is, until I listened in on 
  a bird named Polly and a lizard named Sabu 
  whispering about some of their exploits at a bar 
  named Harv’s Hideaway.
  It’s the quiet stories you ought to listen to. 
  Take it from a dog who knows.
  There I was, sat at the bar with a flagon 
  of some weasel-brewed concoction in my paw. 
  
  Echo House
  1515
  I was prepared to turn in for the night when 
  a parrot in a dashing hat and stunning red 
  feathers walked in, accompanying a drooping 
  gecko with a shorn tail. I discovered their actu-
  al names long after their departure, but at the 
  point they sat down, the parrot said “Stumpy 
  will have the hotpot,” and the gecko replied in 
  turn, “Pally will have porridge. And grog for us 
  both! We have business.” The barkeep dashed 
  off. I was intrigued. Genuine pirates with gen-
  uine pirate business? I shifted to a closer stool 
  and listened in.
  Pirate Business
  It transpired that Sabu — the gecko at the 
  table — had discovered the location of the ne’er-
  do-well responsible for stealing their valuables. 
  He’d been digging around Waterdog Port and 
  narrowed in on one of their least reputable asso-
  ciates. After all, Sabu and Polly own a ship, the 
  Pig’s Tale. From what I could glean, until recently 
  they had kept the Tale in Bernese Marina, among 
  the pleasure cruisers and luxury vessels. When 
  they came into some plastic following a profit-
  able adventure, they decided to entrust their 
  vessel to the upper crust guards at the marina 
  over the less-than-reputable militia down in the 
  Underport or the broader quayside. Anyway, the 
  associate whom Sabu tracked down — a mouse 
  named Brutus, with some reputation among the 
  rodents of Waterdog Port — took their coin and 
  guaranteed the safety of their ship and its cargo. 
  Sabu and Polly returned to it two nights after ar-
  riving in dock, only to find the vessel stripped of 
  its valuables!
  It’s worth mentioning ship’s law, sometimes 
  called “the maritime agreement,” other times 
  called “the pirate’s code.” It differs from crew to 
  crew and captains enforce it with varying levels of 
  severity, but a common code between pirates is 
  that you don’t rob a moored ship. It’s not piracy 
  as much as it’s criminal, if that makes sense. Pi-
  rates draw a distinction between the two.
  Well, to describe Polly and Sabu as quietly 
  but intensely animated during this discussion 
  would be an understatement. They have no love 
  lost for dear old Brutus, who I understand dis-
  covered Sabu is more than just a pleasant alkalist. 
  To be a successful pirate, you have to know when 
  to throw down and fight; “Stumpy” did. He was 
  asking after the whereabouts of their treasures, 
  fixtures, and fittings, when Brutus pointed him 
  in the direction of the Echo House.
  Echo House
  Ah, the Echo House: a fabled building that 
  seems to travel in and out of Waterdog Port 
  with the foggy sea mist. This revelation took 
  Polly aback. Her tail feathers knocked my bar 
  stool enough times to compel the parrot to 
  turn around and apologize for the disturbance. 
  I assured her that she need think nothing of 
  it and went back to listening in. What did the 
  Echo House have to do with the plundering of 
  their ship, and why did it perturb Polly — by all 
  accounts a valiant ship’s first mate and rimer 
  — so much?
  Sabu drove his right fist into his open palm 
  and reassured his first mate she wouldn’t need 
  to visit the house. It sounded like he believed 
  that the mysterious Echo House changes both 
  form and function each time it appears. On one 
  occasion in the past, it housed a two-headed gi-
  ant named Ulf, a pirate of ill repute. It was this 
  two-headed giant who brought down the axe that 
  severed our gecko hero’s tail! Did Ulf have some-
  thing to do with the crime, perhaps looking to 
  perpetrate a second wave of grief against Sabu, 
  what with giantish tendencies to practice two 
  measures of everything?
  No, as it turns out. While connected to this 
  story, Ulf was not behind the robbery. We’ll 
  get back to him. Rather, Sabu explained that 
  Brutus told him that he and many of the oth-
  er thieves of Waterdog Port had been hired by 
  the acclaimed rat actor, Aurelio, to loot the Pig’s 
  Tale and bring its chests back to Echo House! A 
  scandal! Aurelio is, if my information is correct, 
  one of the members of the Council of Luminar-
  ies — the governing council of Waterdog Port, 
  no less. For him to be commissioning thefts 
  from safely docked ships would strike pirates ev-
  erywhere as a capital offence.
  
  Chapter One: The Tale of “Stumpy” Sabu
  16
  16
  When Sabu announced this revelation, his 
  parrot companion stood bolt upright and hissed, 
  “I’m going to cut that rodent from bow to stern.” 
  Sabu managed to push his enraged rimer bird 
  companion back into her seat. This wasn’t the 
  end of the tale. 
  Sabu had pulled in some favors just that 
  day to find out why a member of the council 
  might be hiring thieves. He has another friend 
  on the council — Luna Tabby — and asked her 
  for the why of it all. Luna is, after all, head 
  of the port security. Surprisingly, Tabby came 
  clean to Sabu. She explained the council had 
  received high payment from a source to permit 
  this robbery, as a treasure named the Flask of 
  Bobby Golden was believed to be in a chest on 
  the Pig’s Tale. Polly guffawed at this claim, ap-
  parently having heard of this flask. She pointed 
  out, drilling a nail into the table, that if they 
  had such a valuable treasure, they wouldn’t have 
  left it on a ship with no crew. Sabu agreed. And 
  this is where things took a turn.
  The Council
  See, the council is a pirate’s way of finding 
  work, taking on the role of “pirate under com-
  mission” for a Luminary or the Governor. They 
  run the city in the loosest terms, but there are 
  worse governments. In this case, the issue wasn’t 
  with what the council wanted — a group ostensi-
  bly driven by enlightened self-interest and free of 
  political influence — but what they would have 
  found. They may have plundered the ship for a 
  flask Sabu and Polly didn’t possess, but what they 
  unintentionally stole was a chest of valuables sto-
  len by the pirates for a third person, Eveline von 
  Chausie! But Eveline von Chausie is not on the 
  council!
  Confused yet?
  Eveline von Chausie could very well 
  be the wealthiest cat in Waterdog Port. The 
  Chausie family practically own the entire Sun-
  set Quarter of the city. They’re also a family 
  of inveterate criminals, and run the worst part 
  of the underworld for the city. If the Pig’s Tale 
  was commissioned to steal something for von 
  Chausie? Well, losing that property to the Sea 
  Lord Council would be a big problem. Not 
  only did they owe von Chausie, it meant one 
  or more of the Luminaries might have become 
  aware of something the highly corrupt von 
  Chausie sought. And, to clarify where we’ve 
  got to, the thieves who stole the stolen treasure 
  from the Pig’s Tale had delivered said stolen 
  treasure to the Echo House so Aurelio could 
  claim it — despite Aurelio not even wanting 
  this treasure!
  As excited as I was to hear of all this, it 
  didn’t sound much like piracy. Dockland thefts 
  with intrigue attached are interesting, but they 
  don’t make for the kinds of thrills I turn into my 
  award-winning Acid Sea piracy tales. Thankfully, 
  things picked up when Sabu explained what hap-
  pened next.
  The Governor’s Mansion
  Despite his fear of having to revisit the site 
  where he lost his tail, Sabu approached the 
  Echo House. He needed to retrieve the treasure 
  before Aurelio could get to it. Sabu spotted Au-
  relio in the gardens of the nearby Governor’s 
  Mansion, conversing in whispers with Erwin 
  Sharpei, our ruthless and cunning Governor 
  (and like the rest of the members of the coun-
  cil, prone to hiring pirates). Sabu told Polly he 
  couldn’t risk entering the Echo House only to 
  find the treasure had already been dispersed. It 
  could have been what Aurelio and the Gover-
  nor were already discussing. The gecko changed 
  tack, somersaulted over the marble walls (his 
  words), and scurried up a tree to better hear 
  what the two politicians were saying.
  Sure enough, Aurelio had already pried 
  open the chest stolen from the Pig’s Tale. He’d 
  already discovered the Man treasures within, 
  therefore also finding what the Chausies were 
  interested in stealing. The two of them spoke 
  of powerful weaponry that shouldn’t be in the 
  paws of thieves and pirates. It was all Sabu 
  could do to not shout out in frustration: the 
  Chausies had told he and Polly the treasure 
  had no practical application. Still, it didn’t 
  remedy the issue of it being stolen from the 
  Pig’s Tale, and therefore, from the Chausies. 
  
  Honorable Theft
  1717
  Sabu clung to that tree branch, listening to 
  them speak, until he found out what he need-
  ed: the treasure had since been moved from 
  the Echo House to Plastic Minnow, a new pi-
  rate ship under commission to the Luminar-
  ies. The Governor explained to Aurelio how 
  the treasure would be making its way to Port 
  Matthew, as nobody would guess these power-
  ful weapons were being stored right under the 
  noses of the Monarchies of Mau.
  Sabu smiled at Polly at this point. He was go-
  ing to catch the Plastic Minnow before it left port 
  and recover their treasure. 
  Laws of Piracy
  Do you remember I mentioned a pirate 
  code earlier? Sabu is apparently a firm adher-
  ent to the code, so he wasn’t just going to jump 
  aboard Plastic Minnow, cut some throats, and 
  rob their stores. He found the ship as it was 
  being loaded and hid on board, waiting for it 
  to depart. He was going to rob it after it had 
  reached the Acid Sea!
  This may all sound ludicrous to you, land-
  lubber, but I find it charming and — to a de-
  gree — honorable that pirates adhere by a code. 
  Many abide by the ship law allowing captured 
  enemies a chance to serve on their ship. Some 
  insist two crew members must always be on 
  deck, while others believe (and this is widely 
  held) that crew members receive equal shares 
  of plunder. Others agree on a tithe of their 
  plunder to the poor of Waterdog Port, or from 
  wherever they hail. Keep in that mind many 
  pirates, no matter how ostentatious they ap-
  pear or might act, come from backgrounds of 
  poverty. They know what it is to struggle and 
  how the children — whether cat, dog, lizard, or 
  anything else — love it when a pirate comes to 
  port and gives out pieces of plastic or pilfered 
  valuables. Of course, some pirates, such as the 
  criminals who sail the Green Plague out of the 
  forbidding and mysterious Dalmatian Cove, 
  spit on the idea of a code. 
  As I mentioned earlier, there’s a difference 
  between a criminal and a pirate. I have it on 
  good authority from several shepherds that we 
  learned the word “pirate” from Man-penned ad-
  venture books, though I’ve never seen one per-
  sonally. The distinction is subtle, but it is there. 
  And these two embodied that difference in their 
  words and deeds.
  Honorable Theft
  Sabu told an enthusiastic Polly about how 
  he hid in a box on board Plastic Minnow and 
  only emerged that evening — the very evening 
  I’m recording this tale. He recognized some of 
  the crew: the bombastic, kind-hearted Captain 
  Juniper Pipe and the grumbly ship medic Bugs 
  Electrachilde, who often tells tales at the Lark’s 
  Head. He couldn’t bring himself to harm this oft-
  times friendly pirates. So, he was forced to act 
  with stealth instead.
  Sabu snuck around the ship like the lizard 
  he is, hiding behind a barrel here, secreting him-
  self beneath a coil of rope there. He scouted out 
  his prey and eventually found it. The chest tak-
  en from his ship was in Captain Pipe’s quarters! 
  What Sabu did next impresses me still.
  He started a fire.
  According to Sabu’s account, it was no in-
  ferno. He drizzled some pitch onto the deck 
  and set it alight, hiding from sight as the crew 
  rushed to put out the flames. He then broke 
  into the captain’s quarters and liberated the 
  chest, though not before ensuring that the con-
  tents were intact. Now armed with the chest, 
  what was he to do? Well, there’s the impressive 
  part. As he’d been darting around the ship, 
  he’d been loosening ropes and sawing through 
  knots, planning for this exact moment. As Plas-
  tic Minnow’s crew assembled to douse the fire, 
  he severed the final cord and down came the 
  main sail, swaddling the whole bunch of them! 
  In the confusion, he jumped overboard with 
  his chest!
  I expect you exclaim now “Surely ‘Stumpy’ 
  Sabu didn’t swim in the Acid Sea all the way back 
  to Waterdog Port, and with a chest in his arms?!”
  Of course he didn’t. As Polly remarked to 
  Sabu, at the table not five feet from where I 
  sat, “The first law in our pirate’s code: Always 
  come equipped with an emergency rowboat.” 
  
  Chapter One: The Tale of “Stumpy” Sabu
  18
  18
  (One of many “first laws” I heard that night, 
  mind you.) Sabu had lashed a small boat to 
  Plastic Minnow before the ship set sail, and 
  having jumped into it, rowed all the way back 
  to Waterdog Port with the treasure at his feet! 
  That, my friends, is the mark of a bold and 
  genius pirate. He stole his plunder, tied up the 
  crew, and made his escape without a shot fired 
  or his identity known.
  Never-Ending  
  Adventure
  Our story is nearly at an end, and I can tell 
  you as I wrote this, I was feverish with my pen, 
  transcribing everything I could hear “Stumpy” 
  Sabu and “Pally” Polly saying to each other. My 
  only unanswered questions had to do with why 
  Sabu was so grim when he arrived at this tavern, 
  and where the treasure was now. I was about to 
  pluck up the courage to ask when I found the two 
  pirates stood either side of me.
  “We’ve been listening to you scratching away 
  at your paper all night,” said Polly, peering at my 
  work.
  “And when you’ve got eyes like mine, it’s 
  easy enough to spot someone leaning back on a 
  barstool to catch your every word,” added Sabu, 
  placing his webbed paw on my forearm.
  I was worried. This was the Old Quarter, 
  and many an intrusive writer’s snout has been 
  cut when diving too deep into the murk of 
  this section of our city. Man knows I’ve had 
  enough run-ins with the gangs and guilds alike 
  here to say I know when danger approaches. 
  Looking at the two pirates flanking me, I felt 
  that danger.
  I pleaded with them to allow me to tell their 
  tale and change some names. Maybe even change 
  the location to Port Matthew or Dalmatian Cove. 
  After all, nobody would believe Sabu had been 
  to the Governor’s Mansion, sneaked through the 
  docks, boarded a ship, stowed away, stole trea-
  sure, and rowed back, all in one night. 
  That’s when the two of them grinned at 
  me. Sabu tapped my sheaves of parchment. 
  “Of course they won’t believe it,” he beamed. 
  “That’s why when you write it, you’ve got to be 
  as honest as you can. A pirate needs people like 
  you to build a reputation! You’re just missing 
  the ending.”
  I eagerly took up my pen as Sabu leaned 
  against the bar, lifting the half-tail for which he 
  earned his name. “I did row all the way into Wa-
  terdog Port, it’s true,” he said, stroking his scales 
  absently. “But I’m no brawler. For all my deeds, 
  I’m only fit to row short distances. I was beyond 
  exhausted. I had to ask a dock worker to help me 
  from the boat and lift the chest up onto a cart for 
  me. I even paid for the service.” Sabu paused. “I 
  made a mistake.”
  The end of my pen snapped. I drew forth a 
  spare. “I should never trust treasure to anyone 
  outside my crew,” Sabu sighed. “This dock-
  worker was unknown to me. Just a young cat. 
  But I should have recognized the two rings on 
  his little finger, denoting him as a member of 
  Ulf’s gang of pirates.” He shuddered repeating 
  the name.
  “That two-headed knave’s agents are every-
  where, and, spying a pirate with a treasure chest 
  and no support, his little kitten only went and 
  ran off with the loot, pushing the cart away to-
  ward an alley I’m sure leads to the Underport. 
  But alas, I was too exhausted to follow. So instead 
  I found Polly and decided to drown my sorrows.” 
  Sabu grimaced, dropping his tail. “It seems that 
  giant isn’t satisfied cutting me short; he wishes to 
  rob me blind as well.”
  I asked the two pirates what they were go-
  ing to do next, and the question drew smiles 
  from both as they ordered a round of drinks 
  for the house. “Well you see, friend dog, when 
  a pirate hires another pirate to steal some trea-
  sure, only for the second pirate to have that 
  treasure stolen by thieves working for a pirate 
  lord, and that second pirate then needs to 
  steal it from another ship of pirates, only to 
  
  Never-Ending Adventure 
  19
  19
  have it stolen yet again by… a fifth or sixth 
  pirate?” Polly contemplated the math and af-
  ter a few seconds of calculation added “Yes, 
  definitely fifth.”
  I waited for the conclusion, but nothing was 
  forthcoming so I asked, “Yes? What happens next?”
  Sabu downed his drink, wiped his mouth, 
  and looked me keen in the eyes. “Well then, that 
  means Polly and I have some pirating to do.”
  
  chapter two: Pirate’s Life for Me
  20
  20
  Chapter Two:  
  Chapter Two:  
  Pirate
  Pirate’s Life for Me
  s Life for Me
  In order to sail the high seas, you’ll first need 
  to make your own swashbuckling character! In 
  this chapter, you’ll find everything you need to 
  create an adventurous pirate, be they a bird, liz-
  ard, dog, or cat. There are new species of birds 
  and lizards, some additional rules for pirate char-
  acters, and even new callings for any species.
  The ocean might call any-
  one to its waves at any 
  time, too, so a cat who 
  is a mancer or a dog 
  who’s a guardian might 
  join a crew, board a ship, 
  and sail off to adventure! 
  There’s no need to restrict your party 
  to the six callings starting on p. 33. If 
  existing characters would like to try 
  life on the high seas, Guides might 
  allow them to begin taking tricks or 
  secrets from a pirate calling, as per 
  the cross-calling hacks in Pugmire 
  (p. 168) and Monarchies of Mau (p. 
  180). This is optional, but it could be 
  fun to have an artisan or tracker go 
  a’sailing while also picking up some 
  new abilities! 
  
  Lizards
  21
  21
  The lizard families are still elusive and myste-
  rious to most dogs and cats from Pugmire and the 
  monarchies. They tend to live in nomadic bands, 
  traversing the more arid regions of the world, 
  though a pawful can be found scattered through-
  out any major city, and their caravans stop in bor-
  der cities and settlements with some frequency to 
  trade supplies, goods, information, and messages. 
  Lizards rarely settle down in one place, and those 
  that do are referred to by other members of their 
  species as “hibernal.” Though it’s not common, 
  it’s also not looked down upon, and lizards will of-
  ten visit their hibernal family members when they 
  come to town or the few small, permanent lizard 
  settlements to trade, bringing tales of their travels 
  since the family was last together.
  Lizards are consummate storytellers. In their 
  low-pitched, pleasantly articulate tones, they spin 
  tales about places and wonders of which the most 
  imaginative cat might only dream. It’s not uncom-
  mon for a young dog or cat to choose to lead a 
  life of adventure after hearing a lizard storyteller 
  speak of far-off wonders and ruins filled with plas-
  tic. Finding those ruins based on the embellished 
  yarns of a traveling lizard, however, is often a much 
  harder proposition than they expect.
  Though most denizens of Pugmire and the 
  monarchies think of the lizards as belonging to 
  “tribes,” that’s a term they applied out of igno-
  rance of lizard culture. Lizards themselves refer 
  to their bands as “families,” regardless of what 
  kinds of lizards are in the family or whether they 
  are related. Many lizard families comprise all 
  three types of lizard — geckos, turtles, and ser-
  pents — and they all look quite different. Often, 
  a cat or dog seeing a lizard family for the first 
  time is struck with confusion over the fact that 
  its members look drastically different from one 
  another, even more so than most groups of cats, 
  dogs, or rats and mice. 
  Even the term “lizard” is not truly correct. 
  Much like the nomenclature of the “badger tribes,” 
  which include weasels and all polecats, “lizard” is 
  a blanket term that most species in the world use 
  to mean “smooth-skinned one.” The term is even 
  occasionally used to bully young kittens who are 
  naturally hairless, though if any adult hears the 
  taunting, they will almost always take them aside 
  to remind them that being different isn’t a bad 
  thing. Smooth-skinned, furred, or feathered, ev-
  eryone looks the way they are supposed to.
  On the inside, lizard culture is as rich and full 
  of history as the cat and dog kingdoms. Though 
  there has never been a single lizard ruler or ruling 
  council, each family has a matriarch to whom they 
  turn to settle disputes and lead the way. Whenever 
  more than one lizard family gathers in the same 
  place, the matriarchs will meet in private over the 
  course of one to several evenings, swapping infor-
  mation, secrets, and news that need to be spread 
  across all the lizard families. This whisper network 
  ensures all lizards are up to date on the doings 
  of each family, and know who to watch out for, 
  which places to go and which to avoid, and if there 
  are any families that require aid.
  Though they can appear standoffish, lizards 
  are anything but. They merely have a culture that 
  depends quite heavily on their ancestral rituals 
  and customs. Their ways may seem odd or myste-
  rious to strangers, but most of their greetings and 
  offers of hospitality are simple at their root. If a 
  cat or dog approaches a colorful lizard encamp-
  ment or caravan, they will be offered a small dish 
  of salt, which is very important to lizards. The 
  cat or dog is expected to taste the salt, and the 
  lizard will do the same. Once this ritual is com-
  pleted, and various niceties are exchanged, the 
  visitor will be treated after as an honored guest 
  unless they commit a terrible faux pas. Lizards 
  eat communally as well and expect guests to at 
  least sample each dish placed before them, even 
  if it is a food with which they are unfamiliar. It is 
  perfectly fine to decline after the initial taste, but 
  trying the food indicates trust among the lizards. 
  If their guest doesn’t trust them, how can they 
  trust their guest?
  Salt is important to lizards for a few reasons. 
  Most families make pilgrimages every few months 
  LIZARDS
  LIZARDS
  
  chapter two: Pirate’s Life for Me
  22
  22
  to the salt pan ruins to restock, for the mineral is 
  used as a seasoning, a means of water retention in 
  the arid climes, and as a component of both their 
  religious rites and their alkalists’ magic. If a family 
  falls on hard times, they are said to have “run out of 
  salt,” and other families will do their best to assist.
  Naming conventions among lizard families 
  are usually easy to understand. A lizard’s parent 
  gives them a first name, but when they come of 
  age, they choose their own first name. Their sur-
  name is always the name of their mother with 
  “childe” attached to the end, so a lizard named 
  Kaitha who is the daughter of Ranu will be Kaitha 
  Ranuchilde. If she has offspring, their last name 
  will be Kaithachilde. Lizards use the term “clutch-
  mate” to refer to a lizard to whom they are blood 
  related, whether sibling, mother, or great-uncle. 
  This can cause confusion among other species, 
  but lizards don’t place as much stock in lineage as 
  some do — the enjoyment they get from confusing 
  outsiders is purely secondary.
  Lizards do not generally think much about 
  the Old Ones. The main thing they worship is 
  the sun, as it gives them energy and makes the 
  plants grow. Lizards are not very religious in any 
  case, and their sun worship is more spiritual than 
  theological. They are known to sit on stones and 
  meditate when the sun is at its zenith, soaking in 
  the warmth and clearing their minds. Pirate liz-
  ards may be found in clear spots of deck at this 
  time, but they won’t be overly irritated if they are 
  disturbed. Lizards are calm, though if they get agi-
  tated, they can be as quick to rouse as anyone else. 
  As far as dress, lizards wear whatever best suits 
  the climate. In warm or tropical places, they are 
  usually found in flowing, comfortable garments 
  in white and other light colors, and in colder 
  area they prefer furred hats and greatcoats. They 
  usually keep their faces covered outside of their 
  own communities, mostly because of their own 
  hospitality rules. Most hibernal lizards, and many 
  pirates, forgo this custom in favor of blending in.
  Lizard Families
  Lizards can belong to one of three types, 
  though variations on size, skin color, scale pat-
  tern, and personality are found within each over-
  arching type. Lizards are a diverse people; each is 
  unique in their own way.
  Geckos
  Geckos are the talkers of the lizards. Gener-
  ally, when a cat or dog imagines a lizard storytell-
  er, they are imagining a gecko. These lizards are 
  charismatic and agile, darting from one corner of 
  a party to another as fast as they flit between con-
  versations. Physically, they are the most colorful 
  of the lizards, ranging from a solid bright green to 
  any number of base colors with myriad spots and 
  patterns on their skin. 
  Quick of wit and body, geckos blend seam-
  lessly into any social situation, which is why they 
  are most often chosen for trade or ambassadorial 
  roles. They are fantastic at reading a situation and 
  know when to use their biting tongues or when 
  to offer a quiet ear and empathy. Though they 
  are the lizards most used to the public eye, and to 
  navigating other species’ politics, they rarely end 
  up as matriarchs, as most lack the focus the role 
  requires.
  Though geckos are thought of as flighty by 
  other lizards, they still have a gravitas many other 
  species envy. They can go from an animated con-
  versation to a solemn tale of loss in the blink of 
  an eye, while continuing to butter up the dog who 
  wants to purchase their wares at a steep discount.
  Their energy is calculated, and they know 
  precisely to whom they are speaking. If they step 
  on anyone’s toes, it’s because they intended to. 
  Ability bonus: +1 Dex, +1 Cha
  Family knack: Chameleon (p. 30)
  Serpents
  Serpents move just as quickly on their power-
  ful lower bodies as any other creature does on its 
  legs. They are quieter than geckos, but a bit more 
  thoughtful, and they target their speech, actions, 
  and questions in calculated strikes. 
  While more than capable of carrying on an 
  intelligent conversation on most topics, serpents 
  prefer to listen instead of speaking. They consid-
  er their words carefully, and only go on the verbal 
  offensive when they feel they have the upper paw. 
  In battle or when exploring, however, serpents 
  are most likely to be on the front lines, utilizing 
  their intelligence and strength as weapons and 
  tools of leadership. It is common for a lizard fam-
  ily’s matriarch to be a serpent. 
  
  Lizards
  23
  23
  Serpents have powerful arms and can coil 
  and strike in a heartbeat, so they are just as good 
  at climbing and jumping as most species. They 
  are better, however, at moving over harsh terrain 
  or underwater, as they can glide easily instead of 
  picking their way across with bipedal legs.
  Serpents come in a variety of hues and 
  markings, from flat black to bright striations. 
  All are excellent at squeezing information from 
  their foes and gleaning nuance in delicate ne-
  gotiations. Though they work well with most 
  other creatures, most serpents have a particular 
  aversion toward polecats and weasels and have 
  to work harder than usual to engage in civil dis-
  course with them. 
  Serpents tend towards vanity, and when 
  alone may spend a great amount of time tending 
  to their scales, clothing, and armor, making sure 
  all are bright and clean, regardless of how flashy 
  or expensive they are.
  Ability bonus: +1 Str, +1 Int
  Family knack: Slither (p. 30)
  Turtles
  Turtles may be regarded as slow or quiet by 
  other species, but lizards value their contempla-
  tive nature and sagacious wisdom. Turtles spend 
  more time meditating than the other members of 
  their families, and most only speak after consid-
  ering their words carefully. The same can be said 
  for their actions. Though turtles take their time 
  before jumping into a fray or choosing a course, 
  when they do, they’re efficient and resilient.
  Turtles’ skins and shells also come in a vari-
  ety of colorations and patterns, though the ma-
  jority are neutral brown, green, yellow, and black. 
  Some turtles paint designs on each other’s shells 
  or carve them shallowly into the hard carapaces. 
  These designs can be anything from sigils telling 
  the stories of their family to abstract aesthetics. 
  More than other lizards, turtles prefer loose, 
  flowing garments, as tailoring much more than a 
  robe to cover one’s shell is a tall order. 
  All turtles can also use their massive shells 
  for defensive purposes, retracting their limbs 
  into them and hunkering down to make their 
  soft limbs and head harder to strike. They tend 
  to be tacticians when among a party of combat-
  ants, planning and thinking up the best possible 
  ways to proceed. Listening to a turtle’s advice has 
  saved many a lizard’s life over the years.
  Ability bonus: +1 Con, +1 Wis
  Family knack: Hunker Down (p. 30)
  Lizard Character Creation Checklist
  The following explains out how to create a 
  lizard character for Pirates of Pugmire. Feel free to 
  tweak or adjust these steps to better represent a 
  non-pirate lizard character!
  1. 
  Choose a calling: crusader, gundog, torpe-
  do, mystic, or alkalist.
  2. Choose a family: gecko, serpent, or turtle.
  3. Choose a background: marine, sailor, or any 
  from Pugmire (pp. 62–63) or Monarchies of 
  Mau (pp. 69–70). Lizards get the Seafarer 
  knack, but you can instead choose a more ap-
  propriate background trick from Pugmire (p. 
  69), or the Cat of the World secret from Monar-
  chies of Mau (p. 87).
  4. Assign ability scores, adjust them based on 
  lizard family, and mark primary abilities. 
  Then calculate ability modifiers, stamina 
  dice, stamina points, and proficiency bo-
  nus. More information in Pugmire (pp. 64–
  66) or Monarchies of Mau (pp. 71–74). 
  5. Write down four skills, two based on back-
  ground and two based on calling. Skills are 
  found in Pugmire (pp. 66–68) and Monar-
  chies of Mau (pp. 74–76).
  6. Write down all your knacks, based on call-
  ing and family.
  7. 
  Record all equipment in your rucksack, 
  based on calling and background.
  8. Calculate defense, initiative, and speed. 
  Lizards can move 30 feet per turn, or 35 if 
  they drop to all fours to run. More in Pugmire 
  (p. 83) or Monarchies of Mau (p. 94).
  9. Choose three personality traits. Lizards may 
  choose either set of personality traits from Pug-
  mire or Monarchies of Mau, so while they’ll 
  have an ideal and a flaw either way, it’s up to 
  the player whether their second trait is a bond 
  or a mystery.
  10. Name your character and write their story.
  
  chapter two: Pirate’s Life for Me
  24
  24
  BIRDS
  BIRDS
  Birds are better known to Pugmire and the 
  monarchies at large, partially because storytelling 
  is so intrinsic to their culture. Even cats and dogs 
  who haven’t ever met a bird have likely heard 
  some of their stories, brought into the cat and 
  dog realms via travelers and adventurers. Though 
  many may see the stories birds tell as fabrications 
  and fantasy, birds value truth in their stories 
  above all else. As with most folks, though, birds 
  also tend to see themselves as the heroes in their 
  stories; therefore, what’s true may be up for de-
  bate at times. Whenever birds gather, from a sim-
  ple duo to a huge reunion, the words flow well 
  into the night along with their favorite seed-wine.
  Many birds’ favorite stories center on the Sky 
  Kingdom, the closest thing birds have to a reli-
  gion. The Sky Kingdom is a subject of some de-
  bate. Is it a physical, real paradise from which few 
  birds return, or more of a metaphysical plane, 
  where all birds go when they pass on to the next 
  life? Sparrows hold tight to the rumors of it being 
  real, as they are the only ones who could access a 
  place so high up, while crows and parrots tend to 
  consider it a fanciful legend. Every bird knows a 
  story of another bird they or their friend or rela-
  tive knew who returned from the Sky Kingdom 
  with riches and wonders, but no one ever claims 
  to have gone there themselves. 
  There are three different main types of birds, 
  referred to as “nestes,” in their culture. There 
  isn’t a particular name for a group of birds, but 
  groups may be made up of birds from all three 
  nestes. The nestes are sparrows, crows, and par-
  rots. Bird culture divides the three in a hierarchy, 
  though the nestes can and do intermingle. Spar-
  rows are at the top of the ladder, as they are the 
  ones who have the full power of flight; crows are 
  in the middle, as they can glide for short distanc-
  es; and parrots are seen as the lowest neste, as they 
  are land-bound and lack any sort of wing. The 
  hierarchy is influenced by each nestes’ proximity 
  to the Sky Kingdom. (There are also rumors of a 
  fourth neste, but all the stories told about them 
  are in the past tense. It’s unclear whether they 
  evolved or merged into one of the other nestes, 
  or if something nefarious befell them.)
  Birds dress in gaudy, colorful clothing to 
  complement their plumage. The most brightly 
  colored birds tend to wear one or two solid col-
  ors that show off their feathers to best advantage, 
  while the neutral-toned birds array themselves in 
  a cacophony of hues and tones. This can be jar-
  ring even to the cats of the monarchies, who see 
  birds as gaudy and obnoxiously candid.
  After all, it’s well-known that birds and cats 
  don’t get along. This is mostly due to extreme 
  cultural differences. Birds are mistrustful of cats 
  and believe their lack of candor and addiction 
  to secrets can’t be good for them or anyone else. 
  Cats, on the other paw, value secrecy, caution, 
  and putting on a good front, while birds rush in, 
  spew information and tales at anyone who will 
  listen, and are often loud and talkative. Because 
  of this, birds do make excellent messengers, so 
  long as the message doesn’t contain sensitive in-
  formation. 
  The other thing often keeping birds and cats 
  from being close friends is the former’s penchant 
  for music, dance, and song. Though cats might 
  enjoy an instrumental piece or two, most of them 
  are notoriously poor singers, which is why cats 
  (like some ministers and wanderers) who do 
  sing well are often afforded some celebrity. Most 
  birds, however, have a natural talent for song, es-
  pecially sparrows. Bands of roving bird musicians 
  sometimes travel from dog town to Pugmire to 
  lizard camp, making their way through the world 
  by entertaining those around them. Cats mis-
  trust these roving bands, and the root cause of 
  that might have as much to do with envy as it 
  does with cultural clashes.
  Dogs tend to be friendlier toward birds, rea-
  soning that if the Old Ones uplifted them, there 
  was a reason behind it. Most dogs of Pugmire ad-
  mire their forthrightness and loyalty to each oth-
  er, if not to the Old Ones, and find their songs 
  and dances amusing. 
  
  Birds
  25
  25
  Birds are given their unusual-sounding 
  names by their families, whether it’s their fami-
  ly of choice or their family of birth. This might 
  mean that a bird one previously encountered as 
  “Jozy” is “Irvine” the next time they visit. Birds 
  don’t change their names too often, but if a cho-
  sen family is a driving force in their life, often 
  the bird will ask, as a gesture of loyalty, to be re-
  named. This is a great honor, so the naming fam-
  ily would never do anything so crass as give them 
  a joke name, unless somehow appropriate to the 
  bird in question. 
  The second half of a bird’s name is called 
  their “story name,” which can also change over 
  time. It’s usually related to an accomplishment 
  the bird made, an adventure they went on, or a 
  treasure they discovered, though it may also re-
  late to a prominent physical feature. Birds choose 
  these names themselves, based on whatever 
  makes them most proud. Thus, the young “Jozy 
  of the Thirteen Stripes” may become “Irvine of 
  the Three Jewels” over time. Story names usual-
  ly include a number, though not all do — when 
  asked by outsiders for the reason why, most birds 
  simply shrug or make up an elaborate lie.
  When not traveling, birds prefer to live com-
  munally in large buildings, which they call “cag-
  es,” a word translated from Old Ones’ writings 
  to mean “bird house.” Having everyone in one 
  central space means it’s easier to flit from story 
  to story and group to group. Though the large, 
  wooden cages do have small rooms branching off 
  for privacy when needed, most birds stay in the 
  spacious main area until they need to sleep. The 
  cages are multiple stories tall and are decorated 
  with things the birds bring back from their ad-
  ventures, from bits of cloth and shining baubles 
  to artifacts of the Old Ones and precious gems. 
  Birds don’t place too much emphasis on the 
  monetary value of items, preferring instead to 
  hold the story as the most important thing they 
  get from any excursion. Thus, items the cats or 
  dogs would find precious beyond belief are of-
  ten used as simple décor or as proof that a tale is 
  true. This would cause strife if the cats and dogs 
  knew about the habit, but only birds and their 
  most trusted allies are permitted to enter their 
  cages. Old superstitions die hard, and the one 
  about cages protecting birds from all other crea-
  tures is among the oldest in bird culture.
  Bird Nestes
  The three nestes are names taken from the 
  Old Ones, and birds of myriad sizes, colors, and 
  appearances can belong to any neste. The only 
  thing that is consistent for each neste is the sort 
  of wing the birds within have (or don’t!). What 
  the Guide and players might think is a sparrow, 
  due to the bird being dun and slight, can actually 
  be a parrot if she has arms and no wings!
  Parrots
  The physically strong parrots are also the 
  most talkative of the birds. They’ll arm wrestle a 
  dog in a tavern for a pint, then pay for it with a 
  story, making the dog feel they got the best end of 
  the deal. They are fast-talking and slick, but rarely 
  sleazy. Instead, they excel at fitting in with any 
  crowd and rarely find themselves out of place.
  Parrots are born imitators and tell their sto-
  ries and tales with great flair, using an array of 
  voices and accents to bring a cast of diverse char-
  acters and locales to life. The one sure way to up-
  set the genial parrots is to stop paying attention 
  to them while they’re talking to you or spinning 
  a yarn. If one notices someone’s attention drift-
  ing, they will squawk a sharp-tongued admonish-
  ment or physically remind them with a pinch or a 
  meaty arm slung around their shoulders, forcing 
  the attention back to the star of the show.
  Still, it’s hard to stay mad at a parrot; their jo-
  vial natures are their best features, even more so 
  than their knack for narrative and ease at making 
  Some birds smarter than 
  me have discovered that 
  there were many other 
  families of birds back in 
  the Ages of Man: cocka-
  toos, finches, and birbs, to 
  name a few. Particularly con-
  servative birds occasionally incorporate 
  their ancient family names into their 
  story names, like my old crow friend 
  “Provost the Ninety-Seventh Cockatoo.” 
  Just a note that what we call spar-
  rows, crows, and parrots don’t neces-
  sarily line up with what the Old Ones 
  believed them to be. I’m sure there’s a 
  story in there somewhere!
  
  chapter two: Pirate’s Life for Me
  26
  26
  friends. They are, of course, capable of silence 
  and action when need be and are happy to listen 
  to the capable crows on matters of import before 
  using their strong voices to rally a crew or issue 
  orders. They may seem affable, but they’re the 
  birds whose faces attackers most often see before 
  they’re knocked senseless. Parrots do not have 
  any wings to speak of, yet their arms are incredi-
  bly powerful to compensate. 
  Ability bonus: +1 Str, +1 Cha
  Family knack: Spin (p. 30)
  Crows
  Crows are the toughest of the bird nestes. 
  They are quieter than the others, but use their 
  voices to better effect, whether it’s telling a story 
  in only the words needed to convey their point 
  or issuing orders to be followed without ques-
  tion. The most militaristic of the nestes, crows 
  are often tacticians and researchers, lending to 
  both pursuits a discerning eye and steady pace. 
  Though many birds are notoriously picky about 
  their diets, crows will eat anything offered to 
  them, which makes them very useful in dealing 
  with the lizards, whose cuisine may seem off-put-
  ting to birds with more delicate stomachs. 
  Of all the birds, crows have the greatest fasci-
  nation with trinkets and ornaments, regardless of 
  their value. Some hoard these items, while oth-
  ers bring anything and everything they can back 
  as gifts to their friends or loved ones. Crows’ 
  friends find themselves on the receiving end 
  of more small gifts than they can easily display. 
  Adventurous or nomadic crows sometimes take 
  their collections with them, the smaller bits and 
  bob displayed on their clothing and feathers and 
  a few others in their rucksacks, just so they can 
  take them out while telling stories or simply look 
  over them in their quiet moments.
  Crows’ partial wings are attached to their 
  arms, and they can use them to glide short dis-
  tances. This makes them ideal scouts or members 
  of landing parties, as they can climb a tree or 
  hillock then easily rejoin the group to relay what 
  they saw. They can also easily get to dry land from 
  a ship to secure lead lines.
  Ability bonus: +1 Con, +1 Int
  Family knack: Glide (p. 30)
  Sparrows
  Though some think sparrows flighty com-
  pared to the other bird nestes, they are often sim-
  ply deep in thought. Keen observers, sparrows 
  float between conversations, gathering knowledge. 
  Because of this, they are usually the information 
  repositories among the birds and the messengers 
  both within their own society and outside of it. Of 
  all the birds, they are the most discreet and know 
  best when to keep their beaks shut.
  Sparrows are most likely to excel at singing, and 
  as a rule, their stories are set to song. Even if not 
  sung, their tales are melodious and rhythmic, which 
  makes them pleasant to hear and easy to remember. 
  The sparrow neste is considered by all to be 
  at the top of the bird hierarchy because of their 
  ability of true flight. They alone may be able to 
  one day reach the Sky Kingdom. Their wings 
  sprout from their backs, allowing the fine-boned 
  sparrows to take to the skies for brief periods of 
  time. Sparrows tend to wear form-fitting, light-
  weight clothing to alleviate wind resistance and 
  to avoid adding unnecessary weight.
  When walking on land or the deck of a ship, 
  they keep their broad wings tucked neatly behind 
  them, though if they feel threatened or are in the 
  heat of anger, they occasionally unfurl them to 
  make themselves look bigger or punctuate their 
  point. They are also the pickiest eaters of all the 
  nestes, preferring grains and fruits, though they 
  will make the occasional exception for delicately 
  prepared game dishes.
  Ability bonus: +1 Dex, +1 Wis.
  Family knack: Soar (p. 30)
  It’s a common misconcep-
  tion that all birds can 
  fly. I wish that were 
  true! However, our stories 
  of the ancients confirm 
  that lots of birds couldn’t 
  fly back then, either. More 
  puzzling, some very colorful birds that 
  look like me might be able to fly. 
  Remember, if they can glide or fly, 
  they’re not parrots; they’re part of the 
  crow or sparrow neste. If you really 
  want to make all birds fly in your 
  chronicle, you can let birds in any 
  neste choose the Soar knack.
  
  Birds
  27
  27
  Bird Character Creation Checklist
  The following explains how to create a bird 
  character for Pirates of Pugmire. As with lizards, 
  go ahead and tweak or adjust this to represent a 
  non-pirate bird character!
  1. 
  Choose a calling: crusader, gundog, torpe-
  do, mystic, or rimer.
  2. Choose a neste: crow, parrot, or sparrow.
  3. Choose a background: marine, sailor, or 
  any from Pugmire (pp. 62–63) or Monar-
  chies of Mau (pp. 69–70). Birds get the Sea-
  farer knack, but you can instead choose a 
  more appropriate background trick from Pug-
  mire (p. 69), or the Cat of the World secret 
  from Monarchies of Mau (p. 87).
  4. Assign ability scores, adjust them based on 
  bird neste, and mark primary abilities. Then 
  calculate ability modifiers, stamina dice, 
  stamina points, and proficiency bonus. 
  More information in Pugmire (pp. 64–66) or 
  Monarchies of Mau (pp. 71–74). 
  5. Write down four skills, two based on back-
  ground and two based on calling. Skills are 
  found in Pugmire (pp. 66–68) and Monar-
  chies of Mau (pp. 74–76). 
  6. Write down all your knacks, based on call-
  ing and neste.
  7. 
  Write down all equipment in your rucksack, 
  based on calling and background.
  8. Calculate defense, initiative, and speed. 
  Birds can move 35 feet per turn. However, 
  birds cannot drop to all fours to run. More in 
  Pugmire (p. 83) or Monarchies of Mau (p. 
  94).
  9. Choose three personality traits. Birds may 
  choose either set of personality traits from 
  Pugmire or Monarchies of Mau, so while 
  they’ll have an ideal and a flaw either way, 
  it’s up to the player whether their second trait 
  is a bond or a mystery.
  10. Name your character and write their story.
  Lizards and Birds,  
  Dogs and Cats
  Unlike dogs and cats, lizards and birds don’t 
  have their own nations. They live in the margins 
  of the cities of other species, or as part of a larger, 
  more cosmopolitan cultures. That said, there are 
  general trends in how lizards and birds relate to 
  dogs and cats.
  Lizards are, as a rule, nomadic. They prefer to 
  migrate to more comfortable climates throughout 
  the year, and never stay in one place for too long. 
  The lizards of Waterdog Port are somewhat of an 
  exception — there are many long-term lizard resi-
  dents — but even then they tend to go on long trips 
  or voyages to shake off the wanderlust that builds 
  up inside them. This tendency to travel makes 
  them ideal merchants and messengers. Indeed, 
  lizard merchants were vital in sharing information 
  between Pugmire and the Monarchies of Mau soon 
  after the War of Dogs and Cats. That said, most 
  lizards generally don’t show their faces to outsides 
  like dogs or cats, making them seem somewhat mys-
  terious or aloof. A lizard showing their face on a 
  regular basis to you means either you are a trusted 
  friend, or they are generally dismissive of the whole 
  tradition (as many pirates tend to be).
  Birds also like to travel, but in much shorter 
  bursts. They don’t have wanderlust so much as a 
  keen desire to learn and tell stories, so their travels 
  are both more intentional and more aimless than 
  lizards. Dogs generally don’t have a strong opinion 
  of birds — birds are great to get the latest news and 
  gossip, but between some birds’ tendency to exag-
  gerate and the fact that bad news travels faster than 
  good, it can means that the stories the birds spread 
  aren’t always appreciated. But birds are strongly dis-
  liked in the Monarchies of Mau, so it’s a rare bird 
  that travels there intentionally. A few have made 
  their home there, but more often then not their 
  metaphorical wings are clipped as they are forced to 
  live in confined areas. Thus, birds are more likely to 
  associate with dogs or lizards instead of cats.
  
  chapter two: Pirate’s Life for Me
  28
  28
  Backgrounds
  Backgrounds set even two pirates of the same 
  species and calling apart. A humble sailor and a 
  former merchant might not have much in com-
  mon, even if they follow a similar path now. 
  Below are two new backgrounds for Pirates of 
  Pugmire, along with a background knack. Feel free 
  to use them in any Pugmire or Monarchies of Mau 
  game as well. Just because your character was a sail-
  or doesn’t mean they have to be one forever.
  Marine
  Marines are seafaring soldiers. Most were 
  trained on land before being dispatched to serve 
  on the high seas for one interest or another. They 
  are committed to defending adventurous pirates 
  from raiding parties of nefarious enemies as well 
  as from natural monsters and menaces. They re-
  main strict in their dress and attitude and do best 
  when they can follow a regimented routine.
  Skills: Intimidate, Sense Motive.
  Rucksack: An official writ granting you the 
  right to patrol the seas, a set of fine clothes, and 
  a purse containing some plastic coins.
  Background Knack: Seafarer.
  Sailor
  You grew up on the high seas and were climb-
  ing rigging and unfurling sails from a tender age. 
  You received most of your education on deck or 
  while working under the sun, but you were happy 
  to do it. You far prefer being on a seagoing vessel 
  than on dry land and would rather be part of a 
  crew than wander alone.
  Skills: Know Nature, Survive.
  Rucksack: A map, a set of common clothes, 
  and a belt pouch containing a few plastic coins.
  Background Knack: Seafarer.
  Backgrounds for pirates aren’t restricted to 
  the two listed here. Any background from Pugmire 
  (pp. 62–63) or Monarchies of Mau (pp. 69–70) can 
  be used with a little tweaking. For example, a mer-
  chant could conduct their trade by sea, or a sage 
  may decide they know enough about the world on 
  land and want to expand their boundaries.
  The same applies for using any existing back-
  grounds for lizards and birds. Perhaps instead of 
  a soldier from the monarchies, a lizard was a car-
  avan guard for their family. A bird disciple may 
  have spent all their life studying tales of the Sky 
  Kingdom before embarking on a life of piracy. 
  Ability Scores
  Like in Pugmire and Monarchies of Mau, ev-
  ery character has six abilities. You allocate scores 
  to each of them, just in like those games. Once 
  you’ve assigned your six scores, add additional 
  bonuses to your scores as per your bird’s or liz-
  ard’s neste or family.
  Family/Neste
  Ability Score Bonus
  Geckos
  +1 Dex, +1 Cha
  Serpents
  +1 Str, +1 Int
  Turtles
  +1 Con, +1 Wis
  Crows
  +1 Con, +1 Int
  Parrots
  +1 Str, +1 Cha
  Sparrows
  +1 Dex, +1 Wis
  New Calling Knacks
  These are the new knacks for the alkalist, 
  gundog, torpedo, and rimer callings. At first 
  level, each pirate starts with one of two calling 
  knacks (see pp. 33–45).
  Catalyst
  Alkalists combine salt, herbs, and com-
  pounds from their alkalist’s kits to fuel their po-
  tions and bombs. Alkalists with this knack know 
  how to create and detonate bombs, which can 
  have an array of effects, and they can also create 
  beneficial potions. They look like nothing more 
  than glass jars full of swirling liquid to any who 
  aren’t in the know. 
  An alkalist can have up to their proficiency 
  bonus in bombs or potions, spread among all the 
  types they can make. When they run out, they 
  must spend time either in a town or in the wild 
  gathering supplies before they can replenish their 
  bombs or potions, though if the crew agrees, 
  bombs may also be obtained by spending plun-
  der (p. 50) or by finding it among the plunder 
  itself. All bombs may be thrown up to 40 feet 
  away from the alkalist, and a typical bomb’s blast 
  fills an area with a 10-foot radius.
  
  New Calling Knacks
  29
  29
  The first time this knack is chosen, choose 
  one from the following options:
  • Acid Bomb: Acid bombs deal 1d4 per 
  the alkalist’s level in acid damage to any-
  one caught within their area of effect, 
  including allies.
  • Fire Bomb: Anyone, including allies, 
  caught within this bomb’s area takes 3d6 
  fire damage.
  • Gill Potion: This potion allows its drink-
  er to breathe underwater, even in the 
  Acid Sea, for up to an hour. 
  • Health Bomb: This bomb allows an al-
  kalist to heal their whole party at once. 
  When detonated, all caught within its 
  area of effect receive 1d4 stamina points 
  per the alkalist’s level in healing, includ-
  ing enemies.
  • Heath Flask: Contains three doses of 
  health potion, each of which allows the 
  user to regain one stamina die. The per-
  son drinking the potion can also spend 
  as many stamina dice as they desire 
  when they drink the potion, including 
  the one they just gained. The doses may 
  be spread out among up to three allies. 
  If one person drinks the whole flask at 
  once, they gain the Confused Condition 
  for one hour unless they succeed on a 
  Constitution saving throw, difficulty 15.
  • Smoke Bomb: A smoke bomb gives 
  those caught within, including allies, the 
  Confused and Blind Conditions for two 
  rounds or until they find their way out.
  • Tar Bomb: This allows alkalists to create 
  bombs full of a sticky substance, which 
  does no damage but slows any caught 
  within to half of their normal movement 
  speed, rounded down.
  Refinements
  • The alkalist can choose an additional 
  type of bomb. This refinement can be 
  taken multiple times.
  Jongleur
  Anyone with the jongleur knack is a natural 
  entertainer and can use their performance skills 
  to help revitalize wounded allies during a rest. 
  If the jongleur or any allies who can witness the 
  performance regain hit points at the end of the 
  rest by spending one or more stamina dice, each 
  of those characters regains an extra 1d6 stamina 
  points.
  Refinements
  • Any character healing during a rest gains 
  an additional 1d10 stamina points.
  • The jongleur can may pick one enter-
  tainment craft at which they excel (e.g., 
  singing, dancing, acting, playing an in-
  strument, acrobatics, storytelling, po-
  etry, juggling, or make up your own at 
  Guide discretion). The jongleur doubles 
  their proficiency bonus on all rolls using 
  Perform.
  Magic Tricks
  Rimers can become attuned to magic, which 
  grants them the use of some spells. They usu-
  ally use these to enhance their storytelling, but 
  also for more direct purposes. Upon taking this 
  knack, a rimer can choose where to focus their 
  magic (artisan or mancer — see the sidebar) and 
  they gain a number of spell slots equal to 2 plus 
  their Constitution modifier each level. In addi-
  tion, they gain three basic spells based on their 
  focus. Rimers must also work their magic spells 
  into a performance, in lieu of a focus (such as the 
  ones artisans or mancers use).
  If you’re playing a rimer 
  and you only have Pug-
  mire, you may choose 
  spells (including basic 
  spells) from the artisan 
  spell list (p. 102). If you 
  only have Monarchies of 
  Mau, you may choose basic and full 
  spells from the mancer spell list (p. 
  115). Any rimer may choose to sub-
  stitute one or more spells with pirate 
  spells from this book, provided they 
  are for the mancer or artisan call-
  ings (pp. 55-57). A rimer always uses 
  Charisma as her spellcasting ability, no 
  matter where she draws spells from.
  With Guide permission, you can also 
  mix and match your spells from both 
  lists!
  
  chapter two: Pirate’s Life for Me
  30
  30
  Refinements
  • The rimer can learn four more spells at 
  her current level of advancement (for a 
  total of six). This refinement can be tak-
  en multiple times.
  • The rimer can choose spells of the 
  next-highest spell level. This refinement 
  may be taken multiple times.
  Pistoleer
  This knack gives certain callings the ability 
  to use firearms. It makes anyone with this knack 
  immune to Gunpowder Panic (p. 31) and grants 
  them the training and knowledge to load, shoot, 
  and repair most firearms (barring any relic or an-
  tique guns they may find). Characters with this 
  knack also get Exotic Weapon Proficiency for 
  free.
  Family/Neste Knacks
  These are the knacks to which each lizard fam-
  ily or bird neste has access. At first level, a pirate 
  gets one of these knacks to start out. There is also a 
  section of additional knacks. Depending on wheth-
  er you are using Pugmire or Monarchies of Mau, 
  your character can take additional knacks from a 
  group of breed tricks or house secrets, depending 
  on which starting family or neste knack you have. 
  These knacks aren’t literally dog tricks or cat se-
  crets — we’re just using the equivalents here.
  Chameleon
  When interacting with anyone who isn’t a 
  gecko, a lizard with this knack receives advantage 
  on Charisma checks to make friends or blend 
  in with the local culture. If successful, the gecko 
  gleans a piece of knowledge from body language 
  or their surroundings they may pass on to their 
  allies. They also gain advantage on Sneak checks 
  in areas they are familiar with.
  Additional Knacks: Companion (Pugmire) 
  or House Cymric (Monarchies of Mau)
  Glide
  Crows can glide short distances over a sin-
  gle combat turn using their attached wings (at a 
  speed of 35). This makes them adept at cover-
  ing difficult terrain and avoiding many kinds of 
  traps, and provides them with a quick advantage 
  in combat. For one round, crows gain advantage 
  on any Traverse rolls and Dexterity saving throws 
  to avoid ground-level traps. In addition, while 
  gliding, they can make a Dexterity saving throw 
  to gain advantage on their next attack in combat.
  Additional Knacks: Fettle (Pugmire) or 
  House Siberian (Monarchies of Mau)
  Hunker Down
  Turtles can partially withdraw into their hard 
  shells, making them difficult targets to hit. When 
  using this knack, turtles increase their defense by 
  2 and gain 1d4 on Constitution saving throws for 
  the rest of the scene. They may use this knack a 
  number of times equal to their Constitution mod-
  ifier (minimum of one) before they must sleep.
  Additional Knacks: Fettle (Pugmire) or 
  House Siberian (Monarchies of Mau)
  Slither
  Legless serpents have a far easier time than 
  those with lower limbs when covering danger-
  ous ground. They add their Strength modifier 
  to any Traverse checks, as well as to any rolls in-
  volving travel, swimming, or moving over danger-
  ous ground. They also get advantage on Sneak 
  checks, as scales make far less noise than boots.
  Additional Knacks: Worker (Pugmire) or 
  House Korat (Monarchies of Mau)
  Soar
  Sparrows can fly short distances (at a speed 
  of 35), allowing them to add twice their Dexterity 
  modifier to defense if they are able to fly up or 
  out of reach. During combat, they can fly for a 
  number of turns equal to their Constitution mod-
  ifier plus their proficiency bonus. This also gives 
  them advantage on Traverse rolls to cross difficult 
  terrain. This can only be used a number of times 
  equal to the character’s Constitution modifier 
  (minimum of one) before they must sleep.
  Additional Knacks: Runner (Pugmire) or 
  House Rex (Monarchies of Mau)
  Spin
  Parrots are masters of spinning tales and 
  fabricating stories. Due to their bombastic na-
  tures and quick minds, they may double their 
  
  Equipment
  3131
  proficiency bonus on rolls involving the Perform 
  or Persuade skills, such as when bluffing, con-
  vincing, or making up a story to distract some-
  one. Also, because they lack wings, they have a 
  four-footed running speed of 35.
  Additional Knacks: Worker (Pugmire) or 
  House Korat (Monarchies of Mau)
  Background Knack
  Characters that take the Marine or Sailor 
  background gain the following background knack.
  Seafarer
  This character is well known among pi-
  rates, sailors, and other seafaring people. She 
  can easily find somewhere to rest or hide among 
  such folk, and they will attempt to shield her 
  from pursuers if their lives aren’t threatened. 
  If the player spends fortune, she can declare 
  that a previously unknown non-player char-
  acter seafarer is an old friend or crewmate on 
  good terms with her.
  Equipment
  Sometimes battle on the high seas requires 
  a different sort of armament than most people 
  use on land. Also, the recent discovery and use 
  of black-powder weaponry is still new; many folks 
  don’t trust it, and most still cower at its sound 
  due to Gunpowder Panic.
  Simple Weapons, Melee
  Filleting Knife (finesse, light)
  1d4 piercing
  Boarding Axe (light)
  1d6 slashing
  Belaying Pin
  1d4 bludgeoning
  Simple Weapons, Ranged
  Grappling Hook (light, ranged 20/80)
  1d6 piercing
  Martial Weapons, Melee
  Cutlass (finesse)
  1d10 slashing
  Cuttoe Sword
  1d8 slashing
  Martial Weapons, Ranged
  Barbed Net (ranged 20–60, two-pawed)
  2d6 piercing
  Exotic Weapons, Ranged
  Blunderbuss (firearm 20/80, loading)
  1d12 piercing
  Flintlock (firearm 20/100, loading)
  1d10 piercing
  Wheel Lock (firearm 30/120, loading, light)
  1d8 piercing
  Firearms and Gunpowder Panic
  In Pugmire and the monarchies, firearms 
  are an uncommon sight, largely because of an in-
  stinctive reflex that afflicts uplifted animals upon 
  hearing their deafening reports. Called “Gun-
  powder Panic,” the reaction is involuntary and 
  impacts any within direct earshot who haven’t 
  been trained to handle it. Thus, black-powder 
  weapons are only common on the high seas and 
  it’s generally frowned upon to use them at all in 
  Pirate characters may use 
  any weapons from Pug-
  mire (p. 81) or Monarchies 
  of Mau (p. 92) in addition 
  to the ones found here. 
  Remember that only torpe-
  does, gundogs, and characters 
  with Exotic Weapon Aptitude can use 
  firearms!
  
  chapter two: Pirate’s Life for Me
  32
  32
  cities or even small villages, as most folks aren’t 
  immune to Gunpowder Panic.
  Anyone susceptible to Gunpowder Panic 
  who is within hearing range of a gun being fired 
  must make a Charisma saving throw (difficulty 
  15) to avoid gaining the Deaf and Scared Condi-
  tions until they make a subsequent saving throw. 
  This represents how well the character pretends 
  to hold things together amid such scary weapon-
  ry. This applies to the firearms wielder and her 
  allies, as well as to bystanders. Though all people 
  (badgers, birds, cats, dogs, lizards, and rodents) 
  must make the saving throw, most monsters 
  don’t have the panic reflex, so firing a gun into 
  the air near a mutant crocodile or hungry shark 
  isn’t enough to scare them off.
  Characters surprised by the use of a firearm 
  might make their saving throws at a disadvantage. 
  On the other paw, a gundog or torpedo’s allies 
  — that is, anyone in their party or on their crew 
  — gains advantage on any saving throws against 
  Gunpowder Panic, as they are more accustomed 
  to the ear-splitting bangs and can steel themselves 
  against the reflex.
  Another reason guns are rare is that it’s only 
  in recent history that a pirate by the name of 
  Ramón Armitage von Rex figured out the load-
  ing and black-powder mechanisms. The first guns 
  used were somewhat utilitarian, but pirates are 
  nothing if not flamboyant, so most guns in use 
  today are covered in ornate scrollwork, gems, or 
  gold leaf and come with intricate loading devic-
  es. They look more like what one would expect 
  from a fantastic, magical focus or masterwork 
  item than most actual relics. A firearm-owning 
  pirate cares for their weapon almost as much 
  as they do their own crew members and spends 
  time each day maintaining and polishing it.
  Though guns are accurate and powerful, 
  they are also deadly and dangerous. If a player 
  ever rolls a botch for his pirate’s firearms attack, 
  the weapon explodes in the character’s paws, do-
  ing maximum damage. (If this happens, it might 
  be a good time to use Fortune!)
  Life on the high seas is 
  dangerous, and many 
  pirates might be missing 
  a paw, leg, or eye — par-
  ticularly if a pistol blows 
  up in their paws! If you 
  want your character to have 
  any disabilities, that’s absolutely fine. 
  You should only treat it as much of a 
  hindrance as you, the player, wants it 
  to be. If you’d like to make it a flaw 
  your character has to overcome, you 
  should let your Guide know either 
  before or as you play.
  As far as other pirates, they don’t 
  treat anyone with a disability any 
  differently than they treat everyone 
  else; if you hear the call of the high 
  seas, go for it, no matter how many 
  paws you have!
  
  Callings
  33
  33
  Callings
  Callings
  Pirates of Pugmire presents six new callings 
  for your adventurers to play, each of which rep-
  resents a different set of skills and knowledge 
  gained while traveling the Acid Sea. Callings 
  define your pirate’s role and give them context 
  within the crew. Of the pirate callings, dogs may 
  only take crusader or gundog, which require use 
  of the Pugmire core rulebook, and cats may only 
  take torpedo or mystic, which require use of the 
  Monarchies of Mau core rulebook. Though not 
  listed here, dogs and cats might still have views 
  on the Code of Man or the Precepts of Mau. Us-
  ing those views to impact your pirate’s actions or 
  personality is completely fine!
  Each calling contains the following informa-
  tion, some of which impacts later steps in making 
  your pirate.
  Typical pirate: What a typical pirate from 
  this calling looks like and how they might com-
  port themselves.
  View on other callings: What the average 
  pirate of this callings thinks of the other pirate 
  callings. Each pirate can have individualized 
  opinions, but this is a good place to start.
  Six pirates: An assortment of pirates who 
  might gravitate toward this calling. If you’d like, 
  you can roll 1d6 and pick an example from this 
  list to play.
  Stamina dice: What stamina dice the calling 
  uses. A pirate gets a number of these dice equal 
  to their level.
  Stamina points: How many stamina points 
  the pirate gets each level.
  Primary abilities: Which two ability scores 
  the knacks for the calling are usually based on. 
  These are also the abilities to which you add your 
  pirate’s proficiency bonus for saving throws.
  Skills: What two skills you can choose for 
  your pirate.
  Rucksack: What’s in your pirate’s rucksack 
  to start. You may change items with your Guide’s 
  permission and sometimes you will have an op-
  tion of which equipment to choose. Each calling 
  has one item in their rucksack acquired “under 
  unusual circumstances.” For this step, you may 
  pick any of the unusual circumstances from the 
  callings in Monarchies of Mau pp. 49–59, Pugmire 
  pp. 43–53, or create your own.
  First knacks: Knacks are the equivalent of 
  tricks in Pugmire and secrets in Monarchies of 
  Mau; these are the ones with which your charac-
  ter starts at first level.
  Calling knacks: Which tricks or secrets the 
  calling can draw from when using improvements, 
  in addition to any First Knacks you haven’t taken. If 
  the option is listed with “or”, once you take a 
  trick or secret from one of the options provided, 
  all your subsequent knacks must come from the 
  same category. However, if the option is listed 
  with “and,” you can take from both categories as 
  you please. 
  Example: If your Crusader takes a Guardian 
  trick as a new knack, all future knacks must also be 
  from the Guardian tricks. Alkalists, however, can 
  choose knacks from both Artisans and Mancers (in-
  cluding the spellcasting trick and secret from each, 
  should they choose).
  Note that some First 
  Knacks are not part of 
  the calling knack groups. 
  That’s intentional, to give 
  those callings a unique 
  flavor!
  
  chapter two: Pirate’s Life for Me
  34
  34
  Crusader
  Crusader
  “If all I have left at the end of the day is my good word, that’s enough for me.”
  — Macarthur Scots-Terrier
  Birds and lizards follow 
  this calling for other 
  reasons — birds for the 
  eventual promise of the 
  Sky Kingdom, and lizards 
  for the glory of battle in-
  terspersed with the meditation 
  and quiet contemplation of the sun. 
  When birds take this calling, 
  they refer to themselves as 
  troopers, while lizards use 
  the term dervishes.
  Dogs who become crusaders do so out of 
  the noblest of intentions. Crusaders fight for 
  what they believe in and use that belief to fuel 
  their abilities and powerful weapon strikes. Most 
  crusaders act as guardians and voices of the Old 
  Ones, wielding their faith as a weapon and heal-
  ing their comrades as readily as they dispatch 
  their enemies. 
  Crusaders fight especially hard against the 
  Unseen, as the Old Ones meant good dogs 
  to do. The Code of Man is vital to their call-
  ing but, unlike shepherds, they feel Man 
  meant them to be a force for good both 
  on the battlefield and in prayer. They 
  aren’t always perfect, but they strive for 
  balance and order, working to repre-
  sent all the Old Ones wanted them to 
  be with mighty blows from their weap-
  ons and patient understanding of the 
  Code of Man.
  
  Crusader
  35
  35
  View on other callings:
  • Alkalists: Strange enough that lizards 
  worship the sun rather than acknowl-
  edge the Old Ones’ importance, but I’m 
  worried they’re going to blow up our 
  ship!
  • Gundogs: I respect their morals, but do 
  they have to be so loud about them?
  • Mystics: While I understand the birds 
  and lizards who take up this calling, 
  I didn’t think cats liked getting wet all 
  that much.
  • Rimers: Though having entertainment 
  aboard ship is lovely, I wish they’d carry 
  themselves with more gravitas.
  • Torpedoes: Wonderful to have at my 
  back in a fight — terrible to have at my 
  back in any other situation.
  Typical crusader: A crusader will always do 
  what they think is right above all else. If they are 
  forced to take what they consider a “wrong” or 
  “bad” action, it will eat at them until they atone 
  in some way, whether that’s confessing their 
  transgression to friends or members of their faith 
  or praying on the issue for a time. Often, they at-
  tempt to find a way to make amends for whatever 
  they perceive they did, whether the other party 
  is aware of being hurt or not. Crusaders believe 
  their word is their bond and never make a prom-
  ise lightly, for they are obliged to keep it.
  Character Creation
  Stamina dice: d10 per level
  Stamina points: 10 + Constitution modifier 
  per level
  Primary abilities: Charisma and Constitu-
  tion
  Skills: Choose two from Heal, Intimidate, 
  Know Arcana, Know History, Know Religion, 
  Notice, Sense Motive, Survive, and Traverse.
  Rucksack: One melee weapon and a shield or 
  two melee weapons and no shield, one suit of ar-
  mor, gloves, torches, rations, 50 feet of rope, and 
  a token that reminds you of your faith. The token 
  was acquired under unusual circumstances. 
  First knacks: Simple Weapon Aptitude, 
  Martial Weapon Aptitude, Light Armor Apti-
  tude, Medium Armor Aptitude, Heavy Armor 
  Aptitude, Shield Aptitude, and choose one from 
  either Healing or Fighting Style.
  Calling knacks: Guardian or Shepherd. 
  Spellcasting ability is Charisma.
  SIX CRUSADERS
  1. A quiet, reserved dog who prays overs each fallen enemy.
  2. An excitable, burly dog who fights with zeal, exalting the Old Ones with every blow.
  3. A proud dog who was training to become a shepherd, but who realized battle was the only 
  way to follow the Code.
  4. A sweet, loyal dog who is struggling with their faith, but wants to be a good dog.
  5. A lizard who meditates before every battle and can’t stand being away from sunlight.
  6. A brash bird who knows they can enter the Sky Kingdom if they fight hard enough.
  
  chapter two: Pirate’s Life for Me
  36
  36
  Gundog
  Gundog
  “I prefer to fell my enemies from a distance, thank you very much.”
  — Gonzales Tosa II
  Birds often follow this 
  calling, especially for 
  high-seas adventurers, 
  while lizards do to a 
  lesser extent. Birds who 
  take up firearms refer 
  to themselves as gunners, 
  while lizards simply use the 
  term shooters.
  With thundering reports, gundogs an-
  nounce their presence on any field of battle, be 
  they aboard a ship or upon dry land. Firearms 
  are rare and often terrifying to denizens of Pug-
  mire and the monarchies, so gundogs generally 
  use discretion when carrying their weapons of 
  choice in cities and towns, though they 
  will use them if they feel it’s necessary. 
  They are also adept at fighting up 
  close and are fair trackers.
  Though gundogs do care about hon-
  or and the Code of Man, they are more in-
  terested in ending conflicts quickly and 
  decisively. According to their personal 
  code of ethics, gundogs will not fire 
  at an unarmed foe — though use of 
  magic counts as being armed — and 
  will not fire at an opponent’s back 
  except in the rarest of circum-
  stances.
  
  Gundog
  3737
  View on other callings:
  • Alkalists: If I could harness the power of 
  some of their bombs, I’d be unstoppable 
  in battle!
  • Crusaders: They’re a bit stoic for my lik-
  ing, but they’re good dogs, through and 
  through. They just need to relax a bit!
  • Mystics: Though I don’t completely un-
  derstand their magic, it’s helped me out 
  more than once in a pinch.
  • Rimers: Always good for a laugh, and 
  they know how and when to get down 
  to business. 
  • Torpedoes: For people who understand 
  firearms, they sure are committed to be-
  ing quiet most of the time. 
  Typical gundog: Gundogs treat their weap-
  ons as extensions of themselves, and lovingly care 
  for them almost as artisan focuses. They use them 
  with reverence, if tinged with excitement, and 
  know that in the wrong paws, their guns could 
  spell disaster. When not carrying them, they lock 
  them up to prevent that from happening. Gun-
  dogs are also blasé to Gunpowder Panic, which 
  causes people not trained in the art of firearms to 
  cower at the sound of powder-fueled explosions. 
  Character Creation
  Stamina dice: d8 per level
  Stamina points: 8 + Constitution modifier 
  per level
  Primary abilities: Constitution and Dexterity
  Skills: Choose two from Balance, Bluff, In-
  timidate, Know Culture, Notice, Persuade, Sense 
  Motive, Sneak, and Traverse.
  Rucksack: One melee weapon and a firearm, 
  one set of light or medium armor, gloves, a hood-
  ed lantern, rations, and 50 feet of rope. The fire-
  arm was acquired under unusual circumstances. 
  First knacks: Simple Weapon Aptitude, Mar-
  tial Weapon Aptitude, Light Armor Aptitude, 
  Medium Armor Aptitude, Pistoleer (p. 30), and 
  choose one from either Quick Draw or Precise 
  Attack.
  Calling knacks: Hunter or Ratter.
  SIX GUNDOGS
  1. A raucous, friendly dog, prone to shooting into the air when they’re over-excited.
  2. A sharpshooting dog who takes down enemies from the ship’s nest, providing cover.
  3. A standoffish dog who only pulls their gun out when absolutely needed.
  4. A relic-obsessed dog who loves taking their gun apart and rebuilding it to see all the inner 
  workings.
  5. A lizard who’s a crack shot and can hit any bullseye from a vast distance.
  6. A bird who is all fun and games until things get serious, when they shift into hyper focus, 
  making every shot count.
  
  chapter two: Pirate’s Life for Me
  38
  38
  Torpedo
  Torpedo
  “I’m always silent — at least until it’s time to get loud.”
  — Vitas von Shadow
  Stealthy and unerringly precise, torpedoes 
  are cats that prefer to end things as quickly as 
  gundogs, though with far less bluster and bang. 
  They strike swiftly and quietly and prefer to co-
  vertly take down their ene-
  mies over going in with guns 
  blazing. Torpedoes wear far 
  more muted colors than most 
  cats, blending in with their 
  surroundings or creeping 
  under cover of darkness  
  and night. They are 
  masters of the surprise attack, and the of-
  ten-masked face of a torpedo has been the 
  last thing more than a few bandits have 
  ever seen.
  Torpedoes enjoy getting their jobs 
  done unseen and tend to hide in wait 
  for the best moment to spring a trap 
  or slice their blade through the air. 
  They fight quietly and with digni-
  ty, yet aren’t above finishing things 
  off with a pistol shot. 
  Birds who follow this call-
  ing are outliers in their so-
  ciety, as the path of quiet 
  stealth isn’t something 
  for which most birds are 
  known. Those who do call 
  themselves duelists; though 
  they behave much like torpedoes, they 
  prefer to meet their enemies face to 
  face at the end. This is a natural and 
  somewhat-common calling for lizards, 
  who refer to themselves as gunslingers.
  
  Torpedo
  39
  39
  View on other callings:
  • Alkalists: I just wish they were better 
  about warning me where and when their 
  bombs are going to land; I hate getting 
  my fur singed.
  • Crusaders: I appreciate their sense of loy-
  alty and morality, but I don’t understand 
  why they dislike the way I end things.
  • Gundogs: Just because our tools are loud 
  doesn’t mean we have to be, but I’m fine 
  to fight alongside a gundog any day.
  • Mystics: Always helpful in a fight — their 
  magic is something else!
  • Rimers: I think they’re wonderful and 
  good fun, so long as they keep the atten-
  tion on themselves and away from me.
  Typical torpedo: A torpedo fights decisive-
  ly, striking only when she thinks necessary and 
  seeking to end fights rather than taking joy from 
  them. Torpedoes know silence can be a virtue, 
  and are different from most cats, dogs, and birds 
  in that regard. If they must, though, they are 
  always willing to end things with a bang, using 
  their firearms to finish a job. Torpedoes also 
  don’t worry about Gunpowder Panic, due to 
  their meditative, calm demeanors.
  Character Creation
  Stamina dice: d8 per level
  Stamina points: 8 + Constitution modifier 
  per level
  Primary abilities: Dexterity and Strength
  Skills: Choose two from Balance, Bluff, In-
  timidate, Notice, Persuade, Search, Sense Mo-
  tive, Sneak, and Steal.
  Rucksack: One melee weapon and one fire-
  arm, one set of light armor, gloves, a bullseye lan-
  tern, rations, 50 feet of rope, and a dark cloak 
  acquired under unusual circumstances. 
  First knacks: Simple Weapon Aptitude, 
  Martial Weapon Aptitude, Light Armor Apti-
  tude, Pistoleer (p. 30), Darkvision, and choose 
  one from either Precise Attack or Martial Arts.
  Calling knacks: Champion or Footpad.
  SIX TORPEDOES
  1. A cat of the world who takes on dangerous missions to satisfy their lust for adventure.
  2. A calm, quiet cat whom no one suspects is deadly with both blade and gun.
  3. A former member of House Mau who fights corruption in the monarchies from the shadows.
  4. A boastful pirate cat who vanishes into the shadows at the first sign of trouble.
  5. A large, soft-spoken bird who swoops down on their enemies from above.
  6. A curious lizard who uses their skills to adventure through ruins and fight wicked beasts.
  
  chapter two: Pirate’s Life for Me
  40
  40
  Mystic
  Mystic
  “The power of the sea boils in my veins; I can’t wait to 
  be back on the open ocean.”
  — Abigail Maincoon von Angora
  Some cats are destined for the sea. Even 
  those mystics who don’t crew with pirates feel 
  the Acid Sea’s inexorable call; it powers their 
  magic even as they yearn for its hushed song. 
  Cats who take up the mantle of mystic are 
  as the ocean: full of fathomless depth, froth-
  ing, and swinging from 
  placid calm to raging 
  torrents. They hold 
  secrets beneath their 
  skin, and they feel more 
  alive near water than any-
  where on dry land. 
  Other cats some-
  times view mystics as 
  strange, as many cats are 
  at least slightly averse to 
  water. While most pirate cats 
  overcome their distaste to en-
  joy life aboard a ship, mystics 
  fully embrace it, loving the feel 
  of the salt in their fur and the 
  wind at their backs. They are 
  equally at home with beasts of land 
  and sea, preferring their wild, natu-
  ral state to being cooped up in cities 
  or towns.
  
  Mystic
  41
  41
  View on other callings:
  • Alkalists: I’d love to harness their po-
  tions with my magic or use them to tame 
  animals, but they won’t show me how!
  • Crusaders: Seems odd to care about hon-
  or and pride this far from civilization — I 
  just can’t quite comprehend what place 
  the Old Ones have in the wilds.
  • Gundogs: I don’t completely trust fire-
  arms; they seem anathema to the natural 
  order.
  • Rimers: I think they’re a bit silly, to be 
  honest, but they do alleviate the bore-
  dom of a long sea voyage.
  • Torpedoes: Though they’re more palat-
  able than gundogs, holding explosions 
  in one’s paws is an odd thing when you 
  can simply channel natural forces.
  Typical mystic: Mystics are often thought of 
  as stoic cats, calm as the sea on a warm summer 
  night. Others do well to remember that they also 
  embody tempests and tidal waves, and they crash 
  down on the Unseen like the forces of nature 
  they are. Once they’ve chosen a path, they stick 
  to it, and only the strongest forces can steer them 
  elsewhere. Mystics’ connection to the sea can 
  make them uncommonly good at being connect-
  ed to the rest of nature as well.
  Character Creation
  Stamina dice: d8 per level
  Stamina points: 8 + Constitution modifier 
  per level
  Primary abilities: Intelligence and Strength
  Skills: Choose two from Handle Animal, 
  Know Arcana, Know Nature, Notice, Search, 
  Sense Motive, Survive, and Traverse.
  Rucksack: One weapon, one set of light ar-
  mor, a focus crafted from coral or shell (acquired 
  under unusual circumstances), candles, rations, 
  and a book of sea shanties or stories.
  First knacks: Simple Weapon Aptitude, 
  Martial Weapon Aptitude, Light Armor Apti-
  tude, and choose one from either Given the 
  Voice or Beast Master.
  Calling knacks: Tracker or Wanderer. Spell-
  casting ability is Intelligence.
  SIX MYSTICS
  1. A contemplative cat born outside the monarchies, who has always felt the sea call to them.
  2. An old, wise cat with eyes like the ocean and salt-crusted fur.
  3. An adventurous cat who carries a small bottle of seawater with them wherever they go.
  4. A cat who is a ship’s mystic, entertaining the crew with shanties by candlelight.
  5. A bird who harnesses wind and water into everything they do, including spellcasting.
  6. A strong lizard raised by alkalists who joined a pirate crew at a tender age and never 
  looked back.
  Birds can be natural mystics, 
  though they refer to those 
  who follow this calling as 
  soothsayers. Other birds 
  may view them with 
  suspicion, seeing the sea as 
  quite the opposite of the Sky 
  Kingdom, but they’re also assets to 
  crews. Lizards, however, make excellent 
  mystics, and they are viewed as not 
  dissimilar to alkalists, as salt and sea 
  go paw in paw. A lizard who takes up 
  this calling is called a magus.
  
  chapter two: Pirate’s Life for Me
  42
  42
  Alkalist
  Alkalist
  “I’m sure I’ve got something helpful here in my pack. Just give me a few shakes, okay?  
  You can’t rush genius.”
  — Qalliope Junichilde
  Alkalist is the most com-
  mon calling among lizard 
  adventurers. They are as-
  sets to any party or crew, 
  for their potions can 
  hurt as well as heal. Their 
  powers are based in the use 
  of salt, which they gath-
  er in the basins and salt 
  pans on their nomadic 
  journeys, though dehy-
  drated seawater works just 
  as well. 
  Lizards’ natural curiosity led 
  them to this skill set, which they 
  pass down through the generations. 
  The only way to become an alkalist is 
  to be trained by one, so any who want 
  to learn their secrets and knacks must 
  find a teacher. The lizards keep their 
  knowledge close, however, and will not 
  teach any non-lizards alkalist mysteries. 
  Though not quite a religion, the ways 
  of alkalists are something lizards hold 
  as sacred to their people.
  
  Alkalist
  43
  43
  View on other callings:
  • Crusaders: I appreciate their dedication 
  to their cause; it reminds me of the hard 
  work I did to learn my trade.
  • Gundogs: What fun! It’s like they throw 
  small bombs from their paws.
  • Mystics: Though they care more for 
  water than salt, I like that we’re both at 
  home using nature’s gifts.
  • Rimers: Fantastic at tumbling away from 
  blasts; I’ve only ever grazed one or two 
  with my bombs, and a potion fixed them 
  right up.
  • Torpedoes: Far too quiet, if you ask me. 
  I like them best when they choose to end 
  a battle rather than start one.
  Typical alkalist: Alkalists are usually bright, 
  curious lizards who enjoy seeing the world. Hav-
  ing undergone alkalist training within their fam-
  ily for a time, they can be a little less suave or 
  knowledgeable about other places and cultures 
  but love to learn about them, nonetheless. An 
  alkalist always has at least a couple of vials or  
  bottles of potions on their person for either heal-
  ing or harming, and they can whip things up 
  from the barest ingredients.
  Character Creation
  Stamina dice: d8 per level
  Stamina points: 8 + Constitution modifier 
  per level
  Primary abilities: Intelligence and Wisdom
  Skills: Choose two from Heal, Know Arcana, 
  Know Nature, Notice, Persuade, Search, Sense 
  Motive, and Survive.
  Rucksack: One simple weapon, one set of 
  light armor, a bottle of ink, an ink pen, parch-
  ment, candles, and an alkalist kit acquired under 
  unusual circumstances.
  First knacks: Simple Weapon Aptitude, 
  Martial Weapon Aptitude, Light Armor Apti-
  tude, and choose one from either Good Memory 
  or Catalyst (p. 28).
  Calling knacks: Artisan and Mancer. Spell-
  casting ability is Intelligence.
  SIX ALKALISTS
  1. A wily lizard who’s always trying to trade their potions for favors.
  2. An older, gentle lizard who likes to experiment with new mixtures and compounds.
  3. A lizard who is desperate to carry on their family’s traditions, but longs to see the world.
  4. A pedantic, know-it-all lizard whose mouth often gets them in trouble.
  5. A seafaring lizard constantly worried about their knowledge falling into the wrong paws.
  6. A rowdy lizard who persistently checks flora for edibility and distrusts anything they didn’t 
  personally make.
  
  chapter two: Pirate’s Life for Me
  44
  44
  Rimer
  Rimer
  “I’ve definitely got a story you haven’t heard before, kittens.  
  Sit down and let me tell you about a faraway place…”
  — Tulio Twelve-Pearls
  Rimers derive their power from the gift of performance — be it song, dance, juggling, storytelling, 
  acting, or any other entertainment — but they get joy from it, too. This calling is unique to birds and 
  it suits their personalities perfectly, making them the center of attention wherever they go. Rimers are 
  uniquely suited to encouraging their allies, and a ship without a rimer on board is in for some boring, 
  long nights bereft of the best stories and songs.
  Rimers are also skilled cutthroats, using their innocuous, friendly chatter to dis-
  tract enemies and lull them into a 
  false sense of safety. They are among 
  the best at bluffing and rely on their 
  unique charisma to procure informa-
  tion and goods or, at the very least, 
  hefty discounts. Though a fun and use-
  ful addition to any adventuring par-
  ty, most people learn quickly not 
  to bet against one while playing 
  cards or throwing dice.
  
  Rimer
  45
  45
  View on other callings:
  • Alkalists: Boom! Bang! They’re fantastic, 
  even if they won’t let me use their smoke 
  bombs for entertainment purposes.
  • Crusaders: Boring, stoic, and grumpy. 
  I’ve based several characters off them — 
  usually the losing side.
  • Gundogs: The best audience one could 
  ask for. They’re polite, friendly, and usu-
  ally give the best laughs.
  • Mystics: I don’t get how they’re so 
  comfortable being solitary; I’d expire 
  if I couldn’t talk to anyone for a day or 
  more!
  • Torpedoes: I’m in awe of their ability 
  to blend into shadows, but they always 
  seem uncomfortable in crowds, so I sup-
  pose it’s a tradeoff.
  Typical rimer: Rimers are natural extroverts. 
  Even if their personalities are more subdued, 
  they light up the minute they begin to perform 
  their chosen craft. They are among the best 
  candidates to send in to gather information via 
  conversation or disguise, and though they typi-
  cally wear brighter clothing than most birds, they 
  pride themselves on being able to blend into any 
  situation or role.
  Character Creation
  Stamina dice: d8 per level
  Stamina points: 8 + Constitution modifier 
  per level
  Primary abilities: Charisma and Wisdom
  Skills: Choose two from Balance, Bluff, 
  Know Culture, Know History, Perform, Per-
  suade, Search, and Sense Motive.
  Rucksack: One simple weapon, one shield, 
  one set of light armor, a lantern, a small collec-
  tion of books, and an instrument or other tool 
  related to your craft, acquired under unusual cir-
  cumstances.
  First knacks: Simple Weapon Aptitude, Mar-
  tial Weapon Aptitude, Light Armor Aptitude, 
  Shield Aptitude, and choose one from either 
  Jongleur (p. 29) or Magic Tricks (p. 29).
  Calling knacks: Ratter and Wanderer.
  SIX RIMERS
  1. A bird who grew up onstage, but who longed for so much more.
  2. A natural storyteller who has trouble keeping their beak shut about anything.
  3. A slight, shy songbird who fills the air with beautiful melodies but would rather read.
  4. A bird who thrives on swapping tales that grow more and more elaborate with each telling.
  5. A lovestruck bird who once heard the most perfect song from a mystic, and searches for her 
  to this day.
  6. A poetic bird who always tries to get their crewmates to perform in the plays they write.
  
  chapter two: Pirate’s Life for Me
  46
  46
  “Stumpy” Sabu Chromachilde
  “Stumpy” Sabu Chromachilde
  Level: 1 
  Calling: Alkalist
  Family: Gecko
  Background: Marine
  Proficiency Bonus: +2 
  Stamina Dice: 1d8
  Stamina Points: 9
  Defense: 11
  Initiative: +2
  Speed: 30/35
  Spell Slots: none
  Abilities: Strength +0 (10), Dexterity +1 (13), 
  Constitution +1 (13), Intelligence +2 (14), Wisdom 
  +2 (15), Charisma −1 (9)
  Skills: Intimidate, Know Nature, Sense Motive, and 
  Survive.
  Knacks: Simple Weapon Aptitude, Martial Weap-
  on Aptitude, Light Armor Aptitude, Chameleon (p. 
  30), and Catalyst (pp. 28–29).
  History: Sabu Chromachilde was trained by a 
  group of elite lizard warriors, and for a time in his 
  youth, he traveled with his family’s matriarch as an 
  honor guard while also learning the ways of alkalists 
  from his favorite uncle. After several years, he felt 
  the need to wander, eventually realizing he felt the 
  pull of the sea as opposed to a mere youth’s need 
  for excitement. He set sail with a few other crews 
  before finally purchasing his own ship, the Pig’s Tale, 
  where he is now captain to a fine crew of pirates. 
  Roleplay Tips: Sabu may come off as strict 
  due to his military background, but in reality, he 
  has a lust for adventure and a childlike sense of 
  wonder at every discovery. He lives by a firm code 
  of honor and would give up any treasure he owns 
  for a member of his crew in need.
  Description: A brilliant green gecko miss-
  ing most of his tail due to an altercation with 
  a two-headed giant some years ago that earned 
  him the nickname “Stumpy.” He is constantly on 
  the lookout for both threats and new places to 
  explore, his large eyes swiveling to and fro. He 
  prefers to remain in military dress but does not 
  force the rest of his crew to his style.
  Personality Traits
  Ideal: What is most important to me is my 
  crew and my ship, though I’d give up the latter 
  before the former.
  Mystery: No one knows that I took great 
  pride in my tail, and how much it pains me that 
  it’s gone.
  Flaw: No matter what, I just can’t fully relax; 
  I always put others or my missions first.
  Rucksack 
  Antique cutlass (1d10 slashing), military uni-
  form that’s as starched and pressed as he can keep 
  it, a bottle of ink, an ink pen, parchment, candles, 
  a set of utilitarian alkalist’s tools given him by his 
  uncle when he mastered the calling, an official 
  writ granting Sabu the right to patrol the seas on 
  behalf of his matriarch, a set of fine clothes, and a 
  purse containing some plastic coins.
  
  "Pally" Polly of the Seven Blazing Feathers
  47
  47
  “Pally” Polly of the Seven Blazing Feathers
  “Pally” Polly of the Seven Blazing Feathers
  Level: 1 
  Calling: Rimer
  Neste: Parrot 
  Background: Sailor
  Proficiency Bonus: +2
  Stamina Dice: 1d8
  Stamina Points: 9
  Defense: 9
  Initiative: −1
  Speed: 35
  Spell Slots: none
  Abilities: Strength +0 (10), Dexterity −1 (8), Con-
  stitution +1 (13), Intelligence + 2 (12), Wisdom +2 
  (14), Charisma +3 (16)
  Skills: Bluff, Know Nature, Perform, and Survive.
  Knacks: Simple Weapon Aptitude, Light Armor 
  Aptitude, Shield Aptitude, Jongleur (p. 29), and 
  Spin (pp. 30–31).
  History: Polly was raised on the open sea, 
  the daughter of merchant sailors who only spo-
  radically returned to their cage to visit family and 
  hear new stories. Because of this, Polly grew up 
  around all sorts of people, and still loves to meet 
  folks of any species. Before she was old enough to 
  help out aboard her parents’ ship, the Tipsy Perch, 
  she loved entertaining the crew after dinner with 
  songs and stories. She now serves aboard the 
  Pig’s Tale under Captain “Stumpy,” and is his 
  best friend, though he is loath to admit it. He 
  is the one who accidentally nicknamed her “Pal-
  ly” upon mishearing her introduction, and the 
  name has stuck with most folks.
  Roleplay Tips: Polly is outgoing to the point 
  of annoyance at times. She’s always excited to 
  meet someone new and will regale anyone who 
  will listen with stories both of growing up at sea 
  and the exploits of her current crew. No detail is 
  too small for her to leave out and she is constant-
  ly singing, either to herself or as a motivational 
  performance to lift the crew’s morale.
  Description: Polly is a large, well-built parrot 
  with vibrant red and violet plumage. She dress-
  es in a motley of bright colors unless she has to 
  blend in somewhere. She has a patch of bald 
  skin on her right forearm, where seven feathers 
  burned away in a black-powder accident when 
  she was young, thus giving her the name “Polly 
  of the Seven Blazing Feathers,” at least until she 
  discovers a treasure or is involved in a story she 
  prefers to name herself after.
  Personality Traits
  Ideal: What is most important to me is being 
  well-liked by anyone I encounter.
  Bond: I am inspired by my bond to Captain 
  “Stumpy” Sabu, who leads with honor and wis-
  dom.
  Flaw: No matter what, I just can’t be quiet 
  and sit still. I get anxious when I’m not doing 
  something.
  Rucksack 
  A small crossbow (1d8 piercing), a brightly 
  painted shield, a set of gaudy padded clothing in 
  lime green and rust, a lantern, a few books of 
  songs and plays, a set of bagpipes given to her by 
  a merchant in a far-off port when she was very 
  young, a map, a set of common clothes, and a 
  belt pouch containing a few plastic coins.
  
  Chapter Three: Rules of the Open Sea
  48
  48
  Chapter Three:  
  Chapter Three:  
  Rules of the Open Sea
  Rules of the Open Sea
  This chapter contains new rules regarding 
  sailing ships, combat on the sea, and the func-
  tions of a pirate crew. 
  The Crew
  A pirate’s crew is their family. In many cases, 
  a pirate’s crew mean as much or more to them 
  as their family of birth. This doesn’t necessari-
  ly mean they always get along or agree with one 
  another. Some crews enjoy peaceful, harmonious 
  journeys filled with laughter and song, while 
  others bicker and snipe at one another as they 
  carry out their daily tasks. Whatever the tone of 
  their relationships, the crew shares a deep bond 
  that transcends species and station, uniting them 
  through shared purpose, victories, and hardships. 
  Any combination of dogs, cats, lizards, and 
  birds can jump on a boat and sail the Acid Sea, 
  but that does not make them a crew. A crew prop-
  erly bonded under a captain gains certain bene-
  fits from being part of their chosen family. 
  Pirates who have signed a ship’s Articles as 
  part of the crew are called signed. Signed charac-
  ters gain an additional knack, such as those de-
  tailed below. Not every crew keeps their Articles 
  on a physical document. Some simply swear a 
  verbal oath or carry a trinket that reminds them 
  of their duty. Regardless of the form the Articles 
  take, once the members agree to them and the 
  crew is formed, the pirates are signed. 
  Crew members who are bound together by 
  a ship’s Articles and are officially assigned only 
  one crew position are considered dedicated to that 
  position. Being in a dedicated position confers 
  an additional knack, as detailed below. 
  Roles and Signed Knacks
  Sailing a ship is not a solo endeavor. Any sea-
  faring vessel worthy of its name requires many 
  
  The Crew
  49
  49
  skilled paws to keep it afloat. Apart from the 
  practical concerns of keeping the ship functional, 
  crew roles help pirates manage domestic respon-
  sibilities. On smaller ships, some crew members 
  perform the work of multiple roles — in those 
  cases, only one position is “primary” and awards 
  a knack, so a captain can’t have the knacks for, 
  say, captain, quartermaster, and gunner. In some 
  cases, a group may not have enough players to 
  fill each role, in which case non-player characters 
  can be used to fill those positions.
  Captain
  The captain of a pirate crew is the leader of 
  the ship, assuming full responsibility for com-
  mand during battle or other crises. On some 
  ships, the captain acts as a despot, issuing orders 
  to a cowed crew and ruling through fear. Those 
  ships don’t tend to last long out on the Acid Sea. 
  Captains who abuse their power are often subject 
  to mutiny if they don’t first fall in battle against 
  another crew or become prey to one of the hor-
  rors of the sea. 
  A good captain is someone who leads by 
  example. Captains work alongside their officers 
  and crew, sharing responsibility for cooking, 
  swabbing the decks, and chores. Many crews see 
  their captain as a parental figure, guiding the 
  family unit of the crew and resolving disputes 
  that arise between crew members. 
  Most often, the captain holds no more or 
  less responsibility for a ship’s command and op-
  eration than any other crew member in the day-
  to-day matters of running a ship. The captain 
  usually coordinates the efforts of the other crew 
  positions to ensure that the ship can sail smooth-
  ly and that the crew’s needs are all met. 
  On smaller ships, the captain often serves as 
  quartermaster, sailing master, or gunner, sharing 
  those responsibilities with their first mate.
  Signed Knack: A signed captain can allow 
  one crew member to reroll one die per day while 
  aboard ship. This ability cannot be used if the 
  crew member or captain is in the grip of Gun-
  powder Panic.
  First Mate
  The first mate acts as the captain’s second in 
  command, handling the captain’s duties when 
  the captain is unavailable, ill, or otherwise indis-
  posed. This means that the first mate is expected 
  to be able to perform any duties the ship may re-
  quire in calm waters or in combat. The first mate 
  is also the person that the crew is most likely to 
  turn to if they have a grievance with the captain. 
  In some ways, this makes the first mate most re-
  sponsible for enforcing the ship’s Articles and en-
  suring that everyone on the crew is treated fairly. 
  On smaller crews, the first mate and quartermas-
  ter are often interchangeable positions with over-
  lapping responsibilities. 
  Signed Knack: A signed first mate can ne-
  gate 1d10 worth of Seaworthiness loss each day 
  (even from combat). If you negate more than you 
  lost in Seaworthiness that day, nothing happens 
  — you just don’t lose any Seaworthiness.
  Gunner or Ship’s Magician 
  The Acid Sea is not a place for pleasure cruis-
  es. Going about unarmed is a good way to wind 
  up adrift with your plunder in another crew’s 
  coffer. Thus, any pirate crew worth its salt has 
  a gunner or a magician in charge of armaments 
  and defense. Maintaining both positions is a 
  costly and complicated proposal, possible only 
  on the largest of ships. The crew member in this 
  position is responsible for executing the captain’s 
  commands in times of conflict. 
  Signed Knack: Gunners gain advantage on 
  rolls for operating the ship’s mundane artillery, 
  such as cannons and ballistae, while a ship’s ma-
  gician gets advantage while operating all magical 
  artillery (see pp. 51–52 for more).
  Medic or Entertainer 
  Health and morale are important to main-
  tain on the open sea. A sick crew won’t last long 
  against the threats and dangers of life on a sail-
  ing ship. Poor morale can lead to lax practices, 
  missed chores, or even mutiny! As such, a wise 
  crew designates at least one of these roles. While 
  most ships cannot afford both an entertainer and 
  a medic, those individuals recruited to perform 
  one task frequently have rudimentary training in 
  the other, or they wind up seeking such training 
  after their first lengthy voyage. 
  Signed Knack: A signed medic allows each 
  member of the crew to recover 1d4 stamina 
  points after a scene in which they took damage. 
  
  Chapter Three: Rules of the Open Sea
  50
  50
  A signed entertainer allows each spellcaster to 
  recover 1d4 spell slots for free after a scene in 
  which they cast spells.
  Quartermaster
  A ship’s quartermaster is responsible for en-
  suring that food and water supplies are properly 
  acquired, maintained, and preserved. The threat 
  of starvation, scurvy, and dehydration can be just 
  as frightening as any enemy crew or creature from 
  the deep. Only the largest crews have a dedicated 
  quartermaster. In smaller crews, this job is fre-
  quently performed by the First Mate, with many 
  responsibilities shared with the captain. 
  Signed Knack: A signed quartermaster 
  grants an advantage on all crew members’ saving 
  throws to see if they have equipment while they 
  are on the ship.
  Sailing Master
  The sailing master is the crew member re-
  sponsible for the ship’s navigation. Frequently, 
  they also pilot the ship and are responsible for 
  keeping the helm staffed and scheduled. A crew 
  member’s species and cultural background can 
  impact this position more than any other, as each 
  culture uses different reference points for naviga-
  tion. Also, they’re useful in successfully executing 
  and avoiding ramming attacks.
  Signed Knack: A signed sailing master grants 
  an advantage on all navigation rolls (pp. 52–53).
  Fortune and the Crew
  Multiple species working in the same group 
  maintain separate fortune bowls for each species, 
  because characters in Pugmire and Monarchies of 
  Mau games are more accustomed to cooperating 
  with others of their own species. Once a crew 
  accepts a ship’s Articles, however, they can cir-
  cumvent this limitation, sharing their fortune in 
  a single bowl. 
  Articles
  The Articles are a collection of three rules 
  that bind the crew. These can be any three items 
  the crew agree upon, which determine the way 
  the crew behaves and the type of adventures the 
  crew seeks out. One of the rules must be a for-
  biddance for the crew, something that is not al-
  lowed. It is grounds to expel someone from the 
  crew, up to and including making them walk the 
  plank, and generally starts with “Never…”. A cap-
  tain who breaks the forbiddance can be subjected 
  to a mutiny. 
  Sample Articles
  Articles of the Seabreeze:
  • Every pirate of the crew gets an equal 
  share of the spoils. 
  • This ship is a democracy, except when 
  boarding or being boarded. 
  • Never leave a crewmate behind. 
  Articles of the Snarling Vengeance:
  • Prisoners are dead weight. 
  • At least two crew members must always 
  be on deck.
  • Never give an enemy comfort or mercy. 
  Articles of the Pleasure Crews:
  • Leftover Plunder shall go to less fortu-
  nate in port. 
  • Greet the sun with a smile, the moon 
  with a song, and enemies as friends.
  • Never refuse help to the sick or wounded. 
  Plunder
  Plunder is the money, trade goods, and other 
  common items a pirate crew amasses during an 
  adventure. Rather than tracking individual coin-
  age or items, plunder is simply treated as some-
  thing you have or you don’t. This does not in-
  clude Treasure (see pp. 86–87), which is tracked 
  and handled separately. It is rare that a journey 
  does not involve acquiring at least a small amount 
  of plunder. 
  Cats on the crew can still 
  create individual for-
  tune piles. When a cat 
  is awarded fortune, the 
  player must choose be-
  tween placing the fortune 
  into the crew’s fortune 
  bowl or to keep that fortune for 
  herself. 
  
  Ships
  5151
  When a pirate crew returns to port, plun-
  der is expended to make ship repairs, restock 
  supplies, fund shore leave activities such as ca-
  rousing, or as directed by the ship’s Articles. The 
  ship’s Seaworthiness is reset to maximum, and 
  any conditions on the ship (such as Unsafe, Hob-
  bled, or Adrift — see p. 53) are removed. 
  Once the plunder is expended in this way, 
  and if no conditions were removed from the 
  ship, all crew members may increase their person-
  al coin by one level: characters without any coin 
  now have “some coins,” and so on. Pirate ships 
  do not leave port with plunder, spending all that 
  that have with each stop in port. 
  Ships
  Each pirate crew needs a ship. A ship defines 
  a crew just as much as the crew’s Articles do. The 
  ship gets the crew from place to place, sure, but 
  it’s more than that. For some, it’s a sovereign ves-
  sel; for others, a home. 
  Ship Statistics
  Building your ship is much like building a 
  character. You need to make a few choices during 
  the process to help represent what kind of ship 
  you want to sail. Is it built for combat or comfort? 
  Do you prefer speed or durability? These are a 
  few questions the crew must consider. Ships are 
  represented with the following game statistics.
  Artillery
  Artillery represents the ranged combat capa-
  bility of your ship. Not all ships have artillery, but 
  if you’re planning on fighting threats head on, at-
  tacking other vessels, or sailing into unknown wa-
  ters filled with mysterious sea creatures, this might 
  be a good place to invest some improvements. 
  Each ship starts with an artillery score of 0.
  Hull
  Hull is a measure of your ship’s raw durabil-
  ity. Much like your character’s defense score, the 
  ship’s hull acts as the difficulty for an attacker 
  to land a damaging blow against your ship. Most 
  of the time, this damage comes from another 
  ship’s artillery. Most characters do not command 
  enough raw power to overwhelm a ship’s hull. 
  At the Guide’s discretion, some actions taken by 
  individuals; for example, a particularly powerful 
  spell that affects a large area might overcome this 
  limitation. If the Guide does permit an individ-
  ual’s ability to damage a ship, the damage is de-
  termined normally and then halved and applied 
  to the ship’s seaworthiness (see below). Each ship 
  starts with a Hull score of 14.
  Seaworthiness
  Seaworthiness is a measure of the overall 
  health and function of a ship. This trait mea-
  sures things like the ship’s structural integrity, the 
  amount of available supplies, the state of sails, 
  and other narrative elements that may impact the 
  ship’s ability to serve safely as a seafaring vessel. 
  Damage sustained in combat reduces Seaworthi-
  ness, as can spoiled supplies, sick or missing crew, 
  or simply spending too long on the Acid Sea. Each 
  ship begins with a Seaworthiness score of 100.
  Speed
  A ship’s speed determines how far it can 
  move on a single turn. This is measured on the 
  same scale as a character’s speed. Each ship starts 
  with a Speed score of 100. 
  Improving Your Ship
  A pirate crew’s ship is their home. Crews 
  therefore often take pains to customize their ship 
  to their needs before setting sail. When building 
  your ship, you can select three improvements 
  from the following options:
  • Add Artillery: Increase Artillery by 2.
  • Improve Hull: Hull increases by 2.
  • Enhance Seaworthiness: Seaworthiness 
  increases by 20.
  • Increase Speed: Speed increases by 10.
  Ships that spend at least one improvement on 
  Hull or Seaworthiness are automatically outfitted 
  with a plastic hull and become resistant to acid 
  damage (as well as Seaworthiness loss — see p. 53). 
  Artillery Weapons
  As you increase your Artillery score, you may 
  select weapons. Weapons available for your ship 
  include:
  
  Chapter Three: Rules of the Open Sea
  52
  52
  Ballista: This massive crossbow allows for 
  bolts to be fired from ship to ship, damaging en-
  emy hulls and sails with ease. Ammunition, ranged 
  150/600, loading, two-pawed, 3d10 Seaworthiness 
  (piercing) damage. Cost: 1 Artillery
  Catapult: The catapult hurls heavy objects, 
  barrels of burning oil, and particularly foolish 
  crew members at an enemy vessel. Damage in-
  flicted by this weapon can be devastating, but 
  due to the need for suitable projectiles, keeping 
  ammunition stocked for such a weapon is chal-
  lenging, especially on smaller ships. Ammunition, 
  ranged 150/300, cannot hit a target within 60 feet, 
  loading, two-pawed, 2d10 Seaworthiness (bludgeoning) 
  damage, may have an additional 1d8 Seaworthiness 
  plus heat, acid, or other depending on payload. Cost: 
  1 Artillery
  Six-Pounder: This is the standard black pow-
  der cannon. Steady, reliable, and dangerous as 
  all get out. Ammunition, ranged 600/1600, loading, 
  two-pawed, 3d10 Seaworthiness (bludgeoning) dam-
  age. Cost: 1 Artillery
  Mariner Staff: This massive magical cannon 
  functions like an exotic weapon masterwork, 
  dealing elemental damage to an enemy ship. 
  Unlike most masterworks, a mariner staff is too 
  cumbersome and massive to be used as a person-
  al weapon. When selecting the mariner staff, the 
  crew must decide which type of damage they wish 
  to do with the weapon, choosing from the op-
  tions below. Cost: 2 Artillery
  Sample Ships
  The following ships can be used as a refer-
  ence for designing your own ship, or they can be 
  placed directly in use in your game.
  The Pleasure Crews 
  Artillery: 0
  Hull: 16
  Seaworthiness: 120
  Speed: 120
  Sea Turtle 
  Artillery: 2, one ballista and one six-pounder
  Hull: 18
  Seaworthiness: 100
  Speed: 100
  Snarling Vengeance 
  Artillery: 4, two ballistae and two six-pounders
  Hull: 16
  Seaworthiness: 100
  Speed: 100
  Getting Lost
  As if the Acid Sea weren’t dangerous enough 
  on its own, it’s easy for a crew to get lost while ex-
  ploring this vast body of water. Experienced navi-
  gators rely on the stars and good charts to stay on 
  course while sailing, but storms, poor visibility, 
  and even the chaos of combat can drive a crew 
  off course with disastrous results. 
  If the conditions could lead to a group be-
  coming lost, the Guide may require that the 
  character handling the ship’s navigation (usually 
  the sailing master) make a Wisdom check a few 
  times during each day of travel. The difficulty of 
  the check depends on the weather and visibility 
  conditions (full sunlight, light rain, fog, etc.), but 
  15 is a good default difficulty. Having up-to-date 
  sea charts and good winds add an advantage to 
  this check, while storms, strong opposing winds, 
  or not having a map add a disadvantage. A wise 
  Mariner Staff
  Seaworthiness Damage
  Range
  Qualities
  Staff of freezing
  6d8 (cold)
  300/900
  two-pawed
  Staff of hammering
  6d10 (bludgeoning)
  300/900
  two-pawed
  Staff of lighting
  6d8 (lightning)
  300/900
  two-pawed
  Staff of needles
  6d10 (piercing)
  300/900
  two-pawed
  Staff of radiance
  6d8 (radiant)
  300/900
  two-pawed
  Staff of stunning
  6d8 (force)
  300/900
  two-pawed
  Staff of thunder
  6d8 (thunder)
  300/900
  two-pawed
  Staff of withering
  6d8 (necrotic)
  300/900
  two-pawed
  
  Dangers of the Acid Sea
  53
  53
  sailing master makes sure to keep their charts up 
  to date!
  If the roll fails, the group is lost. The Guide 
  can randomly determine in which direction the 
  party is moving — roll a d12 and use a clock face 
  (with 12 as north) as an indication of which di-
  rection the group is now moving in. The ship 
  continues to move in that direction until they get 
  some indication that they are lost, such as find-
  ing an unexpected island or coming across sea 
  life that isn’t expected in the region. Once they 
  realize they are lost, the sailing master can roll 
  another Wisdom ability check to reorient.
  Dangers of the Acid Sea
  The Acid Sea is incredibly perilous, with its 
  lack of access to fresh water and supplies, potential 
  encounters with sea monsters, and terrible storms. 
  As if these were not enough, the sea itself slowly 
  deteriorates any vessel set upon its waters. Every 
  day of sailing on the Acid Sea reduces a ship’s Sea-
  worthiness by 1d4. Ships without a plastic hull are 
  more susceptible to the destructive nature of the 
  Acid Sea and lose twice that, doubling the result 
  of any Seaworthiness rolls. Fortune can be used to 
  reroll a Seaworthiness die, if desired.
  If the ship reaches 0 Seaworthiness, it starts 
  to sink.
  Integrity Checks
  Every day of sailing after the first, a mem-
  ber of the crew must make an Integrity check for 
  the ship. An Integrity check is made immediately 
  after the day’s Seaworthiness loss is applied. To 
  make an Integrity check, roll d100. If the roll is 
  equal to or less than the ship’s Seaworthiness, 
  nothing happens. 
  Unsafe
  If the roll result is higher than the ship’s Sea-
  worthiness, the ship becomes Unsafe. The Guide 
  may determine the event that led the ship to be-
  come Unsafe. Perhaps the food and water stores 
  on the ship have spoiled, the crew has contracted 
  some sort of mysterious illness, a plastic plate on 
  the hull cracked, or a sail has torn. The Guide may 
  choose to base the nature of the event on the role 
  of the crew member who made the Integrity check. 
  The nature of this event helps the Guide deter-
  mine what actions, if any, the crew can take to try 
  and repair the ship. The Guide may determine that 
  some damage to the ship cannot be repaired while 
  at sea, or that the circumstances causing the ship to 
  be Unsafe require a number of days of repair work 
  to overcome. If the Guide permits repairs and the 
  crew are successful, the ship is no longer Unsafe. Re-
  gardless of the cause, the effect is the same. While 
  Unsafe, all rolls made to operate the ship are made 
  at a disadvantage, and the ship loses 2d4 worth of 
  Seaworthiness every day of sailing.
  Hobbled
  If the result of an Integrity check is higher 
  than the ship’s Seaworthiness while the ship is 
  Unsafe, the ship becomes Hobbled. While Hob-
  bled, all rolls made to operate the ship are made 
  at a disadvantage, the ship’s Speed is reduced by 
  half, and the ship loses 3d4 worth of Seaworthi-
  ness every day of sailing.
  Adrift
  If the result of an Integrity check is higher 
  than the ship’s Seaworthiness while the ship is 
  Hobbled, the ship becomes Adrift. While Adrift, 
  all rolls made to operate or repair the ship are 
  made at a disadvantage, the ship’s Speed is re-
  duced to zero, and the ship loses 4d4 worth of 
  Seaworthiness every day of sailing.
  Combat
  Sometimes, pirates must fight. When they 
  do, the game moves into combat. On a ship, how-
  ever, these rules function a little differently. 
  In combat, each ship is considered to be a 
  character. The ship’s actions are determined and 
  You’ll notice you probably 
  don’t have a d100 in your 
  normal dice set. That’s 
  okay! Select one of your 
  d10s to represent the tens 
  place, and another d10 to 
  represent the ones place. A 
  result of “0” on both dice equals “100.” 
  
  Chapter Three: Rules of the Open Sea
  54
  54
  controlled by the crew, with each member of the 
  ship’s crew rolling for tasks that are related to the 
  role or roles they fill on the ship. Members of a 
  dedicated crew who have sworn to a ship’s Ar-
  ticles (p. 50) gain additional benefits to certain 
  checks in ship-to-ship combat. 
  One can generally assume that ships, rather 
  than individual characters, are targeted by the at-
  tacks of other ships and enemies on other ships 
  during combat (enemies on the same ship as a 
  target can attack them normally). Knacks, tricks, 
  secrets, spells, and other things that would help 
  characters attack characters can be used at the 
  Guide’s discretion in ship-to-ship combat as well. 
  Damage is inflicted to a ship’s Seaworthiness. 
  Conditions can be applied to a ship, affecting 
  everyone on the targeted ship.
  Characters can’t usually impact ships with-
  out using artillery or magic that affects an area. 
  If the Guide rules that a particular action would 
  impact a ship, cut the damage in half and sub-
  tract it from the ship’s Seaworthiness. On the 
  other hand, ship artillery attacking individual 
  characters packs a particularly nasty punch. In-
  stead of rolling for damage, assume a maximum 
  roll and apply that to stamina instead of Seawor-
  thiness. It hits all characters in the affected area. 
  Triumphs cause double damage as usual, wheth-
  er to Seaworthiness or to stamina.
  Ramming another ship does 3d10 Seawor-
  thiness (bludgeoning) damage against both ships.
  Certain attacks and spells can cause a ship 
  to become Unsafe, Hobbled, or Adrift in combat 
  (see p. 53).
  Abandoning Your Post
  Ships have their own initiative and should 
  get their own cards for tracking initiative (if you’re 
  using that system). The captain of each ship rolls 
  the ship’s initiative to determine who starts the 
  conflict. Initiative starts with the highest roller, 
  as usual — if there’s a tie between a character and 
  a ship, the ship wins. 
  A ship has most of the same action options as 
  a character. Each round, the ship has movement 
  and an action. The captain (or first mate, if the 
  captain is unavailable) decides on the ship’s ac-
  tion. They may decide to let another crew member 
  use the ship’s action as a personal action, such as 
  casting a spell or using a trick or secret. Otherwise, 
  when a character’s turn comes up, they simply de-
  clare that they’re manning their post.
  For a character to act outside of the ship’s 
  action (such as to attack boarding enemies), they 
  must abandon their post. By taking an individual 
  action when it’s their turn, the pirate automati-
  cally abandons their post, making the captain re-
  sponsible for the checks and saving throws made 
  by that position. The character then acts inde-
  pendently until they use an action to resume their 
  post. Once the adventurer has done this, they re-
  gain responsibility for all rolls made by their post.
  Reactions and bonus actions do not cause 
  the character to abandon their post and may be 
  made normally.
  Crew Roles and Dedicated Knacks
  Certain crew members handle any ability 
  saving throws for the entire crew — in the rare 
  cases where two crew members exist with the 
  same saving throw “authority,” the crew decides 
  who handles saving throws for the entire combat. 
  Crew roles and the aspects of the ship they con-
  trol during combat are as follows.
  Captain (Intelligence saving throws): The 
  captain makes the initiative check for the crew, 
  using their Intelligence modifier instead of Dex-
  terity modifier. Dedicated Knack: Advantage on 
  ship-based initiative checks. 
  Entertainer (Wisdom saving throws): The 
  entertainer may use the Help action to benefit 
  any crew member within 20 feet of them. Dedi-
  cated Knack: The ship’s entertainer may use an 
  action to give all crew members on the ship an 
  encouragement d4. The target must use the en-
  couragement die on their next d20 roll, adding 
  the results of the die to their d20. This ability is 
  separate from any other knacks that offer inspira-
  tion dice, and a character may not benefit from 
  more than one such die (such as from the Bless 
  spell or the Invigoration secret) at the same time. 
  The entertainer may use this ability a number 
  of times equal to their Charisma modifier (min-
  imum 1) before the entertainer needs to sleep.
  First Mate (Charisma saving throws): The 
  First Mate makes the initiative check for the crew 
  
  Spellcasting on the Seas
  5555
  (using Charisma instead of Dexterity) if the cap-
  tain is indisposed. Dedicated Knack: Advantage 
  on saving throws made to resist the Charmed, 
  Possessed, Repelled, and Scared conditions. 
  Gunner (Dexterity saving throws): The 
  gunner makes ranged attacks for their ship. Ded-
  icated Knack: The ship requires only one am-
  munition saving throw per day, regardless of the 
  number of combats the ship is involved in.
  Magician (Dexterity saving throws): The 
  magician makes all spell attacks for their ship. 
  Ships that have a dedicated Magician have an 
  advantage on saving throws made to resist the 
  Anosmic, Blind, Charmed, Deaf, Petrified, and 
  Possessed conditions. Dedicated Knack: Advan-
  tage on saving throws made to resist or reduce 
  damage from incoming spells. 
  Medic (Wisdom saving throws): The med-
  ic may use the Help action to benefit any crew 
  member they are within 20 feet of. Dedicated 
  Knack: Medics may use an action in combat to 
  heal all crew members on the ship, allowing each 
  member of the crew to regain 1d4+1 stamina 
  points. Alternatively, the medic may opt to grant 
  this benefit to the ship instead, allowing the ship 
  to regain 1d6+1 Seaworthiness. The medic may 
  use this ability a number of times equal to their 
  Wisdom modifier (minimum 1) before the med-
  ic needs to sleep. 
  Quartermaster 
  (Constitution 
  saving 
  throws): The medic may use the Help action to 
  benefit any crew member within 20 feet of them. 
  Dedicated Knack: Advantage on saving throws 
  made to resist the Sickly and Stunned conditions. 
  Sailing Master (Strength saving throws): 
  The sailing master makes melee attacks for their 
  ship in the event of ramming. Dedicated Knack: 
  Advantage on saving throws made to resist the 
  Blind, Immobile, and Paralyzed conditions. 
  Going Overboard
  If a pirate goes overboard, they begin to take 
  damage from the acidic water. Each minute a pi-
  rate remains unprotected in the water, they suf-
  fer 1 point of acid damage. The pirate can try 
  to swim by making a Constitution check using 
  the Traverse skill. The difficulty of this check 
  is normally 10, but may be modified if the sea 
  is particularly rough or choppy. Failure on this 
  check means the poor soul becomes submerged 
  and begins to drown.
  A character can hold their breath for a 
  number of minutes equal to their Constitution 
  modifier (minimum of 30 seconds). When the 
  character runs out of breath, they being drown-
  ing, surviving for a number of rounds equal to 
  their Constitution modifier (minimum of 1 
  round). At the start of their next turn, the char-
  acter drops to 0 stamina points and is dying. A 
  character in such dire circumstances can’t regain 
  hit points or be stabilized until they can breathe 
  again. For example, a pirate with a Constitution 
  of 14 can hold her breath for 2 minutes. If she 
  starts drowning, she has 2 rounds to reach air 
  before she drops to 0 hit points.
  Acid damage from exposure to the waters of 
  the sea is resolved separately from drowning. 
  Magic, Tricks, and Secrets at Sea
  When a bunch of folks get together and sail, 
  they must rely on their individual skills to survive 
  and keep the boat afloat. However, once a pirate 
  crew has signed their Articles, their ship becomes 
  like another member of the crew. Signed crew 
  treat their own ship as a character for most spells, 
  secrets, and tricks. For the purposes of healing 
  tricks, those that specify the target must be living 
  cannot be used on the ship. 
  Spellcasting on the Seas
  The magic of cats and dogs offers mighty 
  tools for survival, exploration, and fighting the 
  Unseen. Though powerful in execution and di-
  verse in application, few of the spells most people 
  study are adequate to address the challenges of 
  life on the Acid Sea. As a result of this, brave 
  pirates with an inclination toward magic have 
  developed new spells specifically for seafaring ad-
  ventures. Many of these spells are quite potent 
  and powerful while the caster is on a ship but be-
  come useless on land. Such is the nature of pirate 
  magic and the cost of seeking such power. 
  
  Chapter Three: Rules of the Open Sea
  56
  56
  Spell Descriptions
  The spells below are presented in alphabeti-
  cal order for ease of reference. 
  Arcane Anchor
  (Shepherd/Minister Level 5)
  Casting Time: 1 action 
  Range: 120 feet
  Duration: Concentration, up to 1 hour
  Choose a ship that you can see within range. 
  The ship must succeed on a Wisdom saving 
  throw or become Adrift for the duration. 
  Briny Deep
  (Artisan/Mancer Level 5)
  Casting Time: 1 action 
  Range: 100 feet
  Duration: Concentration, up to 1 minute
  Choose a character you can see within the 
  spell’s range. No matter how far you are from wa-
  ter, the target of this spell becomes convinced they 
  are drowning as the spell fills their lungs with fluid 
  and cuts off their air supply. The target must suc-
  ceed on a Wisdom saving throw or be Paralyzed 
  for the duration and takes 1d6 acid damage each 
  round. They may make another Wisdom saving 
  throw at the end of each of their turns.
  If this spell runs its full duration uninter-
  rupted, the target is Unconscious for one round 
  afterward. Creatures who do not need to breathe, 
  such as Unseen and constructs, are immune to 
  Briny Deep, though enemies who breathe water 
  are affected as their lungs dry out.
  Favorable Winds
  (Shepherd/Minister Level 3)
  Casting Time: 1 action 
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch the mast of your ship and sum-
  mon favorable winds. For the duration of this 
  spell, your ship’s speed is doubled. 
  Magic Skiff
  (Artisan/Mancer Level 1)
  Casting Time: 1 action 
  Range: Self
  Duration: Concentration, up to 8 hours
  This spell creates a magical skiff of force that 
  holds up to 8 people. The skiff has an Artillery 
  of 0, Hull 14, Speed 25, and Seaworthiness of 
  50. The ship does not have a sail or any oars and 
  moves by magical force and willpower, directed 
  by its creator. If those aboard use oars (created 
  or brought aboard through another effect), the 
  ship’s speed is doubled. 
  Ocean Mist
  (Artisan/Mancer Level 3)
  Casting Time: 1 action 
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  The spellcaster replicates the worst of the 
  Acid Sea’s eerie mists anywhere they can see with-
  in 120 feet. The cloud of mist has a 20-foot radi-
  us, and anyone caught within or passing through 
  must make a Constitution saving throw. Those 
  surrounded by the mist take 2d8 acid damage on 
  a failed saving throw or half of 2d8 acid damage 
  rounded down on a successful saving throw for 
  every round they spend in the mist.
  Rough Seas
  (Artisan/Mancer Level 3)
  Casting Time: 1 action 
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  Select a ship or colossi you can see within 
  range. The target must make a Wisdom saving 
  throw. On a failure, the seas around the target be-
  come choppy, making any area it moves through 
  difficult terrain for the duration. 
  Some of these new spells in-
  flict the Cursed condition. 
  This condition is granted 
  from certain magic and 
  effects, most of which 
  originate from the Mon-
  archies. Cursed works like 
  other conditions.
  Cursed: You have a disadvantage on 
  attack rolls and ability checks due to bad 
  luck. 
  
  Spellcasting on the Seas
  5757
  Suppress Gunpowder
  (Shepherd/Minister Level 3)
  Casting Time: 1 action 
  Range: 150 feet
  Duration: Concentration, up to 1 minute
  All gunpowder and black powder in a 20-foot-
  tall cylinder with a 40-foot radius centered on a 
  point you choose is rendered inert. Weapons and 
  items that rely on this substance to function sim-
  ply do not work. Items removed from the affect-
  ed area regain function immediately.
  Waterspout
  (Shepherd/Minister Level 1)
  Casting Time: 1 action 
  Range: Self (60-foot line)
  Duration: Instantaneous
  Gathering moisture from the sea, a stream, or 
  the very air itself, the spellcaster shoots a jet of freez-
  ing-cold water in the direction she chooses. The 
  stream, which is 60 feet long and five feet wide, hits 
  anyone in its path who doesn’t succeed at a Dexter-
  ity saving throw. Anyone caught in the blast takes 
  1d8 cold damage and is knocked back five feet.
  
  Chapter Four: Ports of Call
  58
  58
  Chapter Four:  
  Chapter Four:  
  Ports of Call
  Ports of Call
  This chapter provides information on dog, 
  cat, lizard, and bird pirates, a brief history of 
  the gunpowder trade, and details on two of the 
  largest cities on the Acid Sea, Waterdog Port and 
  Port Matthew.
  The Pirate Life
  It takes an intrepid soul to embark on a life 
  at sea. Pirates face long days far from shore, an 
  endless cycle of grueling physical labor and in-
  terminable boredom. Cramped quarters and a 
  lack of privacy exacerbate tensions between crew 
  mates, slowly unraveling the camaraderie bind-
  ing them together. It’s worse when things go 
  poorly, and they usually do. Rival buccaneers at-
  tempt to overthrow the ship. Storms arise, blow-
  ing the ship off course and threatening to swamp 
  it with acidic waters. Monsters emerge from the 
  depths to assail the crew. When disaster strikes, 
  unfortunate pirates risk drowning or washing up 
  broken and storm-tossed upon the far shores of 
  a forsaken island, if the Acid Sea itself doesn’t 
  devour them first.
  Old salts claim anyone taking to sea is either 
  searching for something or running from some-
  thing, and there’s some truth to the saying. New 
  sights await beyond every horizon. The broken-
  hearted experience wonders that distract them 
  from their pain. Criminals with prices on their 
  heads find freedom on the waves. Treasure hunt-
  ers and explorers are seldom disappointed with 
  the bounties of distant lands. Those choosing to 
  remain at sea after achieving their initial goals 
  grow into a love for the sea itself, embracing each 
  new challenge with grim smiles upon their faces. 
  With resources up for grabs and so much yet 
  to explore, stalwart seafarers find ample support 
  from Pugmire and the Monarchies of Mau alike. 
  
  The Pirate Life
  59
  59
  Competition escalates between seaside cities with 
  the capabilities to brave the Acid Sea, like Port 
  Matthew and Waterdog Port, and these conflicts 
  offer lucrative opportunities to seafarers, irre-
  spective of their loyalties. Beholden to none, pi-
  rates unfurl their sails and set their sights on the 
  distant horizon.
  Dogs
  Dogs returning from sea voyages often relate 
  riveting tales featuring gigantic horrors of the 
  deep or aquatic rats with great fins stretching like 
  wings from their backs. These stories purchase 
  drinks and lodging as easily as plastic, inspiring a 
  sense of adventure in their audience and ensur-
  ing there will always be more dogs ready to set 
  sail. Dogs recording these tales find Pugmire is 
  willing to purchase them, trusting the veracity of 
  dog accounts over those of other species. 
  Dog pirates are divided almost evenly be-
  tween those serving Pugmire or Waterdog Port 
  loyally to further their interests, and those seek-
  ing the opportunity to live free upon the waves, 
  but the discoveries of each are valued equally.
  Cats
  While cats of every House see the advantag-
  es and tactical potential of sailing on the waves, 
  in practice, most defer to House Rex in matters 
  concerning the Acid Sea. Few would admit it, 
  but many cats fear the sea, and Mau hold much 
  respect for cats with the courage to traverse the 
  waters. Rex accepts the risks and responsibilities, 
  pushing their limits ever outwards.
  Cats at sea frequently acquire superstitions, 
  and House Rex has developed an arcane system 
  of them. Among the most enduring is that poly-
  dactyly paws (having extra fingers or toes) signify 
  a fortunate and destined sailor. Few dangerous 
  voyages are undertaken without a polydactyl on 
  board, and while not every polydactyl takes to sea, 
  the superstition is strong enough that members 
  of Rex will be legitimately shocked to encounter 
  one without interest in mastering the waves.
  Lizards
  The nomadic lizards regularly visit to trade 
  in Pugmire and Mau, and both societies welcome 
  them whether they arrive by land or sea. Cats 
  and dogs find the creatures fascinating, and their 
  whimsical tales seldom disappoint. Their wares 
  are often as unusual as the tales the sellers weave, 
  and many purchase them for novelty’s sake alone. 
  With their constant traveling, few lizards 
  make long-term plans for a given dog or cat set-
  tlement, preferring to focus on immediate goals, 
  but hibernal lizards in such areas sometimes 
  maintain ulterior motives. Accustomed to harsh 
  environmental conditions, lizards were among 
  the first to take to sea, exploring the waves on 
  wooden ships they discarded when their useful-
  ness came to an end. With the advent of plastic 
  hulls, some lizard families now live permanently 
  upon the waves in colorful, elaborate ships, com-
  ing to shore only for trade and repairs.
  Birds
  Birds value stories above all, willing to en-
  dure almost anything for novel experiences. 
  When one travels, they invariably seek to share 
  their tales or gain new ones.
  They find themselves unpopular in the Mon-
  archies of Mau. Cats value secrecy, while birds 
  value truth. As a result, birds tend to share se-
  crets they learn, which frustrates cats to no end. 
  At best, birds in Mau receive tepid welcomes. At 
  worst, they’re actively driven away by guards or 
  citizens. The needs of trade sometimes require 
  passage through cat lands, but most birds avoid 
  them whenever possible. Those spending ex-
  tended periods of time in Mau are explorers or 
  seekers of secret knowledge, which does little to 
  improve their reputation among cats. Frustrated 
  pirate birds embrace chaos, reveling in uncom-
  fortable looks and easy notoriety. 
  Pugmire is more welcoming, and when a 
  bird begins to relate a tale, puppies gather to lis-
  ten in rapt fascination while adults pretend not 
  to be doing the same. Some speak of an immor-
  tal bird, Calliope of the Thousand Songs, said to 
  know every tale that has or ever will be told. Phys-
  ical descriptions of Calliope vary greatly, leading 
  most to dismiss her as mere legend. This is com-
  pounded by a tendency for birds concealing their 
  identity to give the name Calliope.
  
  Chapter Four: Ports of Call
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  60
  Gunpowder
  Regardless of species, the increasing numbers 
  of pirates have proved a boon to Pugmire and 
  Mau, both for advancing knowledge and trade. 
  Nowhere is this more obvious than the burgeon-
  ing gunpowder industry. While long known to 
  both societies, gunpowder was viewed as a nov-
  elty used mostly by lizard alkalists. The idea of 
  weaponizing it didn’t catch hold until pirates be-
  gan importing it in larger quantities from lands 
  overseas. Prior to the War of Dogs and Cats, gun-
  powder weapons were shunned by Pugmire and 
  Mau, as Gunpowder Panic proved too dangerous 
  in crowded areas. While they relented during the 
  war, most places now maintain restrictions or 
  outright bans on loaded firearms within city lim-
  its. Despite this, the weapons grow in popularity 
  among pirates, and as more individuals develop 
  resistance to Gunpowder Panic, it’s only a matter 
  of time before cultural shifts disperse guns more 
  widely through dog and cat societies.
  Waterdog Port
  Waterdog Port charts its own course, owing 
  allegiance to none. Those calling it home may 
  pursue their dreams and fortunes with little hin-
  drance, even from the monitors enforcing the 
  city’s laws. Economic opportunities abound for 
  those with entrepreneurial spirits, and new busi-
  nesses and attractions frequently arise. The port 
  accommodates numerous ships, many with plas-
  tic hulls, ready to launch new expeditions at a 
  moment’s notice. A haven for pirates, Waterdog 
  Port serves as a base of operations for local crews 
  and a common destination for foreign ones. A 
  murky and almost perpetual fog drifts over the 
  western sections of the city, providing cover for 
  criminal enterprises, and only the brave or des-
  perate dare to tread where the fog shrouds the 
  city. Whether someone is seeking a fresh start or 
  looking for trouble, Waterdog Port welcomes all 
  with open arms.
  History
  Constructed as a center for shipping and 
  exploration, cats and dogs have coveted Water-
  dog Port since its inception. Pugmire and Mau 
  each attempted to claim the city for their own, 
  igniting the War of Dogs and Cats. When hold-
  ing it overburdened each power, they withdrew, 
  abandoning the residents to continue the fight 
  alone. The brutal Alleyway Skirmishes, though 
  largely unheard-of outside Waterdog Port, were 
  some of the bloodiest battles in the War. After 
  the assassination of the Mau-appointed Lionel 
  von Korat, Samantha von Rex — better known 
  as the pirate captain Calico Sam — assumed the 
  mantle of mayor. But even her practical wisdom 
  proved unable to calm the unrest or stanch the 
  flow of blood in the streets.
  Following a particularly savage clash, the 
  heads of each faction in the city met secretly one 
  night seeking a truce. Recognizing the current 
  course of events would lead to mutual destruc-
  tion, Calico Sam and Axel Bull-Terrier, a disgrun-
  tled Pugmire patriot, contrived to disrupt the cy-
  cle of violence and forge a new government. The 
  two met with their most avid supporters, declar-
  ing that for the good of the city, the other em-
  pire must rule. In the ensuing confusion, the two 
  agreed to rule jointly, declaring independence 
  from Pugmire and Mau. 
  Each chose their four most charismatic sup-
  porters to act as assistants, effectively preventing 
  them from forming new factions. Together, they 
  declared every citizen of the city would vote in 
  favor of Axel or Calico Sam to rule the city, not 
  as a mayor but as Governor. The others would 
  act as a Council of Luminaries to rule alongside 
  them, ensuring both species would be equally 
  represented in the government. The first Coun-
  cil laid down the Great Laws, and while tempers 
  still flared, the two sides learned to respectfully 
  work together. In the following years, the Coun-
  cil would open their ranks to other species, seek-
  ing to promote harmony in the city.
  Species of Waterdog Port
  While every species is welcome in Waterdog 
  Port, dogs maintain a small majority of the pop-
  ulation. Most Luminaries and Governors have 
  been dogs, ensuring dog interests frequently take 
  precedence. While most dogs are content to be 
  free of Pugmire’s rule, many maintain cordial re-
  lationships with family and friends in Pugmire 
  and Houndton. Dogs own more plastic-hulled 
  
  Waterdog Port
  61
  61
  ships than any other species, benefiting more 
  from the city’s lucrative economy.
  Second only to dogs in population, the cats 
  maintain a strong presence. While some retain 
  their loyalties to Mau, most cats are moggies, 
  and renouncing one’s house is mandatory for 
  cats to hold positions of authority in the city (al-
  though many cat patriots still proudly hold their 
  allegiances in their surnames). Cats own almost 
  as many plastic-hulled ships as the dogs, gaining 
  similar benefits from the shipping industry. They 
  enjoy significant influence in government, al-
  though dogs and cats frequently rely upon other 
  to settle differences when their opinions clash. 
  The cats constantly watch for signs of Unseen ac-
  tivity, ready to pounce at any moment to preserve 
  the security of their home.
  The nomadic lizards have found a niche in 
  the city, and their authority far exceeds what their 
  population would indicate. When tempers flare 
  between cats and dogs, geckos are quick to defuse 
  the situation. Serpents and turtles utilize these 
  opportunities to share advice, steering cooler 
  heads towards mutually beneficial conclusions. 
  As a result, lizards have become mediators, en-
  suring the interests of all species are considered, 
  even if they’re unable to ease individual prejudic-
  es. Many hibernal lizards become monitors, pro-
  actively seeking to maintain order and freedom 
  within the city.
  Birds find themselves in an interesting po-
  sition. While their population has grown large 
  enough to exert influence in the city, they end 
  up clashing most often with themselves. Oth-
  er species don’t distinguish between sparrows, 
  crows, and parrots, lumping all birds together. 
  Traditionalists don’t approve, while those rebel-
  ling against bird norms are delighted at the great-
  er freedom and authority they enjoy. Regardless 
  of neste, birds find their knowledge in high de-
  mand, and many find a place for themselves in 
  positions requiring keen memories.
  With rumors of equality and opportunity for 
  all spreading, rats and mice swarm to the city in 
  the hopes of building happy lives for themselves. 
  While some find success, most quickly find the 
  reality doesn’t live up to their dreams. A lack of 
  resources force many to live in the worst sections 
  of the Haze, squatting in deteriorating buildings 
  and competing for necessities. Rodents readily 
  take to the sea, but the frequent prejudices they 
  experience often lead them to band together into 
  rodent crews. While seldom able to afford plas-
  tic-hulled ships, their patchwork wooden ships 
  are frequent sights in Seaport.
  Few badgers call the city home. Most who do 
  live solitary lifestyles, seldom meeting with oth-
  ers of their kind. The exception are members of 
  the otter tribe, who frequently cluster in crews to 
  intimidate rivals. Otters take well to the pirate 
  life, hiring out their services as muscle to other 
  species taking to sea. With the brutal reputation 
  held by the badger tribes, many are surprised to 
  discover the fierce loyalty and camaraderie of 
  their otter crew mates. 
  Politics
  The Council of Luminaries consists of elev-
  en seats. While each Luminary maintains their 
  personal life outside of governance, all are ex-
  pected to gather for matters concerning the city. 
  Each votes in city affairs, with the Governor 
  casting the deciding vote when the others can’t 
  reach an agreement. Luminaries may retire at any 
  time, nominating a replacement, but otherwise 
  the seats are lifetime appointments. The full title 
  of a member of the Council is Admired Lumi-
  nary, and the proper mode of address is “Your 
  Brilliance.”
  Chosen from among the Luminaries by a 
  citywide election, the Governor functions as 
  ruler of Waterdog Port to outsiders, and as the 
  mouthpiece of the Council in local matters. The 
  previous Governor, Dobi Weimaraner, recently 
  died under mysterious circumstances, following 
  her declaration of policies running counter to 
  the otherwise unanimous decisions of the Coun-
  cil. Erwin Sharpei was quickly elected as her re-
  placement.
  While one seat on the Council remains va-
  cant, the others are currently occupied:
  • Noble and loyal to a fault, the cat Ash-
  er Mainecoon von Waterdog longs for 
  the seafaring adventures of his youth. 
  Once a member of House Rex, Asher 
  traveled beyond the edges of the map, 
  courageously facing the unknown with-
  out a single hair of his gray and white 
  
  Chapter Four: Ports of Call
  62
  62
  fur out of place. Now dedicating himself 
  to Waterdog Port as Luminary and oc-
  casional ambassador, he avidly supports 
  exploration, dreaming of a day when the 
  cartographers have charted every island 
  and when every peril is revealed for the 
  next generation of pirates. His naviga-
  tional charts note each unexplored re-
  gion where previous expeditions have 
  failed to return, and it’s only a matter 
  of time before he recruits a crew for one 
  last great adventure.
  • The renowned rat actor Aurelio is famed 
  throughout Waterdog Port for his talent, 
  but more so for his shining golden fur 
  and boundless hunger for luxury. While 
  the Council chose the popular actor to 
  quell the growing unrest among the ro-
  dents, few take the rat seriously, believ-
  ing him shallow and easily manipulated. 
  Worse, Aurelio knows he’s merely a po-
  litical tool, but he isn’t content with that 
  arrangement. He offers daring missions 
  to pirates in the hopes of gaining respect, 
  but of late, he considers the possibility 
  that earning it may require a coup.
  • The dog Brandi Springer-Spaniel nev-
  er planned to become a Luminary, but 
  her warm heart and renowned bravery 
  pushed her into the role. While beloved 
  by the dogs of Waterdog Port, she’s 
  prone to disappearing for long periods 
  of time, making her difficult to contact. 
  Her wanderlust traps her between the 
  call to adventure and her duties to her 
  people, and she desires nothing more 
  than to find a suitable successor so she 
  might live out her days upon the road 
  or the waves. Until then, she settles for 
  disguising herself whenever the urge for 
  excitement grows too strong, joining oth-
  ers to aid them on their quests.
  • Everybody’s best friend, the charming 
  dog Erwin Sharpei is best known as the 
  owner of the influential Calico Trading 
  Company. Founded by his deceased 
  partner, Gwendolyn Manx von Cymric, 
  the company is renowned for its willing-
  ness to employ dogs and cats in equal 
  measure. While displaying a friendly 
  demeanor to all publicly, Erwin is utter-
  ly ruthless in business, willingly doing 
  whatever it takes to guarantee greater 
  profits. Recently voted Governor by a 
  narrow margin, Erwin is torn between 
  his desire to leverage his position into 
  ever greater gains and his fear of enemies 
  lurking around every corner and behind 
  every smiling face.
  • Although it’s been years since she broke 
  ties with House Angora, the cat Luna 
  Tabby watches over her shoulder for 
  unseen foes. Her first concern is the 
  security of Waterdog Port, which she is 
  prepared to defend against all enemies. 
  She believes an attack could come at 
  any moment and expends much of her 
  time and resources seeking information 
  on potential adversaries. Her network of 
  informants helps her keep extensive in-
  formation on notable individuals with-
  in Waterdog Port as well. Thanks to her 
  ever-watching eye, anyone showing the 
  slightest hint of Unseen influence swift-
  ly finds themselves on the wrong side of 
  the law.
  • Before losing his leg to the jaws of a levi-
  athan, the dog Montana Saluki hunted 
  monsters across the face of the world, 
  earning a reputation as a great trophy 
  hunter. His heroic efforts during those 
  days left him with an extensive collec-
  tion of contacts owing debts of gratitude 
  scattered across the known world. He 
  now maintains Montana’s Menagerie 
  in the Sunset Barrio, caring for the nu-
  merous creatures on display and relating 
  tales of his youthful adventures and re-
  cruiting ambitious pirates to obtain rare 
  beasts, living or dead, for inclusion in 
  his collection. He insists his creatures 
  never escape their habitats, but more 
  than one live trophy whose capture was 
  attributed to local heroes has appeared 
  in his trophy hall following the closure 
  of its exhibit.
  • Pirates at sea whisper horror stories 
  about the otter Odessa One-Eye, one of 
  the cruelest and most implacable bucca-
  neers to ever sail the Acid Sea. Hijacking 
  her first ship when she was little more 
  than a pup, Odessa proceeded to bring 
  grisly death to all who opposed her, per-
  petuating her reign of terror for over two 
  
  Waterdog Port
  63
  63
  decades before she developed a terminal 
  case of empathy. While few suspect it 
  owing to her spiteful attitude and piti-
  less practicality, Odessa hopes to make 
  amends for the sins of her past, secretly 
  tending to the children and the wretch-
  ed citizens of Waterdog Port. She holds 
  a nightly vigil at the harbor, knowing 
  former allies and enemies from Dalma-
  tian Cove will one day come to settle old 
  scores.
  • Once Port Matthew’s Secretary of De-
  fense and a respected member of House 
  Korat, the cat Pejay Shorthair speaks 
  neither of the incident leading to the 
  loss of his claws nor of the scandal that 
  stripped him of his office. While he’s 
  slowed a little and gained some gray in 
  his orange-striped coat, he maintains a 
  warrior’s vigor, honing his battle prowess 
  every day. Aggressive and bellicose, Pejay 
  believes Waterdog Port should go on the 
  offensive to become a new, conquering 
  empire. Whether he hopes for Waterdog 
  Port to be the reigning power or intends 
  to deliver it into the paws of his former 
  House remains to be seen.
  • The oldest member of the Council, the 
  turtle Slymar Oteechilde embraces Wa-
  terdog Port as his culture, walking with 
  his face uncovered to show solidarity with 
  other species. In his youth, the alkalist 
  traveled widely, and the yellow stripes 
  on the box turtle’s black shell are marred 
  with burns and scratches from adven-
  tures and experiments gone awry. His 
  long-winded stories frequently contain 
  kernels of wisdom or warnings of future 
  perils, and he stands ever-willing to share 
  one. Valuing knowledge above all else, 
  Slymar frequently requests rare reagents 
  for his experiments, and he’s more than 
  willing to risk others to advance his stud-
  ies.
  • Bold and defiant, the parrot Zanna of 
  the Four Audacities refuses to live in 
  anyone’s shadow. The black-feathered 
  bird and her green-feathered sparrow 
  lover, Irving of the Forsaken Crown, 
  embraced a life of seafaring adventure, 
  
  Chapter Four: Ports of Call
  64
  64
  taking satisfaction in flaunting societal 
  norms wherever they landed. When they 
  decided to start a family, the parrot and 
  sparrow settled in Waterdog Port, with 
  Irving returning to sea frequently in 
  search of treasures worthy of his bride. 
  As a Luminary, Zanna boldly throws her-
  self into her work, seeking constant im-
  provements for Waterdog Port, flitting 
  from one personal obsession to another 
  to distract herself. Irving hasn’t returned 
  from his latest foray, and between the 
  perils of sea and the enemies they left 
  behind, Zanna awaits news of him with 
  hope and dread in equal measure.
  Laws of Waterdog Port
  While Waterdog Port plays host to many in-
  dividuals of questionable morality, it does main-
  tain its own laws. The monitors, warriors and 
  observers who work to preserve a semblance of 
  order and safety for the people, are charged with 
  arresting those who flout these rules. The Coun-
  cil and monitors enforce the laws at their discre-
  tion though, and it isn’t uncommon for favored 
  citizens to get away with violations that would see 
  others imprisoned or executed. Any Luminary 
  may pardon a criminal, but the pardon can be 
  overturned by a majority vote of the Council. 
  While lesser laws and regulations change regu-
  larly according to Council decisions, the Great 
  Laws have thus far remained inviolable.
  Loyalty is Freedom
  Waterdog Port glorifies freedom, priding it-
  self in owing no allegiance to Pugmire or Mau. 
  All citizens choose their own destinies, reaping 
  the rewards and facing the consequences of their 
  own actions, and the Council makes it abundant-
  ly clear where this freedom comes from. Any alle-
  giance greater than family or guild must be sworn 
  to Waterdog Port and no other. Conspiracy with 
  other nations or organizations to undermine the 
  city’s independence is among the most harshly 
  punished crimes. On a more individual level, 
  gaining the favor of the monitors or a Luminary 
  permits more leeway in behavior, allowing for 
  greater gains and diminished punishments in ex-
  change for loyal service.
  Business is Business
  Plastic shall eternally flow to the citizens, 
  and through them, to the coffers of Waterdog 
  Port. The Council recommends every citizen pur-
  sue a healthy livelihood, encouraging creativity 
  and entrepreneurship. In exchange, every trans-
  action should benefit the city. Interfering with 
  the business of another is strongly discouraged, 
  although competition is considered appropriate. 
  Inadvertent harm to others is often overlooked 
  when it results from business endeavors. While 
  smuggling contraband is officially illegal, ram-
  pant bribery ensures the monitors turn a blind 
  eye to such business. In practice, even crime is 
  condoned, provided one has the decency not to 
  be caught. The exception to this is trade in peo-
  ple, as slavery in any form is never tolerated with-
  in Waterdog Port.
  All Are Equal
  Every person is equal in value, regardless of 
  resources, social standing, or species. Each citi-
  zen votes for Governor. Every vote is weighed the 
  same. Anyone may become a citizen simply by 
  taking up residence in the city, and many in un-
  tenable situations flee to Waterdog Port in search 
  of acceptance or new opportunities. While the 
  Council includes members of other species be-
  sides cats and dogs, however, individual residents 
  retain their prejudices. Citizens often side with 
  each other against outside threats, but in the ab-
  sence of those, old grudges prevail. Only cats and 
  dogs have acted as Governor, and barring large 
  population shifts, this is unlikely to change.
  Violence is Personal
  Violence isn’t forbidden in Waterdog Port, 
  but it’s expected to involve only the clashing in-
  dividuals. Causing harm to other people or prop-
  erty is unacceptable. The monitors are slow to 
  enforce this law, and brawls in the seedier sec-
  tions of town are common. They step in only 
  when making an example of someone, or when 
  the violence threatens to fray the fabric of their 
  society. Attempts to stir up large-scale trouble are 
  harshly punished when discovered, but personal 
  vendettas are tolerated.
  
  Waterdog Port Locations
  65
  65
  Waterdog Port Locations
  Waterdog Port has evolved constantly since 
  its inauguration, ensuring visitors will always find 
  their explorations rewarded with new discoveries.
  Seaport
  Assiduously maintained, the southern sec-
  tion of the city remains critical to its economy. 
  Monitors patrol continuously, discouraging as-
  piring thieves from vandalizing plastic hulls for 
  quick profit. The shipyards operate around the 
  clock to keep up with demand for repairs and 
  new ships. The wooden docks also require regu-
  lar maintenance and replacement. Seaport acts 
  as the city’s trading hub, with numerous shops 
  available for lease to traveling merchants, al-
  though many simply set up along the streets or 
  on the docks beside their ships.
  Bernese Marina
  This area was engineered to fleece travelers 
  of their plastic. Expensive restaurants adjoin 
  facilities offering pricey souvenirs and enter-
  tainments. Along the road and docks, games of 
  chance and enticing snacks target those unable to 
  afford fancier fare. The greatest draw, by far, are 
  the pleasure cruises giving opulent travelers the 
  chance for a couple days sightseeing on the Acid 
  Sea. The Marina is the masterstroke of Waterdog 
  Port’s richest dog, Beaumont Bernese. Caring 
  only for his own profits, Beaumont seeks to lure 
  tourists to Waterdog Port. He wishes to curb the 
  city’s chaotic and criminal elements, restricting 
  freedom in favor of a more orderly and easily 
  exploitable arrangement. To his frustration, he 
  hasn’t been welcomed onto the Council, but he’s 
  confident he’ll soon fill the vacant seat.
  Staffordshire Hall
  Originally constructed for Jake’s Pioneers 
  during Waterdog Port’s early days, Staffordshire 
  Hall now houses the Seafarers’ Guild. The spa-
  cious building provides a place for disparate crews 
  to meet and rest, recount their experiences, or re-
  supply for their journeys. Competitions between 
  crews occur frequently, although they often band 
  together in such events against their counterparts 
  from Port Matthew. The young dog chronicler, 
  Kiki Beagle, has been thrust into the role of lead-
  ership following the recent disappearance of her 
  turtle teacher, Monet Ridleychilde. While she 
  hopes to lead wisely and record everything of val-
  ue, she’s learning as she goes. Anyone may come 
  to the Guild to hire a crew, although in practice 
  the Luminaries hire more than any others.
  The Watchtower
  While the monitors maintain outposts 
  throughout the city, the Watchtower remains 
  their central base of operations. Once home to 
  Pugmire’s navy, the lower levels of the edifice 
  now house several monitor crews and a small 
  block of jail cells. Vitali Hanachilde, a gecko re-
  sembling an iguana, runs a tight ship, and he’s 
  well-respected by monitors and citizens alike. 
  While he knows corruption has crept into their 
  ranks, Vit hasn’t yet determined which monitors 
  are compromised. 
  The tower itself functions as lookout point 
  and lighthouse. At all times, keen-eyed monitors 
  watch from the top for signs of peril on the Sea. 
  When danger arises, they toll the alarm bell, de-
  ploying nearby monitors to the rescue. By night, 
  Tobias of the Ten Forgotten Dreams kindles and 
  maintains the light. The crow’s past weighs heav-
  ily upon him, and while reluctant to speak of it, 
  he does admit to harboring a sense of duty to 
  keep the beacon lit for those lost upon the Sea.
  Sunset Barrio
  Housing its more prosperous citizens, the 
  eastern section of Waterdog Port serves as the 
  city’s cultural center, hosting numerous theaters, 
  galleries, and restaurants. New construction is 
  common, as entrepreneurs continually add ame-
  nities. Visitors are frequently greeted by Barna-
  bas Amber, a portly rat child with a passion for 
  costumes who acts as unofficial barker for the 
  attractions of the Sunset Barrio. Between perfor-
  mances at his parents’ Grape Theater and almost 
  nightly parades or celebrations on the Riverside 
  Promenade, he always has something exciting to 
  announce. Monitors patrol regularly, discourag-
  ing obvious crime and violence. Despite this, the 
  Chausie crime family maintains a strong pres-
  
  Chapter Four: Ports of Call
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  66
  ence. Headed by the cat Eveline von Chausie, 
  they seek to consolidate as much wealth and pow-
  er as possible, with the goal of forging themselves 
  into a new monarchy.
  Montana’s Menagerie
  One of the most popular attractions in Wa-
  terdog Port, the Menagerie houses rare creatures 
  from all over the world, providing opportunities 
  for travelers and residents to safely see them up 
  close. New habitats are regularly added through-
  out the city and crews deliver supplies for the 
  care of these specimens at all hours. Despite his 
  obligations to the Council, Montana tenderly 
  cares for many of these beasts personally, demon-
  strating little concern for the dangers they pose. 
  The Trophy Hall at the center of the Menagerie’s 
  original location contains the results from Mon-
  tana’s own hunts and those provided by other ad-
  venturers. Sonya Parisachilde, a serpent curator, 
  helps maintain this collection, eagerly regaling 
  visitors with tales about each specimen.
  Nautical History Museum
  Only half-completed, construction of Water-
  dog Port’s first museum has been plagued with 
  disasters. Rumors of hauntings or Unseen influ-
  ence proliferate among workers with each acci-
  dent, and only the brave or desperate continue 
  working towards its completion. A few exhibits 
  are displayed in the completed portions of the 
  museum, but most of its collections remain sealed 
  in the maze of box stacks in the back rooms. The 
  aging cat curator, Smokey von Waterdog, avidly 
  gathers artifacts and accounts of great adventures 
  at sea, dreaming of one day allowing visitors to vi-
  cariously experience these nautical journeys, but 
  even she despairs of seeing the museum’s com-
  pletion within her lifetime.
  North Barrio
  The sprawling northern section of the city 
  expands continually, containing more residential 
  neighborhoods than any other. While the seat 
  of government lies in this Barrio, its criminal 
  element remains strong and the monitors have 
  little luck in discouraging it. The Bloodhound 
  crime family operates a group known to locals 
  as the Bad Dogs, specializing in smuggling, fre-
  quently carrying contraband as far as Pugmire. 
  Their operations have become strained of late, 
  as they’re forced to deal with encroachment from 
  the Chausies and the Incisors. 
  The Echo House
  An urban legend in the North Barrio, the 
  Echo House has no permanent location. Instead, 
  it appears within residential neighborhoods on 
  nights when the fog drifts in from the Haze. Res-
  idents of the neighborhood never recognize it 
  as anything unusual until after it’s gone again, 
  at which point the rumors begin anew. Nobody 
  agrees on how the Echo House came to be or why 
  it appears, but numerous theories compete for 
  prominence. Some say it was the site of a great 
  massacre, either during the Skirmishes or at the 
  paws of one of the city’s crime families. Others 
  claim a great treasure was buried beneath it, and 
  the house reappears on nights when a ghostly pi-
  rate crew comes searching for it. What all agree 
  upon is that if one encounters a mysterious house 
  with indistinct voices echoing from within on a 
  foggy night, one must neither look inside nor go 
  within, lest they vanish with the house upon the 
  dawning of a new day. 
  Governor’s Mansion
  Overlooking the town square and the cen-
  tral fountain where citywide announcements are 
  made, the Governor’s Mansion serves as seat of 
  government and home to the current Governor. 
  Due to its blocky gray exterior, its palatial and 
  luxurious interior often surprises visitors. Call-
  ers are greeted by Myra Pearl, a friendly mouse 
  assistant harried by the struggle to balance con-
  flicting schedules and keep the government run-
  ning smoothly. The Governor’s Receiving Room, 
  which could better be described as a throne 
  room, is where she leads most visitors who seek 
  an audience. The Council Chamber sees fewer 
  outsiders. While each Luminary has their own 
  seat along the round table encircling the room, 
  there are few additional seats available for visi-
  tors. Most are never welcomed into the Council’s 
  inner sanctum.
  The Hall of Stars
  The largest building in Waterdog Port towers 
  over other structures, its upper dome visible on 
  clear days from miles away. The building sprang 
  
  Waterdog Port Locations
  67
  67
  from the ambitions of the first birds to settle in 
  Waterdog Port. They hoped to discern the path 
  to the Sky Kingdom through a perfect map of the 
  ever-moving stars, and to this day, their work on 
  perfecting the planetarium continues. Overseen 
  by the sparrow savant Nora of the Slumbering 
  Moon, the Hall of Stars has become the greatest 
  center for the study of the heavens in the known 
  world, drawing scholars of all species to its librar-
  ies and amphitheater.
  Students at the planetarium study celestial 
  navigation techniques, and many sailing masters 
  received their first lessons here. The Stormdogs 
  focus less on the stars and more on the clouds, 
  mastering secrets of thunder and lightning to 
  better protect sailors from the cruel vagaries of 
  shifting winds and ominous weather. The Fate-
  seers, a trio of lizards representing each family, 
  regularly use the observatory tower to study ce-
  lestial phenomena. While not everyone believes 
  their colorful prophecies, few dare to impugn the 
  well-respected lizards’ wisdom to their face.
  The Old Barrio (The Haze)
  The Old Barrio, better known to its impover-
  ished residents as the Haze, borders the Shroud-
  ed Swamp to the west and the Acid Sea at its 
  southernmost edge. It derives its nickname from 
  the fog emanating from the murky swamp water. 
  When the wind blows inland, the mists blanket 
  the Old Barrio, shrouding pathways and causing 
  eyes to water uncontrollably, though colors are 
  muted even on clear days. The architecture of the 
  Haze slowly deteriorates under the fog’s unrelent-
  ing caress, requiring frequent repair. 
  Crime runs rampant in the Haze, which sees 
  little attention from the monitors. When they do 
  make their presence known, it usually indicates 
  something is causing trouble for the rest of the 
  city. While most criminals in the Haze operate in-
  dependently or within small gangs, growing num-
  bers of embittered rodents swarm to the banner 
  of the Incisors, a large gang run by a mouse called 
  Hairless Nash. 
  Cypressroot
  Because of its proximity to the Acid Sea and 
  the Shrouded Swamp, the southwestern section of 
  the Haze suffers more from the fog than any oth-
  er area of the city. Cypressroot consists of several 
  blocks of residential buildings. Amateur repairs 
  and construction transformed the neighborhood 
  into a vast maze rendered unnavigable by the per-
  vasive fog. These buildings are unsafe, but heavily 
  occupied by struggling rodents drawn to the city by 
  promises of better lives. Competition for resources 
  is fierce, and mice find themselves on the losing 
  end, thanks to the largest rat, Brutus. While he 
  welcomes newly arrived rats and finds them suit-
  able living quarters, mice get neglected. Unhappy 
  with Aurelio’s election, Brutus believes he can bet-
  ter support the interests of Cypressroot’s rats by 
  gaining the vacant Council seat.
  Harv’s Hideaway
  The largest legal establishment in the Haze 
  is a bar and restaurant owned and run by a gruff 
  ferret named Harvey Pewter. Harv’s spacious es-
  tablishment connects three different buildings, 
  the variation in architecture obvious to any who 
  enter, and it’s often easy to find tables or booths 
  separate from other customers for clandestine 
  meetings. While the tantalizing food and drink 
  are reasonably priced, this privacy is the main 
  draw for most customers. 
  Harv doesn’t tolerate violence in his restau-
  rant, giving few warnings before shooting viola-
  tors of this policy, making it popular among ri-
  val criminals seeking neutral meeting grounds. 
  The Haze is no place to go 
  wandering on a whim. 
  Threats of crime or 
  rickety buildings won’t 
  frighten brave pirates, 
  but beware of that fog! It 
  imposes a disadvantage to 
  Wisdom checks involving perception, 
  and after a time, it starts burning 
  your nose. Worse, some pirates claim it 
  takes your eyes if you stay too long! 
  In actuality, you’ll be fine after rinsing 
  them out with fresh water, but they’ll 
  be too painful and watery before then 
  to be of any use, so grab an eyepatch 
  to protect yourself before staying 
  in the fog for long. Succeeding at a 
  difficulty 12 Constitution saving throw 
  prevents one from becoming Anosmic 
  or Blind from the fog for another 
  hour, whereupon another saving throw 
  is needed.
  
  Chapter Four: Ports of Call
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  68
  Harv’s keen ears and nosy cat waitress, Sheridan 
  Manx, pick up numerous secrets from his cus-
  tomers, but his dedication to maintaining con-
  fidentiality ensures that he does not surrender 
  such information cheaply.
  Swampwalk
  When Waterdog Port was constructed, some 
  portions of the city were built over the swamp, ex-
  tending its reach through the wetlands to hidden 
  docks. The acidic waters of the swamp proved 
  too much for the architecture, and most build-
  ings have since crumbled into the swamp. The 
  rickety network of docks and plank walkways lin-
  gers, though many areas have collapsed, render-
  ing them unsafe. Despite the peril, they remain 
  popular among criminals for illicit smuggling 
  or other criminal enterprises. An aging moni-
  tor, Dorian Dane, is tasked with patrolling the 
  Swampwalk and keeping people away, but the 
  tired dog is half deaf and easily bribed.
  Underport
  Beneath Waterdog Port, a vast network of 
  dog-made tunnels links every part of the city. 
  These function mainly as a sewer system, but 
  criminals regularly take advantage of them to 
  travel unnoticed from one section of the city to 
  another. During the Skirmishes, these tunnels 
  enabled many ambushes, and some of the most 
  brutal battles occurred beneath the streets. Evi-
  dence of these clashes remain to this day. The 
  southernmost portions are prone to flooding, 
  and few go there without pressing need.
  The sturdy shelter from the elements pro-
  vided by the tunnels draw the homeless beneath 
  the streets. Most recently, mice displaced from 
  above have begun squatting in the driest and 
  brightest of these tunnels. While the mice try to 
  make this work, most find the situation unten-
  able. One influential mouse, Lady Brie, seeks to 
  rally their spirits. She believes mice need a voice 
  in the Council, and that gaining the vacant seat 
  should prove easy once they reclaim their sur-
  face territories.
  Port Matthew
  Port Matthew, the shipping capital for the 
  Monarchies of Mau, is the only city to challenge 
  Waterdog Port for mastery of the Acid Sea. 
  While the two cities ceased to be enemies fol-
  lowing the War of Dogs and Cats, they main-
  tain a fierce rivalry to this day. This is especial-
  ly obvious within the Seafarers’ Guild. While 
  both cities maintain guildhalls, each claims to 
  hold the original, and friendly challenges be-
  tween pirates are common. In both cities, the 
  Guild welcomes members of all species, and 
  mixed species crews abound. This openness has 
  influenced Port Matthew to the point where all 
  species are nominally welcomed as equals, with 
  the notable exception of birds.
  As its trading empire grows, more eyes 
  within Mau turn towards Port Matthew. The 
  other monarchies question whether House Rex 
  should maintain full control of such a useful re-
  source — particularly with their strange decision 
  to allow other species to freely partake in the 
  glories of the Monarchies of Mau — or whether 
  Port Matthew should become a jointly held as-
  set benefiting Mau as a whole. While Pugmire 
  has few illusions about its ability to take Port 
  Matthew for itself, they seek to establish strong 
  relations with it even as they look longingly 
  back towards Waterdog Port. Within the city 
  itself, hushed whispers question: if Waterdog 
  Port can become its own independent power, 
  why not Port Matthew?
  History
  Bluesail, a small fishing village on the coast 
  of the monarchy of Rex, has grown enormously 
  over a short period of time. Originally, Bluesail 
  sought to push ever further out into the Acid 
  Sea, its residents experimenting with techniques 
  to render their boats resistant to its corrosive 
  waters. They discovered an oil mixture useful 
  for treating wood, and for a time, oil-hull ships 
  were prized as the most durable until the advent 
  of plastic hulls. As the village’s prosperity grew, 
  more cats were drawn to it.
  
  Port Matthew
  69
  69
  When the War of Dogs and Cats erupted, 
  ambassadors from House Korat approached 
  House Rex to collaborate on the construction of 
  a proper navy. Land adjacent to Bluesail was cho-
  sen for the first cat naval base, the Pearl of War. 
  With the construction of the base, the Unified 
  Marines were born, combining the warrior spirit 
  of Korat with the seafaring expertise of Rex. Cats 
  flocked to the area, some to join the navy, others 
  to offer goods and services, rapidly expanding 
  the city until it was second in size only to Rex 
  City within the monarchy of Rex. 
  Rather than relying upon defensive walls, the 
  city was built to be a labyrinthine maze of bridges, 
  stairways, and platforms, rendering any concert-
  ed military invasion difficult to accomplish. An 
  elaborate network of enclosed secret passageways, 
  called traboules, allowed unseen cats to move 
  quickly from one part of the city to another. In 
  recognition of its unique architecture’s utility, 
  the city was renamed the City of Bridges, though 
  this name would be short-lived.
  During the War of Dogs and Cats, the City 
  of Bridges might have fallen, if not for the poly-
  dactyl pirate captain Matthew Hemingway von 
  Rex. A sudden, brutal storm had risen, devas-
  tating the cats’ burgeoning naval forces. A dog 
  fleet arrived in its wake, intent upon dominat-
  ing the naval conflict before Mau could properly 
  prepare. Seeing the devastation of the storm and 
  Pugmire’s naval forces descending upon them, 
  Matthew launched his ship directly into the fray. 
  His crew had just returned from a long voyage 
  overseas, bearing large quantities of gunpowder 
  for the war effort, and had yet to unload the vol-
  atile materials. They rammed the point ship, the 
  crew diving overboard as Captain Matthew ignit-
  ed their cargo. Both ships were destroyed, and 
  the explosion triggered the largest attack of Gun-
  powder Panic in history, ravaging the ranks of the 
  remaining dogs and effectively ending the naval 
  conflict. With his sacrifice, nobody questioned 
  the decision to rename the city once more, and 
  the residents of Port Matthew proudly relate the 
  tale to this day.
  Species of Port Matthew
  Unsurprisingly for a city ruled by House Rex, 
  cats outnumber other species. However, cats don’t 
  enjoy more privileges than other species, much to 
  the frustration of the other monarchies. Slightly 
  mollified by the inclusion of representatives from 
  other Houses among the mayor’s secretaries, they 
  would prefer to see cats elevated above all others, 
  or at least granted discounts on docking fees. Rex 
  is unconcerned by their irritation, believing that 
  the boundaries preventing different species from 
  working together are appropriate ones to push. 
  Despite their openness, cats fill most posi-
  tions of authority and control most of the city’s 
  resources. Ropes incorporating the knot lan-
  guage of House Rex are strung throughout the 
  city, with most corners adorned with one or 
  more. These guidelines provide cats with easily 
  accessible information unavailable to other spe-
  cies, and they’re loath to weaken this advantage 
  by teaching the language to others. 
  While few dogs settle permanently in Port 
  Matthew, those who do embrace pirate manner-
  isms and the nautical aesthetic even if they aren’t 
  seafarers. Many offer their services as guides to 
  visitors, leading them through the city’s confus-
  ing pathways to their destinations. While few de-
  code Rex’s knot language, most guides still make 
  it a point to inspect guidelines intently when 
  working to give the impression of mastery. Still 
  others intentionally get things wrong occasional-
  ly, to not let on that they’ve decoded the cats’ se-
  cret language. Dog pirates are common, and the 
  rivalry between them and the cat pirates causes 
  frequent arguments and brawls, some escalating 
  to the point where guards need to step in.
  Lizards regularly arrive by land and sea to 
  visit and trade. They pitch their tents and hawk 
  their wares in one of the open-air markets with 
  such frequency that locals dubbed it Lizard 
  Square. Their colorful ships arrive with great 
  fanfare, as the lizards are usually prepared to put 
  on a performance after long days at sea. The few 
  hibernal lizards of Port Matthew usually broker 
  deals between residents of the city and traveling 
  lizards, though some embrace criminal lifestyles. 
  A band of serpent mercenaries called the Black 
  Coil offer their services to the highest bidder, 
  extracting information from targets or silencing 
  them permanently.
  Birds are unwelcome in Port Matthew, a fact 
  most locals quickly make abundantly clear. When 
  
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  70
  birds approach, cats go silent, waiting until their 
  feathered foes move on before continuing con-
  versations. Despite their lowly status, birds main-
  tain a stable population in the city. Sparrows and 
  crows construct rough shelters around the city’s 
  spires, much to the cats’ continued irritation. 
  While some cats eventually seek to remove them, 
  the birds are seldom discouraged and are diffi-
  cult to catch. Most parrots eke out an existence 
  beneath the bridges and walkways of the Canal 
  District, trading secrets for necessities.
  Rodents are surprisingly fortunate in Port 
  Matthew, as mice and rats have opportunities for 
  success unavailable elsewhere. To the cats’ per-
  petual chagrin, the rodents have discovered and 
  mastered use of the traboules. Those falling on 
  hard times sometimes seek shelter within them 
  until they’re able to get back on their feet.
  While few badgers call Port Matthew home, 
  otters putting into port from long sea journeys 
  are frequent sights in the rowdy taverns close to 
  the shore. Most don’t stay in the city for long, 
  although members of the Seafarers’ Guild may 
  linger longer than their kin. While officially wel-
  comed like other species, city guards keep close 
  eyes on them, ready to step in to halt violence at 
  a moment’s notice.
  Politics
  Political power in Port Matthew rests wholly 
  in the paws of a mayor appointed by the Dynast 
  of House Rex. The mayor appoints whoever is 
  needed for the proper functioning of the city, pro-
  viding them with a regular salary in exchange for 
  fulfilling required duties. These secretaries serve 
  as a combination of adviser and official represen-
  tative, and may be appointed or removed from 
  office at any time. As a result, many cats seek to 
  curry favor with the secretaries to promote their 
  interests, or with the mayor in the hopes of gain-
  ing a secretary position of their own.
  • Before being appointed by Dynast 
  Tirian, the cat Blinky von Rex was a mys-
  tic of great skill, quenching her thirst for 
  knowledge and adventure with numer-
  ous exploratory missions on Port Mat-
  thew’s behalf. Clever and charismatic, 
  she managed to broker a truce between 
  a feuding band of badgers and a lizard 
  family during one adventure, establish-
  ing trade relations with both. Upon 
  hearing of the achievement, Tirian im-
  mediately appointed her to the recently 
  vacated mayor’s office, confident she’d 
  shine. While her pride doesn’t allow her 
  to admit it, Blinky is terrified she won’t 
  prove up to the task, but she accepts it 
  with determination to push her limits.
  Blinky has appointed over two dozen 
  secretaries during her tenure, although 
  some are vanity titles bestowed on allies 
  rather than vital positions required for 
  the city’s operations.
  • The white cat Buddy von Rex, Secretary 
  of Spirits, traveled and drank alongside 
  Blinky during her adventuring days. 
  While her companion didn’t retire as 
  quickly as the mayor, his last adventure 
  haunts him, and he refuses to set foot 
  on a ship. Granted his position out of 
  respect for their voyages together, Buddy 
  performs few duties, spending his days 
  and salary at lounges and taverns. When 
  he’s had too much rum, his taciturn de-
  meanor cracks, and he regales any who 
  ask with incoherent tales of lost treasures 
  and perils he can’t recall when sober.
  • Given the importance of the Seafarers’ 
  Guild to Port Matthew, it’s unsurprising 
  the cat Fraidi Mainecoon von Rex, head 
  of the Guild, would be appointed Sec-
  retary of Seafarers. The burly cat’s rust-
  tinged black fur is often unkempt, but he 
  maintains a jovial demeanor, welcoming 
  all into the Seafarers’ Guildhall regard-
  less of species. Those dismissing him as 
  an oaf underestimate his skill and loyal-
  ty, often regretting any move they make 
  against him or the seafarers. Fraidi’s 
  wide smile conceals a lonely heart, and 
  he secretly fears he’ll never find love.
  • Anyone looking at Gloria Hereford 
  knows the mouse should have died. Scars 
  crisscross her lilac-furred body from her 
  white nose to the base of her kinked tail, 
  marking her as the only survivor of an 
  attack by the Ospreys, the brutal bird 
  pirates who butchered her loved ones. 
  Now in her twilight years, she leads with 
  the courage and compassion of one who 
  has lost everything. As Port Matthew’s 
  Secretary of Diversity, she represents the 
  
  Port Matthew Locations
  7171
  interests of the other species to the may-
  or, though her bitter grudge against the 
  Ospreys and thirst for vengeance ensures 
  birds find no sympathy.
  • Young and idealistic, the cat Joni von 
  Cymric dreams of a world where every-
  one works together for the betterment 
  of all. The minister once hoped to take 
  to sea to build bridges with foreign na-
  tions, but horrible seasickness binds her 
  to the land. Her beautiful voice stirs the 
  hearts of those who hear it, and she uses 
  it when she can to benefit the less fortu-
  nate. While the title of Secretary of Ad-
  versity was bestowed as a gift following a 
  moving performance, she takes it quite 
  seriously, and the birds of Port Matthew 
  find one of their few allies in Joni.
  • The Secretary of Order, a cat named 
  Mikhail von Siberian, coldly oversees 
  the enforcement of the laws in Port 
  Matthew and advises the mayor on reg-
  ulations. Mikhail doesn’t hesitate to use 
  the laws to his own advantage, enforcing 
  them unequally when he can get away 
  with it, and the birds whisper of his cru-
  elty when one of their own falls into his 
  paws. He encourages Blinky to forgo her 
  heart in favor of order and practicality 
  when making decisions, though he’s 
  had little luck so far. A secret member of 
  the Seekers of Ubaste, Mikhail hopes to 
  place himself or one of his allies into the 
  mayoral office if Blinky cannot be drawn 
  under the Seekers’ influence.
  • The cat Tora von Korat, a decorated 
  officer of the Unified Marines and the 
  current Secretary of Defense, was the 
  protege of Pejay Shorthair prior to his 
  exile. Dividing her time between the 
  Pearl of War and Port Matthew, Tora fo-
  cuses upon the safety of Port Matthew 
  and Mau, aggressively opposing any po-
  tential threat. Tora’s skill in battle and 
  tactical mind has earned Mayor Blinky’s 
  trust, and she generally grants Tora what-
  ever she needs to fulfill her duties. More 
  paranoid cats question her true motives, 
  seeing Tora’s fiercely vocal enmity to-
  wards Pejay and Waterdog Port as too 
  pat to be genuine.
  Port Matthew Locations
  Constructed of acid-resistant stone, Port 
  Matthew is vertically stratified over a network 
  of canals, the city connected by an intricate web 
  of bridges, staircases, and walkways. Wide open 
  areas where multiple platforms or thoroughfares 
  meet are referred to as squares, and occur at all 
  levels in the city. Most squares contain purity 
  fountains at the center, providing magically pu-
  rified water to residents. The lower levels belong 
  to the Canal District and the upper to the Spire 
  District. Whether given areas of the middle levels 
  belong to one or the other is a frequent source of 
  argument.
  Canal District
  Canals crisscross the lower levels of Port Mat-
  thew, and small boats ferrying travelers from one 
  part of the city to another are common sights. 
  While many canals occur naturally, others are 
  cat-made, fed through an elaborate system of 
  aqueducts. Traboules are common, some even 
  crossing under the canals or over them through 
  the bridges, and most residents know at least a 
  few. As storm surges cause the lowest levels to 
  flood with acidic waters, only the most destitute 
  make their homes there, and residents common-
  ly seal their homes and businesses before moving 
  upward to storm shelters during intense storms. 
  The knotted guidelines require regular oiling 
  and replacement due to these corrosive surges. 
  The docks and shipyards are considered part of 
  the Canal District, though some cats argue they 
  should be considered a separate district entirely.
  Jasper’s Toys and Oddities
  The small shop contains an abundance of 
  paw-crafted wooden toys on one side, and strange 
  wooden carvings and bizarre objects on the oth-
  er. As anyone who has spent time listening to 
  Jasper Tabby’s stories of seafaring adventures can 
  attest, the cat received these items as gifts from 
  the frogs of Bog Island. Jasper’s long, fluffy coat 
  always appears untamed, but he’s a friendly and 
  engaging storyteller, and his tales are perennial 
  favorites among the city’s kittens. 
  One cat, Rumpel Tortoiseshell von Rex, idol-
  ized him, and now as a member of the Seafarers’ 
  
  Chapter Four: Ports of Call
  72
  72
  Guild, she intends to repay him for a lifetime of 
  inspiration. With the success of her first voyage 
  fresh in her mind, she purchased a ship and pre-
  pares to finance a voyage to establish trade rela-
  tions with the frogs. Now, she wants Jasper to 
  accompany her. He’s tried to politely demur, but 
  Rumpel will hear none of it. He’s terrified she’ll 
  learn the truth. The only ship Jasper ever stepped 
  onto was the one carrying him from Waterdog 
  Port to Port Matthew, and he spent the entire 
  journey seasick. His tales are masterful fabrica-
  tions, and the oddities in his shop are carefully 
  crafted by his skilled paws. Caught in his web of 
  lies, he struggles to find a way to protect both 
  himself from the perils of sea and Rumpel from 
  the pain of realizing her kittenhood hero is a 
  fraud.
  No Quarter
  When the cat Mari Siamese von Korat re-
  tired from adventure, she thought to live a 
  peaceful life, opening a small social club called 
  the Shore Lounge, where sailors could enjoy 
  fine food, catnip tea, and dancing. It was demol-
  ished in a month. Never one to fight fate, Mari 
  remodeled, and No Quarter is now one of the 
  rowdiest taverns in Port Matthew. The drinks are 
  affordable, and with the dance floor converted 
  into a fighting arena, patrons can vent their frus-
  trations (or take bets on those that do) without 
  damaging the establishment. Its popularity with 
  pirate crews ensures the faces of the crowd are 
  ever-changing. Her oldest friend, a jovial, blind 
  otter named Roger, drinks for free, readily offer-
  ing advice and tales from his pirate days. Those 
  challenging the otter or causing trouble for the 
  tavern soon discover the loss of his eyesight has 
  not hindered his prowess as a warrior.
  Spire District
  The upper levels share the Canal District’s 
  tendency to stratify vertically based on affluence, 
  with the wealthiest favoring the highest levels for 
  privacy and their scenic views of the spires and 
  Sea. The stone platforms and walkways are con-
  nected by bridges, and more than one flat roof-
  top from a shorter building serves as a square for 
  the Spire District. Traboules are less common in 
  the upper levels, and their locations and layout 
  are generally privileged information. While resi-
  dents of the Spire District have little to fear from 
  flooding, wise residents remain indoors during 
  storms, as the pointed spires draw lightning 
  strikes.
  The Clock Tower
  The tallest structure in Port Matthew, the 
  ever-growing Clock Tower provides employment 
  for rodents in need. At any time, the twisting 
  gears swarm with rodents diligently performing 
  maintenance, repairs, or construction upon the 
  intricate device. Mice climb into narrow and 
  hard to reach areas, while stronger rats manual-
  ly wind mechanisms. The head engineer, a rat 
  named Alyssa Black-Roan, constantly studies 
  blueprints and performs intricate mathematical 
  equations. She’s friendly, if constantly distracted 
  by her thoughts, but she never explains why they 
  continue to expand the Clock Tower or what fur-
  ther purpose it could have. At the highest plat-
  form level, a gourmet restaurant allows diners to 
  enjoy the finest cuisine beneath the cogwheels 
  and scurrying rodents. It’s a tribute to the food’s 
  quality that diners return even after being sub-
  jected to the raging temper of the snobby mouse 
  chef, Gus Argente.
  Ministry of Health
  Cat scholars recall the Old Ones tending 
  to the needs of their servants’ bodies, mending 
  wounds and curing diseases. The Ministry of 
  Health was founded by a coalition of mancers 
  and ministers to study those ancient practices 
  and the interplay of life and death. The Ministry 
  serves dual function as a hospital and research 
  center, combining mundane medicine and mys-
  tical remedies, and many medical advances arise 
  within. At all hours, the chanting of ministers 
  echoes outward, as do the cries of those awaiting 
  care. 
  While the Ministry is one of few buildings in 
  Port Matthew owned entirely by a single organi-
  zation, only the top four levels are accessible. The 
  lower levels were long been sealed off without ex-
  planation, and even Ministry staff don’t venture 
  there. Reports of strange sounds emanating from 
  below are frequent but unverified. The cat Head 
  Minister, Grizabella von Angora, is less con-
  
  Port Matthew Locations
  73
  73
  cerned about bizarre echoes than she is about ru-
  mors of patient disappearances. While her staff 
  denies any knowledge of such occurrences, some 
  residents have raised concerns about friends who 
  never returned. Whispers suggest corrupted staff 
  members provide unique components to a fabled 
  necromantic organization bent on domination 
  of death itself, the Cult of the Ebony Skull.
  
  Pirates of PUGMIRE
  74
  74
  Lurker 
  Lurker 
  in the Fog
  in the Fog
  N
  octis von Siberian, scourge of the Acid Sea, wasn’t happy. The report he got from the look-
  out meant that what he had to tell the captain was troubling indeed. He had spent the past 
  three minutes in his cabin screaming into his pillow, getting all his frustrations out before 
  making his way down to the captain’s room. Taking a deep breath, he knocked on the door.
  “Come in,” came the sonorous voice beyond the door. Noctis stepped inside and closed the 
  door behind him, standing at attention and staring over the dog’s head. Captain Desdemona 
  Pug of the Wet Nose was finishing up her meal, her plate carelessly set on a stack of navigation 
  charts. She’d slung her coat on the back of her chair and now wiped her hook clean, holding a 
  napkin in her good paw. “How are things, number one?”
  The cat stared hard at the wall past her. “Ma’am, I’ve asked you before not to call me that. 
  I prefer the term ‘first mate,’ as the Old Ones dictated.”
  Pug shrugged. “What’s your report?”
  Noctis could feel another scream welling up in his throat. “Ma’am, it appears… we may 
  be off course.”
  The captain slid her coat back on and started to button her many shiny buttons one-pawed. 
  “So get us back on course.”
  Oh, why didn’t I think of that? Noctis wanted to say, but he bit his lip, continuing to stare at 
  the wall. “Ma’am, we’ve drifted into… the Fog.”
  “What’s wrong with…?” Pug stopped and glanced down at her charts again. The impact 
  of that capital letter dawned on her. “Ah. That Fog.”
  “Aye, ma’am.”
  “This is serious, number one.”
  Noctis counted every grain on the wall he was staring at. “Aye, ma’am.”
  She put a paw on the cat’s arm. He flinched at the touch. “Don’t worry. We’ll sort out your 
  mistake. Come along.” She brushed past her first mate and made her way up the stairs to the 
  deck. Noctis watched her go. As soon as she was on deck, he put his face into the crook of his 
  arm and screamed again into his coat.
  • • •
  The deck of the Wet Nose was abuzz with activity. The crew desperately adjusted sails, 
  pulled ropes, and turned wheels — anything to try to adjust the course of the ship away from 
  the looming fog squatting dead ahead of them. Captain Pug strolled among the crew, staring 
  at the Fog when she wasn’t barking the occasional order. Noctis double-checked the crew’s 
  
  Lurker in the Fog
  7575
  work before going to join the captain. The two stood shoulder-to-shoulder, not speaking. The 
  Fog dominated their vision as they stared, and Captain Pug scratched her nose with her hook 
  in deep thought. 
  Finally, after what felt like hours of watching the Fog, Noctis noticed that he could see a 
  faint patch of blue off to his left. Turning, he confirmed that there was clear sky peeking through 
  the dense vapor. “We did it, captain!” he shouted with joy. The rest of the crew cheered, but 
  Captain Pug continued to stare at the Fog. Seeing the captain so stoic always made Noctis ner-
  vous, so he yelled at the crew for a bit to make himself feel better.
  Eventually, the blue sky took up more and more of the view. Confident they had avoided 
  the Fog, Noctis returned to his captain, who was still staring ahead. “Ma’am, shouldn’t you be 
  happy? We’ve cleared the Fog.”
  “We have. But you’ve forgotten one thing.”
  At that moment, the water all around the ship started to boil. The acid splashed onto the 
  deck, irritating the eyes and skin of the crew as they tried to figure out what was going on. 
  Noctis ran to the starboard side of the ship and stuck his head into the spray, shielding his eyes 
  to get a better look. He caught a glimpse of something dark and rubbery slithering under the 
  water before it disappeared again.
  Then he heard a loud keening wail, and a gargantuan tentacle lurched out of the water in 
  front of the ship. It waved menacingly in the air as it reared up, large as the ship itself.
  Captain Pug stared calmly at the monstrosity. “You forgot the kraken, number one.”
  This time, Noctis didn’t try to muffle his scream.
  
  Chapter Five: Enemies
  76
  76
  Chapter Five:  
  Chapter Five:  
  Enemies
  Enemies
  Pirates navigate countless dangers from upon 
  the waves and beneath them. As on land, the ma-
  levolent attentions of the Unseen threaten their 
  very lives and souls. Colossal horrors lurk in the 
  darkest depths, emerging only to feed upon hap-
  less seafarers. Nobody said sailing the Acid Sea 
  would be safe.
  Enhancements
  Enhancements are optional traits applied to 
  existing enemies to grant altered or additional 
  capabilities. Adding the Amphibious or Aquat-
  ic enhancement makes enemies from Pugmire 
  or Monarchies of Mau function as suitable nau-
  tical threats, while the Spectral enhancement 
  converts enemies into ghostly versions of them-
  selves. Some enhancements increase an enemy’s 
  CR. Here are some example enhancements, but 
  Guides should feel free to create their own:
  Acid Sea Denizen: All Acid Sea natives are 
  resistant to acid damage, suffering no ill effects 
  from the sea’s acidity.
  Amphibious: The enemy is capable of exist-
  ing on land or water. Select the creature’s prima-
  ry habitat, then grant them half their movement 
  speed within the other. 
  Aquatic: The enemy cannot drown and 
  moves easily through water. 
  Colossal: See below. CR +3
  Corrosive: The enemy is immune to acid. 
  All attacks deal 1d6 additional acid damage. 
  Corrosive enemies gain the Acidic Doom 
  knack. CR +1
  
   
  7777
  • 
  Acidic Doom: Upon death, the enemy’s blood 
  creates an acidic pool equal to 5 feet times 
  the enemy’s CR in diameter, shrinking by 5 feet 
  each turn after the first. Characters in the pool 
  suffer 1d8 acid damage each turn.
  Crawler: The enemy can move along any sur-
  face capable of holding its weight, including walls 
  and ceilings.
  Sepulchral: The enemy is attuned to necrot-
  ic energies. It heals from attacks dealing necrotic 
  damage, but gains a weakness to radiant damage 
  (which is doubled, as with normal weakness-
  es) weakens it. All attacks deal 1d4 additional 
  necrotic damage. Sepulchral enemies gain the 
  Grave Vengeance knack. CR +1
  • Grave Vengeance: Three turns after being 
  slain, the enemy and any recently killed crea-
  tures within 30 feet rise as zombies.
  Spectral: The enemy is incorporeal, moving 
  through solid matter as though it doesn’t exist. 
  The enemy is immune to bludgeoning, piercing, 
  and slashing damage. They make all melee at-
  tacks as touch attacks, ignoring mundane armor. 
  Spectral enemies gain the Wisdom Drain knack. 
  CR +1
  • Wisdom Drain: The enemy drains 1d4 
  Wisdom points with a touch attack, healing 
  5 stamina points regardless of their maxi-
  mum. At 0 Wisdom, a target loses all stami-
  na points and begins dying. Lost Wisdom 
  returns with rest.
  Unflappable: The enemy is immune to Gun-
  powder Panic.
  Winged: The enemy is capable of flight at 
  the same speed as their normal movement rate. 
  Colossal Foes
  The depths of the Acid Sea harbor creatures 
  of impossible size, such as the colossal hydro-
  zoa (see p. 134). Aquatic colossi may engage in 
  combat against ships as though they were enemy 
  ships, and may gain the following knacks:
  • Breach: The colossus bursts from the water 
  at speed, sending powerful waves outward, 
  affecting all ships within 50 feet. These waves 
  knock ships back 100 feet, requiring a diffi-
  culty 18 Dexterity saving throw to regain con-
  trol of the ship. Until its crew regains control, 
  they make all actions at a disadvantage.
  • Daunting Size: The colossus easily ignores 
  most attacks, adding its CR to defense. Co-
  lossi make Strength and Constitution checks 
  and saving throws at an advantage. On the 
  other hand, they suffer a disadvantage on 
  Dexterity checks and saving throws. Targets 
  can make Dexterity saving throws to avoid 
  damage from melee attacks, even if the 
  attack normally doesn’t offer one. Targets 
  don’t receive saving throws if they have re-
  stricted mobility or the colossus rolls a tri-
  umph on the attack.
  • Dive: The colossus dives beneath the waves 
  for greater maneuverability. Underwater, all 
  Dexterity saving throws gain an advantage 
  against foes lacking this knack. By taking an 
  action to dive, attacks against the colossus 
  from the surface suffer a disadvantage.
  • Sea Bound: Colossi are at home in the sea, 
  but clumsy outside of it. When moving on 
  land, their speed is halved and all actions are 
  made at a disadvantage.
  • Titanic Might: The Colossus adds 100 
  stamina points to the base creature and in-
  creases its speed by 20. Its Strength and 
  Constitution ability modifiers increase by 
  3. All attacks improve damage dice to the 
  next highest die and add one die to the roll. 
  For example, if the base creature’s attack 
  deals 2d6 damage, the colossus deals 3d8 
  with the same attack.
  Animals
  The sea hosts a plethora of ferocious animals 
  within its depths. Most swim or lurk beneath the 
  waves, but some crawl onto ships or the shore in 
  search of prey.
  Acid Shark (CR 2)
  Defense: 15 (jagged hide)
  Stamina Points: 30
  Speed: 40 feet (underwater)
  Proficiency Bonus: +3
  Abilities: Strength +3 (16), Dexterity +4 (18), Con-
  stitution +2 (15), Intelligence –3 (5), Wisdom –2 
  (7), Charisma –3 (4) 
  Skills: Notice, Intimidate, Survive
  Attacks: Bite (+6 melee; 2d6+3 piercing), Jagged 
  Hide (+6 melee; 1d4+3 slashing) 
  Knacks: Darkvision; resistant to all slashing and acid 
  attacks; weak against piercing and thunder attacks.
  
  Chapter Five: Enemies
  78
  78
  • Acid Bite: After successfully biting its prey, 
  an acid shark leaves corrosive fluid in the 
  wounds, dealing an additional 1d6 acid 
  damage each turn until the target makes a 
  Constitution saving throw (difficulty 12), the 
  wound is washed out with clean water, or the 
  wound is healed magically.
  Crocodile (CR 3) 
  Defense: 15 (scales)
  Stamina Points: 42
  Speed: 20 feet/30 feet swimming
  Proficiency Bonus: +3
  Abilities: Strength +4 (19), Dexterity +1 (12), Con-
  stitution +4 (18), Intelligence –5 (1), Wisdom +0 
  (10), Charisma –5 (1)
  Attack: Bite (+7 melee, 2d6+4 piercing)
  Knacks:
  • Roll: On the turn following a successful bite 
  attack, a swimming crocodile may roll with 
  their target, severely tearing flesh. This is a 
  second bite attack — if successful, the damage 
  rolled is doubled.
  Giant Crab (CR 4) 
  Defense: 17 (shell)
  Stamina Points: 56
  Speed: 40 feet/10 feet swimming
  Proficiency Bonus: +3
  Abilities: Strength +5 (20), Dexterity +1 (12), Con-
  stitution +6 (22), Intelligence –5 (1), Wisdom +1 
  (13), Charisma –5 (1)
  Attack: Claw (+8 melee, 2d6+5 slashing)
  Knacks: Darkvision
  • Claw Grip: On a successful claw attack, the 
  crab may impose the Immobile condition, 
  resisted with a difficulty 16 Strength saving 
  throw. The crab may maintain this hold on 
  one target while attacking another.
  Jellyfish (CR 0) 
  Defense: 10
  Stamina Points: 6
  Speed: 5 feet
  Proficiency Bonus: +2
  Abilities: Strength –2 (6), Dexterity +0 (10), Consti-
  tution +0 (10), Intelligence –5 (1), Wisdom +0 (10), 
  Charisma –5 (1)
  Attack: Sting (+0 melee, 1d6 poison)
  Knacks: Unflappable
  • Sting: Characters stung are Stunned for 1 
  turn, resisted with a difficulty 10 Constitution 
  saving throw.
  Shark (CR 3) 
  Defense: 14 (tough hide)
  Stamina Points: 42
  Speed: 40 feet
  Proficiency Bonus: +3
  Abilities: Strength +4 (18), Dexterity +1 (13), Con-
  stitution +4 (18), Intelligence –5 (1), Wisdom +1 
  (12), Charisma –5 (1)
  Attack: Bite (+7 melee, 2d6+4 piercing)
  Knacks: Scent, Unflappable
  • Feeding Frenzy: When a victim bleeds in 
  the water, all sharks can make a second bite 
  attack with a bonus action, targeting the near-
  est creature.
  Buccaneer
  The open waves provide a ready hunting 
  ground for the lawless, but survival at sea requires 
  more commitment than setting an ambush and 
  waiting. The pirate’s life treats buccaneers well, 
  but is unforgiving of those who take to it lightly. 
  Buccaneers are brutal and efficient, and they nev-
  er travel alone.
  Buccaneers gain the following knack:
  • Sea Legs: When at sea, buccaneers gain 
  advantage when using the Balance and Tra-
  verse skills.
  The sea calls to many, and 
  buccaneers are a variable 
  lot. To add more diver-
  sity to buccaneer crews, 
  recruit some enemies 
  from Pugmire and Monar-
  chies of Mau. Bestow the Sea 
  Legs knack and whichever others you 
  feel appropriate to provide a nautical 
  enhancement. Bandits, badgers, cats, 
  dogs, lizards, and mice make excellent 
  buccaneers. Add the Spectral enhance-
  ment for a ghostly crew!
  
   
  79
  79
  Crow Lookout (CR 2) 
  Defense: 12 (leather armor)
  Stamina Points: 18
  Speed: 30 feet/20 feet gliding
  Proficiency Bonus: +2
  Abilities: Strength –1 (8), Dexterity +1 (12), Con-
  stitution +1 (12), Intelligence +2 (14), Wisdom +2 
  (14), Charisma –1 (8)
  Skills: Notice, Search, Survive
  Attack: Flintlock (+3 ranged, 1d10+1 piercing)
  Knacks: Darkvision, Unflappable
  • Precision Shot: The lookout forgoes an at-
  tack, aiming to gain +2 bonus and an advan-
  tage on the next attack.
  Gecko Rigger (CR 2) 
  Defense: 14 (leather armor)
  Stamina Points: 10
  Speed: 30 feet/20 feet climbing
  Proficiency Bonus: +2
  Abilities: Strength +3 (16), Dexterity +3 (16), Con-
  stitution +0 (10), Intelligence –1 (8), Wisdom +0 
  (10), Charisma –1 (8)
  Skills: Intimidate
  Attack: Cutlass (+5 melee, 1d10+3 slashing)
  Knacks: Darkvision
  • Ropework: If the rigger is close enough to 
  interact with a ship’s rigging, their defense in-
  creases by 1. The rigger may also swing upon 
  the ropes, moving their full speed without trig-
  gering attacks of opportunity.
  Parrot Pirate (CR 2) 
  Defense: 11 (leather armor)
  Stamina Points: 18
  Speed: 30 feet
  Proficiency Bonus: +2
  Abilities: Strength +2 (14), Dexterity +0 (10), Con-
  stitution +1 (12), Intelligence –1 (8), Wisdom +0 
  (10), Charisma +2 (14)
  Skills: Bluff, Intimidate
  Attack: Cutlass (+4 melee, 1d10+2 slashing)
  Knacks: Darkvision
  • No Quarter: The pirate takes a penalty up to 
  their attack bonus before making their attack 
  roll. If successful, damage is increased by the 
  same amount.
  Mouse Gunner (CR 2) 
  Defense: 13 (leather armor)
  Stamina Points: 18
  Speed: 30 feet
  Proficiency Bonus: +2
  Abilities: Strength +2 (14), Dexterity +2 (14), Con-
  stitution +1 (12), Intelligence –1 (8), Wisdom +1 
  (12), Charisma –1 (8)
  Skills: Notice
  Attack: Blunderbuss (+4 ranged, 1d12+2 piercing)
  Knacks: Darkvision, Unflappable
  • Strategic Retreat: By retreating at only half 
  speed, the gunner may avoid attacks of op-
  portunity and defend or help as a bonus ac-
  tion.
  Otter Boarder (CR 3) 
  Defense: 14 (leather armor)
  Stamina Points: 27
  Speed: 30 feet/30 feet swimming
  Proficiency Bonus: +3
  Abilities: Strength +2 (15), Dexterity +3 (16), Con-
  stitution +1 (12), Intelligence +0 (10), Wisdom +0 
  (10), Charisma –1 (8)
  Skills: Intimidate
  Attack: Cutlass (+6 melee, 1d10+3 slashing), flint-
  lock (+6 ranged, 1d10+3 piercing)
  Knacks: Darkvision, Unflappable
  • Aquatic Grace: The otter suffers no penalties 
  for operating underwater and may hold their 
  breath for twice as long as other characters. 
  The otter’s defense increases by 2 underwa-
  ter.
  • Battle Frenzy: The otter can make a second 
  cutlass attack as a bonus action.
  Turtle Quartermaster (CR 3) 
  Defense: 15 (leather armor, shell)
  Stamina Points: 36
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Strength +2 (14), Dexterity +0 (10), Con-
  stitution +4 (18), Intelligence –1 (8), Wisdom +1 
  (12), Charisma +0 (10)
  Skills: Intimidate
  Attack: Maul (+5 melee, 1d12+2 bludgeoning)
  Knacks: Darkvision
  
  Chapter Five: Enemies
  80
  80
  • No Quarter: The quartermaster takes a pen-
  alty up to their proficiency bonus before mak-
  ing their attack roll. If successful, damage is 
  increased by the same amount.
  • Protective Presence: The quartermaster and 
  allies within 10 feet gain advantage on Con-
  stitution saving throws.
  Sparrow Captain (CR 4) 
  Defense: 14 (leather armor)
  Stamina Points: 36
  Speed: 30 feet/30 feet flying
  Proficiency Bonus: +3
  Abilities: Strength +1 (12), Dexterity +3 (16), Con-
  stitution +1 (12), Intelligence +2 (14), Wisdom +1 
  (12), Charisma +2 (14)
  Skills: Bluff, Intimidate
  Attack: Rapier (+6 melee, 1d8+3 piercing), flint-
  lock (+6 ranged, 1d10+3 piercing)
  Knacks: Darkvision, Unflappable
  • Rallying Cry: Whenever the captain 
  achieves a triumph or starts a new round, 
  they give an inspirational call as a free ac-
  tion, granting every member of their crew an 
  advantage on their next action.
  Frog-Monkey
  These amphibious primates cause trouble for 
  ships and coastal settlements. While not actively 
  malevolent, the mischievous creatures steal food 
  and shiny objects. When obtained at a young 
  age, frog-monkeys can be trained to act as pets, 
  but their natural curiosity frequently leads them 
  into trouble.
  Frog-Monkey (CR 1) 
  Defense: 15 (scaly skin)
  Stamina Points: 8
  Speed: 20 feet/30 feet climbing/40 feet swimming
  Proficiency Bonus: +2
  Abilities: Strength +2 (14), Dexterity +4 (18), Con-
  stitution +2 (14), Intelligence –4 (2), Wisdom +1 
  (12), Charisma –2 (6)
  Attack: Bite (+4 melee, 1d4+2 piercing), Claw (+4 
  melee, 1d4+2 slashing)
  Knacks: Low-Light Vision, Scent
  • Pickpocket: On a successful attack, a 
  frog-monkey may forgo damage, clinging to 
  their target instead. On the following turn, in-
  stead of attacking, the frog-monkey steals a 
  small object the target carries, provided they 
  are not actively holding or wielding it.
  • Galley Raid: If left unattended among the 
  ship’s stores for an entire round, a group of 
  frog-monkeys devour, steal, or taint enough 
  supplies to remove 1d4 Seaworthiness.
  Globster
  Animated by dark necrotic magics or the 
  attention of the Unseen, globsters are horrific 
  amalgams of rotting sea life. Globsters consume 
  dead and living alike, growing ever larger and 
  deadlier. They envelop their prey in their amor-
  phous flesh, incorporating their victims fully 
  into their body as they decay.
  Nascent Globster (CR 4)
  Defense: 16 (amorphous flesh)
  Stamina Points: 39
  Speed: 30 feet/50 feet swimming
  Proficiency Bonus: +3
  Abilities: Strength +5 (20), Dexterity +3 (16), Con-
  stitution +5 (20), Intelligence –5 (1), Wisdom +0 
  (10), Charisma –5 (1)
  Attack: Flesh slam (+8 melee, 1d6+5 bludgeon-
  ing), Glob (+6 ranged, 1d4 necrotic)
  Knacks: Immune to necrotic damage; Resistant to 
  bludgeoning, slashing, and piercing damage; Weak 
  against heat and radiant damage; Scent; Unflappa-
  ble
  • Consume the Dead: Devouring a dead 
  creature restores 2d8 stamina points, even 
  if it raises it beyond the globster’s maximum 
  stamina points. Consuming a decayed crea-
  ture restores the maximum amount, as it is im-
  mediately incorporated into the creature. The 
  globster may only consume one corpse each 
  turn.
  • Engulf: Following a successful slam attack, 
  a target must make a difficulty 16 Dexterity 
  saving throw or be engulfed. Engulfed char-
  acters are Paralyzed and suffer 1d8 necrotic 
  damage each turn until they make a difficulty 
  16 Constitution saving throw to escape.
  • Glob: Characters struck by the mass of de-
  cayed flesh become Immobile for one turn 
  unless they succeed at a difficulty 14 Stamina 
  saving throw.
  
   
  81
  81
  Kraken (CR 9)
  These legendary gargantuan squid are infa-
  mous for attacking ships. Krakens devour hapless 
  seafarers, constricting them in their tentacles, 
  rendering them helpless while they feed. The 
  largest crush ships in their grips, dragging them 
  beneath the waves, never to be seen again. Each 
  kraken counts as two separate creatures — the ten-
  tacles and the head.
  Kraken Tentacles 
  Defense: 18 (rubbery flesh)
  Stamina Points: 84
  Speed: 80 feet
  Proficiency Bonus: +4
  Abilities: Strength +5 (20), Dexterity +5 (21), Con-
  stitution +4 (18), Intelligence –5 (1), Wisdom +0 
  (10), Charisma –5 (1)
  Attack: Tentacle lash (+9 melee, 2d6+5 bludgeon-
  ing)
  Knacks: Immune to bludgeoning damage, Scent, 
  Unflappable
  • Constrict: Any character struck by a tentacle 
  lash is rendered Immobile, resisted with a dif-
  ficulty 17 Dexterity saving throw. Each turn, 
  the tentacle constricting the individual inflicts 
  2d8+5 bludgeoning damage. A pirate at-
  tempting to break free makes a difficulty 17 
  Strength saving throw. The tentacle may forgo 
  its damage for a turn to bring a victim within 
  reach of the kraken’s head for a bite attack.
  • Death Throes: Upon the head’s death, if the 
  tentacles still have stamina points remaining, 
  the kraken can make one last tentacle lash at-
  tack before dying.
  Kraken Head (CR 9) 
  Defense: 22 (rubbery flesh)
  Stamina Points: 216
  Speed: 80 feet
  Proficiency Bonus: +6
  Abilities: Strength +4 (18), Dexterity +4 (18), Con-
  stitution +4 (18), Intelligence –3 (4), Wisdom +0 
  (10), Charisma –3 (4)
  Attack: Bite (+10 melee, 2d10+4 piercing), Siphon 
  jet (+10 ranged, 2d6+4 bludgeoning)
  Knacks: Immune to bludgeoning damage, Scent, 
  Unflappable
  • Consume: A triumph on a bite attack allows 
  the kraken to swallow the victim. The victim is 
  Immobile, suffering 1d12 acid damage each 
  turn. A triumph on an attack against the krak-
  en from the victim or an ally with slashing or 
  piercing damage frees the victim.
  • Siphon Jet: Characters struck by the siphon 
  jet must succeed at a difficulty 18 Dexterity 
  saving throw or be rendered Prone. The krak-
  en may release ink instead, rendering the tar-
  get or all within a 50-foot cube underwater 
  Blind.
  Leviathan
  Seafarers speak in hushed whispers of these 
  monstrous sea serpents. These apex predators of 
  the deep are mercifully rare, but few crews run 
  afoul of one and live to tell the tale. The greatest 
  of these creatures are rumored to swallow entire 
  ships whole.
  Leviathan (CR 10) 
  Defense: 20 (scales)
  Stamina Points: 250
  Speed: 80 feet
  Proficiency Bonus: +6
  Abilities: Strength +6 (22), Dexterity +4 (18), Con-
  stitution +5 (20), Intelligence –4 (2), Wisdom +1 
  (12), Charisma –5 (1)
  Attack: Bite (+12 melee, 2d6+6 piercing), Breath 
  weapon (+10 ranged, see below), Coil strike (+12 
  melee, 2d8+6 bludgeoning)
  Knacks: Immune to damage sources matching the 
  leviathan’s breath weapon, Resistant to bludgeoning 
  and slashing damage, Scent, Unflappable
  • Breath Weapon: The breath weapon of a le-
  viathan functions identically to a mariner staff 
  (p. 52), usable once every three rounds. This 
  damage is rolled normally when targeting in-
  dividuals, unless the leviathan is colossal, in 
  which case it follows the regular rules for a 
  mariner staff. This damage is not otherwise 
  increased for colossal leviathans.
  • Constrict: Targets struck by a coil strike must 
  succeed at a difficulty 18 Dexterity saving 
  throw or be rendered Immobile. Three suc-
  cessful coil strikes are required before a le-
  viathan may begin to constrict a ship. Con-
  stricted targets suffer 2d8+6 bludgeoning 
  damage and/or 1d8 Seaworthiness damage 
  each turn. Breaking free requires a difficulty 
  20 Strength saving throw.
  
  Chapter Five: Enemies
  82
  82
  • Consume: A triumph on a bite attack against 
  an individual allows the leviathan to swallow 
  the victim. The victim is Immobile, suffering 
  1d12 acid damage each turn. A triumph on 
  an attack against the leviathan from the victim 
  or an ally with slashing or piercing damage 
  frees the victim. Colossal leviathans may swal-
  low entire ships (dropping them to 0 Seawor-
  thiness immediately), but do not digest them 
  quickly. Their cavernous insides host their 
  own small ecosystems.
  Seafolk
  The sea has its own people dwelling beneath 
  the waves. Catfish, dogfish, and stingrat cultures 
  and motivations appear mysterious to surface 
  species. Catfish reign over the waves with strange 
  sorcery, bending nature to their will. Dogfish 
  warriors swim through the seas in search of ev-
  er-greater challenges to prove their mettle. Peace-
  ful and curious, stingrats would be harmless if 
  not for their inability to understand concepts of 
  ownership.
  Catfish Aquamancer (CR 7) 
  Defense: 17 (protective spells)
  Stamina Points: 63
  Speed: 30 feet
  Proficiency Bonus: +5
  Abilities: Strength +0 (10), Dexterity +3 (16), Con-
  stitution +1 (12), Intelligence +4 (18), Wisdom +2 
  (14), Charisma +0 (11)
  Skills: Know Arcana, Know Nature
  Attack: Freezing touch (+5 melee, 2d8 cold), Wa-
  ter jet (+8 ranged, 2d8+3 bludgeoning)
  Knacks: Darkvision
  • Spines: Colorful, venomous spines cover the 
  catfish, threatening anyone who draws near. 
  Anyone striking with a melee attack must suc-
  ceed at a difficulty 16 Dexterity saving throw 
  or pierce themselves on its spines, suffering 
  2d6 poison damage. Upon suffering this 
  damage, the character must succeed at a 
  difficulty 14 Constitution saving throw or be 
  Paralyzed for 3 turns.
  • Water Jet: Upon being hit by a water jet, 
  a character must succeed at a difficulty 17 
  Dexterity saving throw or be knocked Prone. 
  Underwater, characters or ships are instead 
  moved 30 feet in any direction.
  • Whirlpool: The catfish causes a whirlpool 
  with a circumference of 50 feet to form, and 
  characters within it are Confused. Breaking 
  free requires a difficulty 17 Strength saving 
  throw. Without something to enable wa-
  ter breathing, characters kept beneath the 
  waves for more turns than twice their Con-
  
   
  83
  83
  stitution modifier begin to drown (p. 55). 
  Ships become lost and require a difficulty 17 
  Strength saving throw to break free, losing 
  2d6 Seaworthiness each turn they remain in 
  the whirlpool.
  Dogfish Contender (CR 5) 
  Defense: 15 (scale mail)
  Stamina Points: 55
  Speed: 30 feet
  Proficiency Bonus: +4
  Abilities: Strength +4 (18), Dexterity +2 (14), Con-
  stitution +3 (16), Intelligence –1 (8), Wisdom +1 
  (12), Charisma +1 (12)
  Skills: Survive, Traverse
  Attack: Trident (+8 melee, 1d8+4 piercing)
  Knacks: Darkvision
  • Battle Frenzy: The dogfish makes two trident 
  attacks with a single action.
  • Fair Challenge: The dogfish has disadvan-
  tage on its next attack. If successful, the attack 
  becomes a triumph.
  • Victory Howl: When the dogfish gains a tri-
  umph, it may howl as a free action. Enemies 
  within earshot become Scared for three turns 
  unless they succeed at a difficulty 13 Charis-
  ma saving throw.
  Stingrat Scrounger (CR 2) 
  Defense: 13
  Stamina Points: 24
  Speed: 30 feet/30 feet swimming
  Proficiency Bonus: +2
  Abilities: Strength +1 (12), Dexterity +3 (16), Con-
  stitution +0 (10), Intelligence –1 (8), Wisdom +0 
  (11), Charisma +0 (10)
  Skills: Sneak, Steal
  Attack: Bite (+3 melee, 1d6+1 piercing), Sting (+5 
  melee, 1d6+3 piercing)
  Knacks: Darkvision
  • Reflexive Whip: When damaged by an at-
  tack, the stingrat may counterattack with a 
  sting attack as its reaction.
  • Sting: Stung characters suffer an additional 
  1d4 poison damage and must resist being 
  Stunned for 1 turn with a difficulty 10 Consti-
  tution saving throw.
  Shipscales
  These gigantic iridescent barnacles become 
  troublesome when they grow on the hulls of 
  ships. While their reinforced shells give added 
  protection from attacks, they also weigh down 
  the ship, slowing it and reducing its maneuver-
  ability. The shipscales use their long feathery pin-
  cers to feed on small sea organisms, and don’t 
  attack individuals unless threatened. Removing 
  them from a ship usually involves dry docking it 
  until they starve.
  Anchored Shipscale (CR 1) 
  Defense: 18 (stony carapace)
  Stamina Points: 15
  Speed: 0
  Proficiency Bonus: +2
  Abilities: Strength +2 (14), Dexterity –2 (7), Consti-
  tution +5 (20), Intelligence –5 (1), Wisdom +0 (10), 
  Charisma –5 (1)
  Attack: Pinch (+4 melee, 1d4+2 piercing)
  Knacks: Immune to bludgeoning damage, Resistant 
  to piercing and slashing damage, Weak against 
  cold and heat damage, Unflappable
  • Shipscale Encrustation: While largely 
  harmless as individuals, great numbers can 
  seriously impact a ship. A ship encrusted with 
  shipscales adds 3 to their Hull and becomes 
  resistant to bludgeoning damage but sub-
  tracts 15 from its Speed and makes Dexterity 
  saving throws at a disadvantage. Daily loss of 
  Seaworthiness also increases by 1d4.
  Spider-Goats
  Friendly and playful, spider-goats clambering 
  over a ship’s rigging are a frequent sight. Able 
  to eat almost anything, these small eight-legged 
  goats are prized for their milk, as a single glass 
  nourishes a person for an entire day. Alkalists re-
  fine the milk to produce sturdy fibers required 
  to craft incredibly durable spider ropes. The doc-
  ile creatures aren’t frightened by storms or long 
  journeys at sea and remain unfazed even by Gun-
  powder Panic.
  When injured or sensing the Unseen, spi-
  der-goats become fearful, transmogrifying into 
  
  Chapter Five: Enemies
  84
  84
  horrific defensive forms, growing larger and 
  sprouting additional eyes, jointed legs, and vi-
  cious mandibles. Transmogrified spider-goats 
  cannot distinguish friend from foe, lashing out 
  at everything around them. They do not calm 
  and return to their natural form until they spend 
  an hour alone or only in the company of oth-
  er spider-goats. Spider-goat kids are unable to 
  transmogrify, but a mother nursing kids gains a 
  deadlier defensive form to protect them. For this 
  reason, spider-goats with kids are seldom brought 
  out to sea.
  Imperiled Spider-Goat (CR 3)
  Defense: 16 (chitinous flesh)
  Stamina Points: 33
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Strength +3 (16), Dexterity +4 (18), Con-
  stitution +3 (16), Intelligence –4 (2), Wisdom +1 
  (12), Charisma –3 (4)
  Attack: Acid spit (+7 ranged, 1d6 acid), Bite (+6 
  melee, 1d6+3 piercing), Gore (+6 melee, 2d4+3 
  piercing)
  Knacks: Crawler, Darkvision, Unflappable
  • Brutal Charge: The spider-goat charges at 
  least 20 feet, culminating in a gore attack. 
  A successful attack deals an additional 1d4 
  piercing damage, and the target must make 
  a difficulty 14 Dexterity saving throw or be 
  knocked Prone.
  • Web: The spider-goat targets a 20-foot cube, 
  filling the area with strong, sticky webbing. 
  Characters in the area must make a difficulty 
  15 Dexterity saving throw or be rendered Im-
  mobile. Immobile characters may attempt to 
  break free with a difficulty 14 Strength saving 
  throw on their next turn.
  Goat Mother (CR 5)
  Defense: 18 (chitinous flesh)
  Stamina Points: 65
  Speed: 40 feet
  Proficiency Bonus: +4
  Abilities: Strength +4 (18), Dexterity +4 (18), Con-
  stitution +3 (16), Intelligence –4 (2), Wisdom +1 
  (12), Charisma –3 (4)
  Attack: Acid spit (+8 ranged, 2d6 acid), Bite (+8 
  melee, 2d4+4 piercing), Gore (+8 melee, 2d6+4 
  piercing)
  Knacks: Crawler, Darkvision, Unflappable
  • 
  Bristle Spines: The goat mother’s fur has 
  transmogrified into fragile, razor-sharp spines, 
  which splinter at the slightest pressure. Anyone 
  striking the goat mother with a melee attack 
  suffers 2 slashing damage from the flying frag-
  ments.
  • Brutal Charge: The spider-goat charges at 
  least 20 feet, culminating in a gore attack. 
  A successful attack deals an additional 1d6 
  piercing damage, and the target must make 
  a difficulty 16 Dexterity saving throw or be 
  knocked Prone.
  • Web: The spider-goat targets a 20-foot cube, 
  filling the area with strong, sticky webbing. 
  Characters in the area must make a difficulty 
  16 Dexterity saving throw or be rendered Im-
  mobile. Immobile characters may attempt to 
  break free with a difficulty 16 Strength saving 
  throw on their next turn.
  Stormcaller
  Feared for their command of the weather, 
  these demons thrive on the despair of those adrift 
  at sea. Possessing victims during storms, these de-
  mons bide their time, revealing themselves at the 
  worst moment. The only hint of their presence 
  is constant wind ruffling the fur of their host, 
  making birds and lizards the subtler choice for 
  possession. When unleashing their wrath upon a 
  ship, they take to the skies upon feathered wings 
  of dark fog.
  Stormcaller (CR 8) 
  Defense: 18 (harrowing winds)
  Stamina Points: 120
  Speed: 30 feet, 40 feet flying
  Proficiency Bonus: +5
  Abilities: Strength +4 (18), Dexterity +5 (20), Con-
  stitution +5 (20), Intelligence +1 (12), Wisdom +2 
  (14), Charisma +0 (10)
  Skills: Know Nature, Survive
  Attack: Lightning Bolt (+10 ranged, 2d8+5 light-
  ning)
  Knacks: Immune to lightning and thunder damage, 
  Darkvision, Unflappable
  • Death Rain: Once per combat, the stormcall-
  er may unleash a 50-foot cube of acid rain, 
  inflicting 4d10+2 acid damage on all targets 
  
   
  85
  85
  within. A difficulty 18 Constitution saving 
  throw halves this damage. 
  • Squall: The stormcaller pushes the target 
  30 feet in any direction with a violent gust of 
  wind, resisted with a difficulty 17 Constitution 
  saving throw.
  • Tempest: A massive storm gathers, subject-
  ing everyone to powerful winds, heavy rains, 
  and crashing thunder and lightning. Individu-
  al pirates suffer a disadvantage on Dexterity 
  saving throws and perception-related rolls 
  while the storm persists. Ships become lost 
  and must succeed at a difficulty 18 Dexteri-
  ty saving throw or lose 2d8 Seaworthiness. 
  The stormcaller may maintain the tempest as 
  a free action.
  • Thunderclap: All targets within a 20-foot 
  cube surrounding the stormcaller must suc-
  ceed at a difficulty 17 Constitution saving 
  throw or suffer 2d8+4 thunder damage and 
  become Deaf.
  
  Chapter Six: Treasure
  86
  86
  Chapter Six:  
  Chapter Six:  
  Treasure
  Treasure
  Treasures in Pirates of Pugmire are similar to 
  the items cats and dogs call wonders (Pugmire pp. 
  176–177, Monarchies of Mau p. 189). For pirates, 
  the legends attached to each treasure are far more 
  important than what the treasure does. Most pro-
  vide no obvious or substantive benefit, but they 
  are rare curiosities some pirates would happily 
  spend a lifetime attempting to acquire.
  Owning a treasure grants a pirate Notoriety 
  and may even be the source of certain pirates’ 
  nicknames or titles. Notoriety gives a pirate ad-
  vantage on certain social Charisma rolls when 
  talking to non-hostile people who are interest-
  ed in piratical exploits, but also increases the 
  chance enemies will come looking for the pirate, 
  having heard of her bounty and wanting it for 
  themselves. Notoriety increases depending on 
  the number of treasures a pirate possesses — and 
  certain, rare treasures may give a pirate more 
  than one point of Notoriety. Notoriety may not 
  go over 3.
  For each point of Notoriety, there is a corre-
  sponding moniker other folks will use to show 
  their respect, and which pirates themselves may 
  use to demonstrate to friend and foe alike their 
  prowess at adventuring and acquiring treasure. At 
  Hello! It’s ultimately up to 
  the Guide whether any 
  one non-player character 
  will be impressed by a 
  pirate’s notoriety. Most 
  characters in port towns 
  and within the pirate world 
  should care at least a bit, but some-
  one from far north who’s unfamiliar 
  with treasure and piracy more’n likely 
  won’t bat an eye!
  
  Treasures
  87
  87
  one point of Notoriety, a pirate is “Acclaimed,” at 
  two they are “Renowned,” and at three they are 
  “Glorious.” Thus, if one hears of the Glorious 
  Captain Rasteg of the Three Blue Gems, he’s ei-
  ther a fearsome enemy or a good pal to have in 
  your pocket!
  Notoriety
  Points
  Notoriety
  Effect
  1
  Acclaimed
  Advantage on social Cha-
  risma rolls with allies and 
  friendly strangers; enemies 
  know your name.
  2
  Renowned
  Advantage on social Charis-
  ma rolls with neutral parties 
  and complete strangers; en-
  emies know your name, your 
  ship’s name, and recognize 
  you on sight.
  3
  Glorious
  Advantage on social Cha-
  risma rolls with everyone; 
  enemies know your name, 
  your ship and crew mem-
  bers’ names, recognize you 
  on sight, and can find you 
  within a week of searching.
  New Conditions
  Treasures may also cause Conditions, either 
  those from Pugmire (pp. 97–99), Monarchies of 
  Mau (pp. 109–110), or one listed below.
  Called
  You are called by something, perhaps the si-
  ren song of the sea itself, the lure of a treasure, or 
  a long-forgotten location. You will not rest until 
  you find what is calling to you. To take an action 
  that you feel takes you further away from achiev-
  ing your goal requires you to pass a Wisdom 
  check at difficulty 12.
  Puffed-Up
  You are convinced you are mighty and invin-
  cible in battle, that enemies will cower before you 
  and everyone else will love you on sight. You are 
  so wrapped up in how wonderful you are that you 
  commonly make social blunders and pick fights. 
  You have disadvantage on all Charisma rolls.
  Oblivious
  You are fascinated by something, and thus 
  oblivious to most things around you. You auto-
  matically fail initiative rolls, cannot be chosen 
  to start any initiative rounds, and you make any 
  Notice, Search, and Sense Motive checks with 
  disadvantage.
  Watched
  You are sure someone — or something — is 
  watching you, lying in wait. As your paranoia 
  increases, so does your jumpiness. You automat-
  ically attack anyone who approaches you from 
  any direction aside from your front; this includes 
  allies and members of your own crew.
  Treasures
  Below, you can find a small assortment of 
  treasures for Guides to use in their Pirates of 
  Pugmire games. There are treasures of all Noto-
  riety ratings, and any can be modified to suit 
  your story!
  Amulet of Murmurs
  Notoriety: 1
  This heavy copper necklace, said to have be-
  longed to one of the first people the Old Ones 
  uplifted but who sadly perished at sea, is set 
  with a red stone and covered in ornate carvings. 
  If worn, the bearer hears continuous whispers 
  and sighs, though not in any language known 
  to anyone today. If a pirate wears the amulet for 
  more than a day, they gain the Called Condition, 
  though it fades almost immediately upon remov-
  ing the necklace. 
  Ahoy! Though we’ve given 
  ya a list of treasures in 
  addition to the wonders 
  in Monarchies of Mau 
  and Pugmire, feel free 
  to make up your own or 
  modify the ones in this chap-
  ter! Just remember: ev’ry treasure has 
  a Notoriety rating and they generally 
  don’t offer combat benefits.
  
  Chapter Six: Treasure
  88
  88
  Crone’s Carving Knife
  Notoriety: 2
  This knife, the handle of which is carved into 
  the shape of a hunched, hooded figure holding 
  a lantern, allows whoever uses it to carve exqui-
  site, small statues out of bone or wood, regard-
  less of prior artistic inclination. The carvings can 
  range from simple animals to multi-masted ships, 
  though no carving can be larger than the artist’s 
  closed fist. If a carving is given away, the recipient 
  receives advantage on their next Wisdom roll. 
  The knife was purportedly brought back from 
  the Sky Kingdom, where everything is beautiful.
  Flask of Bobby Golden
  Notoriety: 2
  Bobby Golden — a legendary pirate from 
  ages past — was notorious more for his time 
  spent carousing in inns than he was for his pi-
  racy. His flask was his most prized treasure; it 
  was as golden as his name and as friendly and 
  giving as he was. Whenever any liquid is poured 
  from the flask, it becomes the imbiber’s favorite 
  drink, be it catnip tea, ale, or something more 
  exotic. The flask can be refilled with any liquid, 
  including the water of the Acid Sea, and what 
  comes out (after letting it sit for a day) will be 
  whatever the pirate holding their cup out most 
  wants to drink.
  In addition, once a day, the flask can do one 
  of the following:
  • Convert the contents into any kind of 
  consumable liquid, such as a beneficial 
  potion (Pugmire, p. 176 or Monarchies of 
  Mau, p. 188)
  • Multiply the non-magical contents so 
  that the volume can be poured out to 
  fill an entire barrel — useful for clean wa-
  ter on long voyages. This can offset 1d6 
  worth of Seaworthiness loss due to taint-
  ed supplies.
  General Shyla’s Signet Ring
  Notoriety: 2
  General Shyla of Twenty Chains found 
  a signet ring so old no one can figure out the 
  material of which it is made. Since her disap-
  pearance some decades ago, none have seen her 
  ring, though reports of its whereabouts float into 
  Waterdog Port from time to time. The ring is 
  heavy and silver, set with a dark stone that seems 
  to absorb light. Unfortunately, Shyla was driven 
  to disappear until her eventual death due to the 
  fact that the once-inert ring gives its wearer the 
  Watched Condition. If this treasure is discov-
  ered, it will be near the bones of a sparrow. Re-
  moving the ring ends the Condition immediately 
  as the fog clears.
  Nautilus Heart
  Notoriety: 2
  The nautilus heart is a small, ornate puzzle 
  box that barely looks large enough to hold a few 
  coins or a bit of jewelry. It appears occasional-
  ly in stories, though most of them end with the 
  owner throwing it into the ocean for reasons un-
  known, and none of the stories can describe the 
  box itself. Once a pirate discovers the method of 
  unlocking the box, they find a series of chambers 
  inside, each filled with a different color of enam-
  el. Only the center chamber is empty and hollow. 
  If a pirate stores an item in there the size of a 
  single coin or ring for a day or longer, when they 
  take the item out, it carries a curse. Keeping the 
  item close to them after that, whether in a pocket 
  or as jewelry (not in their rucksack) bestows the 
  Cursed condition (p. 56) on the item’s bearer.
  Pearlescent Telescope
  Notoriety: 1
  Although it looks like a typical telescope in-
  laid with pearls and gemstones, the pearlescent 
  telescope is anything but. When a pirate peers 
  through the lens, they see not what lies in the 
  distance, but a glimpse of… something. A destina-
  tion, a loved one, a fantastic landscape, or a hor-
  rible creature, none can say — though the pirate 
  may describe it while actively looking through 
  the telescope, they and those around them im-
  mediately forget what the vision contained once 
  the telescope is lowered from their eye. Written 
  accounts, too, melt into gibberish. 
  This gives the character using the telescope 
  an uncanny and vaguely threatening sense of 
  déjà vu, but also grants the player advantage on 
  one future roll of their choice. Birds and lizards 
  have the most stories about this treasure, as birds 
  
  Treasures
  89
  89
  think it will show them the Sky Kingdom and 
  lizards believe they may see the original lizard 
  homeland, to which they hope to return one day.
  Saber of Writhing Eels
  Notoriety: 1
  Though brittle and wholly unsuited for bat-
  tle, this long blade in its eel-skin scabbard is a 
  wonderful accoutrement, either to wear at one’s 
  hip or hang above their bunk. According to a 
  few cat folk tales, the saber was made by famed 
  pirate queen Millicent Sphynx who sailed long 
  before the monarchies existed. As the story goes, 
  she was forced to walk the plank by a gang of 
  vicious rat buccaneers and was swallowed by a gi-
  ant eel. She escaped, however, by clawing her way 
  through the eel’s tough hide before making her 
  way back to her ship in dead of night and retak-
  ing it. Though the blade was ruined by the eel’s 
  corrosive blood (and she carried scars the rest of 
  her days), she covered the scabbard in bits of its 
  hide and wore it proudly to symbolize that she 
  always won the day.
  Wearing the saber give a pirate advantage to 
  their first Charisma roll to interact with anyone, 
  not just those familiar with pirate culture, each 
  time they don the weapon. Hanging the saber in 
  place of pride — such as in one’s quarters or over 
  a fireplace — gives advantage on the first Charis-
  ma roll made within sight of the saber.
  Saturn’s Sight
  Notoriety: 2
  If placed upright on a ship’s deck at night, 
  this silver eye in a cylinder always looks in the di-
  rection of the nearest port and somehow keeps 
  a boat afloat in rough winds and seas, providing 
  an unseen balance to the vessel beneath it. The 
  crew with this treasure becomes cursed with bad 
  luck at the gambling tables in port, however, suf-
  fering a disadvantage to all wagers and cons based 
  around increasing their wealth. The saying goes, 
  “Saturn’s Sight keeps a crew’s course straight and 
  punishes the crooked.” 
  The strangest capacity associated with this 
  item is its ability to lead pirates to new treasure, 
  but only once. If a ship’s captain whispers the 
  name of a desired treasure into the cylinder at 
  night-time, the eye will turn to face the direction 
  in which the treasure can be found and act as a 
  navigation tool locked onto the named treasure. 
  Saturn’s Sight only works once per ship, howev-
  er. If a captain relocates the treasure to a new ves-
  sel, it can be used to locate a new prize.
  Susurrus Shell
  Notoriety: 1
  Made of green sea glass, the susurrus shell 
  otherwise resembles a typical conch shell. A true 
  mystery, no one is sure as to its origins aside 
  from what looks like a miniscule crown stamped 
  into its side, worn by time. It produces pleasant 
  ocean sounds and the occasional distant chime 
  at a low volume. Anyone who keeps the shell 
  by their bunk or next to them while they sleep 
  for more than two nights acquires the Charmed 
  condition, as the shell contains the remnants 
  of a tricky Unseen. This will lead them to at-
  tempt to gift the shell to someone else, as the 
  Unseen within is capable of only the most basic 
  manipulation. Once out of their possession, the 
  Charmed condition wears off in half a day or 
  so, and they are vaguely sad and confused as to 
  why they gave away their treasure.
  The shell appears to want to go somewhere 
  by hopping from person to person, but there’s 
  only so many pirates on a crew and so much 
  room on a ship. If it makes it to land, though, its 
  desires could change entirely.
  Tablet of Seventeen Scales
  Notoriety: 1
  Musicians of any stripe will tell you there 
  are only 12 basic scales in music, but the tablet 
  proves them wrong. The innocuous-looking, flat 
  device fits easily into most rucksacks, and can be 
  operated by two paws. It consists of 17 sliding 
  mechanisms which, when pushed into the open 
  position, produce the 12 known musical scales 
  in various pitches, along with five new ones from 
  surpassing beauty to otherworldly dissonance. 
  Anyone using the tablet for more than an hour 
  at a time gains the Oblivious condition until it is 
  silenced, and anyone listening to it for more than 
  two hours gains the Oblivious condition until it 
  is silenced.
  
  Chapter Six: Treasure
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  The Caliban
  Notoriety: 3
  The Caliban is an exceedingly rare treasure, 
  as it’s an entire legendary sailing vessel. Tales 
  passed among pirates speak of a ship that never 
  deteriorates, though it might still be damaged by 
  combat in the usual ways. Its gleaming, silvery 
  hull does not pick up grime or shipscales, nor 
  does it suffer the effects of the Acid Sea. The ma-
  terial coating the Caliban seemingly repels it all 
  while shining in the sun like a beacon, reflecting 
  the waves and clouds. Its sails are sky blue and 
  sturdy, picking up the slightest of winds to propel 
  the vessel through the water like a missile. Some 
  say the Caliban always takes you home, no mat-
  ter how far adrift or lost you become, but surely 
  that’s only a story — right?
  Anyone who captains this ship gains the 
  Puffed-Up condition, which only ends if they 
  step down as captain or the ship is stolen from 
  them. If the Caliban is destroyed, it appears one 
  year later in a completely different location, ready 
  to be sailed again by a new captain. It also does 
  not lose Seaworthiness from daily use, although 
  it can still lose it from combat, accidents, sabo-
  tage, and the like.
  The Red Star
  Notoriety: 1
  Though some treasures are renowned as 
  much for their decorative value as their use or 
  Here’s an interesting story 
  for you: lizards and birds 
  don’t have the same 
  relationship with mas-
  terworks that dogs and 
  cats do. They can’t ab-
  sorb a masterwork like cats 
  can (Monarchies of Mau, p. 183), nor 
  can they improve masterworks like 
  dogs (Pugmire, p. 171). Those are just 
  special things that dogs and cats can 
  do. Of course, as the Guide, you might 
  disagree — if so, consider that lizards 
  might be able to improve relics while 
  birds might be able to absorb them.
  
  Treasures
  91
  91
  rarity, the Red Star is unassuming. This slim, 
  metallic cylinder was first discovered by Rho-
  ni Dervachilde long ago; it emits a slender red 
  beam of light that points unerringly toward… 
  something. The light adjusts its point of origin 
  with a ship’s movements, so it always orients 
  the same direction, but so far none have fol-
  lowed it to its terminus and returned. Though 
  most pirates are at least curious where the light 
  may eventually take them, cats especially feel 
  a compulsion to follow it to the end and see 
  what lies there.
  Verdigris Compass
  Notoriety: 1
  Many pirates claim to have known someone 
  who owned a verdigris compass, but the truth is 
  there is only one real one in existence, and it’s 
  lying in a cave only accessible at the lowest point 
  of low tide. The compass was made by “Chatty” 
  Miguel of Two Claws and enchanted by a sea 
  witch who was never heard from again. Unlike 
  most compasses, the verdigris compass has only 
  two directions on its shining face: calmward and 
  stormward. Pirates using it always know if they 
  are sailing into rough seas or which way to go to 
  get away from howling tempests.
  
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  Chapter Seven:  
  Chapter Seven:  
  Over the Acid Sea
  Over the Acid Sea
  As Guide, it’s helpful for you to have a few 
  destinations in mind for pirate characters once 
  they sail the Acid Sea. Dalmatian Cove may be a 
  popular destination for buccaneers in the know, 
  but it’s also just a step along the way to newer and 
  stranger places. Adventures await!
  Dalmatian Cove
  Maybe a century ago, Captain Josephine Dal-
  matian sailed from Waterdog Port to fulfill Jake 
  Staffordshire’s dream: to explore the lands and 
  seas beyond what dogs knew. She hoped to find 
  more wonders the Old Ones left behind, but she 
  also had a keen nose for opportunity. Unfortu-
  nately for her, a string of mishaps sent her off 
  her original course until her ship foundered in a 
  strange archipelago, where Josephine reluctantly 
  made her home for the rest of her days. All this 
  was discovered when her diary was found in the 
  bay in the middle of the now-infamous pirate des-
  tination, Dalmatian Cove.
  All sailors know of the Cove, which is a 
  two-week sail from Waterdog Port, but its actual 
  location — sometimes even existence — tends to 
  be a well-guarded secret outside of seafaring so-
  ciety. Coded phrases are even used to discuss it 
  in public. Everyone remembers their first trip to 
  the Cove, however. Whether they’re a new mem-
  ber of a pirate family or they have a keen instinct 
  for treasure, coming to the archipelago brings a 
  buccaneer into a new orbit of lawlessness and 
  previously undreamt-of possibility. Even so, every 
  sailor — regardless of their reasons for doing so — 
  respects the Cove’s tradition of secrecy and does 
  not speak of it. Woe betide the pirate who wags 
  their tongue.
  Over time, as maps were made of the archipel-
  ago, sailors noticed its general shape and named 
  the various islands and features after the creature 
  
  Dalmatian Cove
  93
  93
  it reminded them of: a crab. Many, but not all, of 
  the islands are connected to each other through 
  a complex system of bridges and the remains of 
  ships lashed together, so it’s not required to sail 
  between them. The waters around the archipela-
  go are shallower than most captains are used to, 
  and ships have foundered on its rocks and reefs 
  or become stranded on a sand bar. Some claim it 
  is Josephine Dalmatian’s ship just barely poking 
  above the water on the tip of Claw Island.
  Although it is Claw Island’s bay that is specif-
  ically named Dalmatian Cove, many pirates have 
  taken to using that name for the entire archipel-
  ago as well.
  Head Island
  Head Island, or the Head as it’s generally re-
  ferred to, is the largest and most central island. It 
  has the widest variety of features — a mountain; 
  thick, wet, jungle-like forests; rivers and waterfalls 
  and inlets; wide sandy beaches and rocky cliffs — 
  and thus, it’s often seen as the biggest playground 
  for pirate crews. Whether it’s to stash or pillage 
  each other’s plunder and treasures, make deals 
  with another crew for a larger venture, settle rival-
  ries or start new ones, or for lone sailors to sign 
  on with a new crew, there’s no end to what can 
  and does happen here. 
  Even a place as lawless as the Cove recog-
  nizes a need for some neutral ground, however. 
  A settlement at the northern side of the island 
  calls itself “The Teeth” due to its proximity to the 
  mouth of the largest river. Its denizens are a mix 
  of old pirates who can’t or won’t sail any longer, 
  a pirate’s brothers or sisters or loved ones who 
  decide to stay to support their life, buccaneers 
  recuperating from a hard adventure, or simply 
  those who need a place to lay low for a while. 
  Hale and hearty adventurers regularly come and 
  go, returning to The Teeth for supplies, rumors, a 
  drink or two, and perhaps to introduce (or find) 
  a recruit for their ship.
  Fights are expected to erupt now and again, 
  but they’re also expected to settle into a truce as 
  soon as possible, or the participants get kicked 
  out to handle their business elsewhere. This is 
  posted in big letters on signs on the docks, and a 
  reminder is posted in the tavern.
  The Red Rover
  Rosie Rover is a salty old dog who had been 
  a member of the Royal Pioneers until she felt the 
  call of the sea. She signed on with the crew of the 
  Sandy Claws at Waterdog Port and never looked 
  back. She made friends and enemies on the sea, 
  lost an eye, claimed to have fought a leviathan, 
  and is rumored to know the location of a few 
  stashes of plunder, maybe even a legendary trea-
  sure or two. She retired and set up her tavern 
  in The Teeth several years ago. While the rigors 
  of adventure are too much for her these days, 
  she’s spry enough to handle a pair of gunpowder 
  weapons when sailors get too rowdy and can call 
  upon numerous friends to make life difficult for 
  those who won’t behave in her tavern. Her clos-
  est friend, a crow named Izzy Two Stars, collects 
  and shares stories while he’s in town, but is often 
  away searching for the fabled ship the Caliban. 
  He’s convinced it can help him find his home, 
  which he does not remember.
  Sapling Strand
  “Sapling Strand” is just what’s on the map 
  — the ship captains and everyone else wanting 
  to repair their ships call this special area of the 
  jungle “the trees.” A special kind of tree grows 
  here with a particularly sticky sap used to patch 
  cracked plastic. It can’t completely replace plastic 
  hulls, although some genius alkalists have tried, 
  but the sap can work long enough to get a ship 
  somewhere that can replace the damaged plas-
  tic. The trees grow as fast as they are cut down, 
  making them a reliable resource. Pirates looking 
  to confront a rival will sometimes camp in the 
  thick green foliage, hoping to catch up with them 
  when they come to make repairs.
  If you coat your hull with 
  the sap, it works like a 
  plastic hull until you 
  fail an Integrity check. 
  After that, the crew rolls 
  Seaworthiness losses as if 
  the boat has a plain wooden 
  hull. In other words, hope you like 
  paddling in the Acid Sea!
  
  Chapter Seven: Over the Acid Sea
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  94
  Claw Island
  The easternmost of the archipelago, Claw 
  Island takes its name from the pincerlike appear-
  ance its large, shallow bay gives the otherwise 
  roughly oval land mass. It was here that Jose-
  phine Dalmatian’s journal and the skeleton of 
  her home was found years after her demise. Her 
  journal also detailed her explorations of the is-
  land and its resources — its sulphuric hot springs, 
  bat caves, stands of bamboo as well as denser 
  plants and trees — that led to the manufacturing 
  and shipping of gunpowder weapons today. 
  A consortium of cats and lizards that calls 
  itself the Primogeniture controls this island. 
  They consider themselves neutral, primarily con-
  cerned with the profit they earn from making 
  and selling gunpowder weapons. They will sell to 
  any government, faction, or individual. Freelance 
  and hired smugglers can all be found regularly at 
  the Primogeniture’s headquarters at the base of 
  the mountain or walking the small dock town in 
  the bay. Mystically inclined characters will notice 
  that there are wards and traps littered about the 
  island, but concentrated around the manufactur-
  ing area, designed to warn against or capture the 
  Unseen.
  The Primogeniture fiercely guards Claw Is-
  land. While all are welcome to come buy and sell, 
  aggressive action against the group — whether at-
  tempts to take over, or violently settle a grievance 
  — is met with well-trained magical and physical 
  resistance. They have no qualms with literally 
  burning bridges to deny a path to their seat of 
  power.
  The Eye
  North of The Head is The Eye, a small, rocky 
  spit of land used as a lookout and lighthouse for 
  the Head and Claw islands. It’s tenuously con-
  nected by land to The Head, a sandbar extending 
  most of the way before disappearing several feet 
  under the water at low tide, leaving the island 
  almost completely cut off at high tide. It’s more 
  firmly connected by ship and bridge, and in clear 
  
  Dalmatian Cove
  95
  95
  sight of The Teeth. Old Narsa Gythachilde main-
  tains the lamps and mirrors in happy solitude, 
  rarely speaking to anyone except in emergencies. 
  She collects and trades her fishbones and shells 
  to someone at The Teeth — but to whom exactly, 
  no one knows.
  Shell Island
  Also north of The Head and west of The 
  Eye, Shell Island only appears at low tide. The 
  few who have been there swear that more of the 
  island appears during some periods of low tide 
  once or twice a year where it seems to truly rise 
  above the water. There’s very little reason to visit 
  it normally, though a tasty species of shellfish like 
  to congregate in its surrounding shoals. Still, the 
  self-same individuals who say they’ve visited also 
  say it emits an odd, deep humming sound, and a 
  popular rumor places a cache of treasure under-
  neath its rocky surface.
  Foreleg Island
  Foreleg Island is considered a “leg” of Dal-
  matian Cove’s crab merely due to positioning – 
  it’s very oddly shaped otherwise. It is located west 
  of the main island, although farther away from 
  it than most of the other islands. An assortment 
  of ships that either crashed or were hauled there 
  have been lashed together to span the waters be-
  tween the islands.
  The island produces a small cornucopia of 
  rare and interesting herbs and ingredients to 
  power mystical spells. Different mystic factions 
  have been in control of Foreleg Island from time 
  to time, but most of them agree conducting mag-
  ical fights near rare, easily-destroyed ingredients 
  is a bad idea. The rest are fine with collateral 
  damage, though: if they can’t have it, no one else 
  should either. Most battles either happen on the 
  beaches or the ship graveyard.
  The Graveyard
  A wide variety of ships have set sail for Dal-
  matian Cove only to end up here due to bad de-
  cisions, miscalculations, storms, or rotten luck. 
  Most are lashed broadside to broadside, a few 
  snugged up to the sterns, some just what’s left of 
  a mast poking up from a submerged wreck. This 
  path connecting the islands is uneven and bobs 
  with the waves or the passage of others across 
  decks and rails. Some parts of it even wind up 
  or down guylines and rigging, rather than firm 
  decks. 
  The tangle of masts, shredded sails, and 
  crow’s nests are a favorite gathering spot for some 
  bird sailors, allowing them a modicum of private 
  conversation. The view is also favorable for watch-
  ing the goings-on at Foreleg and Aftleg Islands, as 
  well as the westernmost beaches of Head Island. 
  A few daring lizards or cats can sometimes join 
  the birds up at these vantage points to exchange 
  or gather stories, secrets, and gossip they learn 
  here — for a price.
  Any plunder these ships might have carried 
  once is long gone, though rumors persist that 
  somewhere in this tangle is a hidden treasure just 
  waiting for the savvy sailor to brave the acidic wa-
  ter and the maze-like depths.
  Aftleg Island
  South of Foreleg Island, Aftleg Island is 
  known mostly as a collection of coves and caves 
  for the brave and experienced smuggler. Some 
  hideouts along its jagged coast can only be ac-
  cessed at high or low tide, requiring a detailed 
  chart and timetable for either the chosen hide-
  away or the whole island. A few old salts prefer 
  docking here instead of Claw or Head Island to 
  keep their business from being observed by all 
  and sundry. It’s also often the last known where-
  abouts of pirates departing for the murky depths 
  of The Fog located some miles straight south on 
  the Acid Sea.
  Aftleg is connected to the Head via The 
  Graveyard. It also has its own secondary bridge 
  located further north, connecting directly to the 
  Head’s cliffs, where at least one cave can be seen 
  with keen eyes or magical aid.
  The Eggs
  South and slightly west of the Head is a little 
  collection of playas and salt flats poking up from 
  the waters, called The Eggs. Although the shape 
  and location contributed to this area’s name, 
  smaller non-uplifted lizards and turtles have cho-
  sen the larger beaches for their regular spawning 
  grounds. It’s a draw for a few lizard buccaneers to 
  watch, and sometimes to use the recently vacat-
  
  Chapter Seven: Over the Acid Sea
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  96
  ed spawning holes to stash some plunder in the 
  short term. 
  The whole area is not directly connected to 
  any of the islands, requiring a shallow-drafted 
  vessel to row out to visit. At low tide, a few of the 
  playas are almost connected to each other, such 
  that someone in well-crafted boots could walk 
  from one to another. At most high tides, they are 
  cut off from each other.
  Tail Islands
  Despite most crabs not having tails, this one 
  does: an island chain, the nearest and largest 
  called Tail. The other, smaller formations trail-
  ing behind Tail are considered part of it despite 
  not being physically connected. Each island is 
  absolutely brimming with flora and fauna. They 
  would not seem unusual were it not for the fact 
  that Tail is where Captain Mally von Angora de-
  liberately foundered her ship and spent the rest 
  of her days. Old friends and enemies sometimes 
  go looking for where she might have made her 
  home, hoping to find hidden, forbidden secrets 
  she’d learned before leaving the Monarchies of 
  Mau.
  Tail begins at the southern end of the Head, 
  but one must sail to get to it. One or two bridg-
  es connecting the individual islands have slowly 
  sprung up over the years, but not all are connect-
  ed.
  Paddle Island
  East of Tail Islands and southeast of Head, 
  Paddle Island holds similar features as the other 
  islands — beaches, lush foliage, and a few rocky 
  areas. What sets it apart is an ancient, corroded, 
  spindly metal tower rising like a half-buried skele-
  ton from the sand. Standing near it makes one’s 
  fur stand on end. It’s to this structure that a sim-
  ple rope bridge is affixed, connecting the island 
  with Head. On stormy nights, these ropes and 
  the tower are limned in blue and purple light. 
  During a sunlit day, they’re as safe as such things 
  can be. If one stands by the tower, a deep vibrat-
  ing hum can be felt coming up from the ground.
  
  Dalmatian Cove
  97
  97
  Steer Island
  An island about as hotly contested and 
  fought for as Claw, Head, or Foreleg Islands, 
  Steer offers not only an abundance of resources 
  but also boasts the only ruins from the Old Ones 
  on the Acid Sea that anyone knows for certain.
  Cluster
  The ruins themselves do not have a name, 
  at least not one that sticks. Morfa’s Raiders had 
  called it Our Nest, the Sandy Claws named it Ha-
  ven, and for the Black Blades, it was Destiny. The 
  Coral Corsairs, a mouse and lizard crew currently 
  in control, call it Cluster. They say to any friend 
  who asks that it no longer holds any treasures or 
  knowledge, as all these things were stripped from 
  it by previous pirate crews. They continue to hold 
  residence here to map every inch of what is left 
  of the structure, saying that it’s the last “treasure” 
  it holds. But Plato Daschund, a devout dog often 
  found at The Teeth and enemy of the Corsairs, 
  swears they are searching for a hidden level un-
  der the ground and that they will destroy the Old 
  Ones’ ruin once they find it.
  Wrecks
  Aside from the remains of ships serving as 
  bridges between the islands, there are a few nota-
  ble wrecks dotted around the archipelago. Some 
  are just seaworthy enough to serve as a remote 
  area for caching plunder, while others are curios-
  ities or landmarks to steer by or temporarily tie 
  up to.
  Wind Racer
  The wreckage barely seen above water on the 
  tip of Claw Island is supposed to be Wind Racer, 
  Josephine Dalmatian’s ship written about in her 
  journal. By the time it ran against Claw Island’s 
  reefs, she had already lost most of her crew. The 
  few who were left couldn’t flee the ship in time 
  and perished in the water. Dalmatian writes sev-
  eral times in her journal that she thinks they are 
  haunting her, and sometimes strange lights can 
  be seen floating above its mast at night.
  Golden Cutlass
  Northwest of Shell Island, the Golden Cutlass 
  ran aground on rocks below the surface. It was 
  well caught even with its keel snapped, though 
  many have wondered why stormy weather hasn’t 
  managed to dislodge it over the years. But it 
  makes for a decent mooring point for anyone 
  wishing to explore Shell Island, and some pirates 
  also try to use salvage materials from it to repair 
  their own ships if they can manage to tear them 
  out or rip them up.
  Puckington Palace
  This ship shouldn’t have been seaworthy in 
  the first place. How the Puckington Palace man-
  aged to get all the way to Dalmatian Cove and 
  settle between Paddle and Steer Islands is a mys-
  Although most of these 
  areas aren’t well-known 
  to the average seafarer, 
  some are more familiar 
  to adventurous pirates. 
  But even if the characters 
  don’t know how long it’ll 
  take before they find something 
  interesting, you as the Guide should 
  have a rough idea. So here’s roughly 
  how long it takes to sail from one of 
  the ports to each of these areas.
  • A week’s sailing between Waterdog 
  Port and Port Matthew
  • Dalmatian Cove: Two weeks to Wa-
  terdog Port; 10 days to Port Matthew
  • Stormheart: Varies, but at least two 
  weeks
  • Hopewell: Five days from Port Mat-
  thew, a week from Waterdog Port
  • Beacon: Five days from Waterdog 
  Port, nine days from Port Matthew
  • The Trio: Six days from Waterdog 
  Port, eight days from Port Matthew
  • The Aerie: Nine days from either port
  • The Shift: Fifteen days from Wa-
  terdog Port, eighteen days from Port 
  Matthew
  • Also, remember that there’s plenty of 
  room on the map for new islands and 
  exciting encounters. No pirate’s map is 
  truly and completely accurate, so add 
  or change whatever you like!
  
  Chapter Seven: Over the Acid Sea
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  tery all its own. It is ornately carved and, though 
  sun-bleached, remains bright and colorful. This 
  ruined gem looks as if it would be more at home 
  sailing in comfort down a river than floating on 
  its side in the Acid Sea. It also doesn’t seem like a 
  ship that Pugmire would commission in the first 
  place, so it must have been ironically or whimsi-
  cally named. Perhaps someone in Port Matthew 
  knows where it came from?
  Other Places of Interest
  Many places on the Acid Sea have yet to be 
  found. Islands and places of great interest to all 
  sailors have only just been discovered and very 
  little is known.
  Stormheart
  Several areas surrounding Dalmatian Cove 
  make it hard to find and sometimes even harder 
  to get to: the large, shielding island of Hopewell, 
  the churning Vortex north of the Cove, and 
  Stormheart south of Hopewell. When pirates 
  wish to take a “safer” route, they plot a course 
  between Hopewell and Stormheart and hope to 
  stay clear of The Fog.
  The trouble with this plan, however, is that 
  sometimes Stormheart moves. In addition, it 
  comes by its name honestly: while it’s not always 
  embroiled in stormy weather, chances are good 
  that some big, gusty gales and streaks of lightning 
  will form over Stormheart and keep moving to 
  chop up the seas too.
  Because of this, very few buccaneers have ex-
  plored the island — being stuck on shore when a 
  storm blows up could mean waiting days for it to 
  blow over, and it has a reputation for smashing 
  ships that sail too close. Mystics swear they can 
  hear voices on the wind and feel uneasy when 
  they draw near. Some tales of pirates lost at sea 
  can be attributed to Stormheart.
  Lonely Tower
  Lonely Tower is one of the island’s few fea-
  tures that can be seen from the sea. It’s a tall, 
  white pillar bedecked in many-colored lamps on 
  the hills of the northern coast. Its lamps are not 
  lit all the time, however, and no one has tried 
  to figure out if there’s a pattern to the lights or 
  if they are for decoration. Most merely wonder 
  who or what lives there, or if there is a purpose 
  to the structure. At the very least, it serves as a 
  landmark and warning for passing ships that seek 
  to avoid the island.
  Misty Ruins
  Passing ships have sometimes described the 
  vague shapes of other buildings or structures 
  that might be on the island in the shadows of 
  its mountain. Many agree they’re ruins of some 
  kind, but mist and fog constantly shroud them 
  and make it hard to see for certain. They present 
  a tempting target for the daring and foolhardy, al-
  though others wisely steer clear regardless of the 
  promise of treasure.
  Hopewell
  Gabriel von Rex, who led the first successful 
  exploratory voyages out of Port Matthew, found 
  the large island and gave it its name, Hopewell. 
  Its central region is dominated by tall, lush, green 
  mountains easily seen a day’s sail away. Seeming-
  ly filled with plentiful greenery and resources, 
  scholars and pirates and royal explorers have set 
  up temporary settlements that could become per-
  manent — if anyone can figure out under whose 
  jurisdiction the island would fall.
  Summit
  Summit Camp lies near the northern shore, 
  established in a clearing near a waterfall. Among 
  the “settlers” are Anastasia von Korat, Daniel Af-
  fenpinscher, and Rilis Lirachilde, all hardy and 
  cunning scholars happy to brave the elements 
  and inherent dangers to map and study the place. 
  Rilis, a serpent, has been particularly useful in 
  getting into and out of tight spots for as thor-
  ough a look as possible. All of them try to rely on 
  what the island can provide for food and shelter, 
  but they regularly receive new supplies every few 
  You can find more infor-
  mation on Stormheart 
  in Chapter 10, “Heart of 
  the Storm,” pp. 142–145. 
  Squawk!
  
  Other Places of Interest
  99
  99
  months and send back reports and discoveries to 
  their superiors at Port Matthew.
  Two Tankards Bay
  It was an unfortunate incident that led to the 
  “discovery” of Two Tankards Bay on the south-
  ern side of Hopewell, and its reputation hasn’t 
  gotten any better since then. A haven for lazy pi-
  rates who don’t fit in even at Dalmatian Cove, 
  it’s little better than a collection of rickety shacks 
  around a cave that serves as a perpetual tavern. 
  What goods they have come from salvaged wrecks 
  or supplies occasionally stolen from Summit 
  Camp, with a special brew cobbled together from 
  those food stuffs and easily-gathered ferns, moss-
  es, and mushrooms. Some traveling to or from 
  the Cove will make a stop at Two Tankards Bay 
  for a no-holds-barred good time and to get some 
  fresh water, but the denizens tend to be shady, 
  bad-tempered, or both. Unless you’re looking for 
  someone scurrilous, no one would recommend 
  that you stay for long.
  Beacon 
  Beacon Island is Waterdog Port’s first discov-
  ery, much like Hopewell is Port Matthew’s. Al-
  though expeditions to Beacon are jointly funded 
  by the Luminaries, they are much less organized, 
  and sometimes crew members have conflicting 
  goals to work toward. Mapping has been haphaz-
  ard as interests are pulled this way and that in 
  pursuit of strange creatures, investigating features 
  that catch a Luminary’s interest, or even inter-
  nal sabotage to keep secret locations of coveted 
  resources. A few Luminaries, hoping to expand 
  their reach as well as build up Waterdog Port’s 
  power over Port Matthew, have begun to discreet-
  ly meet to focus their goals and recruit quieter 
  and more methodical ship crews to get things 
  done.
  Inner Rim
  From the deck of a ship, Beacon Island ap-
  pears to have scant beaches one can pull a boat 
  onto, but these quickly rise into green-encrusted 
  rock faces all around. Scaling the rocks reveals the 
  vivid flora surrounding a vast lake at the bottom 
  of the island’s “bowl.” It’s in here that most of 
  the interesting species inhabiting the island live, 
  and the rest can be found in the water. Enough 
  expeditions have come and gone that supply 
  caches and the remains of shredded camps can 
  be found here and there.
  The Trio
  Located roughly between Beacon Island and 
  The Aerie, The Trio was found by an all-rodent 
  crew funded by the Luminary Aurelio back in 
  Waterdog Port. It was a proud day for those rats 
  and mice, at least until they discovered that their 
  ship wouldn’t be able to make the return jour-
  ney. Fortunately (or unfortunately, depending 
  upon one’s point of view), a passing pirate crew 
  picked them up, but returned to Port Matthew 
  instead of Waterdog Port. By that time, they were 
  happy to abandon Aurelio’s project and integrate 
  into their rescuer’s crew instead.
  But word tends to spread among sailors, and 
  the location of The Trio found its way to the ears 
  of the powerful in Port Matthew. The islands are 
  now nominally claimed by Port Matthew, with 
  various signs and sigils to mark it so, but as of 
  yet, no one from the cats’ port has taken advan-
  tage of it and explored. The first of its landmarks 
  on their list to investigate is a massive, seemingly 
  natural stone arch spanning from the northern 
  island to its southwestern companion.
  The Aerie
  In the center of the known regions of the 
  Acid Sea is a landmark called the Aerie. It’s a 
  grouping of four immensely tall, dark stone pil-
  lars with many worn ledges all around, overlook-
  ing a connected, shallow depression in the center 
  of the pillars. One could sail up, drop anchor, 
  and row a boat into the depression to have a 
  closer look, though there isn’t much to interest 
  most species. Birds, however, absolutely delight 
  in it and have begun to use it as a regular social 
  (and some say quasi-mystical) gathering spot. 
  Parrots, lacking wings, often bring equipment to 
  help themselves get up to at least the lower ledges 
  (with the daring managing midlevel or higher) to 
  see and be seen, and to exchange stories and in-
  formation. 
  A few observant birds have begun noting 
  strange scratch marks, like language, on a few of 
  the ledges. Some are clustered on very low ledges 
  and some on very high ones. They don’t corre-
  
  Chapter Seven: Over the Acid Sea
  100
  100
  spond to anything seen before. They are slowly 
  being noted and catalogued, but it may be some 
  time before the project is complete, due to ten-
  sions between the bird nestes.
  The Shift/No Island
  Far to the southwest on the Acid Sea, one 
  can see an enormous landmass. It could merely 
  be an extremely large island, or it could be an 
  entire continent. No one knows for certain be-
  cause as soon as they reach a day’s sail from it, all 
  navigational instruments cease to function, and 
  an unseen force seems to slowly repel any and 
  all ships. One can either fight this force and cap-
  size or allow oneself to be turned around. Sailors 
  call this phenomenon The Shift. The landmass 
  doesn’t have a formal name, so some sarcastic 
  souls have labeled it on their maps and charts as 
  “No Island.”
  Dangers on the Sea
  The Vortex is a massive, strong whirlpool 
  that ships can get sucked into if their navigators 
  aren’t extremely careful — it has eddies and un-
  dertows that can shift and pull in an unsuspect-
  ing ship. Once pulled in, vessels are smashed to 
  bits, their flotsam and jetsam sometimes spat out 
  but more often pulled completely under. It is lo-
  cated roughly east of Hopewell’s northern shores.
  The Fog, south of Dalmatian Cove, seems 
  less dangerous until buccaneers find themselves 
  completely lost in the thick of it. In fact, it is 
  so thick it’s almost impossible to see one’s own 
  paw in front of one’s face, and some pirates ac-
  cidentally fall overboard their own ships. Only 
  luck and cunning can get a ship back out of The 
  Fog. Most of the time, pirates easily avoid it, but 
  something can always happen — an ambitious Lu-
  minary or bad luck — to push a ship in.
  Story Hooks
  Whether you are looking to expand the 
  chronicle in this book, add something extra to 
  your own adventures, or get the seed of an idea 
  for a standalone adventure, the following may be 
  just what you are looking for! These story hooks 
  can help you synthesize the information you’ve 
  absorbed in this book and embark on further ad-
  ventures on the Acid Sea.
  • Whispers in the shadows say that Gover-
  nor Erwin Shar-Pei may have been behind the 
  mysterious death of the previous Governor of 
  Waterdog Port, Dobi Weimariner. Trying to find 
  the source of these rumors confirms that Erwin 
  has enemies, but they’re not concerned with the 
  fate of Dobi: what they are actually trying to do is 
  undermine his business.
  Who are these enemies: a fellow Luminary 
  like Luna Tabby or Peejay Shorthair? A rival trad-
  ing company? A recent shipment meant for Bea-
  con Island has turned up missing, with evidence 
  pointing to pirates, but there may be a much larg-
  er conspiracy tying all these incidents together. 
  If someone can point a more convincing finger 
  at someone else for Dobi’s death, Erwin will be 
  enormously grateful.
  • The bird Luminary of Waterdog Port, Zan-
  na of the Four Audacities, has grown too tired 
  and anxious to wait anymore for news of her 
  missing beloved, Irving. She knows your crew 
  takes risks and sails to strange places on the Acid 
  Sea, and she’s hoping you will follow up on some 
  potential clues to find Irving. She can’t make any 
  sense of them, but perhaps in time you can. 
  The first clue is a strange letter she found in 
  Irving’s things that might be a coded message. 
  An old crow friend of his might be able to help 
  decipher it, but he’s gone missing as well. Fortu-
  nately, he might be easier to find: he has some 
  shady connections that lead to Dalmatian Cove. 
  The second clue is a brilliant, rainbow-hued 
  The Acid Sea can be diffi-
  cult enough to navigate 
  sometimes, but these 
  areas are impossible with-
  out magical help from 
  a spell or treasure. (These 
  could focus upon boosting 
  the ship’s navigator’s skills or abilities, 
  or they could modify the ship to shed 
  some light or become harder to drag, 
  and so on.) Even with help, naviga-
  tion rolls here are still going to be at 
  a disadvantage with a difficulty of 
  17 or higher. The idea is to mitigate 
  that disadvantage for the best chance 
  of surviving to tell the harrowing tale 
  later. See the rules on navigation and 
  getting lost (p. 52-53).
  
  Story Hooks
  101
  101
  feather with strange notches on its quill, and ev-
  ery bird you take it to claims they’ve never seen 
  those marks before. Strange: why would a bird lie 
  so badly? Or at all?
  • One of Blinky von Rex’s secretaries wants 
  to hire your crew to take supplies from Port Mat-
  thew to Summit Camp at Hopewell. It should 
  be relatively easy until it’s discovered, purely by 
  accident, that the cargo doesn’t contain supplies 
  for Summit’s residents. It contains gunpowder 
  instead. Did the gunpowder come from Dalma-
  tian Cove? If not, how did Blinky’s secretary get 
  it? Is someone at Summit smuggling or preparing 
  for war? Or was this originally an accident that 
  happened at Port Matthew — and who was sup-
  posed to get that gunpowder instead? Involving 
  the Primogeniture may be a bad idea, but it may 
  also be too late to avoid them.
  • As part of a salvage crew, you tend to find 
  all kinds of tidbits, from absolute junk to inter-
  esting junk to useful and recoverable materials. 
  After successfully picking up some wreckage 
  from the fringes of the Vortex, your shipmates 
  are ready to go to Two Tankard Bay. You pull out 
  an interesting piece you saved to pay for your swill 
  when one of the residents gets angry and draws a 
  weapon. They recognize your find as something 
  they thought buried in their past, leading you a 
  mystery of an abandoned family, secrets from a 
  former life and dishonored house, and a current 
  friend they’re trying to keep safe by staying gone.
  • Globsters have begun congregating off the 
  coast of Claw Island, coming closer and closer 
  to the wreck of Wind Dancer. There shouldn’t 
  be anything left of Josephine Dalmatian’s old 
  crew for them to consume, but they keep coming 
  anyway. Are there recent bodies coming up from 
  the wreck? The Primogeniture is not happy about 
  this development, claiming they didn’t put those 
  bodies there. But someone did, and this trouble 
  is beginning to disrupt their gunpowder weapons 
  trade. Someone in Dalmatian Cove is practicing 
  necromancy and needs to be dealt with fast.
  • Aurelio has finally caught up with the 
  whereabouts of the rodent crew he’d hired as well 
  as what happened with The Trio. He feels humil-
  iated and is looking for recompense or revenge. 
  He’s not picky about which he gets. The problem 
  is that either may instigate another war with Port 
  Matthew, one that the rodents of Waterdog Port 
  (especially Brutus and Pinky) and Port Matthew 
  can’t afford and doesn’t want. You need to find 
  a way to help or placate both Aurelio and The 
  Trio, and thanks to independent actions Aurelio 
  has taken, time is running short. You may need 
  to bring in some lizard help on this.
  • While your ship is in drydock to scrape off 
  some shipscales, the crew takes the opportunity 
  to walk around Seaport and sample what luxuries 
  of Bernese Marina they can afford. When one of 
  the crew spies a pleasure cruise, they remark how 
  they’ve seen one wrecked in Dalmatian Cove: the 
  Puckington Palace. The owner of the cruise ships 
  is distraught to learn what finally happened to 
  the boat, as it still had a few passengers on it and 
  their relative was the navigator when an accident 
  pushed it out to sea. They offer a substantial re-
  ward if you will go search through the wreck for 
  a family heirloom their relative wore. A simple 
  mission becomes complicated by the arrival of a 
  school of dogfish and catfish to that area of Dal-
  matian Cove, and they’re feeling very territorial. 
  You also get the feeling there’s much more to this 
  story that you haven’t been told.
  • An affluent friend in Port Matthew begs 
  for you to come visit and enjoy the food at the 
  Clock Tower with them. It is indeed remarkably 
  good, but your friend lets you know that’s not 
  the real reason you’re here. They introduce you 
  to the chef, Gus Campbell, who rants and raves 
  about the quality of a certain foodstuff or spice 
  recently discovered on an island you’ve been to. 
  He absolutely must have a regular supply of it for 
  a dish for a regular customer of his. A custom-
  er, he explains, who is willing to overlook Gus’s 
  debts if Gus cooks this special dish for him once a 
  week. The food Gus wants isn’t difficult to come 
  by, and it’s hard to muster sympathy for the iras-
  cible chef until you follow him one night. He’s 
  cooking for Mikhail von Siberian, who is having 
  a disturbing conversation with Mayor Blinky von 
  Rex over refreshments. Just how involved do you 
  really want to get?
  
  Chapter Seven: Over the Acid Sea
  102
  102
  Charts
  We know your time as a Guide is sometimes 
  limited and you just need a cool name for a ship 
  or an island on the spot. We understand! Below 
  you’ll find some charts to help you create names 
  on the fly. You can decide to pick a name from 
  each chart to create your own, or you can choose 
  to roll the dice for a random combination! These 
  are also just some ideas to help inspire you — if a 
  random table roll gives you a nonsensical name, 
  you can always adjust it to something you like. 
  Ship Names
  Dice Roll
  Name A
  Name B
  1
  Jolly
  First Name (Roger, Matthew, Molly, etc.)
  2
  Mad
  Wind
  3
  Rolling
  Body part (Skull, Claws, Eye, etc.)
  4
  Ruler’s Name
  Personal weapon (Cutlass, Wand, Dagger, etc.)
  5
  Dancing
  Doom
  6
  Sea
  Creature (Dog, Fish, Goat, etc.)
  7
  Flying
  Enemy (Kraken, Shark, Demon, etc.)
  8
  Pick a Color
  Ship Type (Galleon, Clipper, etc.)
  9
  Fate’s
  Treasure
  10
  Sweet
  Castle
  11
  Dark
  Shield
  12
  Legend Name
  Revenge
  13
  Deadly
  Hope
  14
  Last
  Moon
  15
  Shivering
  Timbers
  16
  Night
  Wonder
  17
  Singing
  Glory
  18
  Glorious
  Sun
  19
  Perilous
  Plunder/Plunder type (Pearl, Gold, Necklace, etc.)
  20
  Shining
  Star
  
  Charts
  103
  103
  Island Names
  Dice Roll
  Name A
  Name B
  1
  Deep
  Harbor
  2
  Misty
  Reef
  3
  Foggy
  Mountain
  4
  Dark
  Shores
  5
  Dangerous
  Forests
  6
  Perilous
  Cove
  7
  Mysterious
  Bay
  8
  Lost
  Inlet
  9
  Pick a Color 
  River
  10
  Pick a Name
  Port
  11
  Sandy
  Beach
  12
  Rocky
  Waters
  13
  Big
  Ruin
  14
  Body Part
  Trees
  15
  Creature Part
  Cliffs
  16
  Small
  Playa
  17
  Haunted
  Isthmus
  18
  Wondrous
  Cay
  19
  Old
  Waves
  20
  Strange
  Boulder
  
  Pirates of PUGMIRE
  104
  104
  T
  he boxer with a large hat thumped the proclamation down on the scarred wooden 
  table. “X marks the spot, lads.”
  All around the table, rough and tumble sailors gazed down at the parchment, and 
  then at each other. One of the braver ones raised a paw. “There ain’t no X on that, cap’n Pipe.”
  Bugs, the elderly turtle, harrumphed and tapped the table. “Surprised you lot can read 
  enough to know what an X is.”
  Indignant, the cat sailor piped up, “My brother spelled it out for me once.”
  Captain Juniper Pipe, feeling like she was losing control of the conversation, adjusted her 
  hat before taking a seat at the head of the table. “The X in this case is purely metaphorical, 
  Sidney.”
  Sidney, the brave sailor, knit his brows together. “Who’s Phorical, and why are we meetin’ 
  them?”
  “’Metaphorical’ means the captain made it up,” Bugs interjected.
  “First there ain’t no X, and now there ain’t no Phorical to be meetin’.” Sidney took a sip of 
  catnip from his bowl. “Not a good start.”
  “If I may shift the conversation into a forward motion,” Juniper said. Her tone might be 
  polite and jovial, but the crew of the Plastic Minnow knew better than to push their luck. They 
  fell silent for her. Delighted, she clapped her paws. “In fact, ‘X marks the spot’ is an ancient 
  incantation for good luck when sailing. And we shall need it for the journey ahead of us.”
  Bugs stuffed another lettuce leaf into his mouth and began crunching away. Between 
  slurpy smacks of his lips, he asked, “So should I expect to treat moderate or heavy casualties 
  on this voyage?”
  “If all goes well, my curmudgeonly medic, she should be able to gain our heart’s desire 
  with barely more than a wink and a nod.”
  The turtle swallowed. “Moderate, then.”
  Juniper waved the turtle’s comments away with a flip of her paw. “I refer only to the latest 
  proclamation from one of House Korat in the monarchies. It appears that one Sagra Major von 
  Korat seeks to recover an item of value to her family. She is offering a handsome reward to any 
  that would find it and return it to them.”
  Sidney scratched behind his ear in thought. “So they hired you and no one else to gets it?”
  “Not at all.” She thumped the proclamation. “This was posted all over Waterdog Port. I 
  suspect most every crew knows of it by now.”
  Sidney was even more confused. “So them Korats don’t know where it is?”
  X Marks  
  X Marks  
  the Spot
  the Spot
  
  X Marks the Spot
  105
  105
  “On the contrary.” With a flourish, the captain pulled a parchment from her sleeve and 
  rolled it out over the proclamation. “They have provided me with a map to the location in 
  question. One ‘Tilly Isle’.”
  “What our young mister Sidney is asking, captain,” Bugs said, sniffing loudly as he did so, 
  “is why the Man-damned Korats don’t just float over to their precious island and pick up their 
  trinket themselves.”
  Sidney shivered in his seat. “Is it haunted?”
  “Psh.” Juniper’s lips vibrated as she made the sound, spraying slobber all over the map. 
  “Perish the thought. No ghosts nor ghouls haunt this distant isle.” She noticed the bubbles on 
  the map and wiped them away with her sleeve. “It is, however, currently under the water.”
  Bugs snorted. “Makes it a bit hard to find, don’t it?”
  “Ah, but this mysterious isle has a hidden quality.” The boxer put a finger in the air dra-
  matically. “Once every ten years, it manifests from the Acid Sea, appearing in all its slow and 
  careful glory like… like…”
  “Like Sidney’s thought process.” Bugs stuffed another lettuce leaf into his mouth. After a 
  pause, the crunching drowning out the cat’s yowled protest.
  “Precisely. So all we have to do is beat all the other pirates to the isle, locate the treasure 
  and whatever else of value remains there, overcome some ancient traps or monstrosities lurk-
  ing on the isle, and then return with nary a scratch on our supple hides to claim the reward 
  from a grateful, affluent client.”
  Sidney beamed at this comment. “And then we get paid!”
  Bugs rolled his eyes. “I was wrong. We’ll definitely have heavy casualties.”
  Juniper raised her bowl of ale. “To a successful voyage! X marks the spot!”
  The rest of her crew raised their bowls as well, cheering with her. “X marks the spot!”
  
  Chapter Eight: Rotten Rats
  106
  106
  Chapter Eight:  
  Chapter Eight:  
  Rotten Rats
  Rotten Rats
  Within this section of the book you’ll find 
  several stories. The adventures together form a 
  chronicle called “Going on the Account,” which 
  is intended to bring your group from 1st level 
  landlubbers to 6th level seadogs over the course 
  of three independent yet connected adventures. 
  This means that each adventure can be completely 
  self-contained. You could pull any one of the three 
  and drop them into an already established chroni-
  cle with characters of the appropriate level and not 
  play the other two. You could also play through 
  the three adventures successively — or between 
  other adventures — to make a complete chronicle. 
  While each story is self-contained, each one 
  presents threads and ideas that could jump-start side 
  quests, small one-session missions, or entire addition-
  al adventures that follow up on the individual story 
  in question. And as you finish up those threads, your 
  characters are well-placed to either start the next sto-
  ry in the set or move on to other adventures. 
  These stories are designed to also take the 
  players’ characters around the Acid Sea. They 
  start in Waterdog Port, then take sail to remote 
  islands and distant locales. Playing through “Go-
  ing on the Account,” the characters can find pa-
  trons in cities, secure their own ship, learn the 
  secrets of the Acid Sea, and get a feel for what it 
  means to be a pirate in the realms of Pugmire. 
  Going on the Account
  Characters for these adventures can be any-
  one from dogs and cats to parrots and lizards. 
  There are no species restrictions on these ad-
  ventures; indeed, they are ideal for adventuring 
  with a party entirely composed of just Pugmire or 
  Monarchies of Mau characters, a mixed group of 
  characters from both games, or a pirate crew built 
  using the rules presented in Chapter Two.
  
  Characters
  107
  107
  Rotten Rats
  The first adventure is geared for first or sec-
  ond level pirates. A reason for the characters to 
  join one another is included in the adventure 
  in case this is their first adventure together, but 
  don’t worry about that if the pirates are already 
  connected. This adventure is set completely in 
  Waterdog Port and explores the parts of the city 
  and the politics between mice and rats. 
  One of the city’s Luminaries asks the play-
  er characters to find a lost treasure, which may 
  be in the hands of the city’s rats. But when they 
  go to find it, the player characters instead must 
  help the rats clear their good names before they 
  will give them any information about the trea-
  sure. Use this as an introduction to the politics 
  of the city as well as to establish the characters as 
  reliable pirates that the Luminaries can depend 
  upon. It also introduces the quest for Bobby 
  Golden’s Flask, sending the pirates on a treasure 
  hunt that spans the rest of the adventures in the 
  “Going on the Account” chronicle.
  The Race
  The second adventure is geared for third or 
  fourth level characters. Characters can come to 
  this adventure after following up with “Rotten 
  Rats,” or they can jump into the treasure hunt 
  straight here if they have already spent time as 
  pirates. “The Race” takes the characters out into 
  the Acid Sea for a high seas adventure including 
  sailing, a ship battle, and exploration. 
  The characters learn that a normally cov-
  ered island will soon be revealed near Dalmatian 
  Cove, and they must procure a ship to get there. 
  Finding the island comes with the promise of 
  treasure and riches, but they aren’t the only pi-
  rate crew searching for it. It’s a race against time 
  and against a rival pirate crew.
  Heart of the Storm
  The third adventure is geared for fifth or 
  sixth level characters. Pirates coming into this 
  adventure should be established characters 
  with several adventures under their belt. They 
  can enter this adventure from other pirate 
  adventures or by following the trail of Bobby 
  Golden’s treasure. 
  “Heart of the Storm” explores remote islands 
  on the other side of the Acid Sea, giving the char-
  acters a tour of wilder places and parts unknown. 
  The characters must put in at Stormheart during 
  a terrible storm and find other crews shipwrecked 
  there. What starts as a rescue mission quickly 
  turns into a mystery as the characters attempt to 
  repair their storm-wrought ship. 
  Rotten Rats
  Rotten Rats
  Zanna of the Four Audacities seeks the lost flask 
  of the famous pirate captain, Bobby Golden. Rumors 
  say that Bobby’s sunken ship has been salvaged, but no 
  one knows where the treasure lies now. Zanna needs a 
  small group of pirates, new to town, to find out what 
  became of the flask.
  The rats ran the salvage operation, but they don’t 
  give away information for free. Worse, they’ve picked 
  up a bad reputation for attacking anyone who goes 
  snooping around their part of town.
  Characters
  The pirates will meet the following charac-
  ters throughout this adventure. 
  Zanna of the Four Audacities 
  Zanna of the Four Audacities is a 
  pirate first and a Luminary second. 
  If you ask her, she doesn’t even 
  really know how she ended up a 
  Luminary in Waterdog Port, but 
  she takes her role seriously. She’s deter-
  mined to make Waterdog Port an open, inviting 
  place to all, and that means upkeep and care. She 
  likes to personally oversee the monitors when she 
  can and often proposes the construction of new 
  buildings and infrastructure improvements. Her 
  current project is the Haze.
  
  Chapter Eight: Rotten Rats
  108
  108
  Zanna is watching the influx of new people 
  into Waterdog Port, and the overcrowding in the 
  Haze bothers her. She was happily working with 
  Aurelio to find solutions when Brutus began his 
  own campaign to clean up the Haze. While his 
  efforts have led to new building projects, they 
  have only created a confusing, mazelike effect in 
  the area — to say nothing of the large numbers of 
  mice they have displaced. Zanna can see the ten-
  sion between the mice and rats growing. When 
  the rumors of rats murdering people made their 
  way to her ears, she knew that there was more to 
  it than just illegal dealings. 
  She has no idea that the mice are behind the 
  rumors, but she suspects the overpopulation ten-
  sions are leading to the deaths. She wants to pre-
  vent a full-out fight between the mice and rats. 
  When she hires the pirate band, she is leveraging 
  her knowledge that Bobby Golden’s Lost Flask 
  was once in the rats’ possession. She doesn’t 
  know if it’s still there, but she’s sure that once the 
  group gets embroiled in the politics of the Haze, 
  the truth about the rats and the disappearances 
  will come to light.
  Zanna of the Four Audacities functions as a 
  patron for the characters throughout this adven-
  ture. Anything they need, they can put on her 
  tab. 
  If necessary, use the statistics for Sparrow 
  Captain, p. 80.
  Claire Mune
  Claire has been working for Lady 
  Brie as a scout and a spy for years 
  as a lesser member of the Incisors. 
  Just like her mentor, Claire capi-
  talizes on the stereotype that mice 
  are harmless to get her work done. But 
  Claire doesn’t like the criminal life, and she’s 
  certainly not a fan of Lady Brie’s new campaign. 
  When the pirates meet her, she has just finished 
  a conversation with some rats who are trying to 
  shake her down for information. Instead of fight-
  ing back, she lets them beat her up as a form of 
  self-inflicted punishment for her part in Lady 
  Brie’s plan.
  In this moment, she has a change of heart 
  when encounters the pirate band. She becomes 
  determined to stop Lady Brie from killing any-
  one else with the crocodile. She decides to follow 
  the characters when she realizes that they might 
  be the next victims, but she arrives too late to 
  help. The best she can do is give them a warning 
  before they leave.
  She feels responsible for what Lady Brie has 
  wrought, but still believes in her mission. If the 
  characters can find another way to deal with the 
  rats, Claire is willing and ready to help them take 
  down Lady Brie.
  If necessary, use the statistics for a Mouse 
  Gunner, p. 79.
  Brutus
  Brutus is the face of the rat popu-
  lation in the Haze. He isn’t their 
  leader; only the rats know who 
  their true leader there is. But 
  when an outsider asks to speak to 
  someone in charge, they get Brutus. It 
  helps that he is the most vocal rat advocate in 
  the city, and he is full of opinions about how to 
  restructure the Haze.
  He’s trying his hardest to get the rats in the 
  best position possible in the hopes that as he lifts 
  them up in the Haze, they can move out into 
  other parts of Waterdog Port and make names 
  for themselves. He resents Aurelio’s position as 
  Luminary, as he feels the other rat doesn’t do 
  enough for his brethren. Brutus doesn’t under-
  stand that the rats are rarely taken seriously out-
  side of his own small area in Cypressroot, but 
  that doesn’t stop him from being the loudest and 
  the proudest rat around.
  Brutus doesn’t even consider that his actions 
  are harming the mice in the area. He has his eye 
  on his goal and rarely considers anyone else as he 
  works. He isn’t opposed to the mice in any way, 
  and when he realizes that his actions have caused 
  harm, he’s willing to work to rectify the situation.
  Brutus (CR 3) 
  Defense: 13 (leather armor)
  Stamina Points: 28
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Str +1 (12), Dexterity +2 (14), Constitu-
  tion +1 (12), Intelligence –1 (8), Wisdom +1 (12), 
  Charisma 0 (10)
  Skills: Balance, Steal, Traverse
  
  Synopsis
  109
  109
  Attack: Bite (+4 melee, 1d4+11 piercing) or 
  dagger (+7 melee/+5 ranged, 1d4+1 piercing) or 
  short bow (+5 ranged, 1d6+2 piercing)
  Knacks: Darkvision
  • Nimble Escape: Brutus can take a disen-
  gage or hide action as a bonus action on 
  each of his turns.
  Lady Brie
  Lady Brie thrives on appearing 
  sweet and innocent, playing off 
  the stereotype that mice are harm-
  less. She’s anything but. Ever since 
  arriving in Waterdog Port, she’s 
  been deep in the gritty underworld, 
  and joined the Incisors shortly after her arrival. 
  She made a name for herself while working with 
  them, and now many in the Haze know her as a 
  mouse who gets things done.
  So, when the rats started to edge the mice 
  out of the Haze, they came to her first for help 
  and support. Brutus has long been trying to re-
  shape the Haze in his own image, starting with 
  Cypressroot. But his aggressive redesign of the 
  area has forced the already beleaguered mice out 
  of the nicer areas of the Haze and into the streets. 
  Most of the mice have taken up residence in Un-
  derport, which is no place for an honest mouse 
  to live.
  Lady Brie has the noble intention of helping 
  her people find a place in Waterdog Port, but in-
  stead of working with the rats, she has decided to 
  work against them in the worst way possible. She 
  doesn’t care who gets hurt in the process, as long 
  as it doesn’t disrupt her criminal enterprise. Her 
  goal is to drive the rats out of the Haze entirely, 
  though she knows that will take more than just 
  a smear campaign against them. She is unrepen-
  tant about her methods, though she is willing to 
  listen to reason if someone presents her with a 
  better way to achieve her goals.
  Lady Brie (CR 2) 
  Defense: 11 (padded armor)
  Stamina Points: 24
  Speed: 20 feet
  Proficiency Bonus: +2
  Abilities: Str +2 (14), Dexterity 0 (11), Constitu-
  tion +2 (14), Intelligence –1 (8), Wisdom 0 (10), 
  Charisma –1 (8)
  Skills: Intimidate, Sense Motive
  Attack: Bite (+4 melee, 1d4 +2 piercing) or long-
  sword (+4 melee 2d8 +4 slashing) 
  Knacks: Darkvision, Low-light Vision
  • Power Attack: If Lady Brie has an advan-
  tage in melee, she can forfeit that advantage. 
  If she does so and the attack hits, treat the hit 
  as a triumph.
  • 
  Desperate Strike: When Lady Brie is reduced 
  to 12 stamina or less, she may immediately 
  make a single attack on everyone within melee 
  range. Afterward, she takes psychic damage 
  equal to the number of attacks she made.
  Synopsis
  Zanna of the Four Audacities hires the pi-
  rates to find out where the Lost Flask of Bob-
  by Golden might be. She has heard rumors that 
  it might be in town, with the rats in the Haze. 
  The governor Erwin Sharpei has offered a large 
  reward for anyone who can bring him the flask, 
  and she hopes to use the reward to fund more 
  improvement projects in Waterdog Port. 
  But, Zanna has an ulterior motive. She knows 
  the Haze is overcrowded with rats and mice, and 
  fears that those tensions are boiling over. She’s 
  heard rumors that the rats are doing something 
  nefarious but can’t find out more. The Golden 
  Flask is a good cover for getting the pirate group 
  involved in the politics there. She tells the char-
  acters that the rats were the last known group to 
  have seen the flask after its salvage and should 
  start there.
  The rats in the Cypressroot area of the Haze 
  have started rebuilding the area and their activi-
  ties have made it hard for people to live. As they 
  create new businesses and clear spaces, the mice 
  must leave their homes but have nowhere else 
  to go, so they end up in the sewers of Under-
  port. This has been going on long enough that 
  the mice, led by gang member Lady Brie, have 
  started to spread nasty rumors about the rats to 
  run them out of business and drive them out of 
  the Haze. 
  To seal the deal, they are directing anyone 
  attempting to talk or do business with the rats to 
  Swampwalk, where they know a vicious crocodile 
  lives. And when people go missing or get maimed, 
  it is the rats who are blamed for the incident. The 
  
  Chapter Eight: Rotten Rats
  110
  110
  rats have no idea where the rumors are coming 
  from, and have put themselves on lockdown, re-
  fusing to meet anyone new until they can solve 
  the issue. The pirates must discover the source of 
  the rumors and clear the rats’ good names before 
  the rats will give them any information on the 
  flask, which plays perfectly into Zanna’s plan.
  Scenes
  Introduction
  Waterdog Port is abuzz with newly arrived pi-
  rate bands and adventurers. Erwin Sharpei, the 
  city’s governor, has announced a hefty reward 
  for anyone who can bring him the Lost Flask of 
  Bobby Golden. The news of the reward and the 
  promise of a daring treasure hunt has brought 
  pirates from all ends of the Acid Sea.
  But without much information on the flask 
  or a patron to assist them, most pirates are left 
  wandering aimlessly around the city. Plenty sit in 
  taverns boasting of the adventures they hope to 
  have, but few expeditions have gone underway. 
  Instead, hopeful pirates fill inns to brimming 
  and spill out into the city’s streets, all looking for 
  something to do.
  It is this lust for treasure that has brought the 
  player characters to Waterdog Port. The charac-
  ters should already have established themselves 
  as a group, if not already a known pirate band. 
  Feel free to come up with a reason the characters 
  are already working together, or use one of the 
  options below:
  • The characters grew up in Waterdog Port 
  together and have always been friends.
  • The group worked together to protect their 
  caravan from the Monarchies of Mau.
  • The pirates are all crew members from the 
  same pirate ship, which has recently sunk.
  • The characters all had to work together 
  to escape a burning inn, saving each oth-
  er’s lives in the process.
  • Each member of the group was a passen-
  ger on a ship that wrecked not far from 
  Waterdog Port and they had to help each 
  other reach the city safely.
  • The pirates all share a contact or patron 
  who has sent them to Waterdog Port to 
  collect the reward.
  Zanna of the Four Audacities has invited the 
  group to her home in the Sunset District of Wa-
  terdog Port. They receive a short, written letter 
  from her as follows:
  Your reputation proceeds you. I would love 
  to have you visit for a discussion on matters of 
  the improvement and betterment of Waterdog 
  Port using your unique skills. Sincerely, Zanna 
  of the Four Audacities, Luminary
  Zanna is well-known for tasking new pirates in 
  Waterdog Port with various projects. She keeps an 
  ear to the ground for loyal and amenable pirates 
  who could help her, so she’s heard of the charac-
  ters and will cite their exploits as her reason for 
  contacting them. If they haven’t yet had exploits, 
  then she will cite a mutual friend or acquaintance. 
  Someone has heard good things, and Zanna is the 
  first to know when good groups are in town.
  Zanna’s home is functional and sparse with-
  out much in the way of amenities, despite her po-
  sition as a Luminary. She apologizes profusely for 
  not having room for everyone to sit, but she offers 
  food and drink as a good host before beginning.
  “I’m sure you know that Erwin Sharpei is 
  offering a hefty reward for the Lost Flask of Bobby 
  Golden. I want to be the one to collect on that 
  reward. The funds he is offering could go a long 
  way towards improving Waterdog Port, and I 
  want to see them used for the good of the city. 
  “I can share the reward with you, but there are 
  plenty of pirates looking for the treasure right now. 
  I think I know where to find it, though. If you’ll go 
  look for me, then I’ll make sure you have everything 
  you need to collect it.”
  Zanna is willing to ensure the characters have 
  a place to stay in Waterdog Port and food to eat. 
  If this is the first story the 
  group is playing in to-
  gether, it might be good 
  to run a short scene as a 
  prequel to this adventure 
  to ensure the characters 
  are on a friendly basis before 
  starting “Rotten Rats.” Or if you’re feel-
  ing frisky, just dive right in!
  
  Scenes
  111
  111
  She will also sponsor them in their endeavors if 
  they agree to search out the flask for her. Zanna is 
  willing to negotiate but is shrewd: she is a pirate, 
  after all. She wants the bulk of the reward so that 
  she can spend the funds improving Waterdog 
  Port. No matter what they negotiate, Zanna gives 
  them a writ to use to charge items and a stay at an 
  inn on her own tab.
  Once any negotiations are over, Zanna will 
  tell the characters what she knows about Bob-
  by Golden’s Flask. She overheard from Aurelio 
  that the rats ran a salvage operation on Bobby 
  Golden’s sunken ship and brought up the flask. 
  Its last known location was still in the rats’ pos-
  session, but they have been keeping information 
  on it close to their chests. This is not common 
  knowledge, but the few who have gone to the rats 
  in the past month or so have either gone missing 
  or been turned away. The rats are on lockdown. 
  Rumors about their nasty attitude permeate the 
  Old Quarter, better known as the Haze. 
  Zanna doesn’t know if the situation is re-
  lated to the influx of pirates searching out the 
  flask, or something else. She suggests starting the 
  search by talking directly to Brutus, who seems 
  to lead the rats in the Haze. He keeps a home 
  in Cypressroot, where most rats and mice live. 
  If asked, Zanna is cautious about explaining her 
  concerns about the Haze, and instead suggests 
  they find Brutus.
  Scene 1: A Visitation
  • How did the player characters get to 
  this scene? After getting information 
  from Zanna about the rats having the 
  flask.
  • What do the player characters need to 
  accomplish in this scene? Talk to Brutus 
  about Bobby Golden’s Flask.
  • Who or what is keeping them from ac-
  complishing it? Cypressroot is a maze of 
  shoddy architecture and dense fog. Not 
  to mention that the rats themselves are 
  not currently hospitable to visitors. 
  • What scene or scenes should logical-
  ly happen next? Scene 2, “Hitting the 
  Streets”
  A dense fog permeates the Haze, making it 
  difficult to see more than a few feet in front of 
  you. Even at the height of day, the fog makes 
  navigation difficult. The buildings here are 
  built in haphazardly. New construction builds 
  on old, and all of it is weathered by the rough 
  acidic fog.
  The rats are spread out throughout the 
  Haze, but their current de facto leader is Brutus 
  who hails from Cypressroot. Normally, anyone 
  attempting to do business with the rats would 
  meet along the market street of the Haze or in 
  Harv’s Hideaway, but the current pressure on 
  the rats has them pointing anyone who wants to 
  talk directly to Brutus, which requires navigat-
  ing Cypressroot.
  Cypressroot
  As you step from the Haze into the 
  neighborhood of the Old Quarter called 
  Cypressroot, you find yourself in a veritable 
  maze of piled trash and architecture. Roads 
  bend and wind only to stop abruptly at a 
  building, picking up again on the other side. 
  Cypressroot is deliberately difficult to navigate 
  without a native guide. Despite its reputation as 
  welcoming to newcomers, it appears only rats 
  get welcomed. Everyone else is left to fend for 
  themselves, leaving the streets cramped with 
  wanderers and the homeless seeking a job or 
  a place to stay. 
  Finding anything in Cypressroot is often a 
  matter of luck, as the residents move almost as 
  often as the tide comes in. As one building be-
  comes unsafe, another goes up. Merchants close 
  shops in one location at night, and open in an-
  other location the next morning. And Brutus 
  keeps his hideout strictly confidential among rats 
  these days.
  Traversing Cypressroot to find Brutus’s lair 
  requires a Wisdom check (difficulty 15) or the 
  characters become lost in the maze. If they do 
  become lost, they may need to leave Cypressroot 
  and attempt to find a guide at Harv’s Hideaway, 
  going to Scene 2, “Hitting the Streets.”
  
  Chapter Eight: Rotten Rats
  112
  112
  The Lair
  Brutus keeps his lair in the heart of Cypressroot. 
  All the other buildings in the neighborhood are 
  in various states of disrepair, old construction 
  bolstered by new. But Brutus’ stronghold is 
  clearly new construction that has constant 
  upkeep against the acidic fog that plagues the 
  area. Rough, tough rats patrol the area and 
  keep your group from entering.
  Conversation with the guards reveals that 
  Brutus has locked himself in his stronghold and 
  is refusing to meet with anyone except his trusted 
  allies. The rats here are on edge, and any small 
  slight might set them off. If the characters are rude 
  or belligerent while trying to get a meeting with 
  Brutus, the rats might start a fight with them.
  Questioning the rats in the area reveals that 
  they are on edge because the city monitors are 
  investigating them for kidnapping and murder. 
  While the group is not innocent of illegal activ-
  ity, the current rumors of attacking anyone who 
  comes snooping around are flat-out lies, and the 
  rats can’t figure out where they are coming from. 
  Brutus refuses to meet to do any business until 
  the rumor-mongering is cleared up.
  The pirates may want to try to convince the 
  guards to give them an audience despite the lock-
  down. Convincing the guards is a Charisma check 
  (difficulty 18). Even if they fail, the guards will give 
  the characters the hint that Brutus desperately wants 
  information on who is spreading the pernicious ru-
  mors. If they can bring that, they’re sure to get an 
  audience. If they succeed in the check, the guards 
  bring them in for a short meeting with Brutus.
  Brutus is an old rat with battle scars running 
  down his arms. His demeanor is that of someone 
  with too much on their mind and not enough 
  time. He practically barks when he speaks, “This 
  better be good!”
  Brutus is unwilling to talk about anything oth-
  er than the rumors that have been plaguing his 
  business. He’s worried about the monitors digging 
  into his affairs and he doesn’t have time for any-
  thing else. No amount of coercion or convincing 
  can shake his focus onto anything else, especially 
  not the flask. He knows what the rumors say, that 
  rats have been acting suspicious, hiding some-
  thing, and killing anyone who gets to close. He 
  claims these are lies, but he doesn’t know who is 
  spreading them. The only connecting factor seems 
  to be Swampwalk, which he has blocked access to 
  just in case. Time to hit the streets!
  Scene 2: Hitting the Streets
  • How did the player characters get to 
  this scene? They tried to speak with Bru-
  tus and need to find out about the rat 
  rumors.
  • What do the player characters need to 
  accomplish in this scene? Find out who 
  is spreading rumors about the rats.
  • Who or what is keeping them from ac-
  complishing it? The mice who are direct-
  ing people who ask questions about the 
  rats to Swampwalk.
  • What scene or scenes should logically 
  happen next? Scene 3, “Into the Depths”
  As you step back onto the streets of the Haze, 
  you feel a sense of relief. The fog is still here, 
  but the piles of trash are smaller and older 
  construction dominates the streets. People 
  move about the streets with heads down and 
  faces covered against the fog. Nobody wants 
  to stop and chat, but you see plenty of people 
  lingering inside shops to pass the time out of 
  the oppressive fog.
  The Haze is a large district filled with a jum-
  bled mix of residences right next to shops and 
  taverns. It’s clear people only spend their time 
  on the streets to get from one place to the next, 
  attempting to stay out of the fog as much as pos-
  sible. Allow the player characters to explore the 
  Haze for as long as they like. Pirates are bound to 
  hear rumors anywhere people are gathered.
  Gek’s Garments
  You enter a clothing shop with cloaks, hats, 
  and gloves on prominent display. The shop’s 
  lizard owner flits between the racks showing 
  off his wares to a pair of mice who listen with 
  interest. “Guaranteed to last, and if you start 
  getting holes, you can bring it back for free 
  repairs,” he chirps as he passes them a set of 
  sturdy canvas gloves.
  
  Scenes
  113
  113
  Gek Solchild is a lizard purveyor of rugged 
  and durable clothes. He’s made a good business 
  of providing affordable clothing that seems rela-
  tively resistant to the acid fog of the Haze. The 
  mice and rats who can afford his wares spend 
  enough plastic here to keep him in business. His 
  stitching isn’t as exquisite nor his materials as 
  fine as what you would see in Pugmire or Mau, 
  of course, but it isn’t clear why his shop is in the 
  Haze instead of in other parts of Waterdog Port.
  The mice in the shop are willing to speak at 
  length from what they’ve heard about the rats, 
  which isn’t much. The characters can make a 
  Charisma check (difficulty 10) to learn the fol-
  lowing information:
  • If you want to do business with the rats, 
  you must go to Swampwalk.
  • The rats have gotten aggressive towards 
  anyone who isn’t a rat and have been 
  seen beating people up in the street.
  Millie’s Bakery
  The enticing scents of fresh-baked bread and 
  smelly cheeses waft through the streets outside 
  a small mouse-run bakery. The shop is packed 
  to the brim with people who either stand at 
  the counter waiting to buy or sit at small tables 
  eating snacks and chatting.
  The bakery café is a staple in the Haze. Pa-
  tronized primarily by rats and mice, it is open 
  from sunrise to sunset. Today’s patrons do not 
  include any rats, which seems odd considering 
  the number of rats that pass by in the streets. The 
  mice here are comfortable and open, sharing ru-
  mors, stories, and information freely with little 
  to no provocation. The characters can learn the 
  following rumors:
  • A parrot who was trying to get a caravan 
  started up with the rats recently went 
  missing.
  • The rats have all but taken over Cypress-
  root, and they are trying to spread into 
  the Haze.
  • The rats are only open for illicit or illegal 
  business, and anyone who approaches 
  them for anything else gets run off.
  Residences
  When you knock on doors, you get no 
  response. Some people might peer out through 
  their windows to see who is calling, but no one 
  answers for you.
  People don’t call unannounced in the Haze. 
  As such, if the characters attempt to collect ru-
  mors by going door to door, they will find noth-
  ing but suspicious stares.
  Outside Harv’s Hideaway
  As you come around the corner near Harv’s 
  Hideaway, you see five rats kicking a mouse 
  who is on the ground. She is curled up and 
  squeaking out pleas for help. Passersby hurry 
  along, averting their eyes to the abuse, not 
  wanting to get involved. It’s clear that no one 
  will help this mouse.
  If the characters do anything to indicate 
  that they are trying to help, the rats will turn 
  on them instead. The rats aren’t in it to the 
  death and scatter if even one of them falls in 
  the fight. The rats know the area very well and 
  chasing them down requires a Wisdom check 
  difficulty 15. When questioned, the rats say 
  they were trying to get information out of the 
  mouse. They seem to think she knows some-
  thing about the rat rumors in the area, but 
  don’t have any more information than that. 
  Afterward, go to “Saving Claire.”
  For the rats, use statistics for Road Rats 
  found in Pugmire p. 181 or Monarchies of Mau p. 
  193. 
  If the characters ignore the mouse, then go 
  straight to “Harv’s Hideaway.”
  Saving Claire
  As the last of the rats run off into the distance, 
  the mouse picks herself up off the ground 
  and dusts off her torn clothes. She proffers 
  a paw in thanks. “I’m Claire Mune. Thank 
  you for helping me. Most here wouldn’t do 
  that kind of thing. Can I buy you a drink at 
  the Hideaway?”
  
  Chapter Eight: Rotten Rats
  114
  114
  Claire Mune appears to be an ordinary 
  mouse who has been caught up in the rat’s para-
  noia and reputation for trouble. When asked, she 
  tells the characters that she was minding her own 
  business when the rat thugs began pressing her 
  for information. When she couldn’t help them, 
  they attacked her. A Wisdom check difficulty 17 
  reveals that she is leaving something out of her 
  statement, but if pressed on the matter, she shuts 
  down and changes the subject.
  Claire knows all the rumors about the rats 
  and will share them freely with the pirate band. 
  She says she doesn’t necessarily believe them 
  herself, but after the unprompted attack in the 
  street earlier, she is more inclined to give them 
  credence. Claire will sit in the tavern and recol-
  lect herself long after the characters leave. If they 
  come back to look for her here later, she will have 
  already left. If they have more questions for her, 
  they can attempt to ask them again in Scene 4, “A 
  Confession,” later.
  Check “Harv’s Hideaway” for entering the 
  tavern and the rumors characters can hear about 
  the rats. 
  Additionally, Claire tells the pirates that 
  Swampwalk is a dangerous place, and there’s 
  more there than just the rats to look out for. She 
  seems to want to warn them away from the place 
  but is torn on how to do so without betraying 
  something important to her.
  Harv’s Hideaway
  Harv’s Hideaway is a newer building 
  constructed from stone and mortar, which is 
  rare for new buildings in the Haze. Inside are 
  small, intimate tables where patrons can conduct 
  business in relative privacy. A posted sign reads 
  “No Fighting Allowed. — Harv.” The tavern is 
  sparsely filled, mostly with mice, though a few 
  other people are here as well.
  Harvey Pewter might appear to be a stand-off-
  ish ferret, but he is pleasant enough when plastic 
  is on the table. He serves anyone in his tavern if 
  they follow his one rule. He isn’t big on talking 
  much himself, and if asked, will suggest the char-
  acters ask around. He prides himself on keeping 
  a space for safe and secure talk though, so warns 
  the characters not to press people who don’t 
  want to be interrupted.
  The pirates can learn the following rumors 
  from chatting with people throughout the tavern.
  • The rats are hiding something in Swamp-
  walk’s Murky Alley.
  • If you want to do business with the rats, 
  you must go to Swampwalk.
  • The rats are doing shady business in 
  Swampwalk, and anyone who makes 
  them mad disappears without a trace.
  • Brutus is making a move to take over the 
  entire Haze, turning it into a rat-only ter-
  ritory.
  The characters might notice at this time that 
  only the mice seem to know these rumors, but it 
  might also be a little too early to recognize that. 
  A Wisdom check difficulty 18 could clue in a par-
  ticularly observant pirate. Swampwalk seems to 
  be the focus of the rat rumors. If the characters 
  don’t catch on that they should check out Murky 
  Alley, then allow them to make an Intelligence 
  check (difficulty 10) to figure it out.
  If the characters came to the tavern looking 
  for a guide through Cypressroot, they meet Skip, 
  a young mouse who lived in Cypressroot until 
  recently. He’s willing to guide them through to 
  Brutus’s stronghold as long as they leave soon. If 
  they go check out Swampwalk first, Skip won’t be 
  around to guide them.
  Scene 3: Into the Depths
  • How did the player characters get to 
  this scene? After hearing rumors about 
  the rats hiding something in Swamp-
  walk.
  • What do the player characters need to 
  accomplish in this scene? Find informa-
  tion about the rats.
  • Who or what is keeping them from ac-
  complishing it? A large crocodile.
  • What scene or scenes should logically 
  happen next? Scene 4, “A Confession.”
  The characters may want to secure provisions 
  before heading out to Swampwalk. They have a 
  writ from Zanna to procure anything they deem 
  necessary for their expedition, within reason. 
  
  Scenes
  115
  115
  Merchants in the Haze are easy to come by and 
  carry all manner of items and weapons. Give the 
  players time to get provisions for their characters, 
  but don’t let them spend too long.
  Swampwalk is more swamp than walk. Its 
  broken bridges and piers barely touch one 
  another, forcing you to walk on marshy land 
  between them as you go. The fog here is denser 
  than in any other part of the Haze, as it runs 
  through the Shrouded Swamp. You can tell why 
  people use the place for illegal deals.
  Navigating Swampwalk is treacherous at 
  best. The piers and bridges are rickety and old, 
  often breaking when walked on. The marshy area 
  sucks at feet and slows movement. Swampwalk 
  is a huge area made up of old docks and sunken 
  buildings. The characters don’t necessarily know 
  what they are looking for and will need to wan-
  der around for a while before finding the sup-
  posed rat-protected area.
  Crossbridge
  As you leave the trodden road behind, you 
  enter a system of wooden bridges that crisscross 
  the swamps. Crossbridge is the most-often 
  traversed area of Swampwalk. Haze natives use 
  the bridges as shortcuts between remote areas, 
  with Cypressroot connected to the northern side 
  of the swamps. You enter from the east and 
  notice how quiet and desolate it is; there isn’t 
  a soul around. To the south presumably lies the 
  Acid Sea, but you can’t see it through the fog 
  that permeates the area.
  Crossbridge is a relatively safe part of 
  Swampwalk. If the characters try to enter Cy-
  pressroot from this area, they find rats guarding 
  the entrance. They aren’t guarding the way into 
  Crossbridge, but instead protecting against some-
  thing coming from the area. The pirates can pass 
  through with little question. 
  Middle Marsh
  The bulk of the swamplands are simply 
  referred to as Middle Marsh. If you walk too 
  far south from here, you’ll end up splashing 
  into the Acid Sea. Old docks and piers lie half-
  sunk in the murk and no one tries to rebuild the 
  bridges here.
  Middle Marsh is dangerous for two reasons. 
  The first is that the landscape is bleak and repeti-
  tive. It’s easy to get lost here as the fog obscures the 
  sky, preventing normal modes of navigation. This 
  makes passing through difficult, and the marsh is 
  deep in places. One missed step could lead to a 
  character getting caught in the quagmire. It takes a 
  Wisdom Check difficulty 10 to remain on course 
  and bypass the bogs, but the players must roll this 
  twice for their characters to make it through the 
  marsh unscathed. If an individual character fails 
  either check, she ends up in a bog. She can attempt 
  to free herself with a Constitution check (difficulty 
  17), or her friends can attempt a Strength check to 
  free her (difficulty 15).
  The other reason Middle Marsh is dangerous is 
  because it is teeming with creatures adapted to the 
  harsh life of the Acid Sea! As the characters move 
  through the Middle Marsh, they run across group 
  of frog-monkeys, one for each member of the party.
  Use statistics for Frog-Monkey, p. 80.
  Remember that the envi-
  ronment in the swamps 
  is harder to see through 
  than the rest of the Haze! 
  Ranged attacks are at a 
  disadvantage here.
  Murky Alley
  Murky Ally is on the far west side of 
  Swampwalk in an area far outside the new 
  growth of the Haze. It leads to scrub lands 
  beyond the city’s outskirts. There are no more 
  bridges or piers here, only patches of less 
  wet land. You see a few crates marked with 
  Brutus’s personal seal, which you recognize 
  from Cypressroot.
  Cursory inspection suggests that no one has 
  come to Murky Alley in a long time, except for 
  those who have ended up on the wrong end of the 
  large crocodile that has taken up residence here. 
  The place is a set-up, and with only a casual look-
  over, not a very good one. Upon closer inspection, 
  the painted crests on the crates are crude rendi-
  tions of Brutus’s brand, nothing like what the rats 
  themselves make. The crates are all empty, sunk 
  into the muck with rocks to keep them in place. 
  
  Chapter Eight: Rotten Rats
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  116
  As the characters investigate the area, they 
  may stumble across remnants of those who have 
  come before them. They may find a scrap of torn 
  clothing attached to a reed, or if you are feeling 
  particularly gruesome, a digit once belonging to a 
  cat’s paw. Give the characters a moment to search 
  around and decide that there is nothing of interest 
  in the area before reading the next entry aloud.
  Murky Alley lives up to its name. Everything 
  here is wet and confusing. The rats aren’t hiding 
  anything here, but something clearly happened. 
  As you begin to feel your search has come to 
  naught, you notice the twin trails in the murk, 
  warning you that something is moving swiftly 
  towards you. Before you have a chance to react, 
  the gaping maw of a crocodile erupts from the 
  water to attack.
  Give the pirates a chance to make a Wisdom 
  save (difficulty 15) to notice the crocodile before 
  it attacks. Only those characters that succeed can 
  roll for initiative and act in the first round — fail-
  ure means they are considered to have already 
  acted for that round. After the first round, every-
  one can act as normal.
  Use the statistics for Crocodile, p. 78.
  Don’t forget to have the 
  characters make Wisdom 
  checks on their way back 
  through the Middle Marsh 
  on their way out!
  Scene 4: A Confession
  • How did the player characters get to 
  this scene? The characters are leaving 
  Swampwalk after fighting the crocodile.
  • What do the player characters need to 
  accomplish in this scene? Find out the 
  truth about what’s going on from Claire.
  • Who or what is keeping them from 
  accomplishing it? Mice are hunting for 
  Claire and attack the group.
  • What scene or scenes should logically 
  happen next? Scene 5, “Confronting 
  Lady Brie” or Scene 6, “Meeting Bru-
  tus.”
  As the characters leave Swampwalk, a group 
  of mice ambushes them. Read the following:
  As you step off the last bridge from 
  Crossbridge, several mice step out of the 
  shadows to block your path. They are wearing 
  armor and are armed, but their possessions 
  look old and worn. They have a look of 
  desperation about them that tells you this won’t 
  end peacefully.
  There are as many mice as player characters, 
  and the mice aren’t looking to talk. The most the 
  pirates will get out of them is the sentiment that 
  this isn’t personal, but the mice can’t let them 
  leave Swampwalk alive. The mice are not coordi-
  nated, and don’t use tactics of any kind. They are 
  determined though and will fight to the last. If 
  the characters capture and interrogate them, the 
  mice only know that they were paid good plas-
  tic by a mysterious, hooded figure to watch for 
  people going deep into Swampwalk. Anyone who 
  came back out must die. (The hooded figure is ac-
  tually Lady Brie, but the mice don’t know that.)
  Mice Ambushers (CR 1)
  Defense: 13
  Stamina Points: 7
  Speed: 20 feet
  Proficiency Bonus: +2
  Abilities: Str –1 (8), Dexterity +2 (14), Constitution 
  +1 (12), Intelligence –1 (8), Wisdom +1 (12), 
  Charisma 0 (10)
  Skills: None
  Attack: Bite (+0 melee, 1d4 –1 piercing) or 
  dagger (+4 melee or ranged, 1d4 +2 piercing) or 
  short bow (+4 ranged, 1d6 piercing)
  Knacks: Darkvision
  • Hamstring: After a successful melee attack, 
  the mouse can spend her move action to ham-
  string her opponent, which halves his Speed 
  for the next 1d4 rounds.
  Meeting Claire
  Swampwalk is just out of sight when you run 
  into black-eyed Claire Mune, the mouse you 
  saw on the street earlier. Winded, she hurries 
  towards you and motions you to step off the 
  road to talk with her. “You made it out! That 
  must mean you killed the crocodile!”
  It shouldn’t be a huge surprise that Claire 
  knew about the crocodile, but the characters may 
  have questions for her concerning it, the rumors 
  about the rats, and the mice who ambushed them. 
  
  Scenes
  117
  117
  This time, Claire is more forthcoming about what 
  she knows, even if the player characters walked 
  past her being beat up in front of Harv’s. She tells 
  them the rumors about the Swamplands are fake, 
  made up to lure people there. When they didn’t 
  return, people would blame it on the rats. 
  “No one comes back from the Murky Alley, 
  which means the mice are going to be looking 
  for you. If you tell anyone what was there, you’ll 
  blow their ruse. They’re going to be looking for 
  you to keep you quiet.”
  Characters can make a Wisdom check (diffi-
  culty 10) to recognize that Claire is hiding some-
  thing from them. She knows the name of who 
  is behind the rumors, but she isn’t telling them. 
  With a little coercion (Charisma check difficulty 
  10), the pirates get Lady Brie’s name.
  If the characters saved Claire in the “Hitting the 
  Streets” section, she will join their group and tell them 
  that she feels responsible for the predicament they are 
  now in. Otherwise, she leaves after her warning.
  At this point, the characters may wish to re-
  group and figure out what they are dealing with. It 
  should be clear that the mice have a vendetta against 
  the rats. They have enough information to bring to 
  Brutus. This can secure an audience with him and 
  finally get them information about the flask. 
  If Claire remained with the group, she en-
  courages them to visit with Lady Brie and get her 
  side of the story before going to Brutus. But she 
  will defer to whatever the group decides.
  Scene 5: Confronting Lady Brie
  • How did the player characters get to 
  this scene? Either directly after speaking 
  to Claire about the Lady Brie’s plans, or 
  after talking with Brutus.
  • What do the player characters need to ac-
  complish in this scene? Convince the mice 
  to stop spreading rumors about the rats.
  • Who or what is keeping them from ac-
  complishing it? The mice refuse to stop 
  their campaign without assurances that 
  the rats will stop their expansion.
  • What scene or scenes should logically 
  happen next? Scene 6, “Meeting Bru-
  tus” or Scene 7, “To Justice”
  Underport is strangely devoid of the fog that 
  plagues the rest of the Haze. Instead, the dirty 
  tunnels are filled to the brim with mice. While 
  unkempt and unclean, the mice seem to be 
  well-fed and hearty. True to mouse form, they 
  are cheery despite their hardships, though some 
  throw you disgruntled looks as you pass by. 
  These tunnels are little more than sewers. You 
  can tell that the mice are making the best of a 
  bad situation with make-shift lean-tos propped 
  up against the tunnel walls and blankets spread 
  out to keep the damp away from possessions.
  Lady Brie makes her home in Underport 
  along with most other mice in the Haze. Finding 
  her is relatively easy, as most mice in the area know 
  her by name. It only takes one or two questions 
  to get a mouse to point the pirates in the right 
  direction. If Claire is with the group, she leads 
  them directly to Lady Brie. It should be clear mov-
  ing through Underport that the living conditions 
  here are terrible and the mice are miserable. 
  Lady Brie’s lair isn’t anything more than a 
  specific section of tunnel, but she’s made it a 
  home. Cloth drapes hang from wires, creating 
  private spaces for sleeping and entertaining. 
  Mice guard the entrances, but step aside to 
  allow you to pass as you come through. The lady 
  herself is dressed in practical clothes and thick 
  padded leather. She looks ready for a fight, even 
  when sitting at leisure. Where all the other mice in 
  Underport are slightly grimy or downright dirty, 
  Lady Brie looks clean and collected.
  The mice have been forced to live in these 
  conditions by Brutus’s ever-expanding business 
  practices. He tears down multi-family homes to 
  create spacious marketplaces as he tries to make 
  Cypressroot and the rest of the Haze as cosmo-
  politan as other districts in Waterdog Port. The 
  mice are convinced that his actions are malicious-
  ly designed to drive the mice out of the area, as 
  they have suffered the most from the housing cri-
  sis the rats have created.
  “Mice suffer at Brutus’s hands. Just look 
  around you, and you can see what results from 
  his kind of business. And now the city monitors 
  are taking notice of what’s happening in the 
  Haze. If the rats weren’t so terrible, none of this 
  would be happening. I’m only shedding light 
  on their awful business practices.”
  
  Chapter Eight: Rotten Rats
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  118
  Lady Brie is forthcoming with any informa-
  tion about what Brutus has been doing, as well 
  as its effects on the mice. But she is less forth-
  coming about her own strategy for dealing with 
  him. She claims that she simply spread the truth 
  about the rats, and certainly some of the things 
  you have heard seem true. The rats do seem to 
  want to expand throughout the Haze, but she 
  fails to mention the crocodile or how she’s been 
  misleading people into its clutches.
  Characters can make a Wisdom check (diffi-
  culty 10) to recognize that Lady Brie knows more 
  than she is telling. And with Claire’s information, 
  it won’t take long for the characters to change her 
  attitude from her normal act of being a poor help-
  less mouse into the shrewd person she actually is. 
  If they push her, she explodes with the following:
  “I would kill Brutus myself if I thought the mice 
  were ready for war. What’s a few people lost to 
  their own greed in the face of all this suffering? 
  I’ll do whatever it takes to bring down the rats, 
  and every mouse here will stand behind me. 
  And if something happens to me, someone else 
  will take my place. We are done allowing the 
  rats to step on us.”
  The mice in the area listen to her and do 
  what she asks. They look to her for answers, and 
  she has been providing them. Her actions have 
  emboldened them to act out, and if she weren’t 
  focusing their attacks, it might devolve into a full 
  out war between mice and rats. Lady Brie seems 
  to be the linchpin for this though, and if she 
  were to give up on her own, or if she changed her 
  tactics, the rest of the mice would follow. 
  The characters need to sway Lady Brie to con-
  vince all the other mice to quell a possible upris-
  ing. But she is not open to negotiation or alternate 
  methods without some convincing. The characters 
  must succeed on a Charisma check (difficulty 15) 
  to convince her to listen to reason. If Claire is with 
  the group, she grants advantage on the check.
  If unsuccessful, Lady Brie ends her conversa-
  tion and shoos the pirates out of her home. She 
  is done with them unless they are willing to press 
  the issue. At this point, pressing the issue means 
  a fight (see Scene 7, “To Justice”).
  If successful, Lady Brie will break down and 
  admit that the mice are tired of killing innocent 
  people. She is losing her grip on them. She is 
  willing to negotiate alternate methods, but is 
  firm that Brutus must personally agree to stop all 
  aggressions against the mice.
  If the pirates met with Brutus already, they 
  can offer her the information they gained from 
  him to get her to negotiate and forgo the Cha-
  risma check. They also know that after this dis-
  cussion, they will need to bring up the topic of 
  justice for the people that Lady Brie has killed 
  to defame the rats. Go to Scene 7, “To Justice.”
  If the pirates have not yet met with Brutus, 
  Claire will join them to meet with him, regardless 
  of whether she was with the group previously.
  Scene 6: Meeting Brutus
  • How did the player characters get to 
  this scene? Either directly after speaking 
  to Claire about the Lady Brie’s plans, or 
  after talking with Lady Brie herself.
  • What do the player characters need to 
  accomplish in this scene? Convince the 
  rats to do what the mice want.
  • Who or what is keeping them from 
  accomplishing it? The rats want to kill 
  Lady Brie for her treachery and won’t lis-
  ten until justice is served somehow. 
  • What scene or scenes should logically 
  happen next? Scene 5, “Confronting 
  Lady Brie,” or Scene 7, “To Justice.”
  Armed with information, the rats are willing 
  to let the characters inside their stronghold. Once 
  again, navigating Cypressroot is not easy, even 
  if the characters have been through here before. 
  Without a guide, they must succeed on a Wisdom 
  check (difficulty 15) to navigate to the stronghold, 
  although you can give them an advantage for their 
  previous trip, if you feel it’s appropriate.
  The inside of the stronghold is as impressive 
  as the outside. Brutus’s rat sigil hangs from 
  tapestries lining the entrance and rats in clean 
  uniforms guide you in. Brutus is an old rat, but he 
  has a surprising amount of liveliness to him. He 
  greets you with a twinkle in his eye. “I hear you 
  have information on who has been spreading 
  rumors about us. Please, I’m happy to give you 
  anything within reason for this information.”
  
  Scenes
  119
  119
  Brutus is a business rat and understands that 
  information is often more valuable than plastic 
  or a shiny relic. He’s good to his word and offers 
  the characters whatever he knows about Bobby’s 
  Flask in return for their information, with the 
  caveat that the information is good.
  As soon as the characters tell Brutus it’s the 
  mice, read the following:
  “The mice?” Brutus sounds shocked. “I knew 
  that they were insidious, but I didn’t think them 
  capable of this. I can’t let this stand. People 
  have gone missing or worse, and I don’t even 
  know why. The mice deserve to die for this.”
  Brutus is angry, but also confused. Why would 
  the mice do such a thing? If the pirates have been 
  to see Lady Brie, they can tell him about why the 
  mice are upset. Read the following:
  “I’ve been trying to make Cypressroot and 
  the Haze a better place to live for everyone. I 
  had no idea the mice thought we were working 
  against them. I didn’t even know they were 
  living in Underport. How could they hold 
  me responsible for this? And to go to such 
  measures? Had they just come to me, we could 
  have avoided all this. Of course we’ll work to 
  make space for the mice.”
  A Wisdom check (difficulty 10) reveals that 
  Brutus is genuine in his regret and confusion 
  about the situation with the mice. The rats were 
  so busy doing their own thing that they had no 
  idea they were hurting others. Brutus is sorry for 
  his part in it, but also angry that the mice resort-
  ed to slander and murder instead of just talking 
  to him. 
  Regardless of whether the characters have 
  met with lady Brie, Brutus’s biggest issue right 
  now is that the city monitors think he is respon-
  sible for the crocodile attacks and people going 
  missing. He needs that to end, and tasks the char-
  acters with resolving the problem. 
  “I need the monitors to stop questioning 
  me. You are going to go to the mice and deal 
  with whomever is behind this. Kill them for all 
  I care, but make sure the monitors know who 
  is responsible. Then, and only then, will I give 
  you any information about Golden’s Flask.”
  Brutus walks back on his agreement with the 
  characters easily, and requires a Charisma check 
  (difficulty 20) to give them the information they 
  asked for without first dealing with Lady Brie. 
  If the pirates have talked to Lady Brie already, 
  Brutus will claim that he’s calling off his building 
  projects until he can work with the mice. Claire 
  will stay with him to begin discussions in good 
  faith.
  The Flask
  Brutus knows the following information 
  about Bobby Golden’s Flask:
  “We pulled that flask up from the depths last 
  year. You’d think with something called Golden’s 
  Flask, it would be shinier than it was. We didn’t 
  have much use for it, so we traded it for a real 
  golden idol a few months ago. The trader who 
  took it was heading out to Dalmatian Cove last 
  we heard. It might be there, or somewhere else 
  by now.”
  Brutus can give an accurate description of 
  the flask to the characters (see p. 88) and verify 
  that the one the rats had is indeed the legendary 
  treasure. If they had known it was going to cause 
  such a fuss in Waterdog Port, they would have 
  held on to it, but alas, it was a missed opportuni-
  ty. The characters are the first to come to the rats 
  about the flask though, so they have the informa-
  tion before anyone else.
  Scene 7: To Justice
  • How did the player characters get to 
  this scene? The characters have met with 
  Brutus and he has asked them to bring 
  Lady Brie to justice.
  • What do the player characters need to 
  accomplish in this scene? Bring Lady 
  Brie to justice.
  • Who or what is keeping them from ac-
  complishing it? Lady Brie’s guards.
  • What scene or scenes should logically 
  happen next? This is the last scene!
  If the characters enter this scene immediately 
  after Scene 5 “Confronting Lady Brie,” then as 
  the characters bring up Brutus’s desire for ven-
  geance, several mouse guards approach as they 
  
  Chapter Eight: Rotten Rats
  120
  120
  are speaking. She tries to flee while the guards 
  attack the group.
  If the characters come from Cypressroot to 
  this scene, guards stop the characters from enter-
  ing. It seems Lady Brie is trying to flee after you 
  spoke, and she’s put guards out to slow the group 
  down.
  Use the Mouse Gunner, p. 79. There is one 
  guard per character.
  Capture
  After the characters defeat the mouse guards, 
  Lady Brie tries to flee. But catching her is easy, as 
  she’s weighed down by bags and her panic makes 
  her slow. Characters must succeed on a Dexterity 
  check (difficulty 10) to catch her before she slips 
  away into Underport.
  Lady Brie speaks with a venom in her voice, 
  “I may have committed a crime or two, but who 
  here hasn’t? I only did what I had to in the face 
  of the terrible crimes that the rats did against 
  my people. What are a few missing dogs or 
  cats who were certainly up to no good in the 
  face of so many homeless and hungry mice? I 
  won’t let myself get arrested, especially not if 
  Brutus can walk free.”
  Lady Brie feels her actions were justified, but 
  Brutus did not technically break any laws with 
  his actions, though the consequences were dire. 
  She instead committed terrible immoral acts in 
  response. 
  The pirates may wish to deal with this in mul-
  tiple different ways, and you should allow them 
  to try for whichever outcome they think would 
  be best. Lady Brie will go quietly with the group 
  with a Charisma check (difficulty 10) if the char-
  acters agree to turn over Brutus to the monitors. 
  They must prove they’ve turned him over before 
  she will agree to leave Underport, though.
  The characters may also attempt a Charisma 
  check (difficulty 15) to convince her to turn her-
  self in without Brutus also going to the monitors. 
  This takes some time, but the characters can use 
  some mitigating factors to convince her, such as 
  Claire working with Brutus, or they could bring 
  up Zanna of the Four Audacities and her interest 
  in the situation. Either one could give the charac-
  ters advantage on the roll.
  Finally, if they fail to convince her, she will 
  attack the characters to break free, entreating the 
  other mice in the area to help her. The characters 
  may also just decide to attack her as opposed to 
  trying to take her to the monitors. If it devolves 
  into a fight, the mice in the tunnels will join in 
  the fight against the characters. Add one Mouse 
  Ambusher (p. 116) per member of the party.
  Reporting to Zanna
  After all is said and done, the pirates should 
  return to Luminary Zanna to report their find-
  ings. She is displeased to learn that the flask is 
  no longer in Waterdog Port but gives each of the 
  pirates some plastic for their trouble (bump each 
  character’s plastic up one rank). She also offers 
  to continue to be a patron for their expeditions 
  in the future as long as they are working around 
  Waterdog Port.
  Future Stories
  Characters should gain a level for finishing 
  the adventure. The next story, “The Race,” re-
  quires character to be at least 3rd level, so the 
  players will need to do some smaller side adven-
  tures to bring them up to the minimum level to 
  enter that story. We’ve included some smaller 
  story seeds as suggestions to round out the char-
  acters’ time in Waterdog Port and bring them 
  to 3rd level before moving on to “The Race.” If 
  you are planning to skip “The Race” for other 
  planned stories or to continue playing in Water-
  dog Port, these story seeds can still be helpful 
  for starting up a whole new direction for your 
  chronicle.
  Before running off to other parts unknown, 
  the characters may want to tie up some loose 
  plot threads here in the Haze. They may want to 
  work with Brutus and Claire to come up with a 
  workable solution to the rat expansion problem. 
  The Incisors just lost one of their key members, 
  and Claire is the next in line to take Lady Brie’s 
  place. But Claire wants out of the criminal busi-
  ness. The characters may want to help smooth 
  things over between Claire and the Incisors or 
  figure out some other solution to her problem. 
  Additionally, removing Lady Brie has turned the 
  Incisors against the characters, and for a short 
  
  Future Stories
  121
  121
  time, they are likely to want to have not-nice 
  words with the pirate band.
  Zanna is impressed with the characters’ per-
  formance on this mission and may task them to 
  some other odd jobs around Waterdog Port. She 
  always has her ear to the problems of the city, and 
  if the characters are looking for something to do 
  before staring another adventure, you could use 
  one of the following scenarios.
  • A thief has escaped prison, but the mon-
  itors are overburdened as it is. The char-
  acters must track him down, likely to the 
  Incisors’ hideout, to bring him back.
  • A ship has made port, but the crew is 
  completely missing. The pirates must 
  investigate the ship and figure out what 
  happened to the crew.
  • The tension between rats and mice in 
  the Haze has only grown since the in-
  cident with Lady Brie. The characters 
  must attempt to quell uprisings through-
  out the district.
  • With Lady Brie gone, the Incisors are 
  looking to spread further into Under-
  port. They begin recruiting the mice 
  there, offering plastic for petty crimes 
  throughout Waterdog Port. The charac-
  ters must find the new Incisor head in 
  Underport and stop them.
  • Rats in other areas of Waterdog Port 
  have started to feel backlash from what 
  happened in the Haze. Someone is leav-
  ing nasty graffiti on rat-owned business-
  es all over the city. The characters must 
  get to the bottom of the situation.
  • The influx of treasure hunters to Water-
  dog Port has brought along with it some 
  hoping to prey on them. Several counter-
  feit flasks have been making their rounds 
  throughout the city, and the pirates must 
  find out where they came from.
  
  Chapter Nine: The Race
  122
  122
  Chapter Nine:  
  Chapter Nine:  
  The Race
  The Race
  Legend tells of a small island off Dalmatian Cove 
  that is only visible above sea level for one day every ten 
  years. Many years ago, the formidable Pirate Queen 
  Tilly “the Ram” used it as a hideaway for ill-gotten 
  relics and plunder, including artifacts from the age of 
  Man. Yet, few can claim to have found the island or 
  its reputed wealth. Tilly Isle will soon be visible again, 
  and Sagra Major von Korat, a purported descendant 
  of the Ram, knows the whereabouts of the island. She 
  has offered her house’s sponsorship to the pirates who 
  can recover a chest of paperwork — including a map 
  — from the island. To sweeten the deal, she claims a 
  Man-made treasure known as Saturn’s Sight is buried 
  with it. This relic, if real, is capable of keeping any 
  intact ship upright and guiding it back to safe harbor, 
  providing travel occurs at night. Sagra offers this relic 
  to the crew who return to her the map.
  Sagra’s not stupid. She knows most attempts to 
  find Tilly Isle end in failure, often with the disappear-
  ance of the pirates attempting the journey. She’s hired 
  pirates before, only for them to each succumb to the 
  ravages of the Acid Sea, its dangerous inhabitants, or 
  to infighting. This is why on this occasion, she has cast 
  her net wide. Rather than hiring a single crew, she’s 
  sent word to multiple captains in Waterdog Port. As 
  far as Sagra’s concerned, they can fight it out to reach 
  Tilly Isle, as long as one of them claims the treasure 
  and brings it back to her.
  “The Race” is a story for third to fourth level 
  characters, in which a crew will acquire a ship, 
  embark on an exciting race across the Acid Sea, 
  engage in battles with sea monsters and fellow pi-
  rates, and receive an introduction to Dalmatian 
  Cove. It might also result in their finding a fabled 
  treasure in the form of the Saturn’s Sight, which 
  comes with its benefits as well as a terrible curse.
  
  Characters and Ships
  123
  123
  Characters and Ships
  We include notes on some of the prominent 
  non-player characters and their ships appearing 
  in this story. You should feel free to introduce 
  them in prior stories (such as the ones suggested 
  in Chapter Eight) and the opening scenes of this 
  one, to establish their characters.
  Chameleon’s Pride
  A newly-built vessel painted in 
  swirling multi-colored hues hung 
  with fluttering iridescent ban-
  ners and sails, Chameleon’s Pride 
  is a beautiful ship to some and 
  an eyesore to others. Boasting speed and maneu-
  verability, Pride’s obvious failing comes in its exces-
  sive decoration in place of attack power, though its 
  durability is hard to assess. No more than six crew 
  serve on Chameleon’s Pride at any one time.
  Chameleon’s Pride
  Artillery: 2 (ballista, six-pounder)
  Hull: 14
  Seaworthiness: 120
  Speed: 140
  Captain Whipling Terrachilde
  If stories are true, Whipling made 
  her fortune through blackmailing 
  House Mau with choice informa-
  tion about ancient family corrup-
  tion, and went on to commission 
  the construction of Chameleon’s Pride 
  with her extorted loot. A serpent clad in scales 
  of painted hues, Whipling fashions her grand 
  vessel after herself. She’s smart, but arrogant. 
  While keen to make deals, often securing hefty 
  payments for the services of Chameleon’s Pride, 
  her pride encourages her to overreach or insult 
  employers by demanding too much. Whipling 
  has never found a creature she wouldn’t bilk for 
  a pocketful of coins, but she’s a fair captain to 
  her crew. 
  Use Gecko Rigger (see p. 79) for Whipling’s 
  stats.
  First Mate Shiny Four Pennies
  The parrot at Captain Whipling’s right paw, 
  serving as her first mate from ship to ship, is the 
  mostly-deaf Shiny Four Pennies. After count-
  less battles, the sound of roaring guns served to 
  mute Shiny’s hearing to the degree she now finds 
  Whipling’s boasts a tolerable murmur. Shiny has 
  instituted a system of sign language among the 
  other members of the crew, which unbeknownst 
  to the captain they use to bellyache about her ar-
  rogance. Shiny is a jocular sort of a bird, always 
  happy to tell a tale in port and guide other ships 
  to wrecks. Courteous pirates speak loudly so she 
  can understand them, or utilize the sign language 
  she’s steadily teaching others. Rumor has it, even 
  the eerie Mr. Spade on board the Green Plague 
  uses Shiny’s non-verbal communication meth-
  ods.
  Shiny Four Pennies
  Defense: 11 (supple leather armor)
  Stamina Points: 21
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Strength +1 (12), Dexterity –1 (8), Con-
  stitution +1 (13), Intelligence +2 (15), Wisdom +2 
  (14), Charisma +3 (16) 
  Skills: Know Nature, Perform, Sense Motive
  Attacks: Cutlass (+4 melee, 1d6 +1 slashing)
  Knacks: 
  • Ever Ready: Shiny never needs to take an 
  action to change weapons or items and can 
  never be surprised, always getting an initia-
  tive roll.
  • Silent Talker: Shiny can communicate her 
  will through sign language, which can be sim-
  ply understood through her expressions and 
  gestures, or misleading and confusion if she 
  wishes to speak only to other silent talkers. 
  As such, she can communicate with her crew 
  even if they have the Deaf condition.
  Green Plague 
  The crew of the Green 
  Plague are the kind of pirates 
  nobody wants to meet on the 
  Acid Sea, in a tavern in Water-
  dog Port, or indeed anywhere 
  else. Captained by Phineas Twelve Beaks, one 
  of the roughest, most violent crows to ever sail 
  a ship, the Green Plague is the terror of Pugmire 
  and Dalmatian Cove.
  
  Chapter Nine: The Race
  124
  124
  A ramshackle vessel of impressive size, the 
  Green Plague is painted a thick bottle green from 
  bow to stern, with the captain supposedly forcing 
  new crew members to paint the hull while being 
  keelhauled. The ship suffers in speed and maneu-
  verability, but if another vessel is caught in its path 
  or at the receiving end of its cannon fire, it doesn’t 
  really matter. The Green Plague rolls over most 
  victims’ ships and steals anything good from the 
  wreckage. Her crew rarely numbers fewer than ten.
  Green Plague
  Artillery: 8 (six six-pounder cannons, one staff of 
  lightning)
  Hull: 20
  Seaworthiness: 120
  Speed: 100
  Captain Phineas Twelve Beaks
  Never was there a more frighteningly 
  violent pirate on the Acid Sea than 
  Phineas Twelve Beaks. At least, 
  that’s what the crew of the Green 
  Plague like to say. Phineas is grungy, 
  uncouth, and prone to terrible rages, but 
  is sometimes conscientious enough to give his vic-
  tims the choice: serve aboard my ship or take your 
  chances on your wrecked vessel, hoping it gets you 
  home. Unsurprisingly, most end up serving on 
  Phineas’ great galleon. Some claim the crow got his 
  name for the number of siblings he slew in order 
  to inherit his father’s ship. Others claim he adds 
  another number for every ship he sinks, or every 
  captain he forces to jump head-first into the Acid 
  Sea. Phineas is happy to let conjecture reign, proud 
  of his place as the terror of Dalmatian Cove.
  Phineas Twelve Beaks
  Defense: 13 (leather armor)
  Stamina Points: 35
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Strength +2 (14), Dexterity +3 (16), 
  Constitution +1 (13), Intelligence +0 (10), Wisdom 
  +1 (12), Charisma +0 (10) 
  Skills: Balance, Intimidate, Survive
  Attacks: Pistol (+6 ranged, 1d6 +3 piercing), 
  Stiletto Dagger (+5 melee, 1d4 +2 piercing)
  Knacks:
  • All-in: Phineas can drop his defense by 4 to 
  increase the damage he deals in a turn by 
  2d4.
  • Ironclad: Phineas gains an advantage to all 
  saving throws against attempts to force him 
  into a course of action he doesn’t wish to pur-
  sue.
  • Weak Point: If Phineas attacks the same 
  character two turns in a row, the second at-
  tack is made at an advantage for Phineas. 
  First Mate Mr. Spade
  The silent, murderous gunner of the Green 
  Plague is the badger known as Mr. Spade. How 
  he came into the employ of Phineas’ ship is un-
  known — Mr. Spade isn’t a talkative soul — but he 
  is as feared as the captain. His aim with the ship’s 
  cannon is second-to-none, and his willingness to 
  throw himself into battle with axe in hand is like-
  wise infamous. The white of this badger’s fur has 
  turned mostly black through char and smoke. 
  Mr. Spade unsettles anyone with whom he comes 
  into contact, including the captain, who only 
  keeps him around due to his skill.
  Use Otter Boarder (see p. 79) for Mr. Spade’s 
  stats.
  Plastic Minnow
  Commanded by notable dandy 
  and explorer extraordinaire, 
  the boxer dog Juniper Pipe, the 
  Plastic Minnow may class as one 
  of the fastest vessels ever built 
  in Waterdog Port. Small, elegant, and capable of 
  cutting through the waves like a hot knife through 
  butter, the Plastic Minnow is a ship of Pipe’s de-
  sign and much sought-after by the Pugmire navy 
  for scouting. Pipe is disinclined to give the ship 
  up, however, as she makes a trade of salvaging 
  shipwrecks and darting to recently-discovered 
  treasure locations before any other seadog. The 
  Plastic Minnow is a fine vessel if heading straight 
  to a destination, but may not be fit to sail the 
  Acid Sea for weeks at a time, if rumors surround-
  ing its durability are true. The ship is a small one 
  with a crew of between three and six.
  Plastic Minnow
  Artillery: 0
  Hull: 16
  Seaworthiness: 140
  Speed: 150
  
  Synopsis
  125
  125
  Captain Juniper Pipe
  Captain Juniper Pipe is everything a 
  pup or kitten aspires to be when 
  hearing the dashing tales of pi-
  rates on the Acid Sea. Dressed in 
  silks and polished leathers, a wide-
  brimmed hat adorning her head with 
  three bright feathers protruding from its band, 
  and possessed of an unstoppable joy, Juniper 
  loves her ship, her crew, and life on the water. 
  This boxer dog accompanies many declarations 
  with a slap of her thigh, a “ha ha!” and a wink. 
  There’s no adventure she will not embark upon, 
  nor treasure she will not seek. Her heroic spirit 
  is renowned.
  Juniper Pipe
  Defense: 13 (polished leathers)
  Stamina Points: 14
  Speed: 30 feet
  Proficiency Bonus: +2
  Abilities: Strength +2 (14), Dexterity +2 (15), 
  Constitution +1 (12), Intelligence –1 (8), Wisdom 
  +0 (10), Charisma +4 (18) 
  Skills: Bluff, Perform, Persuade
  Attacks: Whip (+4 melee, 1d6 +2 slashing)
  Knacks:
  • Deft Buccaneer: Juniper adds 1d6 to all 
  Dexterity saving throws.
  • Rouse the Crew: Juniper can issue a stirring 
  speech and give every friendly character an 
  advantage to Wisdom saving throws until the 
  next scene. 
  Medic Bugs Electrachilde
  The grumpy medic of the Plastic Minnow and 
  Captain Pipe’s trusted council, Bugs is a curmud-
  geonly old turtle with a serious mind for how 
  healthy a crew should be. One of Juniper Pipe’s 
  new hires (after her previous ship sank), Bugs is de-
  termined to keep the Plastic Minnow’s crew hale and 
  hearty, even if he must circumvent some of Pipe’s 
  more fanciful orders. Bugs rolls his eyes at many of 
  Pipe’s proclamations, but deep down he possesses a 
  spirit of adventure untempered by age and loves a 
  song and dance in the Lark’s Head tavern.
  Bugs Electrachilde
  Defense: 14 (natural armor)
  Stamina Points: 27
  Speed: 30 feet
  Proficiency Bonus: +3
  Abilities: Strength +0 (11), Dexterity +1 (13), 
  Constitution +1 (13), Intelligence +2 (14), Wisdom 
  +4 (18), Charisma –1 (8) 
  Skills: Bluff, Heal, Know Culture
  Attacks: Mace (+3 melee, 1d6 bludgeoning)
  Knacks:
  • Deck Doctor: When treating injuries, Bugs 
  can give another character his stamina dice 
  as a bonus action and can heal 1d6 stami-
  na points without magic. Additionally, Bugs 
  makes a Wisdom check at difficulty 15 to re-
  move injurious conditions when successfully 
  healing someone.
  • Unsinkable: Bugs gains an advantage on all 
  saving throws made at sea but a disadvan-
  tage on all saving throws made on land.  
  Synopsis
  Sagra Major von Korat’s agents put word 
  around Waterdog Port that Tilly Isle will soon be 
  visible for the first time in a decade. She is willing 
  to handsomely reward the pirates who make it to 
  the island and recover the treasure buried there 
  — specifically maps of Iron Fang Maze — for her 
  personal vault. 
  The promise of Tilly Isle’s treasure excites 
  pirates throughout Waterdog Port, as they ready 
  to set sail for the mysterious island and unearth 
  rich plunder. The player characters are caught up 
  in the excitement as new and established pirates 
  alike hope to make their names on this adven-
  ture. As Chameleon’s Pride and the Plastic Minnow 
  aim for wealth and repute along with many oth-
  er vessels, the Green Plague seeks to ambush any 
  ships making the journey. Captain Twelve Beaks 
  knows his ship isn’t fast enough to make the trip 
  before the others, but he can make a rich haul 
  taking out the opposition.
  The characters must purchase or lease a ship 
  and take to the Acid Sea. They must overcome 
  its obstacles including the rival pirates, sea crea-
  tures, and ill weather, before battling on Tilly Isle 
  for the chest containing the Iron Fang Maze and 
  other treasures. Then, the question becomes one 
  of the journey back to Waterdog Port. Do they 
  take their treasure to Dalmatian Cove and risk its 
  hostile environment to have their ship fixed up, 
  
  Chapter Nine: The Race
  126
  126
  or head straight back to the Acid Sea and hope 
  they can survive the perilous voyage on a dam-
  aged hull? Perhaps if they’ve forged an alliance 
  with some of their rival pirates, safe travels might 
  be possible.
  Introduction
  A public proclamation in Waterdog Port 
  causes pirate mouths to salivate. The Korat cats, 
  represented by Sagra Major von Korat, are offer-
  ing a noble’s bounty to anyone able to locate the 
  mysterious Tilly Isle and recover treasure for the 
  house. Not only is House Korat prepared to offer 
  pirates a map to the island, which appears above 
  sea level but once each decade, but they only re-
  quire one piece of treasure from it, while any oth-
  er plunder recovered — including the fabled Sat-
  urn’s Sight — can go to the pirates who unearth 
  it. Further, House Korat is prepared to sponsor 
  the successful crew, paying for future ship repairs 
  and enhancements for the next year, providing 
  the crew don’t act against the Korats.
  The offer sends many captains and first mates 
  dashing to the House Korat enclave in Waterdog 
  Port for a copy of the map to Tilly Isle — its lo-
  cation and even existence long disputed — while 
  crews put their ships in order to set sail with the 
  tide at first light. Other pirates are warier: plenty 
  of ships have sailed for Tilly Isle only to vanish. 
  The characters have the duration of the night to 
  secure a vessel and embark on what could be a 
  dangerous, lucrative mission. The story begins as 
  they claim their copy of the map. Sagra, an old 
  noble and former pirate herself, hands it over 
  and with a grin says, “House Korat has no ship 
  to gift you, but the way I see it, you have a couple 
  of options: put all your coins together to lease a 
  semi-decent schooner from the shipwright guild, 
  or halve the cost and buy a ramshackle tub you 
  can call your own from an old salt in the Lark’s 
  Head. Best of fortune to you, and I hope to see 
  you return with map in hand!”
  The characters may take the opportunity to 
  find out more about Tilly Isle, the treasure sup-
  posedly buried there, and the dangers en route. 
  Research in the archived ships’ logs at Waterdog 
  Library and effectively questioning pirates reveals 
  the following:
  • What is Tilly Isle? More of a sandbank 
  than an island, Tilly Isle is a strip of land 
  that emerges from the water around once 
  a decade. It would be an awful place to 
  bury treasure, but for its apparent solid 
  rock bed beneath the sand. Some schol-
  ars believe it’s the final remains of a vol-
  cano that erupted long ago. 
  • What’s buried there? The only pirate 
  known to have buried their treasure 
  there was a prestigious pirate cat of old 
  named Tilly “the Ram.” House Korat 
  claim an accurate map to the ruined and 
  probably-haunted Iron Fang Maze is bur-
  ied there, as back when Tilly’s branch of 
  the family was still around, they held ter-
  ritory in that mysterious part of the Fear-
  less Forest. It’s said Tilly also interred 
  chests filled with plastic and Man-crafted 
  treasures, including the fabled Saturn’s 
  Sight with which she always sailed safely 
  at night, and a flask once owned by an 
  individual named Bobby Golden. 
  • How do you find Tilly Isle? House Ko-
  rat have kept the purported location of 
  Tilly Isle a closely-guarded secret but are 
  known to have employed pirate crews 
  every ten years to find the island and 
  return what they deem their property. 
  Sagra Major von Korat has other ideas, 
  advertising the mapped location of Til-
  ly Isle widely and describing it as visible 
  due to the main mast protruding from 
  the island’s center. Even Sagra doesn’t 
  know who put the mast there or if there’s 
  a ship buried beneath the sand.
  • What dangers await pirates sailing 
  there? As well as other pirate crews 
  racing for the treasure, the Acid Sea is 
  thick with danger. At this time of year, 
  pirates can expect to encounter barnacle 
  swarms that devour plastic hulls, colossal 
  hydrozoa, and spontaneous storms. The 
  barnacles are best combated with magic, 
  especially spells that create fresh water 
  (which the barnacles can’t abide). Co-
  lossal hydrozoa have tendrils lined with 
  paralyzing, painful stingers, and the larg-
  est of their cousins wield mental domi-
  nation powers. They are extraordinarily 
  fearful of fire, however.
  
  Scenes
  127
  127
  • What’s the closest port to Tilly Isle? 
  Dalmatian Cove under two hours’ travel 
  from Tilly Isle, though the outlaws who 
  call the place home guarantee all visits 
  come with a cost.
  Scenes
  Scenes 1 and 2 are optional routes to acquir-
  ing a ship for the story, while Scenes 3 and 4 are 
  handled just before the characters set sail. Scenes 
  5 to 7 are each optional sea encounters, with 
  Scene 8 as the final scene before the story’s epi-
  logue, leaving the characters in Dalmatian Cove 
  or setting a course back for Waterdog Port. You 
  are free to adapt any of the scenes to make them 
  fit the characters in your game.
  Scene 1: Leasing a Ship
  • How did the player characters get to 
  this scene? By following the directions of 
  Sagra Major von Korat, if they decided 
  they were prepared to spend a lot of plas-
  tic on leasing a decent schooner from 
  the docks. 
  • What do the player characters need to 
  accomplish in this scene? Meet with a 
  representative of the shipwright guild in 
  Waterdog Port to haggle a decent deal 
  for a capable ship. 
  • Who or what is keeping them from ac-
  complishing it? The shipwright guild is 
  aware of the Korat offer, and the charac-
  ters aren’t the only crew to want a ship 
  tonight. Guildmaster Arkady Lux von 
  Mau will attempt to con the player char-
  acters out of all their coin in exchange 
  for an inadequate vessel.
  • What scene or scenes should logically 
  happen next? Scene 3: “Making Ready 
  to Set Sail”
  The shipwright guildhouse is busy for this time 
  of night, but the reason why swiftly becomes 
  apparent as the name Korat flies thick and 
  fast across the docks. Pirates not deep in their 
  cups or out to sea have heard about the House 
  Korat offer, leading to a run on the shipwrights. 
  Some pirates — including the crew of the sleek 
  Plastic Minnow — want their vessels fixed up 
  and ready to sail in the morning, while others 
  attempt to scratch enough plastic together 
  to purchase a new ship or hire one from the 
  guild. The tall, patterned-furred guildmaster, 
  Arkady Lux von Mau, laughs merrily at the hive 
  of activity in his docks. The coin is pouring in. 
  When he sees you standing around looking at 
  half-constructed ships and vessels in drydock, 
  he shouts a bombastic “Welcome!” and spreads 
  his arms wide.
  Arkady is happy to guide the characters to 
  a quiet part of the shipyard, talking about all 
  the activity in the docks and the demand for his 
  workers being at a premium. At every opportuni-
  ty, he mentions the cost of ships and ship-work 
  going up tonight, and how this happens every 
  time some noble house decides they’re going to 
  give pirates legitimate work. 
  Occasionally, one of the many rats and cats 
  Arkady has working falls from the side of a ship 
  with a short scream or a piece of lumber collapses 
  on a longshoreman applying tar to a ship’s hull. 
  Whenever an accident occurs, Arkady doesn’t 
  stop talking, instead making thrusting his right 
  arm above his head and pointing at the accident 
  area. A small team of shepherds and mancers 
  works to keep the dockers healthy, and they rush 
  to any incident to fix up the injured party. If 
  questioned on it, Arkady shrugs. “It’s more cost 
  effective to risk an accident and pay some shep-
  herd to make it all better than not take all this 
  work while it’s rolling in. Catch fish while the 
  sun is shining!”
  Eventually, Arkady will lead the pirates to his 
  office.
  Arkady seats you in a small office clad in sailing 
  paraphernalia, including some apparatuses that 
  must be archaic or highly experimental. Devices 
  of brass, bone, and plastic hang from the ceiling 
  and walls, but his desk is completely clear. He 
  laughs and points out a lengthy brass pole with 
  a silver arrowhead at its head. “A weasel captain 
  named Moonrunner said if you strap that to a 
  main-mast, lightning will strike it and make your 
  ship go faster. Moonrunner’s ship was found sunk 
  off Port Matthew, burned almost to a cinder.” He 
  leans forward, leering with greed. “But a crew of 
  mine found the lightning rod!”
  The guildmaster finds this story highly amusing. 
  “Anyway! I assume you want a ship? It’ll cost you. 
  
  Chapter Nine: The Race
  128
  128
  I wager there’s no way you’re going to be able 
  to afford a whole ship, and I sold the last one fit 
  for sale — Chameleon’s Pride — to a serpent, so 
  let’s talk leases.”
  Arkady isn’t able to sell any ships even if 
  the characters did have the coin: the only ones 
  he has left belong to other pirates, and he’s au-
  thorized to lease them by prior agreement with 
  the owners. If the characters are unprepared to 
  haggle, the guildmaster leases them a ship for 
  a week for three levels of coin, along with the 
  plunder (but not treasure) acquired during that 
  time, and signed agreement they will exclusively 
  use the guild for future repairs and modifications 
  irrespective of cost. The last part is crucial if no 
  haggling takes place, as the contract reads “any 
  repairs or modifications made by parties outside 
  the guild results in immediate shipwright guild 
  claim of the vessel and its contents, including 
  treasure.” Characters may make a Wisdom check 
  at difficulty 14 to spot this clause.
  If they threaten Arkady, he pulls a cord sum-
  moning four guards and his mancer (use the 
  Hired Killers and Insane Mancer from Monar-
  chies of Mau p. 195 or the Shadowy Assassin and 
  Nefarious Necromancer from Pugmire p. 184) to 
  his aid. A Dexterity check at difficulty 16 prevents 
  him tugging the cord in time, at which point 
  he attempts to keep the pirates talking for long 
  enough for his mancer to check on him. Alterna-
  tively, on a successful Strength check at difficulty 
  17 or Charisma check at difficulty 18, he agrees 
  to remove the guild repair and plunder donation 
  clauses from the agreement. He will never reduce 
  the coin cost of leasing a ship, as he fears the pi-
  rate owners and the nobles who support his guild 
  more than the player characters.
  Straightforward charm requires a Charisma 
  difficulty 16 check to make Arkady drop the 
  guild repair clause and reduce the plunder dona-
  tion, meaning the plunder they acquire does not 
  increase their coin level the next time they’re in 
  port. The easiest way of reducing Arkady’s price 
  is through compliments and questions about 
  his trinkets. If the characters inquire about his 
  various devices, the difficulty reduces to 14, and 
  if the characters make an Intelligence check on 
  difficulty 17 to identify any of the obscure items, 
  the Charisma check difficulty reduces to 12. In 
  such a case, he’s prepared to drop the guild repair 
  clause and the plunder donation.
  Once a price is agreed to, he takes the pirates 
  to the ship.
  As Arkady shows you to your ship, a small 
  schooner on beams above the water, you see 
  the hull is free of barnacles and pitched, ready 
  for the Acid Sea. Additionally, it comes armed 
  with two guns, spare sails, and a certificate you 
  can use to secure safe harbor — but not free 
  maintenance — in any guild-controlled quay. 
  Her name reads Oil of View. “You don’t get 
  to pick the name when leasing from another 
  pirate. Just be glad we got this one in ship-
  shape before your morning departure. When 
  she was brought in, she had a dirty great hole 
  in her portside, courtesy of the Green Plague’s 
  cannon. Luckily, she didn’t sink! The captain has 
  taken some months to recover her sea legs!”
  Oil of View
  Artillery: 2 (two six-pounders)
  Hull: 14
  Seaworthiness: 140
  Speed: 120
  Scene 2: Buying a Ship
  • How did the player characters get to 
  this scene? Sagra Major von Korat men-
  tioned the Lark’s Head tavern as a place 
  to buy an unmodified tub. 
  • What do the player characters need to 
  accomplish in this scene? Head down to 
  the dockside taverns to buy a ship from 
  one of the old salts within. 
  • Who or what is keeping them from 
  accomplishing it? The crusty dogs and 
  lizards in the Lark’s Head expect new-
  comers to keep up with them as drink-
  ers and tale spinners before they’ll put 
  a much-beloved vessel in the hands of 
  some fresh swabs. It’s easy to inadver-
  tently start a fight with one of these old 
  pirates.
  • What scene or scenes should logically 
  happen next? Scene 3: “Making Ready 
  to Set Sail”
  
  Scenes
  129
  129
  You’d heard of the Lark’s Head by reputation 
  and through its proximity to the famed, beached 
  ships nobody’s ever seen fit to move or break 
  up. Somehow the smog within the bar is thicker 
  than the sea mist on the docks outside. It seems 
  every dog, cat, and lizard in this establishment 
  is puffing a pipe or downing a bowl of chow 
  between songs and tales about the sea or 
  the fun they have when they get back to port. 
  Everybody in the tavern, including the owner and 
  the servants, bear the lines of age. All ignore 
  you as you enter. It’s going to take some work 
  to crack into this institution of pirate veterans. 
  Characters who approach the bar find them-
  selves ignored until all other customers — includ-
  ing those who arrive later than them — have been 
  served. Any characters who find an empty table 
  are jostled by aged pirates who claim the table 
  as their own, rudely talking over the newcomers. 
  After a while, read the following:
  A turtle climbs onto a tabletop and everyone 
  abruptly hushes to listen to him tell a bawdy tale 
  about the crew of the Plastic Minnow. Patrons 
  clap along to a story you’re sure they’ve heard 
  hundreds of times before, occasionally shouting 
  out cheers and toasts to Bugs Electrachilde, the 
  storyteller of the hour.
  After concluding his tale, Bugs slides down 
  to his chair, takes another drink, and sinks into a 
  quiet meditation. He resents his thought process 
  being interrupted, but if the characters succeed on 
  a Charisma check at difficulty 15, or difficulty 13 
  if his tale is complimented, he explains Captain 
  Pipe of their ship Plastic Minnow is determined 
  to be the first to claim the treasure of Tilly Isle. 
  Bugs is concerned, as he’s already heard tales of 
  the Green Plague patrolling the seas between Wa-
  terdog Port and Dalmatian Cove, waiting to sink 
  any ships that cross her path. Bugs doesn’t have 
  the authority to sell his vessel, if the characters ask.
  If the characters spread the word that they’re 
  looking to buy a ship, they receive a piece of pa-
  per passed back through a dozen or more hands, 
  a note on which is scrawled “Sod off.” As they 
  read it, the tavern patrons all laugh.
  Sitting with a group of pirates and matching 
  them drink for drink is a fine way to earn their 
  respect, but does require Constitution checks at 
  difficulty 15, difficulty 16, and then difficulty 17 
  from all participants for each drink following the 
  first. If even one character is able to manage the 
  task, the pirates gift them a salute and a few min-
  utes of their time.
  Starting a fight with a pirate is not a good 
  way to earn favorable attention in the Lark’s 
  Head. These patrons know and respect each oth-
  er, and a young swab looking for a fight is going 
  to get mobbed, dragged out the door, and thrown 
  off the pier. The chief pirate in such a combat is 
  treated as being a Powerful Warrior (see Pugmire 
  p. 188) or the Stubborn Sentinel (see Monarchies 
  of Mau, p. 201), though she won’t use lethal force 
  unless defending herself.
  The best way of calling attention to oneself 
  in the Lark’s Head is by “taking the table,” which 
  is to stand on a pirate-surrounded table and win 
  the audience over with an exciting story. Encour-
  age players to improvise a tale and then make a 
  Charisma check. The standard difficulty is 16 to 
  win over this crowd, with a reduction in –1 dif-
  ficulty each (with a total reduction of –3 in dif-
  ficulty) if action, treasure, and lewd behavior are 
  respectively mentioned in the story. A successful 
  tale earns the admiration of the room.
  If the characters are noticed and not beaten 
  up, they can make their request for a vessel. 
  A bald schnauzer, wrinkled with age and 
  experience, speaks up in a croaky voice. 
  “The name’s Eva. Time was, I went by Eva the 
  Waverider, but it’s been close to ten years 
  since I was last off land.” The other pirates in 
  the bar all raise a short salute to Eva. She’s a 
  seadog who earned her way into a retirement 
  at the tavern. “So, you want a vessel? Well, my 
  ship’s the Wag. She’s got a few holes in her, 
  so you’ll want to spend the night fixing her up 
  and making her seaworthy. The only weapon 
  on board’s a ballista and catapult I can’t speak 
  to the quality of. But if that suits you, she’s all 
  yours for enough coin and promise of a favor in 
  future.” There are a few tears around the room 
  as Eva talks about parting ways with her beloved 
  vessel, but you can see from her shakes she’s 
  not going to be back on deck in this lifetime. 
  
  Chapter Nine: The Race
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  130
  Haggling with Eva is a good way to earn a 
  punch in the eye and a quick trip to the sea via 
  the tavern window. She won’t take join the fray, 
  actually being content to sell her ship for a round 
  of drinks for the tavern, but the other pirates 
  take exception to any disrespect shown to her.
  Eva charges three levels of coin for her 
  battered ship, along with a future favor. If the 
  characters accept Eva’s offer, she takes them 
  outside.
  Leaning on a cane, Eva walks with you to 
  the beach and points to the ship on its side in 
  the sand, for which the tavern is so well-known. 
  “That right there is the Wag. If you’re prepared 
  to fix her up for the price agreed, I can get you 
  some sturdy dockhands and boatmen to upright 
  her and get her back into the sea.” The holes 
  in the ship’s sides are numerous and sea has 
  partially eaten the hull away, but it should be 
  possible to get her seaworthy by the morning 
  tide if you work through the night.
  Wag
  Artillery: 2 (ballista, catapult)
  Hull: 10 (no plastic hull)
  Seaworthiness: 80
  Speed: 100
  If the characters ask how the Wag fell into 
  such disrepair, Eva is mournful and can’t help 
  but let out a howl before muttering about a pirate 
  ship named the Green Plague.
  Stealing a Ship
  The characters may choose to steal a ship. 
  On a night when the port is busy with pirates 
  and guards, this is easier said than done. Storing 
  the ship away from prying eyes in time for morn-
  ing departure is also a challenge, though the play-
  er characters may elect to steal a ship at first light 
  and sail away as quickly as they can.
  If the characters decide land piracy is the best 
  way to start the story, ensure they make Dexterity 
  checks at difficulties of 15 and above to evade 
  guards, and potentially engage in fights with pi-
  rates to claim their ship. Use the Parrot Pirate on 
  p. 79 and the Mouse Gunner on p. 79 to repre-
  sent the kind of ship defenders they’ll be facing, 
  and make the fight a challenge. If they succeed, 
  as a reward they should now possess a modified 
  vessel, albeit one they’ll struggle to bring back to 
  Waterdog Port.
  Scene 3: Making Ready to Set Sail
  • How did the player characters get to 
  this scene? This scene follows the char-
  acters laying claim to a ship. 
  • What do the player characters need 
  to accomplish in this scene? Equip the 
  ship with provisions, handle last-min-
  ute modifications, recruit more crew 
  members if needed, and set sail with the 
  morning tide. 
  • Who or what is keeping them from ac-
  complishing it? The crew of Chameleon’s 
  Pride swing by to mock them, distract 
  them, and attempt sabotage on the ves-
  sel. Meanwhile, talk of the Green Plague 
  targeting ships departing at night filters 
  through to the port.
  • What scene or scenes should logically 
  happen next? Scene 4: “Spontaneous 
  Storms,” Scene 5: “Plastic Minnow,” 
  Scene 6: “Colossal Hydrozoa Attack,” or 
  Scene 7: “The Green Plague.”
  You stand aboard your ship, aware that it 
  lacks the basic provisions required for a two-
  week journey. You observe other crews carrying 
  crates of food and kegs of clean water, rum, 
  and ale onto their vessels, while others heave 
  rope and hoist sails. Where flags and sails are 
  masted in advance of the dawn, the strong 
  wind catches several and the flapping of cloth 
  becomes almost as loud as the voices crying out 
  across the docks. You could spend the remaining 
  time tonight stocking up, recruiting further crew, 
  or modifying your vessel if you have the coin. If 
  not, you can always rest, or find other means 
  of making your ship complete.
  The storehouses at the docks fast run short 
  of provisions, but will have just enough to sup-
  ply the characters if they have the coin. Ramp up 
  the tension before having the storekeeper, a rat 
  named Kuku Halftail, relent and say, “If those 
  other sailors aren’t going to pick up the stock 
  they reserved, it’s as good as yours. But you owe 
  me!” Not everything has to be a challenge, and 
  encounters like this encourage players to make 
  contacts for their characters throughout the port. 
  
  Scenes
  131
  131
  Kuku even shifts crates of salted meat and barrels 
  of ale in exchange for letters promising future ser-
  vice, as she’s made a killing in sales tonight and 
  sometimes favors are more valuable than coin.
  If the characters aim to steal the provisions from 
  Kuku’s warehouse, they must evade her guards. The 
  guards aren’t patrolling the stores, as they’re in use; 
  instead, they’re keeping watch inside the building 
  for any odd activity, namely people visiting the ware-
  house without buying anything. A Dexterity check 
  at difficulty 15 allows characters to slip past their 
  gaze, though it is easier with a Charisma check at 
  difficulty 12 to convince them that their actions are 
  honest ones. Use the Rat Thug (Monarchies of Mau 
  p. 221) or the Road Rat (Pugmire p. 181) as the tem-
  plate for Kuku’s guards.
  Modifying the ship is a task that can only 
  be accomplished through coin or trade with the 
  shipwright guild or another vessel. If the ship 
  is already damaged, it requires an Intelligence 
  check at difficulty 14 to identify the quickest 
  methods by which to fix the ship, or the same 
  check at difficulty 16 to know the best method, 
  which will hopefully keep the ship intact to Tilly 
  Isle and back. Oil of View already has a plastic 
  hull, whereas the Wag does not. Coating the hull 
  in acid-proofed plastic and sealing the holes costs 
  the characters two levels of coin, but it is possible 
  to hire help to make the repairs during the night. 
  The characters can save money by fixing the Wag 
  themselves on successive Intelligence checks at 
  difficulty 12, 14, and 16 for the three most dam-
  aged areas, but they can’t apply a plastic hull 
  without paying for it. Each successful modifica-
  tion performed on the Wag tonight improves her 
  hull rating by 2 and her seaworthiness by 20.
  Purchasing new weapons for either ship 
  requires a visit to the docklands armory and 
  speaking with the dog in charge, Dixie Dog. She 
  expects payment for any artillery amounting to 
  two levels of coin for two cannons, but on a suc-
  cessful Charisma check at difficulty 16, she will 
  accept a ship’s future plunder or one immediate 
  level of coin in exchange for two ship weapons.
  If the characters only make for a skeleton crew, 
  they may wish to recruit non-player characters to 
  help sail their ship. Pirates don’t often require pay-
  ment in advance, as their service is contingent on 
  their receiving a share of any plunder, including 
  what the characters find on Tilly Isle. The chal-
  lenge is in finding pirates not already assigned to 
  a ship. The old seadogs and lizards at the Lark’s 
  Head make for the best recruiting ground, with 
  the promise of glory, adventure, and one last tale 
  for the tavern. At the Guide’s discretion, they may 
  be unwilling to sail on a stolen ship, however.
  Using the Odds and 
  Ends trick from Pug-
  mire can’t be used 
  for having immediate 
  access to something 
  the size and worth of a 
  sailable vessel, but if the 
  Guide chooses, it might offer an ad-
  vantage toward haggling for one!
  Hiring a Crew
  There are ten pirates available to recruit in 
  the Lark’s Head, the characters of which you 
  should customize as you see fit. See the Bucca-
  neer stat blocks on pp. 78–80 for a quick way to 
  fill out the crew.
  Characters from the Lark’s Head might in-
  clude Jester Wheels, a crusader Doberman and re-
  tired captain; Magnus Foxhound, an evangelical 
  shepherd whose ship recently sank; Jewel Boom, 
  a poodle and injured gundog; Sal Lockechilde, 
  an eccentric gecko alkalist; Madame Gold, a se-
  cretive serpent magus; and Hartley Sass, an aged 
  serpent brawler.
  As you work on your ship, a mocking 
  serpent’s voice from the pier calls up at you. 
  “Are you really going to try to make it to Tilly 
  Isle in that bucket? By the moon and stars… 
  I’ve never beheld a more pitiful sight. What 
  do you think?” The brightly colored snake 
  turns to the others among her crew, who all 
  let up a cheer of derision at your vessel. “We 
  are the crew of Chameleon’s Pride, and that 
  plunder will be ours. Make no mistake: you’d 
  be better off remaining in dock than trying to 
  race us and the other ships to find that map.” 
  The four pirates with her start nosing around 
  the side of your ship, pointing and laughing at 
  a scratch here, a dent there. You hear a white 
  rat refer to her as “Whipling” and a collie dog 
  point something out to “Captain Terrachilde,” 
  identifying the serpent in full.
  
  Chapter Nine: The Race
  132
  132
  Whipling and her crew are going through 
  this routine with numerous ships. As they mock 
  and distract pirates, her first mate Shiny Four 
  Pennies works to sabotage the target vessel by 
  boring holes in the other side of the hull with the 
  large drill she keeps at her side. Whipling contin-
  ues the distraction until Shiny appears and gives 
  a hand signal to say the job is done. If the charac-
  ters don’t check the other side of their ship while 
  this is going on, it takes a Wisdom check at diffi-
  culty 17 to realize what might be going on.
  If caught, Whipling and her crew attempt to 
  flee into Waterdog Port or to Chameleon’s Pride. 
  They don’t want a fight to the death under any 
  circumstances. If the damage goes unchecked, it 
  reduces the Seaworthiness of the characters’ ves-
  sel by 40.
  “Beware the Green Plague!” cries a forlorn 
  rat trudging along the pier. Shortly behind her 
  follow some damp-looking rodents. “She were 
  waiting for us! She were waitin’ for all of us in the 
  dark!” Word soon spreads throughout the dock 
  that noted pirate vessel, the Green Plague, has 
  been waiting to ambush any ships setting forth 
  across the Acid Sea tonight. This will no doubt 
  have thinned the competition, but poses a risk for 
  when you set sail.
  As dawn approaches, fewer vessels than 
  expected make ready to depart. The tales of the 
  Green Plague’s attacks have spread far and many 
  pirates think better of crossing Phineas Twelve 
  Beaks’ path. Cheers go up as Chameleon’s Pride 
  and the Plastic Minnow set sail, as pirates salute 
  their bravery if not their sense.
  Use the Getting Lost and Dangers of the 
  Acid Sea sections of this book found in Chap-
  ter 3 on p. 52–54 to note the daily potential of 
  errant navigation and the corrosive effects of the 
  water to the characters’ vessel. The longer they’re 
  at sea, the more dangerous their journey.
  Scene 4: Spontaneous Storms
  • How did the player characters get to 
  this scene? This scene can take place as 
  one of the encounters before reaching 
  Tilly Isle.
  • What do the player characters need to 
  accomplish in this scene? Survive the 
  storm with minimal damage to the vessel.
  • Who or what is keeping them from ac-
  complishing it? The elements.
  • What scene or scenes should logically 
  happen next? Scene 5: “Plastic Min-
  now,” Scene 6: “Colossal Hydrozoa At-
  tack,” or Scene 7: “The Green Plague.”
  The winds have been gentle and westerly for 
  the past few hours, and the crew is enjoying 
  the pleasant voyage. Predictably, it can’t last. 
  The Acid Sea is infamous for its spontaneous 
  tempests, sometimes hitting ships with hurricanes, 
  whirlpools, or tidal waves. The herald of sails 
  flapping violently, the wind vane whipping 
  around in a circle, and the sudden bulge and 
  throw of waves tells you a storm is coming. Your 
  ship lurches as if a great behemoth beneath it 
  has decided to buck you from its back.
  This is a good time to expose the characters 
  to some of the violent vagaries of life at sea. The 
  events provided in this scene can be played in any 
  order and repeated for dramatic effect.
  • A squall catches the ship’s sails unexpect-
  edly, requiring a swift Dexterity check at 
  difficulty 16 to twist them and prevent 
  one from tearing free. Losing the sail re-
  duces Seaworthiness by 20.
  • The swell of water beneath the ship 
  compels a Constitution check at diffi-
  culty 12 from any characters not used to 
  the nausea, with failure giving them the 
  Sickly condition as the storm buffets the 
  vessel. (See Pugmire, p. 99 or Monarchies 
  of Mau, p. 110.)
  • A rising wave rears towards the ship, 
  requiring a crew member to take the 
  wheel and apply a Strength check at dif-
  ficulty 15 to catch and ride it with the 
  ship’s bow. Failure results in the ship 
  tilting dramatically to the side, unse-
  cured cargo sliding across the deck or 
  plunging into the Acid Sea, reducing 
  Seaworthiness by 20.
  • The winds grow stronger, thrashing 
  the vessel and forcing crew members to 
  make successful Strength checks to hold 
  on or Dexterity checks to jump below 
  deck, at a difficulty of 14, or risk flying 
  overboard. Any characters who fail cling 
  onto the ship’s rail, requiring a Strength 
  
  Scenes
  133
  133
  check at difficulty 16 to pull themselves 
  back on board. With assistance, the dif-
  ficulty reduces to 13. If a character falls 
  overboard, refer to the rules on Going 
  Overboard on p. 55. 
  • Lightning strikes the sea around the 
  ship. If any long metallic objects sit on 
  board, a subsequent bolt strikes the con-
  ducting rod. Any character holding such 
  a rod must make a Dexterity check at dif-
  ficulty 17 to jump away as the lightning 
  descends or suffer 4d6 lightning damage 
  from the strike. Lightning strikes cause 
  fires if the Guide is feeling particularly 
  cruel, reducing Seaworthiness by 2d10 
  for every turn it is not combated.
  • A whirlpool attempts to drag the ship 
  down to the seabed, requiring the crew 
  to try with all their might to sail and 
  steer the ship out from its vortex. Crew 
  can choose to make Strength or Dexter-
  ity checks at difficulty 18 to save their 
  ship and lives. The crew requires three 
  successes. Each turn they fail reduces 
  Seaworthiness by 2d10.
  Scene 5: Plastic Minnow
  • How did the player characters get to 
  this scene? This scene can take place as 
  one of the encounters before reaching 
  Tilly Isle.
  • What do the player characters need to 
  accomplish in this scene? Rescue the 
  crew of the Plastic Minnow, loot or repair 
  their damaged vessel, or abandon them 
  to the Acid Sea.
  • Who or what is keeping them from ac-
  complishing it? Acid sharks.
  • What scene or scenes should logically 
  happen next? Scene 4: “Spontaneous 
  Storms,” Scene 6: “Colossal Hydrozoa 
  Attack,” or Scene 7: “The Green Plague.”
  For the longest time, it feels like all departing 
  pirates charted a different course to Tilly Isle. 
  You haven’t seen hide nor hair of any of the 
  other ships until you spy a vessel capsizing in 
  the near distance. Its sails have been blasted 
  through with fire, a chunk of the ship floats 
  away on the tide, and the vessel’s main body 
  has fewer than ten minutes remaining before 
  it’s completely submerged. You can make 
  out the ship’s crew’s frantic attempts to string 
  together a raft from its wreckage. As you get 
  closer, you identify the wreck as the renowned 
  ship, the Plastic Minnow.
  The Plastic Minnow recently fell to an am-
  bush from the Green Plague, leading to its present 
  state. Only Captain Pipe and Bugs Electrachilde 
  survived the attack. If the characters sail close to 
  the wreck, both pirates beg for their aid.
  • If the characters elect to rescue the Plas-
  tic Minnow’s crew, they must have ropes 
  on board or other means of pulling the 
  stranded pirates onto their own ship. 
  Bugs Electrachilde mournfully climbs 
  aboard, but Juniper Pipe, resigned to 
  her fate, is determined to go down with 
  her ship. She’ll fight anyone climbing 
  onto the sinking remains of the Plastic 
  Minnow if they try to strong-arm her to 
  safety. A Charisma check at difficulty 
  18 persuades her to not throw her life 
  away, with difficulty reduced to 14 if ven-
  geance against the Green Plague is prom-
  ised. Juniper says nothing if saved, quiet-
  ly curling into a ball while seething with 
  a need for justice. Bugs explains what 
  happened:
  “We’d all heard the tales of the Green Plague, 
  but arrogantly believed Minnow was too fast 
  for her. We could have outpaced Twelve Beaks’ 
  ship, but we didn’t stand a chance against her 
  cannon. I’ve never heard such a loud crack of 
  ignition or felt such an accurate blast from a 
  gunpowder weapon. They knew exactly where 
  to aim. I swear whatever weapon they have on 
  board outmatches the most devastating cannons 
  I’ve ever seen aboard a ship.”
  • Characters may feel inclined to loot the 
  Plastic Minnow’s sinking shell, much 
  to Bugs’ and Juniper’s chagrin. If they 
  make their way on board as it’s sink-
  ing, they need to succeed on a Wisdom 
  check at difficulty 16 to find anything of 
  value. While there’s no coinage, weap-
  onry, or treasure of which to speak, a 
  certificate in the captain’s cabin names 
  the shipwright responsible for the Plastic 
  Minnow’s design as the reclusive Topaz 
  
  Chapter Nine: The Race
  134
  134
  Bassett, an artist and architect who may 
  be able to lend her talents to making the 
  characters’ ship as fast as Minnow.
  • Repairing the Plastic Minnow to sailing 
  quality is a lost cause, as a sizeable sec-
  tion of the ship stern sinks separately, 
  but characters can at least help the vessel 
  stay afloat for Juniper and Bugs’ benefit. 
  Doing so requires an Intelligence roll at 
  difficulty 16 to know how to stabilize the 
  ship. With its plastic hull mostly intact, 
  it should survive the Acid Sea’s corro-
  sion and float back to Waterdog Port on 
  the tide. Likewise, the characters can tug 
  the light ship behind their own and sell 
  the wreckage at Dalmatian Cove.
  • If the characters choose to abandon 
  Juniper and Bugs, the captain accepts 
  her fate silently while the ship’s medic 
  screams curses after the crew. Each char-
  acter bears the Cursed condition (see p. 
  56) until it is magically removed.
  • Excessive time spent at the site of the Plas-
  tic Minnow’s sinking draws acid sharks 
  (p. 77), which were until now feasting 
  on the deceased crew of the damaged 
  vessel. Acid sharks are highly aggressive 
  and attempt to knock pirates from small 
  boats, rafts, and ropes if they can. Oth-
  erwise, they swim in circles around the 
  descending the Plastic Minnow, strongly 
  suggesting the eventual fates of anyone 
  left on board.
  Scene 6: Colossal Hydrozoa Attack
  • How did the player characters get to 
  this scene? This scene can take place as 
  one of the encounters before reaching 
  Tilly Isle.
  • What do the player characters need to 
  accomplish in this scene? Fend off an 
  attack from a colossal hydrozoa.
  • Who or what is keeping them from ac-
  complishing it? Colossal hydrozoa.
  • What scene or scenes should logically 
  happen next? Scene 4: “Spontaneous 
  Storms,” Scene 5: “Plastic Minnow,” or 
  Scene 7: “The Green Plague.”
  The seas are calm, and you find yourself lost in 
  admiration of the Acid Sea’s weird beauty. For 
  every frothy wave and eddy, a ripple of rainbow 
  colors swirls across the sea’s surface. Its chemical 
  mixture is as hypnotic as its corrosive heart is 
  repellant. You realize you’ve been staring at the 
  water for a long time. Maybe a little too long, 
  as if something seeks to transfix you…
  Colossal hydrozoa use a mental lure to pull 
  their prey overboard and into their paralyzing 
  tendrils, requiring a Wisdom check at difficul-
  ty 14 to resist climbing over the ship’s rail and 
  jumping into the water. Any characters who resist 
  have a turn to intervene and hold their hypno-
  tized fellows back from the edge.
  If denied their meal, the hydrozoa attack in a 
  more overt manner.
  Thin, spiny tendrils crackling with energy 
  snake their way up the sides of the ship. They 
  must number at least twenty, looping around 
  railings and sneaking around cargo, attempting 
  to grip an unlucky ankle.
  Colossal Hydrozoa (CR 5)
  Defense: 16 (body) / 11 (tendrils)
  Stamina Points: 110
  Speed: 40 feet (underwater)
  Proficiency Bonus: +4
  Abilities: Strength +2 (15), Dexterity +3 (17), 
  Constitution +4 (18), Intelligence +2 (14), Wisdom 
  +0 (10), Charisma –2 (6) 
  Skills: Command, Intimidate, Survive
  Attacks: Tendril lash (+6 melee; 2d6+2 slashing 
  plus Poisoned Spines), Absorb (+6 melee; 4d6+2 
  bludgeoning)
  Knacks: Darkvision; resistant to all bludgeoning 
  and acid attacks; weak against lightning attacks.
  • Colossal Size: See p. 77 for special pow-
  ers the hydrozoa gain from being colossal in 
  size. Colossal bonuses to defense, stamina, 
  and speed have already been incorporated 
  into the stat block.
  • Hypnotic Song: As an action, the colossal 
  hydrozoa can emit a song imperceptible to 
  all but the most attuned ear which hypnotiz-
  es and draws creatures towards its mulching 
  maw. The song effects anyone within 150 feet 
  of its origin and requires as Wisdom check at 
  difficulty 14 to resist. If successfully resisted, it 
  has no effect for the rest of the day.
  
  Scenes
  135
  135
  • Poisoned Spines: Most colossal hydrozoa 
  possess between 15 and 40 tendrils lined 
  with spines, each of which is filled with a 
  paralyzing, painful poison. If struck by a ten-
  dril, a victim must make a Constitution sav-
  ing throw with a difficulty of 14 or gain the 
  Paralyzed or Confused condition (Guide’s 
  choice). Each subsequent turn they may make 
  another Constitution saving throw, with the 
  difficulty increasing by 1 each time as the poi-
  son courses through their system. The poison 
  loses potency at the end of the scene. 
  • Compulsion: Once per battle, the colossal 
  hydrozoa may make a mental compulsion 
  attack on a character within 60 feet. The 
  target must make a Wisdom saving throw at 
  a difficulty of 14. On a failure, the victim is 
  Charmed and pursues the course of action 
  described to the best of their ability. This com-
  pulsion is broken when the battle ends, the 
  hydrozoa flees, or the victim loses stamina.
  • Absorb: In the event that a character swims 
  or is dragged beneath the sac of a giant hy-
  drozoa, its brain stem extends four fat tenta-
  cles to constrict, mash, and drag its victim into 
  the hydrozoa’s body, dealing 4d6+2 blud-
  geoning damage per turn.
  Scene 7: The Green Plague
  • How did the player characters get to this 
  scene? This scene is the last one before 
  the characters reach their destination.
  • What do the player characters need to 
  accomplish in this scene? Destroy or es-
  cape the Green Plague pirate galleon.
  • Who or what is keeping them from ac-
  complishing it? The crew of the Green 
  Plague are determined to destroy the 
  characters’ ship and rob them for all 
  they’re worth.
  • What scene or scenes should logically 
  happen next? Scene 8: “Tilly Isle.”
  Tilly Isle isn’t far off now. You can see the rise of 
  land on the horizon, marking one of the islands 
  off Dalmatian Cove. Not long, and you’ll reach 
  the fabled isle with enough time to search for 
  the treasure before it disappears beneath the 
  waves once more. But a deafening bang breaks 
  your concentration, followed by the creak of 
  your main mast as it topples toward you! 
  The Green Plague has struck with their 
  ship-mounted staff of lightning, blasting through 
  the characters’ mast. Decide on which characters 
  are in the way of the mast’s fall, and have them 
  roll Dexterity at a difficulty of 14 to avoid being 
  crushed and suffering 2d6 bludgeoning damage. 
  The crew can save their mast from toppling over-
  board if they work together and more than one 
  of them succeeds at a Strength check with a dif-
  ficulty of 16. 
  In one direction is Dalmatian Cove, but in the 
  other, not far behind you, is the unmistakable 
  hulk of the Green Plague! It won’t be long 
  before they strike again, and they’ll soon be 
  close enough to hit you with cannon fire!
  • If characters attempt to escape the Green 
  Plague by fleeing in the direction of 
  Dalmatian Cove, the evil vessel takes 
  another shot with her staff of lightning, 
  dealing 6d8 Seaworthiness (lightning) 
  damage to the characters’ vessel. Unless 
  Mr. Spade — the Green Plague’s gunner 
  — is neutralized, the staff will fire every 
  two turns. 
  • If Juniper Pipe is on board the char-
  acters’ ship, she insists on fighting the 
  Green Plague. Filled with renewed pur-
  pose and dramatic voice, she negates one 
  roll of Seaworthiness damage during the 
  combat just by being on board and takes 
  any action the characters request of her. 
  Juniper Pipe will campaign for the Green 
  Plague’s crew to meet the same fate as her 
  own: thrown into the Acid Sea or left 
  afloat on debris.
  • The Green Plague attempts to destroy the 
  characters’ ship with their staff of light-
  ning until they reach the range of the pi-
  rates’ stubby six-pounders (300 feet), at 
  which point they unleash hell. Each of 
  the six cannons equipped on the Green 
  Plague inflicts 3d10 Seaworthiness (blud-
  geoning) damage to the characters’ ship 
  if they successfully hit. 
  • Captain Twelve Beaks commands his 
  crew to board the characters’ vessel if 
  they get close enough to do so, with him 
  leading the charge. Ten pirates attempt 
  to swing onto the ship, armed with 
  
  Chapter Nine: The Race
  136
  136
  blades and pistols. Use the Buccaneers 
  (see pp. 78–80) for these pirates’ stats, 
  treating them as a mixture of creatures.
  • The Green Plague does not retreat from 
  battle, preferring to ram straight into the 
  characters’ ship if defeat looks like a pos-
  sibility. If Mr. Spade takes the wheel, the 
  rest of the Plague’s crew know what that 
  means: the player characters will need to 
  succeed on three successively difficult 
  Strength or Dexterity checks at difficulty 
  15, 16, and 17 to steer their ship as best 
  they can from the Green Plague’s path. If 
  the collision occurs, both ships are dealt 
  3d10 Seaworthiness (bludgeoning) dam-
  age.
  • In the event the characters are successful 
  in vanquishing the Green Plague, fame 
  and thanks await them at Waterdog 
  Port, along with the bounties for elimi-
  nating these vicious pirates. The ship is 
  bedecked with coin, weapons, and many 
  broken treasures, and they can take as 
  many as their ship can hold. This counts 
  as plunder.
  • Conversely, the Green Plague’s crew are 
  often celebrated in Dalmatian Cove. Ar-
  riving at the cove with the crew in chains 
  is a firm way to receive a hostile greeting, 
  giving disadvantage to appropriate Cha-
  risma checks. If, however, the characters 
  take the ship as their own, pirates of 
  Dalmatian Cove are sure to respect their 
  pluck, granting advantage to appropriate 
  Charisma checks. (Doing both negates 
  advantage and disadvantage.)
  Scene 8: Tilly Isle
  • How did the player characters get to 
  this scene? By following the directions 
  on their map and overcoming encoun-
  ters on the Acid Sea.
  • What do the player characters need to 
  accomplish in this scene? Unearth the 
  chest for Sagra Major von Korat and 
  share its contents with the crew of Cha-
  meleon’s Pride or defeat them in battle.
  • Who or what is keeping them from ac-
  complishing it? The crew of Chameleon’s 
  Pride arrive simultaneously and wish to 
  claim the treasure for themselves. They 
  will fight if pressed or negotiate to share 
  the plunder.
  • What scene or scenes should logically 
  happen next? It’s the end of the story!
  The mists are thick in this part of the Acid 
  Sea, its acrid stench combining with billowing 
  plumes of yellow smoke. Yet, finally, you see it: 
  Tilly Isle! It would be invisible but for the main 
  mast protruding from its middle at a slight 
  angle, stretching a good twenty feet into the air. 
  Your ship lets you know there are sandbanks 
  throughout this area, as you occasionally hear 
  the rasping of your hull on soft earth below. It’s 
  at this point you spot in the water around you 
  the skeletons of dozens of ships, eaten away 
  by the Acid Sea after becoming stuck on or 
  near Tilly Isle. It seems many pirates have found 
  this place, but few have been able to escape. 
  Before you can think of how to leave, let alone 
  claim the treasure buried in Tilly Isle’s sands, 
  you hear cries of “ahoy!” from close by. A ship 
  named Chameleon’s Pride has just beached 
  not a hundred feet from your location!
  Whipling Terrachilde and Shiny Four Pen-
  nies cast ropes over the side of their ship, and 
  along with their other crew members (now 
  matching the player characters’ group in size), 
  they scuttle down to the sand. Two rats in the 
  crew are going to attempt to dig up the Pirate 
  Queen’s treasure as Whipling, Shiny, and anyone 
  else in the crew protect the dig site. 
  If characters threaten Chameleon’s Pride’s 
  crew, they enthusiastically draw weapons. 
  Whipling smiles as she says, “You can just turn 
  around and go back to Waterdog Port…” but she 
  clearly craves a fight. The opposing pirates will 
  not fight to the death unless pushed to do so. 
  Use the Buccaneers (see pp. 78–80) to represent 
  the other members of the ship’s crew.
  Whipling cannot be convinced to depart 
  without some treasure, but she and Shiny can 
  
  Future Stories: Dalmatian Cove 
  137
  137
  be talked into splitting their findings. Encourage 
  players to give a convincing argument for doing 
  so, and depending on the strength of their rea-
  soning, make the speaking character roll a Cha-
  risma check at a difficulty between 14 and 18. 
  Reducing the difficulty from 18 requires using 
  reasoning such as: “Nobody has to die,” “There’s 
  plenty of plunder for all,” “We can all be heroes,” 
  “One of us is going to have to tug the other out 
  of the sand anyway,” and anything else the Guide 
  deems persuasive. Assisting the crew of Chame-
  leon’s Pride is a good way to earn grateful, if un-
  trustworthy allies.
  The noted treasure spot does indeed contain 
  the chest Tilly buried. It is locked, but the lock 
  can be broken with a Strength check at difficulty 
  16 or picked with a Dexterity check at difficul-
  ty 14. The chest’s contents include: plunder (if 
  the characters don’t already have some); the map 
  of Iron Fang Maze; a glass cylinder containing 
  a silver eyeball ringed with a ruby disc; a simple 
  leather flask; a cutlass with a bejeweled handle, 
  gold blade, and House Cymric sigil marked with 
  Tilly’s personal emblem; and a sea map that goes 
  even farther west than Dalmatian Cove, point-
  ing out a number of forbidding islands and 
  landmasses. The flask bears a beautifully carved 
  leather wrap, uncorroded by the Acid Sea. A 
  scroll emerges from its neck. The writing on the 
  scroll says “True treasures leave trails. You’re on 
  the right track.”
  The sand on Tilly Isle is intensely corrosive, 
  as any characters putting their bare paws or skin 
  on the land will find after a minute (fur offers 
  some protection from the sand). At first it starts 
  as an itch, but then sores emerge. The corrosion 
  inflicts 1d4 acid damage per turn until washed 
  out with clean, fresh water. If examined, the 
  mast emerging from the island is crafted from a 
  bizarre, twisted plastic-iron alloy, seemingly im-
  pervious to the acid. 
  Future Stories:  
  Dalmatian Cove
  It’s likely the characters’ vessel is damaged, 
  and Dalmatian Cove is less than a day away. Be 
  sure to mention this to the players, as Dalmatian 
  Cove is where the story could take them next 
  (covered starting on p. 92). Reaching the cove 
  may be a more difficult prospect than it sounds, 
  with their ship beached on a corrosive sandbank.
  • If the character slew the pirates of Chame-
  leon’s Pride, they may wish to take that ship 
  instead. It is up to the Guide to determine 
  how much damage Chameleon’s Pride suffered 
  in its journey. Did it also encounter the Green 
  Plague, storms, and sea creatures?
  • If the characters worked with the crew of 
  Chameleon’s Pride, the two ships can aid each 
  other in escaping Tilly’s Isle and sail together 
  to Dalmatian Cove for repairs and mutual 
  protection.
  • Entice the players with the opportunity to 
  add further levels to their characters at Dal-
  matian Cove, as the final adventure in this 
  book is best-suited to 5th level pirates.
  Dalmatian Cove is a nest of outlaws and vi-
  cious pirates, along with those who wish to live 
  free of the pirate code. The characters may find 
  safety here, but it will come at a price. The rough 
  and ready pirates of these free islands will want 
  payment in coin and entertainment with tales 
  and songs. Where they differ from the pirates 
  of Waterdog Port is in their happiness to rob a 
  sleeping pirate blind and steal their ship, no mat-
  ter how good the story from the evening just past. 
  Stories in Dalmatian Cove should involve 
  swashbuckling adventure, a heist to re-steal their 
  just-unearthed treasure, and earning the favor of 
  the most fearsome pirates known on the Acid 
  Sea. Only then can the characters think of setting 
  sail and returning to the relative safety of Water-
  dog Port.
  
  Chapter Ten: Heart of the Storm
  138
  138
  Chapter Ten:  
  Chapter Ten:  
  Heart of the Storm
  Heart of the Storm
  Stormheart Island an enigma on the Acid Sea 
  that most are reluctant to explore, but the adventurers 
  must land there to avoid a watery grave in the middle 
  of a fearsome storm. Once safe, discovering survivors 
  of previous wrecks should be a cause for celebration, 
  but a simple rescue and return to sea becomes more 
  complicated than anyone bargained for with sudden 
  sabotage and an enigmatic creature shadowing their 
  steps. The Lonely Tower and the Misty Ruins beckon 
  with an irresistible pull, and the threat of the Unseen 
  grows the longer the adventurers delay. There is a 
  mystery at the heart of it all and uncovering it may 
  finally bring the adventurers what they seek.
  “Heart of the Storm” is an adventure meant 
  for fifth and sixth level adventurers, so it’s best 
  to run this game for those with previous experi-
  ence with Pugmire or Monarchies of Mau. While 
  it is the conclusion of this book’s chronicle, it 
  is not required to use it as such. This adventure 
  could be played as a standalone option or nestled 
  within a chronicle of the Guide’s own creation. 
  The Guide has complete freedom as to how they 
  wish to use and adapt this adventure to suit their 
  games.
  Characters
  The survivors from a few different ship-
  wrecks have banded together on Stormheart Is-
  land for the sake of survival, but not all would 
  consider one another part of a crew or family. 
  The names of their ships are presented along 
  with the character names to help the Guide keep 
  track of where everyone came from and where 
  their loyalties lie.
  
  Characters
  139
  139
  Captain Maia von Korat  
  (Eighth Life)
  Maia grew up reveling in the chal-
  lenges House Korat presents and 
  sailing her family’s boats on the 
  rivers but learning about the 
  War of Cats and Dogs spoke to 
  her as few other things did. She 
  became convinced that the Acid Sea it-
  self is the best challenge she will ever face, and so 
  she dropped everything at the first opportunity 
  to go to Port Matthew and learn how to sail on 
  the sea instead. A daring sailor and bold fighter, 
  she also has a checkered reputation with most 
  authorities. She likes plunder, but she likes risk 
  better, and that sometimes leads her to take on 
  questionable adventures. She’s fierce, passionate, 
  and straightforward with sleek, soft gray fur and 
  green-yellow eyes.
  If necessary, use the Sparrow Captain (p. 
  80), increase Strength to +4 (18), and exchange 
  Rallying Cry for the following:
  • Brute Strength: Captain Maia gains an ad-
  vantage on Strength checks involving lifting 
  or pulling something.
  Gideon Meeks (Scarlet Saber)
  Gideon, a plain brown mouse, strug-
  gled and fought to get away from 
  the traboules at Port Matthew his 
  whole life, knowing he could find 
  something he was very good at if he 
  just had the opportunity. Constantly 
  feeling as if he had something to prove, he would 
  frequently get into scraps everywhere he went un-
  til he came to the attention of a turtle, Kusa El-
  wachilde. Gideon thought he would lecture him 
  and was prepared to ignore Kusa. Instead Kusa 
  suggested a life at sea was a better way for Gideon 
  to leave Port Matthew and prove himself. With 
  the slightest persuasion, Kusa introduced him to 
  the captain of the Scarlet Saber, the otter Emmett 
  Snarl. Although amused, Emmett was also curi-
  ous to see how serious Gideon was about commit-
  ting to his ship and extended an offer to join his 
  crew. Gideon accepted, and both were delighted 
  to discover over the next several months that he 
  was just as good with knots and ropes as he was 
  the ship’s artillery. Gideon eventually became 
  the ship’s gunner and has been deeply grateful 
  ever since. His overall demeanor is confident and 
  skeptical, but when thrown into unfamiliar terri-
  tory he becomes defensive and scrappy.
  If necessary, use the Mouse Gunner (p. 79).
  Esther Hanachilde (Vinsen’s Dream)
  Esther and her copper scales gleam, as do her 
  golden armbands and the warm-hued clothes she 
  chooses to adorn herself with. She knows this 
  makes her appear vain and easily tempted, and 
  this thoughtful serpent lets strangers think as 
  they like as she listens to and evaluates what they 
  really want. Esther believes she truly hears the 
  unvoiced thoughts and feelings of those she en-
  counters. She also believes she can hear the voic-
  es of the Unseen, and both are different kinds 
  of whispers in her mind. Her family, once they 
  understood her gift, happily accepted this as her 
  contribution toward protecting them all. 
  When she began hearing the Unseen more 
  than family or friends, she sadly left them behind 
  and came to Port Matthew as a final act of pro-
  tecting them. She dedicated her life to using her 
  magic to seek the Unseen to destroy them, which 
  drew her out more and more upon the Acid Sea. 
  Her successes as well as her reputation as an aloof 
  yet levelheaded and strong sea witch drew Blake 
  Labrador’s attention. He spent all of ten minutes 
  in her presence before offering her the position 
  as First Mate of his ship. Surprised, she unveiled 
  herself and accepted. It is a decision she greatly 
  treasures.
  If necessary, use the Mystic Calligraphist (pp. 
  203-204, Monarchies of Mau) or the Weather-Beat-
  en Salt Sorcerer (pp. 190-191, Pugmire).
  Captain Blake Labrador  
  (Vinsen’s Dream)
  Blake Labrador has always felt a 
  deep calling to be a Good Dog 
  and faithfully follow the Code of 
  Man. As soon as he heard about 
  crusaders at a young age, Blake 
  strove ardently to become one. He has 
  philosophically pondered the meaning “Fetch 
  what has been left behind” and concluded that 
  his duty must include exploring the Acid Sea for 
  
  Chapter Ten: Heart of the Storm
  140
  140
  authorities like secretary Fraidi Mainecoon von 
  Rex of Port Matthew — the possibility that Man 
  could have left behind important relics for good 
  dogs in unexplored places means that he must 
  go and find them. He is kind and tries to make 
  friends with everyone, although his solemn and 
  overt devotion sometimes annoys others without 
  meaning to. He is highly loyal and protective.
  If necessary, use the Sparrow Captain (p. 
  80), increase Strength to +3 (16), increase stami-
  na points to 45, and replace Rallying Cry with 
  the Pistoleer knack (p. 30).
  Tengu, the Lonely Guardian
  By any species’ standards, Tengu is 
  confusing. One moment Tengu 
  seems very tall and looms threat-
  eningly, and in the next moment 
  one swears they were shoulder to 
  shoulder and companionable. They 
  are sentient and something of a trickster, willing 
  to help one moment and become an obstacle the 
  next moment. They also possess a mixture of fea-
  tures that are either alarming or fascinating, de-
  pending upon one’s outlook: a long dog’s body 
  with long head and matching face, but earless, 
  feathered, and clawed with a full and impressive 
  set of wings.
  They are quite knowledgeable about many 
  things, particularly the island — if they choose to 
  speak with anyone at all — but they know nothing 
  about their own origin. It’s hard to say whether 
  they really don’t know or simply don’t want to 
  tell. What is most important and relevant is that 
  they are there to guard the island, and their dis-
  appearing ability to control the Stormcaller de-
  mons (granted to Tengu through the Stormheart 
  gem when it is properly set in the Lonely Tower) 
  means Tengu can no longer protect the island as 
  well as they would like. The secrets of the Old 
  Ones absolutely must be kept!
  Tengu is largely responsible for Esther’s de-
  stabilized mentality. They saw her and her abili-
  ties first as a curiosity, then a threat, and finally a 
  possible replacement for themselves. Regardless, 
  they have consistently believed that their partic-
  ular “whispering” to her was necessary. The only 
  thing that changed each time Tengu whispered 
  was their questions and commands.
  Tengu
  Defense: 20 (tough hide and feathers)
  Stamina Points: 120
  Speed: 40 feet
  Proficiency Bonus: +6
  Abilities: Strength -1 (8), Dexterity 0 (10), Constitu-
  tion 0 (10), Intelligence +4 (18), Wisdom +2 (14), 
  Charisma +2 (15)
  Skills: Know Arcana, Notice, Sense Motive, Bluff, 
  Persuade, Survive
  Attack: Claw (+5 melee, 2d6 +4 slashing)
  Knacks: Darkvision, resistant to physical damage, 
  immune to lightning damage
  • Spontaneous Spellcaster: Choose one 
  spell per spell level from Artisan spells (listed 
  on p. 102, Pugmire) or Mancer spells (listed 
  on p. 114, Monarchies of Mau). Tengu can 
  cast these spells once per day, ignoring any 
  requirements or preparations. After this, Ten-
  gu must rest to access any of them again.
  Synopsis
  While trying to pass Stormheart on the way 
  elsewhere, the pirates’ ship suddenly finds itself in 
  the middle of a storm, the result of a Stormcaller 
  demon’s mischief. The characters must land or 
  wreck and capsize. Once they’ve made it to land 
  and the storm passes, they discover there are survi-
  vors from previous shipwrecks on the island, who 
  offer to help and ask to be taken off the island if 
  the adventurer’s ship is still seaworthy. At first it 
  appears only minor repairs are needed, but they 
  discover some additional sabotaging damage (Es-
  ther’s doing). The materials needed for repairs re-
  quire some exploration of the island and curious 
  poking into the Lonely Tower and Misty Ruins.
  This draws the attention of the Tengu, the 
  guardian of Stormheart, who after some interac-
  tion with the characters reveals that the guardian 
  can no longer control the Stormcaller demons 
  that keep people away from the island. This situ-
  ation must be fixed somehow, because it’s getting 
  worse. The Tengu believes now may be the time 
  for a new guardian to take their place, and Esther 
  is the one to do it. Once she does, the Tengu 
  swears the characters will be rewarded, allowed 
  time to repair and leave, and admonished never 
  to return. If this is the conclusion of the “Going 
  on the Account” chronicle, the Flask of Bobby 
  Golden is part of the reward.
  
  Scenes
  141
  141
  Introduction
  The party, aboard ship on the Acid Sea and 
  currently on their way to their intended destina-
  tion, have very little warning before a dangerous 
  storm brews up. With high winds, lightning, and 
  very tall waves that could slap the ship against 
  rocks or other unknown dangers, the characters 
  will need to fight their ship and pray to make it 
  to a safe landing. Unfortunately the nearest safe 
  landing is the island the storm came from.
  If you’re following “Going 
  on the Account,” your 
  pirates are probably 
  leaving Dalmatian Cove 
  and think they’re head-
  ed for Port Matthew or 
  Waterdog Port. If you’re 
  using your own chronicle and adven-
  tures, it’s good to plan out ahead of time 
  how they happen to be in the vicinity of 
  Stormheart Island. It’s okay if it looks 
  like your adventurers will be nowhere 
  near it: you can always add a simple 
  encounter in between that adventure and 
  this one that brings them close enough!
  Scenes
  What follows are the major scenes for this 
  adventure. 
  Scene 1: Safer Waters
  • How did the player characters get to 
  this scene? Their ship was just passing 
  through when the storm hit.
  • What do the player characters need 
  to accomplish in this scene? The ship 
  needs a safe harbor to keep from capsiz-
  ing or dashing against rocks.
  • Who or what is keeping them from 
  accomplishing it? A storm and a Storm-
  caller demon.
  • What scene or scenes should logically 
  happen next? Scene 2: “Stormheart.”
  One moment the sky is clear, and in the next, it is 
  full of heavy, thickening dark clouds. The formerly 
  even and smooth movement of the ship turns 
  choppy with the increasing swell and abrupt fall 
  of the waves, which have also turned a punishing 
  grey. The wind screams up like a damned soul, 
  blowing the sails and the rigging every which way. 
  Jagged purple streaks of lightning crackle the air, 
  with roaring claps of thunder hard on their heels.
  As your ship and crew yell out to each other in 
  a desperate attempt to get the ship under control 
  before the mast is cracked and the keel torn away, 
  you search the horizon. Where did the storm come 
  from? And can you outrun it or hide from it?
  The source of the storm becomes obvious 
  with even cursory observation: a Stormcaller de-
  mon (p. 84) seemingly cavorting between Storm-
  heart — which the ship was avoiding — and the 
  waters of the Acid Sea toward the player char-
  acters’ ship. The Stormcaller was summoned to 
  either wreck the ship or speed it on its way, but 
  the demon is trying to resist its leash (hence its 
  “dance” to and fro). The demon’s ability to call 
  up and control a storm has caught the ship up in 
  it easily enough. The storm is also so fierce the 
  ship might not be able to ride it out.
  At this point either the captain of the ship 
  (if one of the player characters does not have this 
  role) or a non-player character aboard the ship 
  whom the player characters trust strongly urges 
  that the ship head for Stormheart Island — liter-
  ally, any port in a storm. The main trouble will be 
  getting there safely while dealing with the Storm-
  caller.
  To reflect the danger the storm presents the 
  ship, the Guide may have the sailing master make 
  a Wisdom saving throw, difficulty of 18 for storm 
  and high winds. Success means the ship docks 
  well and loses only 2d10 Seaworthiness. A failure 
  means it crashes, losing 3d10 Seaworthiness, and 
  a botch means that the resulting Seaworthiness 
  loss is doubled!
  While the sailing master is trying to get the 
  ship to safety, the Stormcaller finally stops its er-
  ratic movements and begins attacking ship and 
  crew. Between the storm and fighting the Storm-
  caller demon, everything in the player characters’ 
  rucksacks that they are not wearing washes out to 
  sea. As soon as either the ship or the Stormcall-
  er takes heavy damage and is in danger of being 
  defeated, the demon will flee the scene. Keen 
  observers notice it heads straight for the Lonely 
  Tower. Those knowledgeable about the Unseen 
  can remark that this is odd behavior.
  
  Chapter Ten: Heart of the Storm
  142
  142
  Once the Stormcaller leaves, it still takes time 
  for the storm to move on or die down, at which 
  point night has fallen and the crew will likely 
  want to rest. The player characters have some 
  choices ahead of them in the morning, such as 
  assessing damage or going ashore to explore, 
  seeking land-based shelter, or seeking food, fresh 
  water, and materials for repairs.
  Scene 2: Stormheart
  • How did the player characters get to 
  this scene? The characters assessed their 
  needs in the morning and some must be 
  met on the island.
  • What do the player characters need to 
  accomplish in this scene? Exploring the 
  island and making repairs.
  • Who or what is keeping them from ac-
  complishing it? Meeting shipwreck sur-
  vivors both helps and hinders the player 
  characters’ plans, as does the appearance 
  of the Tengu.
  • What scene or scenes should logically 
  happen next? Scene 3: “Sabotage.”
  Although an Integrity roll should typically 
  be made immediately after the loss of Seaworthi-
  ness (p. 53), for storytelling purposes it can be 
  made in this scene as the player characters and 
  non-player characters assess the ship in the morn-
  ing and make decisions about what to do. Even 
  if the Integrity check succeeds, the Guide can use 
  a non-player character to express worry about the 
  ship’s seaworthiness to help dissuade characters 
  from simply leaving the island and sailing back to 
  Port Matthew. If need be, the Guide can remind 
  player characters that the ship will continue to 
  lose some Seaworthiness even with the efforts of 
  a first mate and may lead to the ship becoming 
  Unsafe later — might as well stay for a while and 
  make certain the ship will be able to finish its 
  return to its intended destination.
  If the Guide likes, making determinations 
  about what areas of the ship were affected can 
  be influenced by the dice rolls made during bat-
  tle. Or, each character assigned a role on the ship 
  can make a Wisdom check, difficulty 12, to see 
  if their area of expertise on the ship was affect-
  ed. The Guide can modify or add to the list of 
  repairs, which shouldn’t be so extensive as to 
  need drydock or other extreme methods to help. 
  Ultimately the Guide will want the player charac-
  ters to remain at Stormheart for at least several 
  days, if not longer, depending upon what’s been 
  deemed necessary to fix and what can legitimate-
  ly wait even another week or two on the Acid Sea.
  If a player character wants to remain at the 
  ship to help make repairs, salvage food goods 
  overturned or waterlogged in the storm and any 
  (potential) cargo that was knocked about, or any-
  thing else that would require them to stay (per-
  sonal conversations with a non-player character, 
  retrieving a personal item), this is fine — it helps 
  give the crew a witness to the baseline storm dam-
  ages to compare Esther’s damages to.
  The remainder of the characters going to the 
  island should decide where they would like to 
  go. Where they dropped anchor may influence 
  where they decide to go as well. There aren’t dan-
  gers to the player characters yet, so if they decide 
  to split up to explore and gather resources, this 
  should present no problem. Some of the places 
  they may go and what they can encounter or do 
  there are listed below (Xs indicate where the ship 
  may have docked or crashed).
  A: Beaches
  Along the island, some beaches are more 
  rocky than sandy. The rocky areas tend to have 
  more driftwood and detritus from wrecked ships, 
  washed up cargo, and what’s left of those poor 
  individuals who did not survive the storms at sea. 
  Most of these storm remainders are concen-
  trated on the northern and northeastern sides 
  of the island, but occasionally can be found 
  elsewhere as well. If the player characters lost 
  If you’re the kind of Guide 
  that cares a bit more 
  about story than dice 
  rolling, here’s a neat trick: 
  Make the Integrity roll 
  yourself behind a screen or 
  your hand and ignore what-
  ever the dice say. Tell them the ship is 
  Unsafe, or whatever makes sense for 
  the story. It’s sneaky, but then again, 
  pirates sometimes lie and cheat a little 
  for the greater good!
  
  Scenes
  143
  143
  any cargo, this is a good area to initially search. 
  Player characters can also search the beaches for 
  items lost from their rucksacks. For every hour a 
  player character decides to spend here, the Guide 
  could ask for a Wisdom check to find something 
  of their own (a triumph) or something general-
  ly useful or belonging to someone else (success). 
  This does make it easier for characters to find 
  items belonging to others (for non-player charac-
  ter crewmembers, just roll a d20 — 10 or high-
  er, one of them found something from a player 
  character’s rucksack). This can foster teamwork 
  or contribute to sabotaging each other. If crew-
  mates do try to sabotage one another, this could 
  be brought up in Scene 3 when everyone is trying 
  to figure out who is to blame for everything going 
  wrong.
  B: Creeks
  For player characters off in search of fresh wa-
  ter (for themselves or to replenish ship supplies), 
  finding and following the creeks will largely take 
  care of their needs, although the southernmost 
  creek through the wetlands is relatively shallow 
  and should be followed further inland for bet-
  ter results. Those who follow the creeks, looking 
  for their source, can find the lake where water 
  barrels can be filled with no issue. Additional-
  ly, traveling along the northern creek will take 
  the player characters near the shipwreck survivor 
  camps (location G).
  C: Forests/Jungle
  Player characters hoping to find firewood, 
  larger or taller pieces of wood for certain ship 
  repairs, or some fresh meat or other food to sup-
  plement salvaged supplies could search in these 
  areas. The region along the western area of the is-
  land is thick jungle, whereas the trees and forest-
  ed regions of the eastern area are less dense. The 
  only other thick jungle region surrounds the base 
  of the Misty Ruins, which is nearby the tall hills 
  and mountains that dominate the central region 
  of the island, or in small valley pockets deep in 
  the mountains. Hardy trees and scrub otherwise 
  occasionally crop up on sparsely vegetated areas 
  (the southern cliffs, the sides of the mountains 
  themselves, or the rocky beaches).
  
  Chapter Ten: Heart of the Storm
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  144
  D: Lonely Tower
  For those hoping to scout out the Lonely 
  Tower — being concerned about whether the 
  Stormcaller demon may return, perhaps, or want-
  ing some information to share with the others 
  before proposing any actions — they can observe 
  its geography and get a more detailed look at the 
  Tower itself before they are deterred. If one is ap-
  proaching the Lonely Tower from the beaches, 
  they must hike up rocks and hill to get to the 
  plateau first.
  The Lonely Tower is on a rise above the general 
  plateau of the rest of the island. There are small 
  clusters of trees dotted about its general region. 
  The whiteness of the Tower appears to be mainly 
  due to the type of stone from which it is constructed, 
  maintaining its overall color from the bleaching 
  it gets from the sun and salt spray. There is an 
  entrance at its base, with external stairs winding 
  up to narrow balconies that frame completely open 
  entrances into the tower. There are at least three 
  such balconies rising up the sides of the tower 
  on each side of the octagonal structure, a final 
  transparent structure with opaque roof capping 
  the whole thing, and a large flame burning in a 
  brazier inside.
  Time and further walking reveal a very hard 
  stony path, broken or sunk into the soil in some 
  areas, connecting the Lonely Tower and the thick 
  forests under the Misty Ruins off in the distance. 
  A high, jagged, stony wall surrounds the tower 
  with an opening for the connecting path to travel 
  through. Both the rocks in the road and the stones 
  of the tower are made of strange minerals, likely 
  stemming from the time of the Old Ones.
  As soon as the players try to pass through 
  the tower, the Tengu will appear. How the pirates 
  react will largely determine how the Tengu itself 
  reacts: either neutral and curious, sending them 
  off in a misleading way (“You have friends look-
  ing for you by the lake,” “The only Stormcallers 
  I have seen are in the dangerous forests on the 
  western hill slopes”), or hostile and intimidating. 
  The Tengu does not want to fight, at least not 
  currently, but it does want the characters away 
  from the Lonely Tower. It is one of the places it 
  protects since it has a direct connection to the 
  Misty Ruins. It will not answer questions about 
  either place; it deflects those questions with ques-
  tions of its own about the pirates and what they 
  plan to do. The pirates cannot pass until they 
  are ready to confront the Tengu in Scene 4: The 
  Lonely Tower.
  E/F: Misty Ruins
  See Scene 5: The Misty Ruins.
  G: Survivor Camp
  At some point either the player characters 
  can encounter one or more of the shipwreck 
  survivors at a creek, or the Guide can elect to 
  have one of the shipwrecked captains encounter 
  the player characters while he or she is hunting 
  food elsewhere on the island. The player charac-
  ters can even accidentally find the survivor camp 
  itself!
  After a period of initial shock, suspicion, 
  and asking questions, the player characters are 
  invited back to their camp.
  The camp is a ramshackle village in miniature, 
  with each survivor in possession of their own 
  driftwood-and-hide shelter to sleep in and keep 
  food and possessions dry. Miraculously, they also 
  have some strange eight-legged goats: a mother 
  and two kids.
  After everyone has introduced themselves, 
  Captain Blake Labrador speaks up.
  “How did so many of you survive the storm?” he 
  asks eagerly. “You are welcome to remain with us, 
  of course, but if you also have some supplies…”
  When you tell him about your ship and where 
  it’s anchored, all of them perk up.
  “We need to go,” Gideon Meeks says, 
  launching to his feet. “I can leave right now.”
  “Settle yourself, Gideon, we have time,” Esther 
  smiles. “If we truly can leave with you, of course. 
  We could help repair your ship.”
  “And provisions,” Captain Maia puts in. “We’ll 
  need more meat. I won’t get by on just salted fish 
  again, and we’re not eating the spider-goats.” 
  She stands up and folds her arms. “So show us 
  this ship of yours.”
  The survivors have some communal goods 
  such as the spider-goats (p. 83) that would need 
  accommodation on the ship. Assuming the play-
  er characters agree to essentially rescue them, 
  they accompany the player characters back to the 
  ship. Esther and Gideon will want to assess the 
  
  Scenes
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  hold where the spider-goats can be kept as well as 
  the ship’s artillery and supplies. Maia is interest-
  ed in the ship’s rigging and defenses, sometimes 
  deferring to Esther if the player characters’ ship 
  has magical capabilities. Blake offers to help ap-
  ply any patchwork repairs, and to coordinate ev-
  erything that needs to happen. In short, they are 
  all eager to leave the island and offer their help.
  During this time, each of the survivors shares 
  their story and talks about the dangers of the is-
  land. They have dealt with Stormcaller demons 
  before, but obviously, they were too late to do 
  anything but try to get to shore while their ships 
  were breaking up and sinking. They have met the 
  Tengu, and all of them claim the creature is dan-
  gerous. Esther isn’t certain whether it is a mon-
  ster, or Unseen, or some intelligent species not 
  known anywhere else but this island. Maia swears 
  she has tried to go inside the Lonely Tower and 
  the Misty Ruins, but the magical traps were too 
  much for her. She didn’t go very far, but she was 
  certain there had to be Unseen in them. She is 
  also certain there must be treasure in them. Her 
  ship had carried very valuable cargo and none of 
  it has washed on shore that she’s seen. Blake is 
  very concerned about the presence of so much 
  Unseen that he has felt, here. Throughout his 
  stay on the island, he has been torn between 
  seeking them out to destroy them and feeling he 
  must protect the others instead. As far as he is 
  concerned, the only treasure of this island would 
  be any wisdom the Old Ones have to impart.
  The Guide can give the group a general time-
  table as to how long repairs and provisioning will 
  take, but they should also be prepared to alter 
  that timetable in the next scene.
  Scene 3: Sabotage
  • How did the player characters get to 
  this scene? The player characters have 
  met with the shipwreck survivors and 
  banded together to get off the island.
  • What do the player characters need to 
  accomplish in this scene? Discover who 
  or what is wrecking their efforts at leav-
  ing Stormheart.
  • Who or what is keeping them from ac-
  complishing it? Old grudges, multiple 
  suspects, and distractions keep shifting 
  the blame.
  • What scene or scenes should logical-
  ly happen next? Scene 4: “The Lonely 
  Tower”
  Over the next few days of the timetable that 
  has been established, the player characters spend 
  additional time in the areas outlined in the pre-
  vious scene as they try to repair, refill, and haul 
  water barrels, or hunt for game, or gather oth-
  er resources. If they have not previously met the 
  Tengu, this is when it finally appears to the player 
  characters. 
  You turned around for just one moment and 
  there it is in the next: it stands up on two legs, 
  looking for all the world like a feathered and 
  winged dog, clawed and fanged, and it looks 
  down its long nose at you.
  “Curious creatures. You look like the others, but 
  none of you should be here. Who and what are 
  you, and what is your business here?”
  It paces and sniffs the air, sometimes tense and 
  wary and sometimes seeming to grin at a private 
  joke. Its behavior seems erratic and as confusing 
  as its appearance.
  Again, its initial interactions are neutral 
  and curious, and declares itself to be the guard-
  ian of the island. Though understanding of the 
  fact that the characters are largely on the island 
  unwillingly, it also makes it clear that it prefers 
  everyone to leave, and in particular for them to 
  stay away from the Lonely Tower and the Misty 
  Ruins. So long as the interaction does not turn 
  hostile, the Tengu will go away after its curiosity 
  about the player characters is satisfied, but not 
  without saying or doing something strange in a 
  playful manner (such as whisking off someone’s 
  hat or leaving only after distracting them into 
  looking elsewhere).
  The Best Laid Plans
  As everyone works hard over the next few 
  days preparing to leave and hoping another 
  storm doesn’t brew up in the meantime, every-
  thing starts going awry.
  
  Chapter Ten: Heart of the Storm
  146
  146
  It seems like one thing after another goes wrong. 
  Tools go missing, only to be found elsewhere. 
  Additional damage to the ship is found. The 
  work done for the spider-goat pen on the ship 
  has been undone by the spider-goats themselves, 
  and no one recalls seeing who brought the spider-
  goats aboard. Gideon loses his temper when 
  the gunpowder for the weapons and artillery 
  are nearly ruined and accuses Captain Maia 
  of being careless. She is not very happy herself, 
  having brought back a good amount of food 
  only to see some of it spoil or burn with improper 
  curing and storage.
  The shipwreck survivors are snapping at each 
  other and even yelling at you, and you’re pretty 
  sure someone on your crew isn’t pulling their 
  weight as they ought to as well. 
  “We should take what we have and leave 
  now for Dalmatian Cove,” Captain Maia says 
  in frustration as she throws the half-repaired sails 
  she’d been looking for all day onto the deck. “It’s 
  not far, and I can take ship with any scallywags 
  looking for crew.”
  “And risk some criminals taking the ship?” 
  Captain Blake argues stubbornly, folding his 
  arms. “No, my first mate and I have a duty to 
  report back to Secretary Fraidi Mainecoon von 
  Rex and I won’t have our journey thwarted by 
  your impatience.” 
  As Maia begins arguing with Blake, Esther 
  tries to mediate between everyone but finally she 
  resigns, exhausted.
  In every situation that could go wrong, the 
  characters involved can both have motive and 
  plausible deniability such that it’s often hard to 
  find out who is at fault. Any characters that have 
  accompanied the pirates during the chronicle 
  can also be dragged in as suspects, especially if 
  they have engaged in suspicious behavior before. 
  This is an opportunity for everyone to air a griev-
  ance and keep the player characters guessing as to 
  who or what is behind the sabotages. The Tengu 
  is also a plausible suspect, though anyone who 
  has met it can point out that it seems more inter-
  ested in all of them leaving instead of extending 
  their stay.
  If the Guide wanted to roll for ship repairs, 
  improvements, or provisioning, any failure rolls 
  could be interpreted as these sabotages and set-
  backs instead. The trick is figuring out how to 
  connect it back to Esther down the road, once 
  the characters discover that the sabotage is her 
  doing. 
  Each player character from that point for-
  ward should have an opportunity to roll a check, 
  difficulty 18, to find out what is going on. To 
  make it more dramatic, the Guide can choose 
  to have the characters revisit each “scene of the 
  crime” and further make Wisdom checks, diffi-
  culty 15, to look for clues. It is up to the Guide 
  how they do it, but eventually the clues all lead 
  back to Esther.
  Confronting Esther
  Whether the Guide decides Esther accompa-
  nied the player characters as they investigated, or 
  the player characters poked around first before 
  going to find her, she folds quickly when con-
  fronted.
  Esther covers her eyes, sinks down, and weeps. 
  She sounds much more tired than she let on before.
  “I am so sorry, it was I! Oh, I am ashamed. The 
  skulking at night, hiding things from my own allies! 
  But the voices — they taunt me, and for the first 
  time, I am afraid of what they say! I could not help 
  myself. I felt compelled to keep us from leaving. 
  Something — I — I think it may be the Tengu — 
  wants me to stay and I do not understand why!”
  She wipes her face, looking genuinely distressed 
  and remorseful.
  “Please, you must help me. The Unseen is strong 
  here, as are your voices, and the Tengu as well. 
  I do not know what it is, but I need to know what 
  it wants so it will let me be!”
  If Esther has not explained to the player char-
  acters before, she does so now: all her life, she has 
  been able to not only detect the Unseen through 
  “hearing” them, she has also been able to detect 
  the presence of others through hearing bits and 
  pieces of their strongest desires and thoughts at 
  the time. It is not usually “always on,” but on this 
  island it is, and it has been wearing Esther down.
  Captain Blake has always known about this 
  ability of Esther’s. It has made her an asset to his 
  ship, knowing about and solving problems be-
  fore they get out of hand as well as pointing out 
  the presence of the Unseen so they both can de-
  stroy it. Discovering that it has been causing her 
  
  Scenes
  147
  147
  distress as well as driving her to sabotage their 
  efforts to get off the island greatly upsets him, 
  making him highly in favor of finding the Ten-
  gu to ask them to leave her be. He would rather 
  solve the problem in a diplomatic fashion with 
  the Tengu, but he is also ready to fight, especially 
  if they prove to be a creature of the Unseen.
  Gideon Meeks is highly distrustful and be-
  comes particularly distressed if he had previously 
  been a suspect. He is not feeling particularly for-
  giving and would rather leave the island — and 
  Esther — behind. Should the majority opinion 
  swing toward helping Esther by confronting the 
  Tengu, he refuses to help the party at all. He con-
  tinues doing what he feels confident in handling 
  and says he will remain by the ship, readying to 
  leave.
  Captain Maia is also highly distrustful, but 
  she is feeling very hostile toward the Tengu. She 
  reiterates how much of a danger she thinks they 
  are. It will take some persuading to keep her 
  from taking a swipe at the Tengu. If she can’t be 
  convinced to come help the other survivors with-
  out leaping into combat, she is more amenable 
  to staying with the ship “just in case” the Tengu 
  makes an appearance there while the group is 
  gone.
  Once the group has decided what they would 
  like to do about Esther and the Tengu, those who 
  want to help her can ask her to use her abilities 
  to help them search for the Tengu on the island.
  Scene 4: The Lonely Tower
  • How did the player characters get to 
  this scene? The characters are ready to 
  confront the Tengu about why it wants 
  Esther to stay.
  • What do the player characters need to 
  accomplish in this scene? They need to 
  find the Tengu, hear its explanation, and 
  fix the issue at the Lonely Tower.
  • Who or what is keeping them from 
  accomplishing it? Minor Unseen at the 
  Tower and a reappearance of the Storm-
  caller demon.
  • What scene or scenes should logical-
  ly happen next? Scene 5: “The Misty 
  Ruin.”
  Now that the player characters want to inter-
  act with the Tengu, finding it can either be easy 
  or a little difficult depending on the group’s gen-
  eral feelings about it. The Tengu can effectively 
  monitor the island due to its role as the island’s 
  guardian, a role the characters can discover later 
  that can be bestowed or removed. If it feels the 
  group’s intentions are generally hostile it will try 
  to remain out of sight and present obstacles in 
  their path until they agree to only talk. The Ten-
  gu can and will fight, if need be, but it feels the 
  Stormcaller demon — which though it has not 
  reappeared, it can the more time that passes — 
  currently presents the bigger threat.
  “Tengu, please come forward and speak. What 
  do you want with me?” Esther calls out when she 
  reaches her destination.
  “What are your intentions, churl?” Captain 
  Blake demands. “If you wish us to leave, why 
  do you torment poor Esther and delay our 
  departure?”
  The Tengu appears almost shyly from behind 
  a tree.
  “Your companion is unique,” they say. “Her 
  ability could have been a threat to me and to 
  this island. But now I know better, and I need 
  her to stay. The Stormcaller no longer obeys me, 
  and this development puts this island in danger 
  instead of keeping it safe. It must be vanquished, 
  and I need to know why it and its kind will no 
  longer heed me.”
  Esther can only pick up 
  surface thoughts and 
  feelings from the Un-
  seen. Normally, she 
  must either choose to fo-
  cus upon a specific person 
  or “listen” for other beings 
  like the Unseen which might be with-
  in 20 feet to discover their presence. 
  She will “hear” the strongest thoughts 
  shaping their intentions, such as guilt 
  over a secret or planned violence. It 
  can be switched on and off at will, 
  but it should only be used three times 
  a day at most. After that, each use 
  drains a 1d4 stamina points.
  
  Chapter Ten: Heart of the Storm
  148
  148
  The idea that one of the Unseen could be 
  controlled is shocking information enough, but 
  that and revealing the Tengu can also summon 
  them may put serious doubts in everyone’s mind 
  as to the Tengu’s goodness. This is fine! The 
  Tengu itself is not a member of the Unseen, but 
  they are very single-minded in their goals — guard 
  Stormheart and its ruins and relics — and the 
  Tengu has tools they see no problem in using. 
  That’s part of the Tengu’s very nature.
  While the Tengu now desires the group’s 
  help, they are also conflicted about asking for 
  help considering they will need the pirates 
  to enter the spaces the Tengu has been tasked 
  with guarding. Therefore, they will only answer 
  some questions with successful Charisma checks 
  against a difficulty of 10. On a success, the Tengu 
  reveals that their ability to control and summon 
  Stormcaller demons is not an inherent ability, 
  but comes from an item — the Stormheart, locat-
  ed in the Lonely Tower. They theorize that some-
  thing may have gone wrong with the Stormheart, 
  and it should be fixed if it has. The reason why 
  they have not done this themselves is because the 
  Tengu believes they are never supposed to go in-
  side the places they were tasked with guarding. 
  The Tengu isn’t even certain if they can enter — 
  they only know the layout of the island that is in 
  their mind, and they can see the different places 
  as if they were there.
  Even if the player characters may not feel par-
  ticularly inclined to help the Tengu, either Cap-
  tain Blake or Esther will reluctantly bring up the 
  fact that the Stormcaller demon could return at 
  the worst time while they are trying to leave the 
  island — that is one of its main characteristics, 
  after all —and possibly leave them all stranded 
  again. Therefore, they argue, they should at least 
  ensure that the Stormcaller demon can no longer 
  come after them.
  Finally, the Tengu mentions a magical flask 
  that it discovered in a wreck some time ago and 
  offers it as a reward to the characters. Player 
  characters who succeed with a Charisma check 
  against difficulty 18 further get the Tengu’s agree-
  ment to help finish repairs.
  To the Tower
  Every so often along the path, the characters 
  find a stone or patch of ground with wards and 
  detection spells along the way. The wards are 
  meant to repulse the player characters, some with 
  damaging effects. The Tengu will not warn the 
  player characters about the traps, but it will tell 
  them how to proceed. 
  The Tengu stands very uncomfortably at the 
  opening of the wall keeping the Lonely Tower 
  separated from the rest of the island and indicates 
  the characters may pass within.
  “Take the exterior passage, following the dark 
  green stones,” they say reluctantly. “Then climb the 
  stairs to the third level of the tower. The Stormheart 
  lies within the room you will find just inside. Touch 
  nothing else!”
  Player characters that stray from the path 
  indicated can avoid these traps with a Wisdom 
  saving throw, difficulty 15. These wards do not 
  permanently go away once triggered: they simply 
  reset once player characters have left their areas 
  of effect. Dispel Magic spells also only last for the 
  scene — this is ancient magic.
  Flaming Sphere (p. 
  111), Grease (p.112), 
  Passwall (p.118), or 
  Stinking Cloud (p. 
  123) are good ones 
  to use from Pugmire 
  spells.
  At the Guide’s discretion, players can en-
  counter a lesser version of the Stormcaller along 
  the way. 
  Lesser Stormcaller (CR4)
  Defense: 15
  Stamina Points: 40
  Speed: 30 feet, 40 feet flying
  Alternately, try Entangle 
  (p. 123), Hallucinatory 
  Terrain (p. 125), Shatter 
  (p. 133) or Spike Growth 
  (p. 135) from Monarchies 
  of Mau spells.
  
  Scenes
  149
  149
  Proficiency Bonus: +3
  Abilities: Strength +1 (12), Dexterity +3 (16), 
  Constitution +2 (14), Intelligence 0 (10), Wisdom 0 
  (10), Charisma -2 (7)
  Skills: Know Nature, Survive
  Attack: Lightning Bolt (+8 ranged, 1d8+5 light-
  ning)
  Knacks: Resistant to lightning and thunder damage 
  • Squall: The Stormcaller pushes the target 
  30 feet in any direction with a violent gust of 
  wind, resisted with a difficulty 17 Constitution 
  saving throw.
  • Thunderclap: All targets within a 20-foot 
  cube surrounding the Stormcaller must suc-
  ceed at a difficulty 17 Constitution saving 
  throw or suffer 2d8+4 thunder damage and 
  become Deaf.
  Stormheart Room
  Once the characters reach the top stair of the 
  third level, they spy a narrow 6 foot by 18 foot 
  ledge to their right — the stairs spiral up and to 
  the right around the tower — and a wide, arched 
  entrance into the room they are to access to their 
  left. There are more ward traps on each side of 
  the entrance, with the same difficulty as those off 
  the path. Failing to disable the wards activates a 
  lightning bolt across the entrance and the balco-
  ny, inflicting 6d6 lightning damage (half damage 
  to those who make a Dexterity saving throw at 
  difficulty 15). The lightning ignites all flamma-
  ble objects in the area that aren’t being worn or 
  carried. Once they bypass or trigger the trap, they 
  can enter the room beyond.
  The room inside is startlingly plain. There 
  are five pillars in the octagonal room, four 
  around the perimeter and a fifth in the middle. 
  There are gaps within each of the pillars where 
  anyone could stick a paw inside, and within 
  the perimeter pillars, something that looks like 
  a faceted gem floats on a colored magical 
  beam. The fifth pillar in the middle of the room 
  has a very weak purple-colored beam in it, but 
  its gem is not inside. Each pillar also has runes 
  on it; all runes, except for those on the middle 
  pillar, are lit. 
  A search of the room does not produce any-
  thing and touching the runes on the middle pillar 
  also does not do anything. An Intelligence roll, 
  difficulty 12, helps the characters realize that the 
  middle pillar’s gem must be the Stormheart and 
  the pillar needs the gem for everything to work. 
  Sticking a paw into the magical beams doesn’t 
  do anything to the character, but it has an effect 
  in the room. Breaking the beam of a perimeter 
  pillar causes its light to flicker, as does its runes, 
  and then it reconnects to the adjacent pillars 
  with a beam of light. This does not happen in 
  the middle pillar beam, but it does summon the 
  Stormcaller demon, which has somehow gotten 
  hold of the Stormheart gem.
  For this battle, the Guide can approach it 
  one of several ways: the Stormcaller is still in-
  jured from the fight at sea, having healed half of 
  its damage in the meantime; the Stormcaller is 
  instead the lesser Stormcaller version; or, if a tru-
  ly epic battle is called for, the Guide can decide 
  that it has fully healed and has chosen to defend 
  its “freedom” now while it can. The Guide can 
  also decide that the Stormcaller demon can sum-
  mon one of the lesser versions during the fight.
  Once more, before the characters can finish 
  defeating the Stormcaller, it flees. It drops the 
  Stormheart and takes off for the Misty Ruins.
  Once the fight is over, one of the characters 
  can place the Stormheart in its magical beam. It 
  will float on the beam, and light will flare up to 
  join the other pillars. When everyone rejoins the 
  Tengu by the entrance, it tells them there is one 
  more thing they must do: the Stormcaller must 
  be completely vanquished so that it cannot come 
  back. It also claims that the protective runes at 
  the Misty Ruins must be reset for the Tengu to 
  fully access the Stormheart’s abilities again. 
  Scene 5: The Misty Ruins
  • How did the player characters get to 
  this scene? The player characters have 
  restored the Stormheart and are ready to 
  finish resetting it.
  • What do the player characters need to 
  accomplish in this scene? They must fin-
  ish defeating the Stormcaller and decide 
  whether Esther will be the new Guard-
  ian.
  • Who or what is keeping them from 
  accomplishing it? Creature encounters 
  before entering the Misty Ruins.
  
  Chapter Ten: Heart of the Storm
  150
  150
  • What scene or scenes should logically 
  happen next? Leaving for Port Matthew.
  The Tengu claims that re-establishing the 
  Stormheart’s link and thus fully empowering it 
  once more requires traveling to the Misty Ruins. 
  Only a restored Stormheart ensures the Storm-
  caller demon can finally be destroyed. 
  If Captain Maia is with them, she will argue 
  for leaving now and take the risk of the Storm-
  caller coming back, believing it is too wounded 
  to come after them any time soon. Captain Blake 
  will argue that it is now their duty to finish the 
  job of destroying the Stormcaller demon and 
  adds that by the time they finish loading every-
  thing onto the ship, the demon could have recov-
  ered enough to make the risk unacceptable. Es-
  ther generally sides with Captain Blake, believing 
  that this is also the best course of action if she is 
  ever to stop the flood of impressions. Leaving the 
  island tempts her, if only because it also promises 
  to give her relief. This is an opportunity for the 
  player characters to weigh in and decide if they’ve 
  done enough or if they feel just as committed to 
  finishing the job as Captain Blake is. The Tengu, 
  of course, wants the job finished and tries to be 
  as persuasive as possible, but will very reluctantly 
  accept if the player characters decide that they are 
  finished. If the pirates have not angered the Ten-
  gu, they will give the player characters everything 
  it promised and do their best to hold back the 
  Stormcaller demon (but they are not successful; 
  the demon will attack as soon as they have gone 
  to sea).
  Getting to the Misty Ruins involves a long 
  hike to the interior of the island. At least one 
  encounter with the enemies in the woods around 
  the Misty Ruins is recommended to underscore 
  its dangers and the strangeness of the island. 
  Some examples include a small thicket of Whis-
  perwood Saplings and a Whisperwood Warden 
  (Pugmire pp. 194-195) or patches of Excoriates 
  and Thrummycaps (Monarchies of Mau, pp. 202 
  & 207). Additionally, the Tengu will not assist 
  the player characters with these encounters, as 
  it feels that they are not the real threat and are 
  simply filling a similar role that it does (that of 
  protecting and guarding the island).
  The entire trek from the entrance to the woods 
  to the door of the ruins themselves takes an hour 
  without any encounters. The path (map location F, 
  p. 144) can also grow more dangerous as it gets 
  harder to see the wards with all the surrounding 
  vegetation that start to obscure the path itself. All 
  the trees and growth are ancient and untouched, 
  and sometimes strange and disturbing.
  The Misty Ruins are massive, made from dark, 
  reflective stones which rise high from their forested 
  base. They do not rise in a continuous line, but 
  rather appear to have smaller buildings on top of 
  larger structures, some offset and some centered, 
  like piles of children’s toys. The ruins have a thick, 
  impervious stone base that looms more the closer 
  you come. Parts of its walls are covered in vines 
  and other areas are completely clean. Mists float 
  up from the surrounding trees.
  You draw nearer to what you can only assume 
  is its entrance because, although there is no door, 
  there is a doorway. You can see several levels 
  from where you stand. The bones of this ruin make 
  you feel as if the Old Ones could appear at any 
  moment. It’s enough to make your skin crawl with 
  fear or anticipation, or both.
  The Tengu calls your attention from just inside, 
  standing beside a strange diagram on the dusty 
  and shard-littered floor. The mischievous creature 
  is now solemn.
  “There is one more thing I should tell you about 
  the magic of the Old Ones,” it says, “because 
  being the guardian of this place is granted through 
  them. I have done this for a very long time, and 
  I hope you will help me rest, Esther.”
  The Tengu reveals that the process to prop-
  erly reintegrate the Stormheart means it must 
  establish a link with the island’s guardian. The 
  Tengu learned long ago that this guardianship 
  could be transferred at this time, but usually at 
  the cost of the life of the former guardian. It re-
  fuses to say how long they have been doing this 
  job, only that they are ready to stop if Esther will 
  agree to replace the Tengu and remain on the is-
  land for the rest of her life. Ever since they came 
  to understand what she was capable of, they felt 
  she was an excellent candidate for the job.
  Throughout this explanation, they try to 
  phrase the request for Esther to take over as a re-
  quirement of the ritual to reset the Stormheart’s 
  
  Future Stories
  151
  151
  link. Perceptive characters can try to poke at this 
  story to get the Tengu to reveal the truth: that the 
  Stormheart can be harmonized again with the 
  Tengu and without Esther.
  Esther herself is conflicted about taking on 
  this opportunity. She would miss her family and 
  friends very dearly. However, there is an opportu-
  nity here for Esther to learn a lot about the Old 
  Ones, and her ability does seem like it would be 
  a great asset. She also feels a bit of the Tengu’s 
  desire to rest and feels sorry for them, but does 
  not like that they made her question her sanity 
  and urged her to sabotage. She looks to the other 
  shipwrecked survivors for their opinions on what 
  she should do. 
  The Misty Ruins is where the Stormcaller 
  has fled. It emerges either after the group has 
  made their decision and the Tengu tries to call it, 
  or after the characters have spent a long period of 
  time trying to decide what to do. It will immedi-
  ately attack in the latter case, and the player char-
  acters will have to force it into the center of the 
  diagram and begin the process described below.
  When the player characters make their de-
  cision, the Tengu presses a rune on the wall 
  and announces their wish to reconnect with the 
  Stormheart at the Lonely Tower. If Esther has 
  agreed to become the new guardian of the island, 
  the Tengu bids her to stand in a circle opposite 
  them in the diagram. All hear a strange humming 
  sound start up afterward, and the circles on the 
  floor flare up and bathe the Tengu (and Esther, 
  if there) in magical light. The Tengu calls the 
  Stormcaller demon into the center space, which 
  the demon struggles against mightily. It will try 
  to whip up winds and lightning into the space, 
  and so some may find it difficult to keep their 
  footing. It otherwise will not be able to damage 
  anyone.
  After a minute, it becomes clear that the 
  magic of the diagram is leeching away at the 
  Stormcaller demon’s very essence and provid-
  ing the power to link the Stormheart with the 
  island’s guardian (the Tengu or Esther). When it 
  is consumed, the light slowly fades. 
  If Esther is the new guardian, the Tengu 
  collapses with a contented smile — they are now 
  dead, and their corpse slowly disappears. Es-
  ther herself now has the same ability to use the 
  Stormheart that the Tengu did, as well as the 
  ability to see everything on the island as if she 
  were there. She can’t verbalize how she knows 
  these things, as well as the certainty that she will 
  learn more as she gets used to everything, but 
  it fills her with wonder. She also confirms that 
  she must remain on the island for the rest of 
  her life and expresses sorrow that she will not 
  see her family and friends again. She takes her 
  role quite seriously and stresses that although 
  she would love for others to come visit her, it is 
  forbidden. She also cannot explain why this is, 
  only that it feels like a commandment from the 
  Old Ones she cannot disobey.
  Esther then leads everyone out of the ruins 
  and back toward their camps, with a stop along 
  the way at a hidden cache also clearly built by the 
  Old Ones. She retrieves a chest from it, present-
  ing the player characters with the Flask of Bobby 
  Golden along with a few treasures stashed with 
  it. The Guide may decide from the treasures in 
  this book (p. 87), and maybe supplement them 
  with choose an item from the masterworks in 
  Pugmire or Monarchies of Mau.
  When it comes time for everyone to leave the 
  island and sail back to Port Matthew, Captain 
  Blake is tearful in bidding her farewell, but she 
  blesses him with salt, asks him to give her love to 
  her loved ones, and tells him to tell her tale with 
  happiness and gusto just as she would.
  If the Tengu is to remain the guardian, they 
  fulfill their promises to the player characters — 
  to a point. Like the trickster they are, the Tengu 
  doesn’t give as much time for repairs as prom-
  ised, and only gives the player characters the 
  Flask of Bobby Golden as a reward. It’s fine with 
  the player characters making certain their ship is 
  seaworthy enough, but the Tengu is relentless on 
  checking on them to hurry them off the island as 
  soon as possible, and Esther herself is miserable 
  the entire time. By the end of it, everyone is eager 
  to leave Stormheart Island and sail back to Port 
  Matthew.
  Future Stories
  While this adventure was written to con-
  clude the “Going on the Account” chronicle, this 
  
  Chapter Ten: Heart of the Storm
  152
  152
  doesn’t have to be the end! There are many ideas 
  in this book alone to help provide you with some 
  ideas. Some possibilities include:
  • Gloria Hereford of Port Matthew is looking 
  to finally get her full revenge on the Ospreys. 
  The notorious bird pirates are enmeshed in 
  the massive and intriguing mystery surround-
  ing the Aerie, and they also have several 
  hideaways all over the Acid Sea. If the player 
  characters are going to hunt them all down 
  for Gloria, these adventures can take them 
  all the way to level ten and retirement.
  • Similarly, Port Matthew’s Ministry of Health 
  could enlist the player characters to sail to 
  many different islands to find and investigate 
  different medicinal items or ancient texts 
  rumored to exist. As they find stranger and 
  stranger things or meet those opposed to the 
  player characters searching for these items, 
  they may discover themselves enmeshed in 
  its necromantic cult and butting heads with 
  some of the cats from the Monarchies.
  • Now that the player characters have the 
  Flask of Bobby Golden, various pirate crews 
  are constantly challenging them in hopes of 
  raising their own notoriety. There are numer-
  ous attempts to steal it, and eventually one 
  attempt succeeds. All clues, which take the 
  player characters all over Port Matthew and 
  at least once to Waterdog Port, point to an 
  ancient and powerful treasure hoarder in the 
  bowels of Port Matthew who only agrees to 
  give the item back to the player characters 
  if they go and fetch an even more notorious 
  treasure for them, such as Mother Anastasia 
  Akita’s Staff (the founder of the Church of 
  Man) or the Cursed Fingerbone of Cesar 
  Smilodon.
  
  OPEN GAME LICENSE 
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  END OF LICENSE
  
  Out here on the Acid Sea, it doesn’t matter what your house is or what noble family you’re 
  Out here on the Acid Sea, it doesn’t matter what your house is or what noble family you’re 
  descended from. All you need is a sturdy ship, a plastic hull, and a firm wind behind you.  
  descended from. All you need is a sturdy ship, a plastic hull, and a firm wind behind you.  
  And maybe some guns.
  And maybe some guns.
  — “Stumpy” Sabu Chromachilde, gecko captain of the  
  — “Stumpy” Sabu Chromachilde, gecko captain of the  Pig’s Tale
  Pig’s Tale
  With the advent of the plastic hull, people of all species took to the Acid Sea to explore, seeking 
  new shores and facing dangers unknown. Life on the sea is different than life in the relative safety 
  of the kingdoms and monarchies. Sailors must face the dangers of hunger, starvation, or becom-
  ing hopelessly lost and adrift while the plastic hulls of their boats slowly melt into uselessness. 
  Large portions of the sea remain unexplored and uncharted, denying pirates the assurance of a safe 
  journey home. If treasure is found, there’s always a hostile crew or two out there on the waves, ly-
  ing in wait to raid returning ships. And twisted corpses of dead sea life animated by Unseen forces 
  haunt the waves. It takes an extra level of grit to brave the Acid Sea. Do you have what it takes?
  Pirates of Pugmire is a chronicle sourcebook for both Pugmire and Monarchies of Mau. It’s 
  usable with either game, or as part of a joint experience. Some highlights include:
  • Two new species for players to enjoy: lizards and birds
  • Six new callings, including two for dogs and two for cats
  • Rules for building, sailing, and sinking ships
  • A trove of new allies, enemies, and treasures
  • Information on Waterdog Port and Port Matthew
  • “Going on the Account,” a chronicle of three new adventures, taking characters from 1st 
  through 6th level
  CAN YOU BRAVE THE ACID SEA?
  CAN YOU BRAVE THE ACID SEA?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Onyx Path/Pugmire/Pirates of Pugmire [2020].pdf